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g33k

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Everything posted by g33k

  1. I think you don't need to "stay in your lane," but should produce intro-scenarios (maybe 2-3 in a collection?) that are in the "space opera" genre you see as core to QUASAR itself. After all, these will (inevitably!) form part of folks' initial impressions of the game. If you lean too hard on horror too quickly, people may see it as a CoC-variant, like "Eldritch Skies" or etc; less so as its own whole Sci-Fi thing. IMO / YMMV (obviously) -- so I might include 1 horror adventure in an introductory 3-pack of adventures, maybe...?
  2. I have -- a couple of times -- seen a video here, tagged "Where in Glorantha" to which the answer is *CLEARLY* "at the Skyfall" -- an isolated rainshower that looks almost like a waterfall, it's so dense... Moving over a hillside, & thence to a river/lake. IIRC -- tho I may not be R'ing C -- the real-world vid was taken somewhere in Europe...? But I can't find it now! 🫤 HelpABruthuhOut? Anyone keep better track o' that link?
  3. It really depends on the players. I know players who will not play if they have to be "mathing in their heads;" and others if they have to consult lookup tables. In many cases, I have seen such players accept the help of other players (who math and/or lookup on the unwilling players' behalves)... but not always.
  4. Am I confusing some other cult which is confusingly OK with ZZ? Maybe Storm Bull? Does their "detect Chaos" ping on Gark-zombies & similar undead, but not ping on ZZ-zombies...? I'm sure I recall someone being "surprisingly OK" with ZZ's undead ... Or is this all just my own confusion from reading someone's Glorantha Varying, years ago; and thinking it sounded typically-weird & thus very-Gloranthan?
  5. Except that (rather confusingly) the Humakti seem to have no problem with ZZ-style "undead." Somehow ZZ is doing something different.
  6. What Andrew said. Also, a quick search with Google suggests this isn't a unique concept! You might ask 'round the bitd/fitd/*itd communities, see if any of them have Glorantha-specific advice. Come at the issue from both sides!
  7. 🥰 Maybe it's time to update your .sig here on BRPC? 😉
  8. But the proposed "crit on doubles" rule already moved us to 1/10, so my adding 1% low-roll per 10% over-100 just maintains that new (non-RAW) ratio.
  9. IIRC, there *are* some forms of zombie (at least) that Humakti find abominations (not sure about skeletons). I'm not recalling which those are, however... 😕 There are others (looking at ZZ's undead) that AFAIK do NOT bother Humakti. So it's a matter of figuring what the difference is, and why that matters.
  10. But it can bring back a "new truth" consisting of "that Oasis was only damaged, and hidden-away; it was never destroyed. Those who thought it was destroyed were wrong."
  11. That's a very cool artefact, indeed! OTOH, it's very different from the scope & scale of the Sunbright and/or Sunspot rune-spells that originally launched the topic.
  12. I would not refigure "general" HP's. Consider the case of your amputee veteran -- no arm, but otherwise fully healed. They are back in combat! Now... if someone lands a solid hit to the torso: does it hit a weaker, flimsier torso, with fewer HP's (because the character now has fewer total HP's)? Does each leg have fewer HP's because of a missing arm? Clearly not. Keep the general/total HP's as originally rolled.
  13. Doubles is explicitly 10% of hits (and misses). But trad BRP figures crits & fumbles as 5%'s. So this has twice as many crits&fumbles. Personally, I find the at-a-glance simplicity well worth the changed odds!
  14. No; with skills above 100 (using the "d99" method) the RAW chance of a critical is 9% (9 of the possible 10 doubles (all but 99)). If you use the traditional "d100" reading, 99+00 are both fumbles, so crits are only 8%. Your working numbers are assuming crit-on-best-5%-of-hits; but the "doubles" method is explicitly a 10%-of-hit crit (and fumble). But you're right -- the "Doubles" method doesn't scale crits with "over 100" skills. Offhand, it looks to me like the easiest thing to do is just add traditional "low rolls" to the Crit-doubles... 1% per 10% over 100 keeps the 1-in-10 crit, and is easy to figure. I don't see a similarly-easy way to figure Specials.
  15. "Godtime" (anything before the Dawn) is outside of Time, so it's a sort of "cosmic loophole" vs "no timetravel." It takes some major power to make those changes... but yeah, I expect you could make an Oasis "have always been there." IMG, I'd likely have such an Oasis be (always has been) something very hidden, very secret. So it was "always there," but almost nobody knew of it. Maybe some powerful protective spirit(s) (strong in Illusion-rune (noting that "Illusion" in Glorantha is "temporary reality")) hid it, etc... Mryne as Ronance's secret mistress, daughter, or...? You can only enter on one of Ronance's paths? There's also the "Hidden Greens" -- maybe a pathway to restoration; maybe a station on the HQ?
  16. Doubles, by itself, is exactly 1/10 Doubles on failure is slightly overrepresented, because 99+00 are both fails & thus both fumbles, whereas crit's are a bit under-represented (not until 11). The "always succeed" range of 1-5 has no crits (but "crit on 01" fixes this); however, the "always fail" range of 96-00 has 2 fumbles! This can be regularized by rolling a "d99" -- like a d100, but read as 0-99 instead of 1-100. Here, "00" is "0" -- the lowest/best roll -- and a crit. 99 is the highest/worst roll, always a crit-fail. The special case of "01" goes away, no longer special. 5's and 0's digits are indeed 2/10 = 1/5 of all rolls. You'll need to decide what meaning attaches to 55 & 00, then: these two rolls fulfill both the "5&10" guideline and the "doubles" guideline.
  17. Yes, I know. 🙂 I'm just YGWV-playing & riffing off @mfbrandi's speculation that "Air" could be calm&peaceful as its default state.
  18. With a last, lingering bit of Rune Magic from when Earth was trying to keep Air a peaceful god (trying to stop the disorder, the chaos that is Storm): Tame Bull.
  19. One of the things to learn about Glorantha -- and best learned sooner than later -- is the futility of trying to pin down cosmological truth; even less-possible, Truth! Two things can each be "true" in Glorantha (provably true, by HQ'ing to the Godtime & seeing it happen, participating, even bringing back pieces of that "truth" as HQ'ing rewards) and yet be mutually-incompatible ("both cannot be true") things. Those things (and their manifest Truths, in the forms of their respective HQ-rewards) coexist. There is no singular reality behind the veil. When the blind men feel the legs, the trunk, etc... some of them are feeling the selfsame elephant, but some are feeling a rhino; and some are feel a walrus. Just pray you aren't one of the ones feeling Kyger Litor ...
  20. I'm not (at all) certain that this RW-physics perspective is relevant to Glorantha... This, OTOH, is nicely mythic! This too seems very, very mythic. Lightning -- obviously, anyone can trivially tell by looking at it, by exploring the effects of lightning-strikes -- is raw light and heat. Light and heat... this *is* the fire rune. That it comes from the Air simply speaks to it having been won (or stolen) by Air/Storm from Fire/Sky.
  21. Let us also notice that Moon has gathered a suite of other Elements... all but Air/Storm, in fact! Including, notably, Chaos!
  22. I don't think I understand you here: you say "...I don't really think its a problem that can/should be fixed..." but that you're "... just going to keep running Sunbright as counting as sunlight..." So you have "fixed" it, but you ... think you shouldn't have? 🫤 🧐 😵‍💫
  23. I love shamans as co-equal (to LM/IO) as "lore-giver" NPC's for newbie players and those seeking specialized info. As a GM, I see the Horned God / Shaman book as only a half-step behind the Lightbringers/EarthGoddesses/Mythology trio, and likely ahead of *several* Cults books that (AFAIK) Chaosium is bringing out first.
  24. Over in the "Official Q&A" thread, @Scotty clarified that "Sunbright" doesn't function magically as if it were "direct sunlight:" Leading me to suggest that some Solar heroquester (likely an Illuminate from the Lunar empire) discover/create a Solar version of the Lunar "Glowspot"... A spell whose radius *does* allow the casting of other "only in direct sunlight" spells. Maybe a two-Heroquest project -- 1st, bring back a unique "Be a Sunspot" HQ-ability. Later, HQ to find/create a Runespell version of that ability. Maybe it "stacks" on top of Sunbright: Sunbright + Sunspot + The "needs direct sunlight" Runespell(s). This shows a nifty parallel to the suite of shapeshifting runemagic from Odayla &c...
  25. Just wondering if @Baphomet69 has found any of our suggestions useful or helpful...?
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