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PhilHibbs

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Everything posted by PhilHibbs

  1. Ok, I don't know what the deal is with Kitori. Maybe they can't degenerate into Enlo because they aren't Uz.
  2. Can we all dial down the hostility a little please?
  3. I don't think that the father has anything to do with the viability of the offspring, since the curse is all about the womb injury.
  4. We don't have rules for playing children. If they have seen sword fights then that might provide a small base. I think pretty much all physical skills should have a 5% base anyway, unless they are particularly complex like juggling or martial arts.
  5. Given that most RuneQuest games have historically had a fluid day to day structure with a week of rest needed for experience checks, I don't expect there to be any gotchas with running RQG at that pace. I think the only thing that you will have to play around with is whether the characters get the free skill checks during the seasonal down-time.
  6. You might be on to something there, perhaps a pointy chunk of raw unrefined cuprite or chalcocite ore would kill a vampire. I bet no-one has tried it, but would you want to be the first to take the risk?
  7. Good question. This comes close. It says that you don't get your category modifier on a 00 base skill. However it still does not make it clear that you don't have an automatic 5% chance of success. It appears that this is not explicitly stated. I think that that is an omission, and that is why the "no category modifier" rule is there. Page 200 refers to "the default 5% minimum chance of success", so clearly that is intended to be a thing. Close, but only applies to Runes.... Yep, no mention of zero-rated skills. I'm pretty sure that that is supposed to be a rule, since the "no category modifier" thing doesn't make much sense without it, but it looks like it got missed out.
  8. Maybe it's because metal (and plastic) doesn't absorb stuff like wood does. Getting rather off topic here, though, my main point is that these effects of one thing on another are magical and do not necessarily follow simplistic logical thinking. "Moving liquid" is not always "running water". "A piece of wood" is not always "a stake". "Ultraviolet light" is not "sunlight".
  9. Apparently yes there is a RuneQuest Glorantha starter set - at least I assume it is Glorantha, but it might be setting-neutral. That would be awkward since Gloranthan runes are so tightly woven in (most fantasy settings only have 4 elements, for instance), so that's why I assumed. I have no idea if it is scheduled for this year or not though!
  10. You only add the modifier once. Add up the base, culture, occupation, cult, personal choice, and category. Write that down. That is your skill. If it's negative, write down the negative. When you roll, don't add the category again, just roll that number or under, or 5% or under if it's lower than 5. *Edit* @Dan Z has found a rule that contradicts me so go with that. Some people prefer to write down the skill excluding category modifier, and add in the category modifier before rolling. That still only means adding the category modifier once. The main reason for doing this is if your DEX changes it means you don't have to rub out half your character sheet.
  11. There's a big difference between a flood and running water. It all depends on why "running water" is harmful to undead. If it's to do with fertility or harmony, a steady, calm, predictable life-giving force, then a tsunami isn't going to have the same properties. It's the same as the difference between a stake and a sharp piece of wood. My personal belief is that a stake kills a vampire because it has the power of the Earth infused into it from being stuck in the ground for decades. Fresh wood doesn't cut it.
  12. I think that's probably correct, although I don't think the game system needs to enforce it. I'd probably rule that the character needs to spend extra time learning the basics of the new system.
  13. Whilst a lot of people do that (write down the skill excluding category modifier then add/subtract when rolling), that's not the official rule. The effect is the same, you'd put down -5% as the effective skill level, but you'd always have a 01-05 chance of success.
  14. Depends on the god. The Lunars killed Orlanth and Ernalda. Everyone killed Basmol.
  15. There's no compulsion. It's presented as the default, no more. I like the encouragement to spread the game out a little, to relax from worrying about what the characters are doing every day of every week that we got kind of stuck doing in previous games. Those were murder-hobo games though.
  16. It just knows. Nobody knows how. I'm right with you on that one. Some groups might be comfortable exploring this particular dark corner, and that's fine, but it's not for me.
  17. Good point - spirit magic is off topic here. I will just say, and this is equally applicable to sorcery, that if the rules are a little vague and even contradictory about the various ways of learning spells, then that may well be deliberate. I think it's up to each group to settle on options that they like. Different gaming groups have different pace, in my experience. I cringed overhearing a DM at a club saying "Learning a new spell will cost you one hundred gold pieces per level", that kind of ruleism is anathema in the RuneQuest tradition!
  18. Hm. I thought that was gone... but surely you still need a focus, where does that come from? It takes a week to make the focus when you learn a spell from a Rune Master.
  19. I'd say definitely not, you can't learn spirit spells this way any more either. Creating a focus takes a week, IIRC. Yes, I think heroquests can do pretty much anything.
  20. I think it's entirely legitimate to say that one simple spell in the rulebook is not enough to take down Delecti.
  21. Do you really feel that training with a sword and shield is less effective in terms of how quickly you learn than training with just a sword? I can't see why that should be the case. Do you wonder why, historically, anyone ever bothered with shields?
  22. RuneQuest adventurers can raise more than one skill at the same time. You don't get lower skill increases for having more skills ticked. And the down-side of parrying with your sword is that you are likely to break it, giving you no attack OR parry (or severely gimped, half chance).
  23. Many monsters, maybe most, have multiple attacks so I'd expect it to be used a lot. Certainly has in my experience, three out of four combats so far involved muti-attacking opponents (rock lizards, sprul-pa, broo).
  24. We're getting into RuneQuest mechanics here, but if cast on a Protective Circle it would have a chance of removing any Sword Trance or Truesword spells that came in. In HeroQuest, I have no idea how similar magic might work. *Edit* I'm not entirely sure if this is supposed to be how Protective Circle interacts with Neutralize (Rune) and Truesword, having just re-read the spell descriptions, but I think I like it. However, RuneQuest mechanics creeping into the Glorantha forum here.)
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