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French Desperate WindChild

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About French Desperate WindChild

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    Senior Member

Converted

  • RPG Biography
    I played more than 20 years ago with the french runequest edition (RQ3 ? probably)
  • Current games
    RQG
  • Location
    Paris area, France
  • Blurb
    My english is... not good... so

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  1. you are absolutly right. That is exactly one gloranthan philosophy : the Invisible god is greater than Orlanth Yelm, Humakt... If you know how to do a small cult heroquest you basically learn how to cast a spell Then you can embody the god as you cast his rune magic. This philosophy is god learner, isn't it ? Yes this is the god learner secrets. A lot of PC/GM are god learners and not "true believers" So yes it is true, I agree, I think that gloranthan people already acted (or still act) like that. But From an RP perspective I consider these people are not worshippers / believers / followers (follower is a nice word for this point) From a GP perspective, of course in 99.99990% the PC will cast the spell (if the roll is a success) ; but my rules give the GM some opportunities (anygm can do it without rules of course, but here that follow rules, that give explanation, it is not an exception) : 1) Add drama : " why my bless crops did'nt work ? I succeed my dice roll". Yes but The goddess refused it. After divination, you know she is angry because blablabla... And then you launch a scenario to regain Ernalda favors (because Ernalda gives favors, not the priest). 2) Help players : "Why my bless crops succeed ? I failed my dice roll" => Because Ernalda decides your village will survive (of course the player is the only one god talker in the place) Well in the next session, I need everyone drunk after the feast celebrating a so beautifull harvest, when the raid of the beastmen will occur 3) you can block a player destroying your scenario, or just destroying your table Again it is just my view of what is the god (more complex than a source of magic) and I can do that only because my players are happy with it. A rule is just here to give pleasure. That is a game (and a great background too)
  2. My point is not killing trollkin but by yourself or with your god help But yes I think I have found the issue : Yes => if you consider an initiate like a magician : a magician manipulates spells and obtain spell effect (if roll succeed) In this case, don't care frome where come the magic, the player obtain the power by paying something (here power sacrifice, worshipping roll, ... ) and is free to use it after. No => if you consider an initiate as a worshiper: a worshiper ask the god to make "miracle". And the god decides if yes or not it gives miracle. I consider divine spell as a predetermined divine intervention (you know the pray to obtain the effect so it is easier than a DI) . I don't see any priest in any religion who explain that all prayers are welcomed and successfull. My house rule is focused on relationship between the god and the worshiper.If you want to obtain power by yourself, follow the way of sorcery or become an hero. If you want to quickly and easely have big power, follow a god and hope you do what it want.
  3. Yes Humakt isn't good but I believe he is fair. Remember that he cut his link with his family because he consider Death as a very powerful tool, too powerfull for Orlanth himself. If he refuses to give death power to his brother, king of the world... what about our trollkin ? (or icecream sure nobody except ice troll can understand what I explain ) Another point to keep in mind : Humakt is the death god. He is death and he is god. As a god he doesn't care when a trollkin will die (now or in 5 years). At the end, the trollkin will die. And five years is nothing for a god who is outside the time. Note that I have no issue with any spell. Because I have my house rule to manage it : Does MY Humakt accept to help his cultist in the way requested so the question is why My Humact will accept ? Is the cultist his favorite (until he is bored to buy icecream for him, do it yourself) ? His the danger too important for the cultist ? His the target a !#@*d that Humakt wants to destroy for a long time and at least, now he can do it
  4. of course you manage your table as you want. Are we playing in a table focused on social relationship where passions, personal interest, etc.. are the main challenges, or in a table focused on fight / physical activities (with some investigations of course) where heroic actions are the main purpose. Are cult a tool for PC or an entity to take care ? All depends where is the pleasure and it differ from table to table see the irl situation : You are on the beach with your lovely partner. You both are relaxing, and profit from you holidays. Then you want an ice cream. The merchant is less than 2 minutes far from you. Will you request your partner (who is sleepling) to buy it or use your feet to do it yourself ? Now explore the ice cream heroquest : That is not a beach but a cave There is no ice cream, but a trollkin Your partner is not your love but your god And your feet are your blade
  5. lol I never left genertela shore
  6. same point with sword trance, you don't need any god magic to kill a very weak opponent. but your gods may vary 😛
  7. no honour disturb a god when you can manage it alone you re just a mortal, the god is not your slave, he is the master, you are the slave
  8. My house rules are focused on three points : creation : no roll for characteristic, a global amount to split betweeb the characteristic. roll for history only if the player doesn't want (or has issue) to create a background experience : adventure xp. As rule except you can check knowledge (or other) IF and ONLY if the PC discover / understand something new. occupational xp. More skills can be chosen : local skills (culture, language, etc..) or any skill explained by the player (but sometimes, penalties on revenues) I go back on previous RQ training rules (more skilled you are more time you need to improve the skill) magic : gods and spirits exist. Ils sont donc ils pensent So they are able to decide if yes or not they give you their power. They are not "just a source of player power" Spirit magic : If you use a spirit spell in the way of the spirit no issue (well that means about 100% of the time) If you use a spirit spell in a bad way, you will lose it (for example ... sleep then kill the guy) Rune magic : you cannot merge rune spells from different rune pools (ex: Ernalda extension and Orlanth rain) Penalty if you try to use a spell against the god's interest : A Sword want to use sever spirit against a trollkin : -200%. If fumble, retribution spirit Using thunder bold against an orlanthi priest ? Who is the Orlanth best interest ? opposition roll (Orlanth devotion) with any bonus/malus depending on the situation. I don't know how illumination could impact it, maybe you cheat the god. An illuminate initiate can be seen calling the god rune power : between an initiate (calling the god power) and a sorcerer (calling the rune power). I m waiting to read illumination rules before deciding Heroic magic : that's your power so do what you want Sorcery magic : that's your knowledge so do what you want
  9. Voilà, merci that is exactly my view, with graceful words !
  10. Excuse me, I wasn't enough clear. Agreed heis very powerful. That's what you describe : Orlanth provides very nice magical fighters (thunder, etc..) but if you organize a sword duel between a junior humakti Sword and a junior Wind lord (90% in skills) with full magic but there is a rull they can only use magic for closed combat, I would bet on the humakti. Of course if the duellists can do what they want, it depends on the smarter guy I m just saying that a player who wants to create a warrior * would probably choose another god if raising his weapon effectiveness is the main goal. * (I m not sure of warrior definition then, I mean a person who use sword/ axe / maul / ... to kill others)
  11. that is not because they are illuminates , but because they are major figures . Of course a great hero with a greath army and great magical powesr does what he/she wants. But, if you see the illuminate in smoking ruins scenario, a "common" illuminate, he cannot do what he wants. One day PC will meet him. Illumination gives you opportunities (and issues) but not let you do everything without mundane repercussion
  12. Illumination helps You only with gods , not with people mundane sense if you do things the people dislike, for any reason, the people will react. Yes you are free... until people catch you
  13. Except that a warrior cannot wear a plate armor all the day. Or that means penalties. Skills penalties, CON penalties, etc... Would you sleep fully armored ? I m not sure that you will be nice tommorow morning Would you travel from Pavis to Sun county under the sun fully armored ? You will die before seeing any templar. Same for shield spell : 2 rune points for 15 minutes when you need about season to restore them or protection, 4 mp for 5 minutes when you need 4 hours to restore them. So it is easy to kill your warrior, just wait an hour or two
  14. He succeed if LBQ object is bring back the Sun and end Great Darkness. If not, that just a result of the quest, not its success (event if it is a good news... except for darkness). Yes it is, I m not sure of my sentence in english but I consider Orlanth's LBQ result as a remission but not an healing. He transformed the world in a better way but he didn't fit 100% of the objective.
  15. I follow the rules because I don't know how important is a shield in fight. in mass combat I see the advantage of a shield (against missile, or for tactical organization) but in a duel ? Of course price is a good point, but to save your life ? I mean, in real life : Is it easier to block with a shield than dodge the attack ? Is it easier to block with a shield than block with a weapon ? If you use your weapon to parry , do you have less opportunity to attack with it ?
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