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Posts posted by PhilHibbs
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44 minutes ago, Kloster said:
Everything in the world of Glorantha depends on the game system being used. RQ2, RQIII and RQG have completely different values for money, and thus completely different prices for everything. This will include Truestone. I have not (and will not) check in HQ, but I presume we have at least 2 other values, and 2 other price lists.
RQ3 was not Gloranthan, so certain compromises were made when trying to unify the Fantasy Europe Pennies currency of RQ3 with the W/L/C currency of Glorantha. That's fine, that's a compromise in order to merge two incompatible price lists into one usable game. As far as I can tell, RQG and RQ2 use the same price list (I haven't checked everything so I might be wrong).
My point is that the value of a material in the world should not depend on the game mechanics for the magical properties of that material. It might vary because wealth and the value of money has been re-interpreted by different writers.
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3 hours ago, Crel said:
In an RQG Glorantha using your rule suggestions, how would you ballpark price Truestone or Adamant? Although this is obviously not the sort of thing you can just run on down to the marketplace and hand over coins for... For reference, 1ENC of unenchanted iron is 700L, and enough metal to make a broadsword. 1ENC of gold is 600L.
The value of Truestone in the world of Glorantha should not depend on the game system being used.
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6 hours ago, Joerg said:
I see great potential for phantom spells placed on protective circles... you could replicate many a D&D favourite "rune" spell with those, or other not really protective spells. (Provided the phantoms do count as an attack of sorts...) Almost (?) enough to make a trickster study sorcery.
Yeah, 'cos no-one's ever seen a mad sorcerer...
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1 hour ago, styopa said:
Huh?
NAFAIK....where were crits and fumbles in AD&D?
Unearthed Arcana, I think. So, not original AD&D. It could have been lifted from RuneQuest, but I don't know if it was.
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2 hours ago, Brootse said:
But which all Sorcery spells are eligible? One of my players would be interested in knowing if Boon of Kargan Tor could be cast on it.
I'd say not, because PC only affects people, not weapons, and only applies protective spells to the people inside anyway. So not even unarmed combat. Maybe it would apply to successful parry damage vs a less successful attack. Personally I'm a bit surprised that attack spells can be cast on it, that's new and I suspect it hasn't been thought out properly.
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49 minutes ago, Joerg said:
Biturian offers a piece of Truestone with a good deal of his pathfinder magics to avoid a quest into broo-infested Sog's Ruins at Horngate. It isn't quite clear whether he was able to regain those spells at his next temple visit, but the story almost makes it sound that way. If Biturian was able to regain use of those spells without new permanent POW sacrifice that would suggest that he only placed rune point uses in the stone, rather than the entire spell knowledge. Basically, an empty spell trading (but then that may have been what he did, rather than place the spells directly in the stone?) without any return magic.
He was a priest, they always could get their spells back after Truestone had sucked them up. Unless they were one-use to priests, in which case they were gone into the stone.
The problem is, if the spells in the stone are fixed, what spells go in? If I have 5 RP and I know 10 spells, which ones go in and at what point levels? Or does it become a clone of my RP pool with all the flexibility that I had?
My suggestion is that the RP that I have left go into the stone as copies of the last spells that I cast. So if I have 5 RP, and my last spell was Shield 2, before that Heal Wound 1, and then Lightning 2, then that's what would go in. If it doesn't end up with a round 5 points... well, replicate spells until it does, going back further if necessary. There's bound to be a 1 point spell somewhere in that I've cast at some point in the past. And if you can't remember, the GM makes it up. So in that example but if I only have 4 RP left, then Shield 2 and two Heal Wound 1s go in.
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19 minutes ago, Joerg said:
Basically the defender who didn't get to hit the intruder when coming in gets to attack him from his rear as he engages someone else further back. Doing a penetration attack without trusty wingmen to cover one's rear is suicide in a combat system like any incarnation of RQ.
Whilst there are no specific rules for flanking or rear attacks, or for parrying against them, I wouldn't have any hesitation in spot-ruling if someone were to do that. I'd warn them about it though.
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2 hours ago, hkokko said:
After 18 hour flight back home I cannot recall any more the answer to the rune points part. It has been a long time we have seen one...
Back in the "Rune Power" days, where more-or-less the current Rune Points were a set of house rules, there were opinions on what happened, but it's never been officially ruled. Do Initiates lose their Rune Points permanently? What spells end up in the stone, does it keep the full flexibility that the initiate(s) had or do the spells somehow get fixed with point limits?
It used to be really simple - if I know Shield 2, Heal Wound 2, and Lightning 1, that's what goes in. But if I have 5 Rune Points and I know 10 spells (including all the Common Divine spells), what does that mean? If an Orlanthi and a Chalana Arroy have 4 and 6 RP each, does it get two separate Rune Point pools that can be called upon, each limited to the spells that the two adventurers had access to?
As to spirit, draconic, sorcery etc., it does nothing.
What does it do in HeroQuest or 13G?
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57 minutes ago, g33k said:
I need to review the Shaman rules; am I totally misremembering, or isn't there a "bargain" or other non-hostile way to the same end?
I'm inclined to agree that a Cult Spirit should be mostly WILLING to assist senior-ish Cult members, such as RQG caliber PCs... without needing the same sort of beat-down you use to enslave a hostile spirit!
Well, it's an Issaries cult spirit, and Harmast didn't want to use 2 Rune Points to cast Command Cult Spirit, which would be the normal means.
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In our last session, both Harmast and Vasana broke their swords by parrying critical attacks. They carried on using them under the half chance rule for the rest of the combat.
Since no-one could repair them, Harmast cast Summon Cult Spirit to get a spirit that knows Repair, Vishi Dunn attacked it in Spirit Comabt (having discorporated already), and beat it down to zero. He then commanded it to teach its spell to Harmast.
There may be some minor consequences for them on return, for beating up a cult spirit, but I think it was probably worthwhile in the circumstances.
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Still, it doesn't really make sense for Orlanth Rune spells to use the Mastery Rune, unless they are advanced spells only available to high level Rune Masters.
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4 hours ago, Pentallion said:
ummm, that's what I was saying.
I thought you were saying that you use your Water Rune affinity, rather than studying it.
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3 hours ago, soltakss said:
With the main deity, Orlanth, having Mastery, Storm and Movement, this is a rule that I would immediately houserule away.
So what other runes would you add, and how would you deal with the ratings? If adventurers then have more runes to spread their points among, would you give them more points in character creation, and how would they acquire the extra runes if they join another cult?
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47 minutes ago, g33k said:
Is there any difference between the blood of gods dead & fallen, vs. e.g. blood shed by Orlanth or another still-living god?
Also: does it matter WHICH god? That is, do powers follow the powers/natures of the god whose blood you are using, e.g. Storm Bull's blood works best with Air magic, Berzerk, and anything anti-Chaos? Or might there be limitations, e.g. a drop of Yelmalio''s blood couldn't be used with Darkness or Water magics?
I seem to remember that the blood of dead gods was un-powered MP storage crystals, whereas powered crystals were the blood of gods that didn't die. I don't know if that was ever official. It's probably possible to tell which god, Divination could almost certainly tell you if the blood was of your god, and maybe you could use it for something funky in a heroquest.
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21 minutes ago, Mechashef said:
Statement of Intent for Gabby is she will stay where she is, using her sword and shield to attack or defend against anyone who comes into range
Statement of Intent for Bazza is that he will move to Gabby, attacking her with his sword and parrying her attacks with his shield.
Bazza cannot attack Gabby. The 5 SRs used for moving is greater than half his Movement Rate (half of 8 is 4) so he cannot move and then engage in melee or cast a spell. (or so I understand).
That's Bazza being careless with his statement of intent, a strict reading of the rules is that Gabby gets to hit him and he gets to parry, then they start afresh the next round.
What Bazza should have said is, "I will close but not engage, unless Gabby also closes enough so that I can hit in the same round". That's what he wants, surely.
Bear in mind that the characters in the world don't know when the melee round ends or begins. There's no big counter in the sky, or galley drummer beating out the rhythm. If the distance at the start of the round leads to odd situations like this, where a different distance would mean that Bazza is not at a disadvantage in losing an attack, I'm not going to make the melee round structure affect the world. If the abstraction gets in the way of visualizing what's going on, then work around the abstraction. And to be honest I doubt that this will ever come up, and if it does, only in the first round of combat.
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3 hours ago, Pentallion said:
I'm quite aware of that and Jeff was discussing how techniques aren't used to cast Dormals opening. He goes on to say in sorcery it would be water and command.
Obviously, were it that simple, the Closing would have lasted 1 day. His point being that the magic casters are calling on through Dormal requires the water RUNE. Not the technique. He flat out states this.
Pardon? Those are requirements, but that's like saying the requirements for Solve Rubik's Cube is just Rotate and Turn Face. Knowing a Rune and a Technique does not give you knowledge of all the spells that are possible with that combination. And Water is not a technique, it's a rune. Open Seas requires knowledge of the Command Technique, the Water Rune, and the Open Seas spell. This latter component is what Dormal invented.
And clearly there is a version of the spell that DOES use techniques, it's right there in the RQG rule book as a regular spell that DOES use Command and Water.
What Jeff is saying is that there's another way of learning the spell that doesn't require studying of the Rune and Technique.
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13 minutes ago, Kloster said:
Another possibility is that Jeff's comment was about 'normal' orlanthis, not aeolian ones.
Another possibility is he just cocked up. 😂
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3 hours ago, Brootse said:
In that thread I linked Jeff said that Orlanth's Initiates aren't allowed to use sorcery.
2 hours ago, Kloster said:Yes, I have read that thread, but that does not seem compatible with the rules.
I think there might be compatibility a gap that we can squeeze through here.
Aeolians can worship Orlanth.
Orlanth cultists can't learn sorcery.
Therefore Aeolians worship Orlanth, but not through the Orlanth rune cult.
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15 minutes ago, Sumath said:
Not if they pass by you when you are ready to hit them it isn't.
A combatant can move three metres per SR. If you attack on SR5 and they have moved 15 metres, then you are ready to hit them as they pass you.
The other combatant (who attacks on SR4) could still be 6 metres away, so cannot attack them.
If you want to replace the Strike Rank system with an Impulse system, go ahead, but it's probably better if you don't call them SR in that case, because it leads to this kind of confusion.
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58 minutes ago, Sumath said:
There seems to be a great deal of effort going on here to avoid the point of the example. Which is that not accounting for an opponent's movement in a combatant's strike rank order results in a sequence of combat that is spatially or chronologically impossible.
It's not impossible at all. It's perfectly possible for someone to pass close by my and be killed by someone else before I react. Why is that impossible?
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4 hours ago, EpicureanDM said:
How many folks playing RQG use DEX SR as the earliest that a character can start acting? I know it's a common, accepted rule in RQ2/3, but was it explicitly brought over to RQG in the RAW? Does anyone have a page reference to it in RQG?
I've never explicitly thought of a rule like that, but I can't think of any way that you could act before that, except for rune magic or divine intervention. Are you thinking of parries or dodges, that a character can't defend against an attack that happens before their DEX SR? I wouldn't rule that. So no, I wouldn't play that way, and I don't think I've ever seen it even suggested. It would be a pretty rare situation anyway, maybe a Diminish DEX spell could bring it about.
Or were you thinking of movement, that if you have a DEX SR of 3 then you can't move in the first 2 SR, so 3 ranks of movement would finish on SR5, then you start counting your melee SR? Do you imagine someone running has to stop and not run for a couple of SR because the melee round reset and they can't act? Or that they have to continue running and can't stop until their DEX SR? Nope, that's never occurred to me either.
4 hours ago, EpicureanDM said:I'm trying to figure out how to handle it in my game.
Handle what, specifically? If I'm missing the point, give us an example.
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28 minutes ago, svensson said:
WHOO-HOO!
I did not see anything in the announcement about pre-orders. Are they available or will they just get mobbed on street date?
I've never seen them do pre-orders before.
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1 hour ago, EpicureanDM said:
I should point out for new RQG players that RQG doesn't contain rules for creating Spell Enhancing enchantments...
1 hour ago, Joerg said:It's in the Adventure Book of the Gamemaster Pack of the boxed set, page 123, under "Power enhancing".
Also available as a preview sample chapter if you subscribe to Chaosium's RuneQuest pre-release newsletter:
(Yes, it already relesaed, but the newsletter is still called pre-release)
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Should Second Sight allow the caster to see the Spirit World?
in RuneQuest
Posted · Edited by PhilHibbs
Second Sight specifically does not allow you to see the Spirit World. You can see spirits that are not in the Spirit World, such as bound spirits, possessing spirits, ghosts haunting an area, etc.
Unless you are saying that whilst you can't see the Spirit World itself, you can see spirits that are IN the Spirit World.