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PhilHibbs

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Posts posted by PhilHibbs

  1. On 10/12/2023 at 9:32 PM, Jens said:

    Turns out I guessed wrong- only a single mention of Nysalor as the Illuminator, no other details on Illumination.

    Mythology was never going to have any game mechanics, but I am surprised that the subject is not mentioned at all.

  2. On 10/8/2023 at 7:39 AM, Shiningbrow said:

    No need for synergy - nor most Rune Magic.

    Eurmal's Lie is OP in the right situations - cos there's no resistance rolls.

    Most lies could be revealed with a Divination. Yeah, I know, I'm such a spoilsport, but it's well known how much I despise munchkinnery.

  3. 1 hour ago, David Scott said:

    The overlapping of spell effects gives me a better overview of how CA healers work. Given the Rune point cost of spells, I'd give weight spells according to RP cost (low to high):

    image.png.50037261e381e9bd4ac91c145020a018.png

    If you've three Rune points, the 1-point spells are a no brainer (Summon Healing spirit, Healing Trance and pick one of the others - heal wound is common). You can be the most effective, letting you summon three healing spirits or Heal wound etc.

    This lets me have a room in the Jonstown temple where entranced initiates spend their 10% free time serving the temple, with Healing trance.

    The next big spend is two points of Regrow Limb. 

    If you have three RP, then surely Heal Wound, Cure All Disease, and Heal Body would be logical choices. You don't need to spend 2 POW all at once to learn a 2 point spell, or 3 for a 3.

    Also, should Healing Trance appear in the first and third columns, or am I misunderstanding the purpose of the chart?

  4. 2 hours ago, Malin said:

    "This spell cures the damage in the locations touched, as well as total hit points."

    Does this mean Heal Wound can be used against pure total hit point damage (like a systemic poison or a thunderbolt)?

    Hm. Interesting. Traditionally, I've always thought that Heal Wound could not be used against poison etc. Looking back at previous editions, the only substantial change from RQ3 is that "location touched" is now "locations touched" so you explicitly can use it to heal more than one wound.

    I think the "location touched" is what led us to believe it is a "one wound only, and it has to be a location-specific wound" interpretation.

    Also, TIL that Heal Body restores missing limbs which it didn't do in previous editions. That makes Regrow Limb almost pointless, although it is one less Rune Point. And not everyone gets Heal Body.

  5. 10 hours ago, Squaredeal Sten said:

    I have seen it confidently and repeatedly stated that while a rune spell is "up and running", in other words a spell with duration is in effect, the rune point(s) used for it cannot all be replenished.

    ...

    Is that just someone's house rule, or is it actually an official written rule, or derivable from the written rules?  If so, how and where?

    I think it's in "Rune Fixes"...

    Yep:

    image.png.0973eb7f0d03a3a11b56455100efd394.png

    https://www.chaosium.com/runequest-rune-fixes/

    It's also in the official Q&A 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-14-rune-magic-spells/

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    • Thanks 2
  6. On 9/15/2023 at 6:17 PM, French Desperate WindChild said:

    a good question

    Is it even a chaotic action ? I mean what is the difference with cannibalism (human on human at least) ?

    Not sure that it is chaotic. They just die, and go to their regular death-place.

    However: it's a cult special spell, and the Meld Form has to be done when the initiate sacrifices for the Proteus spell. Hard to imagine a Mastakos priest sanctioning that at a holy day ceremony.

    The wording is something of a hold-over from when individual spells were gained rather than learned and cast with Rune Points. In RQG, you only learn the spell once, so you could interpret that as only ever learning one form. That is clearly not the intention. I'm not sure if this needs a Q&A clarification or not, but there is the possibility that someone might come away with the wrong idea.

    Actually, I'd forgotten this but @Scotty's Q&A response to my first question implies that Meld Form can be traded (or stolen) and used on non-cult-members. The first line of the spell seems to rule this out.

    Quote

    This ritual must be undergone whenever a cultist sacrifices for the spell of Proteus.

    That implies that it can only be done during a Mastakos worship ceremony, on a full member of the Mastakos cult.

    I'd say that MGF dictates that it is possible. If you go to the effort of acquiring the spells, and let yourself in for the hassle of trying to regain/recharge the Proteus spell when you've used it, then a hard-nope from the GM is no fun. Also, if the GM wants a bad guy to have this, then that's cool as well. Killing a PC and impersonating them, that's less cool, but who am I to dictate what kind of fun people are allowed to have? I've certainly played a trickster who would have cheerfully done this if he could, although "Become (Rodney's Character)" is easier.

    Also, add this to the list of ways to prevent someone from being resurrected.

    • Like 1
  7. v1.10.2 Alpha 3:

    https://docs.google.com/spreadsheets/d/1ll2jDjWhX-x9b-uTFPnhJeYh7axQlJlWQO_vjRuFwzM

    • Added the new skills. These have been added to CharGen tab, but not to CharSheet. If you want to make them visible, then either pick a different skill to replace by editing the formula, e.g. the Fly skill cell contains "=CharGen!$BG$7", if you want to put the Skate skill in here, then replace it with "=CharGen!$BG$11" because the Skate skill is on row 11 of CharGen. If you want to add Shadowing to the Stealth skills, then copy the block from B58:M61 up one row, and put "=CharGen!$BG$99" in on top of the second Move Quietly. I might add this as a rule, but the danger is that when translated, the last skill in Communication might not be a "Speak ( )" line so an important skill might be overwritten.

    image.png.208c17f27005f755c73ecdcc9f70a486.pngimage.png.29c742d5f48af42da65e8c1d4c38d334.png

    Known Issues:

    • Base chance for Streetwise is set at 5% as this is the lowest. Add a value into the Culture column to bring it up to the right level - 5 for urban nobles and 20 for other city folk.
  8. RQ3 seemed very professional as a game system. A lot of things had been tidied up and streamlined, there was consistency across character creation, if was well balanced, and easy to extend. RQ2 seemed quite haphazard in comparison. I guess a lot of people liked RQ2 because of that charming haphazardness, it had character, it was uncompromisingly its own thing.

    So yes, I loved RQ3. I'd play it again in a heartbeat if a friend wanted to run it.

    • Like 4
  9. 1 hour ago, Darius West said:

    So essentially an opponent who is skilled in unarmed fighting like a Kralori martial artist cannot be fought by Humakti.  That's a problem imo.

    Hmmm yes a challenge indeed. The Humakti could reasonably conclude that they are skilled enough that their fists count as weapons. And whilst there's no specific prohibition against parrying someone's fist attacks with your sword, again you're into splitting hairs. "Yes, I swung my sword up, and my sword connected with his arm and severed it, but that was a parry, not an attack". Gloranthans don't know about the details of the RuneQuest melee round mechanism.

  10. On 8/23/2023 at 9:15 PM, Akhôrahil said:

    Even instinctive behavior is something you can sometimes count on. "Large Fire Elemental and run" should often work if you're fine with collateral damage.

    Yeah we did this in a convention run of the Runegate scenario. Vostor summoned his elemental using the enemy camp fire as base material.

    • Like 1
  11. v1.10.2 Alpha 1:

    https://docs.google.com/spreadsheets/d/1PkJ_pmoqnYTzVArs39lii72s5HqO2VICChzObZfJNC4

    • Added Cults of RuneQuest: The Lightbringers

    Cults from the Lightbringers book have been mixed in with the core rule book cults. I think that the ease of finding them alphabetically makes sense, whereas the nonhuman deities from the Bestiary are still in a separate group. I might merge the lists alphabetically when I add The Earth Goddesses, as Aldrya would then be out of place. Maybe not though.

    I have not added any new skills! Lanbril, for instance, is a real challenge as it adds a whole bunch of new skills, and I just don't have space for them all. I'll have a think about what to do about this, extending the skills list has been praying on my mind for a while.

    For now, if you want to maintain a new skill, you will just have to overwrite an existing skill with the new one. For instance if you want Feign Death, then pick another Manipulation skill to overwrite such as Craft or Play Instrument. Not ideal for Shadowing as a Lanbrili is going to want both of the other Stealth skills...

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