Jump to content

PhilHibbs

Member
  • Posts

    4,381
  • Joined

  • Last visited

  • Days Won

    39

Everything posted by PhilHibbs

  1. I'm not keen on changing Battle to that extent, making it cover individual melee as well as large scale engagements. Dodge is better, but extending the skill to cover this would require some adjustments to the occupations. None of them get the skill and this makes it a must have for individual melee, so maybe Light Infantry should get Dodge. You could also justify an attack or parry roll, "I knock his weapon aside and dart back / close in whilst he can't use it".
  2. I think the weapon stat blocks are all correct, although I was mainly focusing on skills and runes. The only mistake I found in weapons was the missing half damage bonus for thrown javelin. That is also missing in my spreadsheet, must fix that.
  3. Good justification for the inclusion of phalanx rules in RQG! Although I've not tired them out myself.
  4. I never played MRQ1, but once I knew Loz was involved, I tried MRQ2 and we had a blast. It was over the top, but great fun. Was it Glorantha? Some of it was, some wasn't. The Clanking City was totally not Glorantha but we went with it anyway. Some have accused @Jeff of rejecting all of MRQ out of hand, I think that's a little unfair. When a publisher has a track record of poor products, is it really worth sifting through it all looking for diamonds in the rough? As he specifically said, his time was merely more well spent looking elsewhere, and that's fair enough to me. Also it can be hard to get that bad taste out of your mouth once your opinion of a publisher has been spoiled for legitimate reasons.
  5. It's also in The Sea Cave, but that's just as much as or even more old-school than Griffin Mountain.
  6. Good point, that should really be pointed out in the adventurer creation section, to check that you can use the weapons. I might add that to my character creation spreadsheet, to highlight unusable weapons.
  7. That's how human sorcerers do it, there could be other ways.
  8. Dorastor is pretty horrific! We played it with rune level characters, and still had a really high attrition rate. Regular RQG characters should get on a little better than RQ3 initiates would have due to access to reusable Rune Points, but still it will probably be very deadly. The Risklands campaign was set during the Lunar occupation, when lots of Sartarite rebels were exiled to Dorastor. It would be tricky to run the new RQG adventures and then move on to Dorastor, since there's no reason to be exiled there. You could do a "go and rescue the exiles and bring them home" campaign I suppose.
  9. One thing I miss from the Nash/Whittaker RuneQuest (I won't use the other "M" word) is the Manoeuvre skill. Although I don't miss trying to get the spelling right.
  10. I agree, plenty of military units have been sent on suicide missions, or missions where there is a very high chance that no-one is coming back. In such circumstances, the wyter is not going to be excluded and will be prepared to "burn out" in order to succeed at the mission. Still, blowing POW on year-long extensions isn't going to be an effective strategy in that fairly niche situation. On the other hand, even if everyone dies, the destruction of the wyter might not be desirable. I see the wyter having a role in the afterlife of the unit, and the continued honouring and veneration of those who gave their lives. The wyter would often be bound into a statue or shrine dedicated to the memory of the war band after its destruction or disbanding, so you'd want something of it to survive. That's just based on my speculation though.
  11. It can be read that way, I agree, and I thought that for a while, but I'm fairly sure that's not how it should work. This has been discussed before.
  12. You can come up with fairly extreme cases where this happens, if Big Bob has high DEX and SIZ he might have SR 1 in each giving him SR 3 with his greatsword, and Tiny Tim might have lower stats giving him SR 2 in each leaving him to hit on SR 8, so Bob can split his attacks and go on 3 and 6. I think that's fairly unusual. If Bob is a Troll (or a huge Humakti with many gifts) with SIZ 22 and DEX 19 then he hits on SR 1 and 2, but that's getting into an extraordinarily imbalanced fight. Poor old Tiny Tim will never be able to split his attacks, as you need a total SR of 6 or less to do that. I don't think it's going to be common though. RQ3 had rules for closing against an opponent with a longer weapon, but that didn't make it into RQG. I think the general consensus of SCA people was that it was fairly unrealistic.
  13. Large Shield has 16 HP in the table, that's the amount of damage it absorbs. This used to be AP in the previous edition but they changed it back to HP which was in RQ2. I think it's because it's slightly different to armour that you wear in that it can take damage and be weakened from being hit, which armour does not.
  14. So far we have big lizards, dragons, giant bees, and mushrooms. Eurmal's Crumbs are mushrooms that grow in the Rainbow Mounds and they can permanently adjust your characteristics. Any organism can create magic, and sometimes that magic can be permanent. There may be herbs and fruits that have permanent effects, creatures that live in magical environments or create magic as part of their metabolism can also do the same like bees do with royal jelly. So really the canvas is wide open. You might find creatures that exude slime that can be absorbed into the skin to give permanent effects like shimmer or spiritual armour, or whose flesh grants benefits (or causes problems) when consumed. Dragon hearts, you already suggested. Eyes, brains, genitals, all these could have magical effects. My brother's in-laws in China gave me a bottle of deer penis wine, in Glorantha that could give a Fertility rune boost. Mostly that kind of thing would be temporary, but it could be permanent if the magic is really strong, like if the deer has been eating magical plants, lives in a highly magical environment, or is just a really powerful, magical deer like a White Hart.
  15. There's a big difference between products being delayed and products being rushed. The current Chaosium policy is largely because they want to avoid rushing out poorly edited products, so rather than being ironic, one is directly because of and learning from the other.
  16. Trollpak. Dragons, that would be specific to the dream dragon I think. They would all be unique and individual. The Great Lizard Mother in the Rainbow Mounds may be somewhat draconic in nature, she is described as a dinosaur, and they are reckoned to be degenerate dragons.
  17. Royal Jelly from giant bee hives increases your SIZ. There are some mechanics around resting whilst the process takes effect, and doses after the first require a standard species max based improvement roll.
  18. If you are worried that your players might read this, and are going to run this module, just change the nature of any potions they find, and add some extra random bottles of various stuff.
  19. But it costs, upkeep on large temples can be quite onerous, could lead to rivalry, and attracts troublesome adventurers looking to get their careless companions resurrected. Also if you start paying more attention to deities that your ancestors didn't worship much, they will turn up and scold you for abandoning the old ways. A temple to Humakt particularly could hurt your clan's fertility. For the Colymar of Clearwine, for instance, the nearest Humakt temple is several days' travel away, and some say that is a good thing. At least it gets the grim and humourless buggers out of your hair for a few days around each holy day.
  20. I don't think many farmers will have Lightning. They will have Barntar magic, I think Barntar is an Orlanth subcult now, rather than Adventurous, although it's listed as an Associate Cult in the Orlanth writeup so I might be wrong. I think the distinction between a separate cult and a subcult is fairly shady in some cases.
  21. Yeah, I get it. It's a tough sell. I had a similar experience with one of my players, unsurprisingly it was the sorcerer's player! If you have a well-established group, and you feel the need to change to a new rule system, I guess one way is to transition gradually and let the adventurers that are problematic in the new system just carry on using the old mechanics as much as you can and try and integrate the old and the new. Eventually they're going to die from an unlucky critical and that's that problem solved! If they do get resurrected you can then explain the new mechanics as a consequence of "resurrection sickness"!
  22. No, that's from the Bestiary under the Broo cults.
  23. I think there's no more to say than "I disagree".
  24. I think this is sufficient drift from the OP to deserve calving off...
×
×
  • Create New...