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PhilHibbs

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Posts posted by PhilHibbs

  1. 22 hours ago, resurrected duck said:

    I noticed that spirit magic spells have their duration reduced to 2mn.

    Since RQG is based on RQ2, it would be more correct to say "have had their duration maintained at 2mn", as RQ3 extended it from 2 minutes to 5. It's now back to how it was originally. I'm not sure I like it, we will see how it goes when my game resumes (on hold due to COVID), we will probably make it 5.

  2. 17 hours ago, Richard S. said:

    As for sorcery "matrices", that's basically what inscriptions are, an external place to hold spells so they don't take up space in your noggin. And yes, like with other enchantments you can spend extra POW to mess with who can use them (though in this case the default is "caster", not "everyone", so each extra point would expand the pool rather than shrinking it,

    Where does that come from? I'm pretty sure that inscriptions are creator-only and that's it.

  3. 9 hours ago, David Scott said:

    I always assume that the Rune levels of a cult know their cult spirit magics as it says in RQG: Spell teaching is an important source of income for the cult, so assuming God Talkers, Rune priests and Rune Lords know the prerequisite spirit magic is a no brainer.

    Not all rune-levels will know all the spells. Maybe if they have an allied spirit then they might be able to, but there's just too much for one individual with most cults.

    • Like 1
  4. Really nice! Amazing piece of work. But... and I don't mean to niggle, merely to point out a small improvement... the water should not cast a shadow on the cave floor. (I assume that is water...) I assume you can turn off drop-shadow on those objects.

  5. 8 hours ago, French Desperate WindChild said:

    what about warriors with size 8 and str 8, it is too unfair ! they have damage malus and no access to the most deadly weapons (great sword, etc..)

    If a warrior's damage was reduced by the number of weapon skills they have learned, then experienced warriors would do less damage than novices. That's the best analogy I can come up with at a moment's notice.

    • Like 1
  6. This leads to the question, "how does having RP interact with the wyter's normal ability to spend POW on rune magic to cast on members".

    I would say that they do not interact. If it wants to use the funky multi-casting trick, where it can cast Shield 5 on 5 people for 9 POW, it can't use RP for any of that. POW only.

    • Like 2
  7. 43 minutes ago, Godlearner said:

    Except that in RQG you do not learn spirit spells from spirits, but from Rune Masters of the cult and they can only teach you what they know.

    You can learn spells from spirits. If you defeat a spirit in spirit combat, you can force it to give you one of its spells. All you need is a cult spirit that knows the spell, a means of initiating spirit combat, and it can be done. My group did that out on the road. Two of their swords broke and they had no opportunity to repair them, so Harmast summoned an Issaries cult spirit, Vishi Dunn discorporated and engaged it in spirit combat, and learned Repair. They could continue pursuing the bad guys with swords more or less intact.

    • Like 2
  8. You will have to forgive us if it's tricky to pick apart what you are saying is bloat and what you are saying is a design flaw. You say the lack of consolidation is bloat, and the lack of power level consistency is a design flaw. The implication is that bloat is not a design flaw. Have I got it?

    To be honest it makes little difference, and I disagree on both anyway. Well, I guess I can't disagree that it is bloat, that's pretty much objective, but really, there are only a small number of spells that are functionally identical with different flavour. Bladesharp & Bludgeon, Sword Trance & Axe Trance & Arrow Trance, I really can't think of any others. I think that, as Jeff said, giving the magic system a more in-world flavour is worth that.

    And Bladesharp and Bludgeon have been in every edition of the game for over 40 years, it's a bit late to change that now. In every game group I ever played in, I don't remember anyone complaining.

    • Like 4
  9. I think the quirky variety of spells, and the lack of consistency in effect-per-point, is part of RuneQuest's charm. I am aware that it is one of the reasons that RuneQuest, and also Glorantha, is not everyone's cup of tea.

    It is also one of the reasons that HW/HQ/QW never really clicked with me, everything was hard coded to be equivalent to everything else.

    • Like 8
  10. Yes, the radically shorter duration does make big spells less valuable, as most variable spells are temporal. Unless you have that shamanic ability...

    I remember putting together a collection of extra spells many years ago, and I threw in a 6-point instant spell, I don't have the document any more but let me see if I can rewrite it from memory.

    Annihilate
    6 points, touch, instant
    Cast on a projectile made of silver, this spell replaces the damage done by with the caster's POW in hit points and ignores non-magical armour, enchanted rune metal protects normally. The projectile can impale. On an arrow, only the head needs to be silver. The projectile must strike the target on the same or subsequent round that the spell is cast.

  11. 44 minutes ago, HreshtIronBorne said:

    Why do I have to go to a website tonfigure out rules that were literally never printed. Is there any indication in the actual rulebook that you have to pay for each level of spell separately?

    They are on a web site because they were not printed. That's the whole point of the Well of Daliath, clarifications and corrections that are not in the books.

    Personally, I'm not a fan of it. I'm not a fan of fixed costs at all. Everything is negotiable. Rewards for service and favours, that sort of thing.

    • Like 1
  12. 11 hours ago, Shiningbrow said:

    I'm in 2 minds.

    Middle World mind and Hero Plane mind?

    11 hours ago, Shiningbrow said:

    Firstly, if it's part of *your* soul, you should be able to put points in any time. Given that Jeff offered these choices *after* the HQ, that would fit.

    I think in "Gloranthan Reality" it happens while you are in the Hero World. You leave part of, or an imprint of, your soul behind. Remember that POW points are a RuneQuest mechanic, other game systems may not have a concept of a points pool that a chunk can be split off from. And the player making the choice might parallel the adventurer's realization that they have taken a step into a larger world.

    11 hours ago, Shiningbrow said:

    However, the point** is to empower your presence on the Hero Plane, so mythically logically, you should have to be there to do that... 

    That's how I see it.

  13. 11 hours ago, Shiningbrow said:

    I'm in 2 minds.

    Middle World mind and Hero Plane mind?

    11 hours ago, Shiningbrow said:

    Firstly, if it's part of *your* soul, you should be able to put points in any time. Given that Jeff offered these choices *after* the HQ, that would fit.

    I think in "Gloranthan Reality" it happens while you are in the Hero World. You leave part of, or an imprint of, your soul behind. Remember that POW points are a RuneQuest mechanic, other game systems may not have a concept of a points pool that a chunk can be split off from. And the player making the choice might parallel the adventurer's realization that they have taken a step into a larger world.

    11 hours ago, Shiningbrow said:

    However, the point** is to empower your presence on the Hero Plane, so mythically logically, you should have to be there to do that... 

    That's how I see it.

  14. On 9/27/2020 at 5:07 PM, JonL said:

    Well, sort-of. Ideally the current trademark holder and going concern for over a decade would have been "HeroQuest" while the defunct-for-20-years entity would have been "HeroQuest_(board_game)." Not that it matters now.

    Wikipedia isn't an up to date trademark catalogue, and is not limited to representing the world as-it-is-now. It's an encyclopedia that covers the present and the past on an equal footing with each other, and the past actually seems to have priority a lot of the time as it is better understood. The trump card goes to the widest held view of a subject, the most common public usage of a term. And whether we like it or not that that is, was, and always will be the board game. Who happens to hold the trademark at any moment in time is irrelevant to that.

  15. Another thought that occurs to me, there is no relationship between what the adventurers achieved, and the magnitude of the reward. Other than the selection of spells, "You did this, and that, so you can choose this spell, and that spell", the magnitude of the reward seems to be "How much POW do you want to spend".

    Also the mechanism that we have seen doesn't cover coming back with a magical item or creature. "I brought back The Purple Cow, whose milk tastes of Parma Violets!" How do you express that in Hero Soul POW?

    • Like 1
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