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Rodney Dangerduck

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Everything posted by Rodney Dangerduck

  1. A prime reason we award checks (see above) and don't use the rules.
  2. We are considering limiting stackable spells. Protection 6, Bladesharp 7, and Shield 6 are becoming pretty common (as we get higher level) and make the game difficult to GM. One idea is that most spells top out at 4, with exceptions for certain cults get a "cult special": Humakti can go higher in Bladesharp, Eurmali higher in Shimmer (perhaps?) etc... Has anybody tried this and have feedback? Thanks.
  3. Churchill was more like 200%. Though I agree completely, that skills other than tactical prowess and sword are important to a leader.
  4. I'd like that too. Based on the fundamental assumptions and comments here by Jeff and others about Argrath being central to RQG, that seems unlikely. Hopefully @Nick Brooke or MOB or "fans like us" will come up with something in a supplement...
  5. We generally don't give checks for using a skill. Instead, end of session, everybody gets the same amount - a die roll, usually 2D6 or so. Avoids check grubbing and let's you build up your weaker skills. You do have to put the checks into "reasonable" skills.
  6. I like the concept of Argrath as the ultimate trickster charlatan, essentially a Gloranthan version of Gilderoy Lockhart (from Harry Potter). Claims to have done all these great things, but he's really just good with Lie and Forget spells, stealing all his great accomplishments from other heroes. Maybe this belongs in the "Your Wackiest Idea" thread...
  7. For the record, in our campaign Argrath keeps delaying trying to relight the Flame due to unspecified problems. Maybe he will finally light it when the Gods book comes out? 🙂 So we are keeping the possibility open of Argrath failing. Though I doubt it will happen, especially as several PCs have very high Loyalty Argrath.
  8. Fair point. Especially since most PCs are not heirs of Sartar. In our campaign, the PCs are aspiring to replace, or having interactions with, Argrath's close companions, such as Annstad, Elusu, GolGotti, and the leader of the Brotherhood of Death, whom we have named Hengist. For that reason, those characters will probably be more important and interesting than Argrath in our campaign. And, I imagine, in many others. I hope to see more stories and information about them.
  9. #2 and #3 don't matter. Louis XIII and King John were great "leaders" for two of the best adventure sagas of all time: The Three Musketeers and Robin Hood. Winston Churchill isn't noted for his tactical successes. Elizabeth I couldn't fight a lick.
  10. "the victim loses faith in their own ability and of their allies to win a fight" I'd argue that an unintelligent creature like a horse doesn't have faith to lose. Even if it did, the spell does not force the horse to run away. The enemy rider should, in general, be fine. The rune spell Fear would work.
  11. As @Darius West pointed out, you can't (unless they are an ally or awakened). Much of the advice in RuneMasters is munchkinnery, or exploiting rules mechanics instead of "reality", or outright bogus.
  12. If you mean #20, "You have a spirit bound into an animal or item. It has a POW of 3D6 and a CHA of 2D6...." that is a bound spirit, not an Ally. Still very useful. One big difference is that it doesn't get an independent "action" - you can draw on it for spells and MP, but that is your action.
  13. So the rules cause "no issues" if you ignore some of them? 🙂 (It is good, practical advice)
  14. In our campaign, it has been an interesting plot device to travel to other temples, located in other clans or tribes to recover rune points on their seasonal holy days. Makes you more aware of the calendar and seasons. And some fun role playing too. My Vinga worshipper once attended a Eurmal holy day, and hopes to never have to do that again! It's one of the great mythical strengths of the Lightbringers that they have so many associates from whom to regain rune points. And one of the main drawbacks of Humakt. As for CA specifically, I would expect them to travel a lot to regain rune points at associate cults, cause each time they gain, on the average, one Resurrection, or 3.5 points of other very useful and specialized magic. If we take the estimate of @Jeff that an average priest has 10 rune points, wise use of associated cults could pretty easily let them regain 6*3.5 = 21 additional rune points per season, tripling their effectiveness from 10 to 31.
  15. Depends how strict one is on using augments and inspiration. We are pretty strict, one inspiration per scene, and you can only use a skill to augment once. Assuming that a PC already has a relevant rune or passion around 90%, (ours typically do) getting another one to 90% isn't very useful for a single scene (the big battle). But it could be useful in other circumstances. Or if you thought that one particular passion might be especially relevant. Thanks! p.p.s. Also isn't clear if Arouse Passion is a "defensive" spell.
  16. Excellent catch! And yes, that's a great spell in the right circumstances. Far better than Berserk IMO. Any thoughts as to whether Impede Chaos helps in spirit combat? (if the spirit is chaotic)
  17. The party is going into combat with the big bad guys at the Thanatar temple (I'm the GM) and I've allowed the Storm Bull to get a casting of Bless Champion from an NPC Ernaldan. It seems like a great spell. However, looking at the details, we are coming up a bit short on defensive spirit and rune magic to support it. As for spirit magic, Vigor and Shimmer look best, and are reasonable enough. Note that Protection and Counter Magic are not taught by Ernalda, so shouldn't be readily available. (or will be at low levels). As for Rune Magic, Absorption makes no sense. That leaves Charisma (if one is willing to call that "defensive"), Spirit Block, and Shield. Super super useful but not very "exciting". Not that Earth Shield is out - it is cast on the shield, not the husband-protector. Which is too bad. Any advice? What combinations have you found effective or interesting in your games?
  18. I have no idea of their thought processes. One of our players said it best: "The Lie spell has never not been broken." As for a possible Lunar response, one might be to just start hauling away clan, friends, or family of the perps for "questioning" or worse. Details depend on just how dark is your campaign.
  19. Maybe within the last week or so. CA has several associated cults with whom they can worship to regain rune points.
  20. Follow @Nick Brooke advice. Or, if you do want other options: A missing head prevents Rez, and might throw suspicion elsewhere (on a Thanatari). The Resurrect spell must be cast within a week of death, so if the bodies are well hidden and take more than a week to find that will work. If a victim is a Humakti it is very unlikely that a CA will try to Rez them.
  21. Rules for Hero Quests are coming. They have been for 40 years. They may arrive before the final Game of Thrones book. Or possibly not.
  22. Poster I remember from years ago.
  23. Am I missing something? The Bear can't parry and has 4 points of armor. (Plus any magical armor). I guess Odaylans could be o.k. if they have a high Dodge. @HreshtIronBorne My Vingan warrior gets STR into the 40s when she is all mo-foed up. But she uses an iron sword with perhaps some bladesharp.
  24. True There are also corrupt folk in Sartar, Esrolia, Prax and Tarsh.
  25. Hs anybody found the three parts of the Transform rune spells, i.e. Bear's Skin, Bear's Strength, and Claws, to be very useful in game play? Bear's Strength is really good - one of my Orlanthi warrior's favorite spells. As for the others, other than the "coolness" factor they seem, to me, pretty marginal as spells. But maybe I'm not creative enough. Wondering if others have found them useful in reasonable situations.
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