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PhilHibbs

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Everything posted by PhilHibbs

  1. Good spot. One for the errata thread when it reopens... shame it gets locked for so long, this sort of thing could easily be forgotten. Also, examination of the list on Page 61 has answered my long-standing question as to whether Customs (Local) should have a tick box: yes it should as it is in bold. The character sheet has a tick box for Customs ( ) but not for Customs (Local).
  2. I can't find that on p54, but there is this on p52 in the box: So that's already settled, no it does not increase (or decrease) your species maximum. It just seemed a little unintuitive to me that a pygmy could train up their SIZ to 21.
  3. You cannot. Magical power is all tied up with free will, you trade your free will for magical power. Gifts and geases are one of the few places where this free will loss actually manifests in game terms, Sandy Petersen's sorcery rules is another, but it is pervasive in Gloranthan magic. If you take away someone's free will, they do not have access to it in order to initiate a magical transaction. There was a set of heroquesting rules knocking around a few decades ago in which WIL was a stat. You build it up in normal play and then start spending it on heroquest powers, or something like that.
  4. Not possible so long as the modifiers are only +/-2, but it does make a difference with rune bonuses. SIZ 18, +2 for Bison Rider, +2 for Darkness Rune, is over normal species maximum.
  5. Where are these different values from? Page references would be useful, if only so that we can note the corrections ourselves! I haven't seen these differences pointed out before.
  6. What about species maximum? Should those be affected by the tribal modifiers? This is an open question to anyone. I think it probably should be affected.
  7. When the Humakti dies, or breaks the geas, the gift ends. Spell? Humakti gift swords are permanently blessed.
  8. On a spiral staircase? I think it's a pretty big advantage. Ah, I see I quoted the wrong line of the post.
  9. There's no specific rule but I'd give +/-20 to attacks but no modifier to parry.
  10. It is an add-on, I don't think the highest tiers include it.
  11. That's a statistical myth, a left-hander is just as likely to meet a left-hander as a right-hander is. Chance has no memory.
  12. Yes, I don't like specialist skills for that reason, people will just use a more generic skill for the same thing and then the specialist is at a disadvantage in their specialty. It's the same with defaulting to stat rolls where there isn't a skill, and then finding that the skill does exist as a cult specialty. Some Mostali get specialty skills like "Metal Lore". Who would disallow Mineral Lore to be used for metals?
  13. There's a song in there somewhere...
  14. Yes, that's pretty much why this thread exists, to discuss methods for breaking those ties.
  15. Yes I think I have a word document somewhere, I'll have a look when I get my computer back out in a couple of days.
  16. But the fact remains that 96-00 is 5%, not the 4% that you calculated that it should be.
  17. I was just saying what the number meant in Sandy's system, so people know that "higher is better" for the two numbers.
  18. Sounds similar to the Vows system in Sandy's sorcery system. You could use that for some examples. Here is one: The number is the amount of Presence gained, which is a sorcerer's capacity for maintaining spells as there is no Duration in Sandy's rules.
  19. Element runes can be raised with the 50 points.
  20. Like the blue guy on the rulebook cover.
  21. Weapons and shields don't have both. In RQ 1, 2, and G, they have HP. In RQ3, they have AP. The mechanics are pretty much the same for each though.
  22. So you should be able to set half of your form runes and all of your elements to 100 with no limit? Seems a bit OP to me.
  23. Hallucinate is great for getaways, make an illusory rope to climb or plank over a gap that only you can use.
  24. Cast Fanaticism on someone's horse, or on the rider if they don't have a great Ride skill.
  25. We quite often roll without figuring the exact chance, if there are modifiers in play, and only spend the time to sort out the exact chance if it's close. If the chance is in the 50s or 60s and you roll 27 then it's a success, and you can use "highest wins" with no additional effort. Comparing differentials more often requires exact chance to be known. I know people who love roleplaying but are emotionally allergic to arithmetic. But, to be honest, I wouldn't run RQ for him anyway because of that.
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