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PhilHibbs

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Everything posted by PhilHibbs

  1. In case anyone missed it, the latest revision of the bestiary has a box for Minotaur adventurers.
  2. I don't think death stops the hunger. Undeath and Hunger are the same rune, aren't they? Ah, but it will probably stop the whining, fair point.
  3. Its chaotic nature even disrupts the forum page layout.
  4. I'm trying to think what other gotchas you are going to encounter, from personal experience. Oh yeah, Darktongue. Trolls get Speak Own (Darktongue). Argan Argar gives Speak (Darktongue). Good luck figuring out how to deal with that!
  5. How are you handling racial skill bases? Trolls are still getting base 5% Ride, it should be zero. My spreadsheet has all the racial bases, if that helps. They're in a hidden sheet called RaceSkills which you can un-hide.
  6. Moonfire (RQG) can cause some pretty large conflagrations.
  7. It might just punch a hole in it, not sure how big the Blue Moon is. Or it might just go straight through it without interacting, like a gigantic neutrino.
  8. PhilHibbs

    Troll Diet

    So Uz aren't cannibals, they are genavores.
  9. It does require more improvisation and imagination than elements. Some groups might think that a good thing, others might have more trouble with it. I've had players that find that kind of thing tricky.
  10. I found it frustrating that I could not go back and change my choice of cult, unless I'm missing how to do that. Also I'd like more flexibility on skill choices, for instance if I ask my GM "Can my Babeester Gor cultist put a cult skill choice bonus on Battle? It's a cult skill, but not in the starting set", and the GM says yes. Oh, and you should put the standard Chaosium fan policy statement somewhere: https://www.chaosium.com/fan-material-policy/ See Requirements 1.a.
  11. I'm not sure. What's the point in linking associate cults? How do you handle spells from associate cults - do you model the association, or do you just add the spell to the available list for the receiving cult?
  12. So all the un-detailed cults, like Three Bean Circus, need to be added as separate cults (and presumably will appear as selectable options)? Can they be flagged as unavailable, so that they cannot be chosen?
  13. The former, I think. You can't use your passions or runes to augment another adventurer, they are personal.
  14. yeah... https://www.youtube.com/watch?v=HZPTZuwwHng
  15. Where does it seem to say that? It would also preclude augmenting another character's magic. The Sartar Magical Union no doubt has methods for augmenting other magicians, but they may be an innovation unavailable to most people.
  16. Reputation starts extremely low, though, so is much more likely to do harm than good until the characters are very highly experienced. There will always be better things to call on.
  17. Crack has a rule that the item holder gets a resistance roll. I don't think other item-affecting spells do.
  18. Very nice! How about adding a log of choices made so far in a box at the bottom of each screen, so you can refer back to previous choices that you made? A running total of skill percentages would be good too. When assigning personal skill bonuses, I'd like to know what skills are approaching the 100% cap. *Edit* Ah, the drop down shows the current skill level! Personal Skills section should give 5 skills at +10 rather than 4. Could the Rune Magic selection be expanded to allow for buying extra Rune Points? One of the pregen characters has 4 spells.
  19. Nice! Have you seen my spreadsheet? It has Spanish translation built in. You can translate it and use it, or use it in English and translate to Spanish, and back to English (or French) again. Have you translated the spell names to Spanish at all? If so I would love to add the translated spell names to my sheet, as I only have those in French at the moment. The guy that provided my Spanish translation made a few different choices: Air -> Aire Stasis -> Inmovilismo Disorder -> Trastorno Movement -> Movimiento Boat -> Botero Sleight -> Artimañas That's just a few examples of the differences that you will see if you use my sheet, it's fairly easy to change the translation list.
  20. "Despite the spell’s name, this spell reduces the damage done by any melee weapon, sharp or blunt. This spell specifically does not work on natural weapons like claws, teeth, etc."
  21. I think it's entirely reasonable to make it more potent. How does it compare to other spells point for point? Is 2 points of Dullblade comparable to Demoralize or Befuddle? I guess it is better if you have a low POW and don't think you will overcome the enemy. If I was playing a Chalana Arroy healer, I might want to use it as a defensive spell. If another PC is going to attack someone who I don't think deserves to be attacked, I could cast it on the PC's sword as an indication of the strength of my disapproval. I think a shield with a built in Dullblade matrix, maybe with some linked POW storage and a trigger condition, would make a great loot item.
  22. PhilHibbs

    Troll Diet

    Absolutely. Adamant cancels magic though so it might mess up their digestion.
  23. The official rule seems to be that modifiers are added before the split, but cannot allow a split that could not be done otherwise. 98% +30% gives one attack at 128%. 102% + 30% gives one attack at 132% or two attacks at 66% each or other split that adds up to 132%. 120% - 30% gives one attack at 90% or... hmm, tricky, the rules say that each attack has to be at least 50%, so you can't make two at 45%... so I guess it must prevent splitting. Officially, Bladesharp adds before the split. Some think it should be after, so maybe the latter case should be possible if Bladesharp brings it back above 50%... but this is getting rather complex. Maybe this is why all adds go on before the split, because it avoids corner cases like this.
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