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PhilHibbs

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Posts posted by PhilHibbs

  1. On 2/7/2024 at 5:25 PM, Squaredeal Sten said:

    A disadvantage of doing so is that it would actually reduce the Rune magic capability of all initiates and higher.  The max number of personally usable rune spells is now (count of common) + CHA but if you make that change it is simply CHA.

    p.275:

    Quote

    At the gamemaster’s discretion, an initiate can gain access
    to the cult’s special Rune spells in return for exceptional
    service to the cult, by donating the equivalent of 100 L per
    point of the spell, or for other reasons that further the cult’s
    goals and standing.

    No need to increase your RP pool to learn a new spell.

    Hm. I can't actually find the rule that says that you can increase your RP pool by sacrificing a point of POW. Where is that?

  2. 3 hours ago, Squaredeal Sten said:

    A disadvantage of doing so is that it would actually reduce the Rune magic capability of all initiates and higher.  The max number of personally usable rune spells is now (count of common) + CHA but if you make that change it is simply CHA.

    Not if they are automatically acquired, which is how I read the proposal.

  3. Adding a little more detail to "In My Glorantha"...

    It is done with cult spirits, and so they are limited to cult spells, but rune masters don't need to explicitly summon and command them. Cult spirits naturally come and go around temples and shrines, and the rune masters can instruct a cult spirit to teach a spell to an initiate.

    Is it strictly and literally limited to only the ones listed in the book? No. There is regional variation, and some rune masters may have relationships with spirits that they have encountered on heroquests, or have a knack for spotting which spirits might have access to an unusual spell. But if they got a spell from a shaman or another cult as a special favour, or they tore it from the shattered mind of a poor victim, they can't just teach that to anyone.

    • Helpful 1
  4. 17 hours ago, Jens said:

    Which is later contradicted in that same document-

    Hm. I'm not keen on that.

    So getting back to the original question...

    On 2/5/2024 at 8:50 AM, Shiningbrow said:

    What's the actual goings-on for when cult Rune levels teach spirit magic?

    I ask because of the implications.

    ...

    (and, please, no "Well, you can have your Glorantha how you want"... )

    Looks like there isn't going to be an answer. I could say how it works in my Glorantha, but that's not what you want. I would be inclined to say that the "Yes, it says any spirit magic spell" is just based on a literal reading of the text, but one of Scotty's specialist subjects is shamanism.

    In my Glorantha, if a Rune Master manages to somehow learn a secret spell of another cult, for example Chalana Arroy's Sleep, they can't just teach it to anyone.

  5. 16 hours ago, Shiningbrow said:

    Oh??? And what makes you say that? (other than, perhaps, Tap Body - but I don't read that as an absolute for all Tap spells - but only as a specific for that one. After all, Steal Breath doesn't have any such similar limitations)

    None of the Tap (Characteristic) spells have ever been able to reduce a stat to zero. Sure, I might be wrong in RQG.

  6. 8 hours ago, Shiningbrow said:

    Another implication is - apparently, these Rune levels can teach any spell they know... so, it does appear to be more of a knowledge/skill thing, and again makes me question why only they can teach them.

    According to the official corrections:

    https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-13-rune-cults/#ib-toc-anchor-38
    (search "spell teaching")

    Quote

    Rune priests, lords and god talkers may teach any cult spells that are listed under Cult Spirit Magic

    • Like 3
  7. I've figured out how to get vector images into a Google Sheet again!

    • Create a Powerpoint or Impress document
    • Drop the SVG files into a slide
    • Upload the .ppt or .odp file into Google Drive
    • Open the file in Google Slides
    • Select and copy an image
    • Switch to the Google Sheets document, select Insert -> Drawing from the menu, and paste
    • Voila! Now that it's into Sheets, you can copy and paste within the same document.

    I have updated my Runes spreadsheet, linked in the top post, to contain vector versions of the sorcery runes.

    For a moment I thought I could bypass the upload-and-open-in-Slides step, but copying and pasting directly from Inkscape or Impress just pastes it in as a bitmap.

    • Like 3
  8. On 1/3/2024 at 9:10 PM, Rodney Dangerduck said:

    I agree with everything in your excellent post, other than the above sentence.  I don't think that Illumination has such an effect.  If it does, it's very very indirect.

    If illumination breaks the dualities of law/chaos, truth/illusion, life/death, etc., then I think it would.

  9. 39 minutes ago, Shiningbrow said:

    NW.

    Which cell for the over-ride? Cos I did that in Z5.. .and it didn't work... (I'm guessing a couple of others on that line, but that would be removing a formula, and that may stuff up things along the way later). But, now that it's fixed, it don't matter no-more 😁

    You can override the maximum in AD5, and just assign another die to SIZ in Column F.

    39 minutes ago, Shiningbrow said:

    or, just have a 'troll culture' that doesn't add anything... except the bit on the Char Sheet.

    Not sure I see the point in adding a culture that has no entries and does nothing.

    39 minutes ago, Shiningbrow said:

    And, speaking of such things on the Char Sheet - I don't see anywhere for the race (particularly for the differentiation of some of them - again, trolls & elves, but also Dwarfs.) Am I just blind? Or was it considered unnecessary?

    Good point. Not sure where I could wedge that in, it's all a bit full in that area. I guess you could put "Uzdo/Sazdorf" or somesuch in Tribe/City, as it's just free text.

  10. 18 hours ago, Shiningbrow said:

    Hi Phil.

    I love it! Not sure why I hadn't downloaded previously (or commented - probably because I'm not playing 😭 

    I really DO appreciate the time and effort put into this!!!

    Thanks a lot.

    18 hours ago, Shiningbrow said:

    I'm looking at this with a Great Troll, and I noticed a few things.

    For Uzdo, you've given them only 2d6 for DEX (Cell C6), but the Bestiary (p76) has 3d6., and thus the max is 14 (AD5-AH5).

    Fixed, thanks. You can override the values manually.

    18 hours ago, Shiningbrow said:

    Also, they don't have a culture.

    Most nonhumans don't, I think it's baked into the base skill values. They are missing some important ones like Homeland Lore, but since players and GMs have to decide that, I didn't want to interfere.

    18 hours ago, Shiningbrow said:

    And... is it possible to add the skin AP for trolls?

    Maybe, I'll think about it. Now that you mention it, long ago I did consider adding a couple of columns for location armour, one for race and one worn, but forgot.

    18 hours ago, Shiningbrow said:

    There's also an automatic addition of 25% for a missile weapon for a Warrior troll - although this isn't a given (I think most would choose Maul rather than a missile).

    They get Heavy Mace plus one other weapon skill, I'm not sure why I made it missile rather than melee, but it can be either and the pop up window points this out.

    18 hours ago, Shiningbrow said:

    Weapon skills haven't transferred into the CharSheet.

    You need to pick them from the drop down list in order for them to appear, is that not working?

  11. On 1/16/2024 at 1:22 PM, Jose Luis said:

    2) If the stats of the shaman as POW and CHAR are temporarily increased by a spell, does this affect the spell limits or spirit control limits, or those things are only affected by the original stats of the shaman?

    5 hours ago, Squaredeal Sten said:

    Yes that is the way I read it too.I It will take careful planning and extending the duration of the spell to get much benefit.

    Spirit spells are not great for this, unless the shaman has Spell Extension power (p362) which keeps a spirit spell up indefinitely. Probably my favourite power by the way, Spirit Screen 6 all the time? Yes please.

    Rune spells such as Charisma are great though, double CHA for 15 minutes, or add in Extension for days or seasons.

  12. 21 hours ago, Jose Luis said:

    Sorry, another question concerning combat: if a PC is being attacked by an enemy, and they have already engaged, and another PC wants to get in the middle to avoid his friend getting attacked, I guess that the PC originally being attacked needs to disengage first (page 195 of the rules), or the only effect of his friend getting in the middle would be suporting the original PC in combat but without freeing the PC from the attacks, correct?

    There are no rules for one character supporting another in melee. Everyone is on their own, mechanically, unless the GM wants to spot rule something based on their perception of the tactical situation. I'm usually quite open to someone parrying an attack on behalf of another adventurer, maybe with a -20 penalty. Depends on the situation and the weapons being used.

  13. Just want a blank sheet? Here you go:

    https://docs.google.com/spreadsheets/d/1fLrPnwqiePJ2JnkvNAVexjKIXzVjMFvvHg5ST_r2xYM

    If you just want to enter the numbers from your character sheet for online sharing, then this might work for you.

    I would recommend still using the full version and just doing the minimum possible on the CharGen sheet to get the numbers to be correct - put in attributes in column Z, and fill in BS with appropriate numbers to make the next column correct (e.g. if your Climb is 63 and column BT says 40, then put 23 in BS).

    But if you just want to write numbers on a sheet and share it... go for it.

  14. 4 hours ago, Shiningbrow said:

    Which makes me curious - this is in your Glorantha... do you set high standards for the PCs to actually follow all the cult precepts and ideas, ideologies, devotion, etc? Is Initiation actually a Big Deal for the PCs (sort of like it was back in RQ2 days)? (Have you changed the rates of full initiation in YG? So that the numbers are much lower)

    I don't set high standards - mostly in my experience the players set high standards for themselves. And if they don't, then I don't enforce them - if they want to be a less-devoted initiate then that's fine by me.

  15. On 1/4/2024 at 4:46 PM, smiorgan said:

    @DreadDomain I think it's mostly writing cleanup where RQG could be improved. Personally, I'm VERY happy with the game. Still, the corebook could benefit from integrating errata.

    I think mostly they need to bring key rules to greater prominence. It's too easy to miss important rules because they're buried in paragraphs of text.

    • Like 1
    • Helpful 1
  16. 3 hours ago, Shiningbrow said:

    It's a bit God-Learnery, is what I was trying to get across. E.g., they all (ok, mostly) have an ability to Extend the duration of their Rune Spells (and only Rune Spells), which just coincidentally happens to be exactly 15 minutes (base) and Extends it for exactly the same amount of time for each RP spent on it - for each and every God...

    Different game systems have had different rules, for the same Glorantha, so I don't think you can reliably conclude that (although I'm aware that some people do conclude that, which is great, YGWV). I think one unpublished draft of some edition or other (maybe the old RQIV from the early nineties) had spells lasting for caster's POW in minutes.

  17. As to learning all the common rune spells, I think that's a game design choice rather than a representation of any underlying truth. It would be annoying having to choose between common and special rune spells when learning them and keeping track of which ones you've learned, so it was decided to give the payers all the common spells to play with.

  18. I think the one week time frame for learning a spirit spell is for creating a focus. You can learn a spell quicker than that but you'd be casting it without a focus which takes time. That's my understanding anyway, I haven't checked.

    When my party broke their weapons out in the wilderness, Harmast summoned a cult spirit and learned Repair from it. I was quite generous allowing that, I should probably have said the spirit could cast it to repair all their stuff and then disappear.

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