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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. hello, to be sure: Does the character not any more an initiate (don't worship anymore, don't follow anymore any oaths, etc...) or does he "just" stay an initiate and does he respect what is expected for any initiate (duty and restriction, page 275 core rules book) ? If he is still an initiate, there is no issue, the runepool is here If he is no more an initiate, for me there are two options : 1) he left the cult with respect, hierarchy agreement, some sacrifice (or I don't know what good idea) to "bargain" with Foundchild his leaving. Then for me, the pc can use his runepool as 1 use (cannot replenish the runepool). Once the runepool is 0, then the spells are lost for ever (page 282 core rules book) 2) he left the cult with disrespect. Then there are spirits of reprisal (p282), sent by the god, and probably mundane reprisals (other hunters, etc... sent by the master hunter)
  2. I agree, and the new model is interesting. However, if you use it only with excel (because too many figures to be human like appropriate) and want to keep all the outcome, why not just roll as the rules (roll att, roll def ) and then add the option of dodge ? or better: players roll for their characters, excel "roll" for others for me the official rules are fine if you don't want to roll physical dices 😛 the issue (imo) is when you don't want to use computer. Not a question of model, but a question of irl time to determine the action (roll a, roll d, check the matrix, roll damages, check previous hp, calculate hp, check matrix to determine what happen, calculate new modifiers...)
  3. in fact, I ask myself if the "right focus" should be on restrictions or on permission then, it seems to me easier : hrolari fight, escort, watch, guard, ... the question then could be are hrolari able to smith or should they ask/order dronars to smith what they need. Or any things "borderline" between warrior activity and craft activity I imagine then the rules very simple Dronari have only two rules: 1) never do what other castes do 2) always do what others (or only Talars ?) order Hrolari have only two rules: 1) always do what Talars order 2) if no Talars, train if no ennemy, fight if ennemy Talars have only two rules: 1) Lead everyone 2) Follow religious instruction from Zzaburi Zzaburi have only two rules: 1) Study/lead magic/religion 2) always do what Talars order (if not religious business) that what I understand of the west, the question is about the limits : - maybe smith (or heal, or ...) is a taboo for some hrolari but not for some other, depending on the sect, or the warrior society, or their Talar) - what about money ? who collect the taxes ? is it a management role (aka Talar), or money is necessary but ugly, then it is a dronar with hrolari guards (to protect the taxes from bandits and from the collector 😛 ) - maybe in some land, Zzaburi must obey in all cases even for religious business I may be completely wrong however
  4. I agree 🙂 but as I love to create characters, and dislike short-term play, there is only one option for me . But for sure it is question of taste, as I said
  5. if you get "time", that would interest me because : (spoiler because out of glorantha 🙂 ) but back to the future glorantha but... did they "really" exist "before" this "Time" ? - people write their history in a way to give them the right to lead their lands, to prove they are the "best" (from their values, which is their gods values, etc...) so "solar" people may create their history since their gods led the world (so golden age). Thus they have right to lead Peloria, Kralorela, etc.. And they have right to conquer the world, by all means, even the most debatable, because others are bad and break the perfect order (their order of course). so "wind" people may create their history since their gods led honorably the world (so lightbringer quests). Thus they have right to lead Dragon Pass, etc.. And they have right to conquer the world, by all means, even the most debatable (Sheng Seleris, dragons, ...) because others are bad, corrupt the world or want to enslave the world. Then a theory among other: - the gods exist as the myths say. - the events "before time" (heroquest) happened (for me, in a sequence,Orlanth can't make peace with Yelm before killing him for example, but that's not realy important in this theory) - the creation of Time is in fact the "freeze" of the world from a divine perspective: They cannot change the world by themselves. That doesn't mean the world cannot change. It can, it does, but because time and mundane creatures. That doesn't mean the gods are not present in the world, they are, they can be seen (holy country), they can be joined (divination, etc..) just they can't change the world. then - if mundane people are able to join the myth (and play the role of their gods) - if mundane people were born/created since the Time. We may imagine that a part of the compromise is the creation of "mortal" (from a time perspective) by the "sacrifice" of a part of the "matter" (runes ? , essence ? ) of the gods. This "mundane" part was the power they lost: to change the world. That may explain why : - they are "called" by their god/dess for initiation (they inherited a bigger part of their god and the resonance of this part make them good candidates of initiation) - it is easier for an initiate of a god/dess to "play" its role in heroquest than to play another role (the god's part in them makes a better "echo" to the myth) - they are able to "explore" the heroplan, because even if they are "heir" of the god, they have parts of other gods (maybe even chaotic gods?) so they can do things differently, but it is difficult So mortals are heir of gods in some way. What the priests say about their pre-time origin is not really a lie. An explanation, a parable or just an "understanding" of what is the reality. And yes Yelm initiates have right to lead solar people because they have /are the part of the "mundane" Yelm when other solar people have/are part of Yelm's subjects. And yes the emperor, as he succeeds the tests, proves that he has/are more part of the mundane Yelm than any other Yelm initiate, so it is normal that he leads every one in the solar empire. After all, irl, who can say what realy did Nero while Rome burned. Was he the instigator ? was he pleased ? was he mad ? Those who wrotte that did it because it was true, because they believed it or because they were paid to say it ? but there is a proven fact: Rome burned just one theory, among others 😛
  6. I started my post to say let's simplify, and I finish with something maybe with more simulation (or at least choice of outcomes) Eurmal ! leave my soul please !
  7. I think that it is too complex to try, with 1 roll to have the same outputs than the actual rules. for example @g33k option (which is what I would prefer by the way = opposition table = simple ) doesn't simulate the level of success of the parry. Prety sure @StephenMcG you will succeed (maybe with 1d1000 however, as you say 25 possibilities - in fact a little less as different results have the same outcome - are hard to simulate when % skills are low) The point then is the complexity/ergonomy of the play. A table with hundreds rows ? mmm. Maybe a computer/phone then. But in that case why not let the computer roll the npc dices and the players their own ? In fact the most important question, in my opinion, is do we need ~20 outcomes. Could we simplify ? Less simulation, quick resolution If I had to change something, I would use the opposition matrix. And add some tactics choices. That's just ideas I haven't test it (or even tried to modelize it ) for each decile you gain 1 point. for example A = 60% skill, D = 80% skill so success =<40% d100 roll 01-10 = 4 points for A 11-20 = 3 points for A 21-30 = 2 points for A 31-40 = 1 point for A 41-50 = 1 point for D = parry success: roll damage, reduce weapon armor, reduce armor => reduce D's hp 51-60 = 2 points for D. may choose - parry success + get +20%bonus next time OR - parry success + reduce A's weapon HP (-1d6 ?) - parry special success : roll damage, reduce 2x weapon armor, etc... OR 61-70 = 3 points for D (critical parry = no roll damage) 71-80 = 4 points for D 81-90 = 5 points for D 91-00 = 6 points for D a potential list of actions for attacker success - roll damage, reduce armor => reduce D's hp. (1 point) - roll a second attack (1point) (of course it is usefull only if you have 2 points, or if you like to roll, again and again) - roll double damage, reduce armore => reduce D's hp (3 points) - max double damage, ignore armor => reduce D's hp (4 points) - A gains a 20% bonus for the next attack (1point) - A gains a 20% bonus for the next defense (1point) - choose full damage on D's weapon (1point) - disarm D (2points) - choose to damage D's armor (3point) (opposition roll between damage and armor's AP , 1 localization of course) a potential list of actions for defender success - roll damage, reduce armor weapon*, reduce armor => reduce D's hp. (1 point) - roll damage, reduce armor weapon* x2, reduce armore => reduce D's hp (2 points) - block all damages (3points) - D gains a 20% bonus for the next attack (1point) - D gains a 20% bonus for the next defense (1point) - D disarms A (3points) - D counter attacks A (free attack let's roll) (3 points) *defenser weapon may lose 1hp if not able to block all the damages, like the rule. again many weak opponents, you may choose to have a lot of attacks. Against one powerfull opponent, you may look for the bonus and hope a roll for 4 or more points (full damage, ignore armor). The point here is not realy to roll less (well there is one roll not 2 to identify the success) but to propose tactical options, each combat may be different (so more interesting, with decision between each roll). The issue I have with the official system is that you have few decisions, and in fact the decision is before any roll. And then you roll, roll, and roll before next round and next decision
  8. the majority of Sartarite men are initiates of Orlanth. If I follow your way, it would mean that all battles against Sartarite should be on air: being able to fight in 3 dimensions when their opponents (aka lunars, trolls* ..) only fight in 2d is an advantage (**) during fight or to prepare the battle (to place bowmen and other skirmishers in better position for example). I think you demonstrate what I say: if we follow the rules for anybody, you are right, all the orlanthi army should be able to fly. There is no story about full (fool ?) flying army I believe? Or another question: if everyone is able to fly, why do they use walls around their cities (I mean, when Sartar arrived and built the towns, the majority of neighbours -Tarsh, Heortland,...- were orlanthi too. Then the need of very good walls seems weird) In the same way, a clan may choose to use teleportation and not fly. Then it is too easy to reach the leaders / specific units behind the front line / shield wall (and no risk of dismiss then). That is not dishonorable if you attack your opponent leader in front of him and let the mass behind you * except giants insects for trollkin, moons (?) and things like that but Sartarite have the wind with them in addition * * ok there is dismiss spell and friends but that can be "blocked" too
  9. that's what I think. Seems to me that the material makes the same "mistake" than what we do often (I include myself) : seeing the "player book/rule" as the "world rule" the world would be too inconsistant if we follow only the rules for everything (too too many enchantments seeing the cost, too too many war mounts seeing how easy it is to breed and train beasts, too too many people thanks to bless crops, too many resurrections, with the reusable spell etc...) Of course we have explanations. For example, white healers cannot resurrect everyone because their rune pool is used to heal wounds and diseases. But... is there any rule explaining that pc must roll every season a d100 to determinate if they are injured just because their occupation, their life, etc... No. Does that means there are no accident for npc ? I don't think so 🙂
  10. so do I. The issue I see is the resolution of critical versus special. The output is not binary. You may "offer" a critical damage but the opponent may parry a part of it, what about the damage on the weapon, etc.... so if we want to follow exactly the rules, it means about 20 numbers in each cell 😛
  11. a good question Is it even a chaotic action ? I mean what is the difference with cannibalism (human on human at least) ?
  12. There are two things : - the holy day is important for the background, I agree with you - the holiday as, from a game design perspective, a rune points generator. For this, I agree with @Rodney Dangerduck then I apply things differently: - if it is an adventure per season, pc start the adventure with full rp. Of course is one player wants to « burn » some to for any background/social rp that is allowed (for example a farmer who wants bless crops or an artist who has a big show for the court outside of any scenario) Then during the play there is an holy day, I let the players decide if they use their time for devotion or not - when the adventure is longer than a season they can replenish one per season during the holy day they want (with the worship roll, adding stress) ’it could be explained as the rune pool represents the pc capacity to open the gate to the other world per season and not the god’s capacity to answer when the gate is opened. Let’s say that if you have more than one pool you have different gates to open but, at the end of the day, there is only one source : the POW you sacrifice that is just a house rule
  13. I have not roll stats for decades, too much frustration if you want to play one specific character (imagine, you want a warrior with a 2h weapon and you get STR 12 ? or a sorcerer with INT 8 ?!). In my opinion/taste rolls should be use during the play, not the generation.
  14. yes that is exactly what I mean: because the fumble, you ask yourself ==> illumination (if I understand your point)
  15. not yet done, so just my thoughts : - during an heroquest, facing a big thing like chaos during orlanth initiation, but could be something without any chaos, just something very very powerful. Not something to fight/destroy, just "see and feel" - or probably during a passion roll fumble. Not during a "simple" augment, but when there is a crisis. For example you are seeing your clan/temple burning, you fumble and... well you don't feel anything, seems weird... i would say that you probably feel right away that something is weird (why seeing your village burning is not important ?) even if you don't think immediatly about illumination. I would propose that, as a gm, there are two options (or more, depending on the different "trigger") : - when a fumble passion, you don't have to say "it is weird", just say you don't feel nothing, and let the player think about that (so when depends on the player 😛 ) - during heroquest, the gm could say that the character is attracted by the source, or anything "against" the character values. No repulsion/hate or things like that. That doesn't mean the character will follow the opposite way (becoming chaotic for example) just, that he/she will not impulsively react, and have time to... think about what he/she faces.
  16. sorry for that my point was not about the how but about the biological possibility there is no english page for this so the french version(and yes irl there is probably a sadly part of bad things but don't know if in other context, in other cultures, - i mean isolated people in isolated lands, people of 13 may be considered as adult, biologicaly and culturaly ) https://fr.wikipedia.org/wiki/Liste_des_plus_jeunes_mères_du_monde I wouldn't count in day to compare biological evolution of a being. there is nothing saying that 1 gloranthan day = 1 earth day after all, or that one G-second = one E-second If i remember, people can be initiated from 12 years old in the background (even if the pc generation is 15-16) as if you are initiate, I understand it as you are an adult in all points, identified by the nature, the gods, the mortals as able to do what an adult is able to do.
  17. Ahah it seems I’m a killjoy 😛 so, by the way, I voted for a topic but any of them could be interesting the only thing I m looking for (but that’s my taste, other may surely be different) is to be the much possible canon. spirit cult / local hero cult allows weird/anti-canon options even in the killjoy scenario (well if I understand @mfbrandi diagram) if there are rule, I would like (again personal taste) to see something like « well the rules propose to play like that but I prefer this one » and « When I write these words there is no rule about xxx so here is my proposal » it allows people like me to to understand quickly the difference between your glorantha+game design, the canon, and their own glorantha+game design
  18. Bah 13 is possible to be mother I heard about 9/10 years old girls in our world (what ? Am I speaking about irl to answer a gloranthan topic ?! Argh! Is@Joerg leading me to his path ? 🥰 )
  19. That’s why I don’t create characters with dices then it is a question of player choice. no more issue about pow x 5 I agree that too many rolls kill the rolls but I think that, when you are in action , a roll is useful (the issue is we need more than one roll) I have not yet find a better solution ( for my taste, other may have different needs)
  20. for me it depends a lot of the context if it is a ritual, it is not adultery: if (priest of ) Orlanth and (priestess of) Ernalda have sex during a religious ceremony, there is nothing because they are not themselves but the gods. if it is not during a ritual, it is adultery*: if the same priest of Orlanth and the same priestess of Ernalda have sex just because they want to have pleasure, there is aldutery (of course if they are not married) By the way if you visit the Uleria temple (or Uleria wanderers), it is considered as a ritual (sun county supplement, at least french version) * I follow the definition of cambridge dictionary https://dictionary.cambridge.org/fr/dictionnaire/anglais/adultery however in this definition, there is no mention of morale, oath breaking or anything bad. Again it will depend on the context, the culture, the type of marriage, the oath between the couple. I imagine (but no reference) that is not alowed for a Yelm/Yelmalio/any noble light god (aka not Lodril)/ worshipper's spouse to see elsewhere. And it may depend on the male god (Yelm has concubines, Yelmalio seems "cursed" as usual and be monogamous :p) I remember in an official book (supplement about sartarite clan, probably HQ, but not sure, and not sure if it is still canon or not) there was a comment about an ernlada npc who was sad to see her husband following so much the adventurous way of his god. So I consider: - it is acceptable in sartarite context - people may suffer of such behaviour Of course if a couple for any reason (personal love or alliance negociation, or certain type of marriage, or source of magic, or ...) swear to never visit anyone else, adultery would become a Bab's topic (or other)
  21. unnecessary if you consider flowers are pollen recipients etc... what if you consider flower as flower, and nothing more, nothing related to pollination ? Or if you consider flowers as a gift of the goddesses, to feed people, to feed beast, or just to be beautiful, we need them 🙂 Our ancestors saw flowers before someone understood the role of pollen. I imagine they did not say that flowers were unnecessary. As anything people don't understand, they probably saw behind it the "magic" (and the "proof" of existence ) of any entity (call it gods, spirits, alien, giants, elves, magicians...) I imagine they did worship (propitiatory or with devotion) to see flowers (and the rest) every springs. After all if anything is explaned by universal mindless laws, there is no reason to worship anything/anyone. as i don't need pollination (even if i need flowers 😛 ) i don't need photosynthesis too (even if i need plants). Our needs/tastes/explanation of glorantha are so different ! (and both respectable, I think) In fact, for me, if there are pollination, photosynthesis, etc.. the gods are 😉 ...
  22. remember women can join stormbull WARNING PEGI 60 / bad humour and sensitive beast
  23. and to complete what means lunar magic, it (in rq3) was the capacity to change duration, intensity, etc of any spirit spell (in the same way that sorcery did - rq3 - ) note that to become red goddess initiate you must be illuminate, be initiate of a lunar cult, and have 90% in 3 magical skills (not the same than rqg) so probably you may have 90% in meditation and in some other magical skills (spirit lore ? spirit combat ?)
  24. Of course However the point then is about the other spirits society (let’s say a light spirits society) will all the other light spirits accept your shaman to « trade » with darkness spirits ? they are probably not too hostile (as one of their spirit member is in the other society) but they may request more efforts/sacrifice -pow, mp, cows, time, taboo, - than a « light » shaman
  25. Heler, maybe Mastakos, would say there are always another way 😛
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