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PhilHibbs

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Everything posted by PhilHibbs

  1. There's no basis for that in the text, but sure if you want to bring back some of the RQ3 mechanic then that's fine. Another advantage of dual wielding, even if you only get "two actions" à la RQ3, is that it keeps your options open. If you're pretty sure that that huge lizard is intent on eating your friend, you can go ahead and hit it twice at full chance. If it looks like it might have a swipe at you, you can attack it once (or twice if you can split) and parry with the other sword. Parrying animals with a swords is a fantastic strategy.
  2. Didn't you just say that you might not allow that?
  3. Two attacks and dodge, however...
  4. Another broadsword. Two attacks at full chance.
  5. Heavy infantry, maybe, light infantry less so. Plenty of Orlanthi are highly individualistic and want to go off and do their own thing. Keeping the fyrd disciplined can be like herding shadowcats sometimes.
  6. I would expect powered crystals to cost a lot more than that. Finding a high-price buyer for one, however, that might be tricky. They are probably one of the highest profit items for a trader, if they are patient enough to look for the right buyer, and able to defend their valuable merchandise for that amount of time. As we saw in the Biturian Varosh stories, there's a good chance that somone will come and claim back this kind of "stolen property". If you want to buy a magic crystal, talk to the Issaries traders and get the word out that you have a pile of gold burning a hole in your purse. Someone might get in touch with an offer.
  7. Fair points. Shame that the generic Spell Resistance is gone, you could use Neutralize Spirit Magic to protect against Dispel Magic, but for Dismiss Magic, you'd need Neutralize (Rune) for all the runes that you think might be used against you.
  8. Of course the pro munchkin will Drain Soul to get its MP down, and repeatedly cast the spell until they are lucky on the Str vs POW roll. Or just tap the damn thing's POW, infect it with Soul Waste, etc., and then get the healer to cast Restore Health until it gets its POW back. That way ALL the intensity of the spell can go on Range and Duration, none is needed on Strength.
  9. I think that's reasonable, but I didn't for my Humakti example and still made it to 100% in both, but I had to use both the +20 and +10 cult weapon skills. For the Orlanthi, missing out on one of those +10s meant I had to use a +25 to get 100% instead of a +10 to get 95%. Wearing my +1 munchkin hat, sometimes, depending on your category modifiers and a few other factors, you can't get to exactly 100%.
  10. No, just the cultural bonus. That's the only one that I am assuming affects both. Well, plus the Manipulation category modifier of course. Even if you don't, you're only starting out 3% lower in offhand than in main divided by two. You're really hurting over "wasting" 3%? Well, as a munchkin, yes I feel your pain! 3% is an OUTRAGE!
  11. So draw a big green B in Paint and use that as an avatar!
  12. No not at all! If you take a Sartarite with a +10 Manipulation modifier using a broadsword and give the cultural bonus, then here's how it would go in the two systems: Improve from half: Main hand 10 base + 15 cultural + 10 modifier = 35, halve it to get 18, then build from there. Improve from 5%: Off hand 5 base + 15 cultural + 10 modifier = 25, build from there. The cultural modifier wipes out and improves on any "benefit" of starting from half skill. It's 7% better.
  13. Personally I would solve the Herd quandry by making the Sartarite bonus for Herd +20 or +25 instead of +10.
  14. The answer to your last question is, "Yes, Herd! And none of the pre-gens have anything in that!" I ran it with the pre-gens, but as an experienced RuneQuest GM, the only thing necessary is one or more characters who is involved with the clan. Even that isn't strictly necessary, the adventurers could be murder-hobos traditional footloose adventurers who happen across the trail of the raiders, track them to the tower, and then take the cattle and dead bad guys to the Ernaldoring (or Greydog!) clan for a reward.
  15. Base 5, Modifier 10, Occupation (Light Infantry) 25, Cult 10, Cult choice 15, personal choice 25 = 90 You can also get it to 100 if you take the Cult 20 for offhand broadsword instead of the Cult 10.
  16. Because it explicitly says that you have to keep track of the two separate skills, and that the offhand skill starts at 5% plus modifier, it does not start at half your best similar right hand weapon.
  17. Oh, thanks. There is an implication there that although you might have a 50% right hand attack including, say, a 10% modifier, and can use a left-hand sword at 25%, you still have to train your left hand skill up from 15%. During that time, you have to roll using your 15% offhand skill in order to get a tick on that skill, rather than your halved right-hand sword skill. That's pretty tough. If you're going to go for an off-hand weapon, get it done in character creation!
  18. Yes, you're right, p415. Dammit!
  19. A scribe who has fought in several battles. Also, going by the actual character creation rules, she should only be able to get Broadsword up to 55% maximum. She could get Battle Axe to 70, though.
  20. You have to be persistent to be a true munchkin. And, you don't roll the die, you take the 3.
  21. Seems we've lost the description of the "Next unread topic". There is a particular thread title that I look out for, which was a useful indicator to me that I had come to the end of the new posts in the RuneQuest forum. Not a major problem. Oh, and Bill, I guess the upgrade has just rerolled the dice for the colour. You could always just set yourself a profile picture.
  22. So I've got my Death Rune up to 95% but that isn't enough! I'm so deadly that only 100% Death Rune will do! But I keep failing my increase roll between adventures because it only has a 5% chance of success! I know, here's what I will do. I'll try to use my Fertility as an augment, because I can do that as often as I like, unless I accidentally succeed and then I have to wait 'til the next session. Each attempt gives me a 5% chance of fumbling, which gives an immediate 1D10% loss in Fertility and corresponding gain in Death! Sure, it's a risk that I will pass before I fumble, and get a tick on Fertility, but that can only happen once per adventure. I have an evens chance of fumbling before I succeed in the next session.
  23. A Humakti should be able to get it up to 90, even with a modest +10% Manipulation modifier. It also depends on how generously you interpret the bonuses. Sartarites get Broadsword +15, should you get that as well for off-hand use? I don't see why not. That allows you to get you up to 95% or 100% depending on your modifier and how you allocate your cult and elective choices. What more do you want? An Orlanth Adventurous with the same +10 can get both sword skills to 95% and 85%. If you allow the +15 Sartarite bonus, which I would, then that 85% becomes 100%. Two swords is perfectly achievable. The only down side is the reduced HP for parrying, and the inferior damage taking mechanics. Get yourself an iron sword to parry with, and bless it for +50% HP.
  24. Also, remember to reduce the treasure by a factor of 10.
  25. You're right, that didn't make it into the pack. It's only available as a PDF download, I know it's on the Dropbox linked from the RuneQuest: Roleplaying in Glorantha. Pre-release mail-out, not sure if it's available as a direct download from the Chaosium web site. They need to link it from the GM Pack product page really.
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