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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. you're right if your play is focus on personal fight (spells + weapon), and few social / hunt / gods feed back / tradition / leadership / strategy / ancestors etc.. yes Waha is not really useful now Waha gives you the capacity to kill the beasts without be cursed (butcher) Waha gives you automatically (no roll, no rune point) the knowledge to survive in the wastes Waha will be the one (or his followers) you may ask to learn something important in the wastes (of course Storm bull may answer about chaos and Eirithra about beast, but if you want to ask about chaos, or about beast, or about anything in the wastes, he is the one to contact) and, if you are able to prove you have good blood : Waha gives you the opportunity to enter in the greater leaders of prax and wastes circles and discuss with them about alliance, warfare, etc.. Waha helps you to become the new leader, followed by more people than any other praxian god could propose Waha gives you the opportunity to call the great ancestors and obtain from them large benefits so if your play is based more on storytelling & background, if you play gods as npc and not as source of spells, if you want to have large session about social activities, travels and even mythic activities, Waha is the best (in fact all the gods and goddess are the best, even Voria, I swear πŸ˜› ) all is question of flavour
  2. we are not in an "action points system" (I would prefer, for sure), but in a round system and initiative. With this model, I don't consider "silly" the rune magic rule : It is just that (your spell is before everything) + (open the gate is so hard that you can't do anything else before the next round πŸ˜ƒ too tired, need to focus again, etc...) If we were in action points system, I would be happy to have "some action points before the spell effect and some action points after the spell effect too same if we had some specific fighting actions (you can't do anything the next 3 act pts after you touch your ennemy) so don"t consider the rule model as the simulation or the explanation of the effect, just a model to resolve situation with dices.
  3. the worst cults are those I don't want to play, the best cults are those I want to play.
  4. you are describing lay membership πŸ™‚ in this case a large part of people are lay members but yes very few people are initiate (or more) in my previous version of god of glorantha, you must be illuminate and (rune level in lunar cults or some skills > 90%). But is previous version, with different skills. Seems to me we have to wait for the new version of the gods books to know what is "now" the requirement
  5. Is someone calling me ? Is it a summon evil ceremony ? Are you saying I am the evil ?! of course I know what means crapule in french... now the question is how can I translate it in english ? πŸ˜› a villain, yes you can say that. I will not use the term "little shit" for a crapule (well the french literal translation, now, I m not aware of all the senses behind little shit) for me "une crapule" is really worse than "petite merde / petit merdeux". in both cases despicable, but crapule can do very bad things. I think that the question is not to find a lambril cultist, but to find a "crapule πŸ˜› " able to do what you want. And maybe with luck, you will hire a Lanbril guy. But for sure you must know someone, who know someone, who know someone...
  6. from my perspective everything is possible, even in the same group of players 1) you are a sartarite in Boldhome ? you may have a passion to the city, to one of the city tribes (your tribe) , or even to Sartar (the kingdom) because it is its capital. But you can be too loyal to both the city and the tribe 2) do you love or are you loyal to your clan or your family ? why not hate them ? You even may be loyal and hate the same person / group. Or you may love your clan lands but hate your clan people For me everything is possible, definitely if the player explains it (and then give the GM some potential hook for scenario) but I'm not exactly follower of the rules as written (link my own passions)
  7. so true πŸ™‚ for me the range balance seems "easy": a "special" benefit is like a 2pt spirit spell (like bladesharp 2) but only for a round (+-10% and/or +2 dmg/ap , and some equivalence in meter if you want to push your opponent) a "critical" benefit is like a 4pt spirit spell but only for a round (aka +-20% and/or +4 dmg/ap )
  8. there is always another way πŸ˜› maybe to get real Auroch, you need to not leave the place with sneaky tactics, and nothing more. you may defeat the giants but... why not be welcomed by them, and leave with a part of the herd, not as a plunder but as a gift ? could be done by honest bargain : we have change, and we want to have good relationship with you, we released your brother as a proof, and would like to obtain your cows, what can you do for you ? of course their ancestors will be angry... could be done by some treachery : become unknown travelers / musicians, organize a fest, let them drunk, and place some red (cow) flag, on the top of the castle, then go back with the cows ? the ancestors may be happy because they ridiculed their ennemy, or angry because they did not fight as their honourable fathers or maybe scaring the giant (a scenario may be the research of what could scare giant ? a mouse maybe ?) or eurmal may have some joke and "kill" all the cows (with some rotting issue, even digusting for the giants), the giants would be angry, but has they need to eat, they must find elsewhere another source of food. etc.. what I would prefer, in any case, is to have something to do before the quest, elsewhere, to find something (knowledge, artifact, favors, spells...).
  9. What you are describing is an archetype. I would say one Eurmali would have a part of this behaviour, but no reason, to me at least, to get all. You may find a drunking glutton who never steal, or a facetious liar who never eats more than the bare minimum
  10. I like your idea @PhilHibbs however some concerns: 1) i dislike the idea of another roll to determine the effect. From my perspective, if the character succeeds so well the parry, it may be luck, but it is probably skill. So I would prefer the player to choose what could be the benefit. Then you may have two lists : list 1: potentiel benefits from a special* or critical* success list 2: benefits from a critical* success only with a special*, player choose 1 benefit in the list 1 with a critical*, player choose 2 benefits in the list 1 OR 1 benefit in the list 2. critical* special* may be the real critical/special roll OR the difference of success between attack and parry, don't know what is the more appropriate 2) I would like to see some advantage to the defender's attacks : you may imagine that with her parry the defender opens her attacker defense and gains, for example, +20% to her attack next round (or +10% her attack, -10% the opponent defense skills) 3) more an idea than a concern : maybe these effects could be learnt in some combat schools / temples or studied. Young pc may have a limited choice but, with some loyalty, or as a reward for any reason, pc may be teached some "secret" technique ?
  11. yep I never heard about Elmal before King of dragon pass (so no rpg rules/description)and this forum (no HQ-era for me) but, just with my old french material, I had a too simple conception of the world : sartarite follows Orlanth/Ernalda&co and the light bringers praxian follows Waha Eirithra and of course Storm Bull and yelmalio can be found are these !@- guys near Pavis and part of the Peloria society. It is more complex (and I like it) but it's hard to change a perception after so many decades of blindness πŸ˜›
  12. thanks @Jeff and @Eff I'm seeing I was'nt very clear and misused some terms what I called [storm tribes] where the tribes (human) worshipping the storm+earth pantheon (aka Orlanth is the king of the gods, Ernalda is his wife, etc...) like red cow, colymar, etc... for example A lot of people use the word "Orlanthi" for that I think, but my issue is that could be seen as Orlanthi = worshippers of Orlanth himself. Well same issue with storm tribe ^^ and of course to be less clear, I used sun county and not sun dome but not sure it is a true difference So I will reformulate what I understand (thanks your answers), what is still (or new) questions 1) in a standard sartarite/ old tarshite / heortland / esrolian clan, yelmalio cultists exist as member of the clan. However, can they get a good position (ring, land etc...) without more difficulties than a Yinkin or Issaries or Maran gor worshipper ? 2) I'm very not clear about sun dome in Dragon Pass... and even more confused with your words, @Jeff : I saw it like the sun dome in sun county: a county/region/district/... independant of any local power, with its own rules, social position, so of course temple(s) but you will find villages, farmers, tax collectors, administration, milice/army etc... Or the praxian sun county is very different and the Sun Dome in DP are only a temple with few dependencies, following the rules of the local Orlanth-rex (or Esrolian queen) ?
  13. would say a kind of morale augment like +20% in anything related to the battle once they discover they were wrong, you may cancel it or even transform it in -10% or -20% (if that doesn't kill them, after all ennemies would be exhausted) maybe only for only pow related rolls
  14. maybe a basic question (compared with where are the fire powers πŸ˜› ? ) every time I think about yelmalio, I see sun county (or little sun county quarter in big cities) but... is it possible to find Yelmalio cultist in a "standard" clan (in esrolia, heort, sartar) ? In this case, is he considered as a weird guy ? or just as any worshiper of the storm tribe, fully integrated in the clan, without any issue ? (don't know if I can use the storm in esrolia context but you see what I mean)
  15. from a orlanthi perspective, that seems the good choices. Probably some issue of loyalty , but the good ones. Of course be able to send the lambril guy with some smogscreen in case of... I focus on lambrili, because eurmali would have probably already a smogscreen in there mind, better than anything you may imagine (best option send your eurmali hiring the lambrili, no one except a malkavian other eurmali will be able to undestand something) no no no. After few weeks your eurmali will believe she is really what she pretends to be ! πŸ˜› i remember (but my memory is somewhat.. well I understand the eurmal despair way) that in this forum the answer was tatoos are with ink (not something magical you get during your initiation) But after that, some (not all, rare I think) would may get magical transformation from their gods. So you could easily find people with "just" tattoos
  16. an interesting point of view (and your damage resolution is interesting too, complex, but really interesting) However, if you start to consider the defensor armor has an impact on the damage of the attacker weapon , you may consider that attacker armor would have an impact on stats and damage just hypothesis, I m not specialist (just seeing that if spear were not used on foot with a full armor medieval style, there should be a reason, but I may be wrong, maybe that's just a popular myth and reality was different) : heavier is your amor, more damage your mace will provide. heavier is your amor, less chance you have to touch (and probably depending on your weapon the penalty should be different -> why medieval knights didn't use spear on foot ?) heavier is your opponent armor, less chance he has to parry etc...
  17. absolutly, but in this case it is not a "style skill" rule. It is something more complex. Go further in this way: one style provides percentage in one weapon, in the other weapon, in a similar style, etc... and if you follow this path,logically you would arrive at the weapon skill rule (aka RAW) πŸ™‚
  18. you're right ! but thinking about it during my morning walk with my dogs, and after being challenging by some elves (no interest I know, but sometimes things must be said) that is true too with weapon + shield: shield is not only used to block an attack, it could give opportunities to attacks, and if i continue it is true with 1h weapon and 1 "free" arm, or weapon and dodge, or ... Fight is not attack then defense, it is more complex (well that's theory for me, no experience...) so I identify different ways to follow 1) use the rules, don't consider the % of weapon (right, left, foot, head) as the exact representation of what is an attack, what is a parry. Just consider it as the % to touch and to know what are the damages. It is abstraction nothing more Pro: simple, easy; Cons: too simple ; a sword master is ridiculously unable to fight without a sword 2) use "style rules" and consider a style %. It removes the question of the different % (weapon, shield, etc...) so no more discussion then Pro: simple, easy; Cons: too simple ; a sword + shield master is ridiculously unable to fight with only a sword , and of course without a sword and a shield 3) add some modifiers to 1) and 2) to fix the inability of your master 4) forget the "weapon/style" % to something radically different One idea (this morning with my dogs, .. in the ok...) follow the "same" system that sorcery : replace element runes by "weapon" replace power runes by "type of damage" (blunt, cut, thrust, ...) replace form runes by "type of effect" (do damage -the standard-, target the head, reduce opponent attack, push opponent, reduce opponent defense, raise your defense, disturb, reduce range, augment range...) replace technics by "technics" (apply effect, remove effect, combine effects, combine weapon, do it before others, consume actions points -see below ...) replace mp by actions points (masters have more points than beginers), each round you regain all your actions points. define "school / style / ..." teaching some combinations use the same system of resolution than sorcery (for example actions points needed = "runes" nb -2; define a system to modelize how a fighter is more and more experienced ( ==> how actions points can be raised) define a weapon matrix to modelize the difficulty to use a weapon instead of an other one (for example axe instead of swprd) for example : a standard sword attack : [sword] + [cut] + [do damage] = 1 action point 2 sword attacks a round: [sword] + [cut] + [do damage] + [multi attack] = 2 action points 1 sword attack a round but with more strength: [sword] + [cut] + [do damage] + [do damage] + [combine effect] = 3 actions points 3 sword attacls a round: [sword] + [cut] + [do damage] + [multi attack] + [multi attack] = 3 action points use your shield to give your sword more chance to hit: [sword] + [shield] + [reduce opponent defense] + [combine weapon] = 4 actions points same with an axe but you don't know [axe] ? use [sword] ! : [sword] + [shield] + [reduce opponent defense] + [combine weapon] = 4 6 actions points, -20% to roll Pros : do what you want, simulate what you want, solve the "master unable to fight with something else" issue Cons: too complex, fight need much much more irl time than other systems. note that I will not follow this rule (and will not explore deeper to fix the potential issues) because it will be not only too complex but waste to much time for me. That is just an example of what could be the consequense to answer all the issues we may have with any fighting system (rqg or not, d100 or not) Of course each personal issue may be answered by a simplier rule, but if you want to cover anything, I doubt you will provide something simpler
  19. note that "own sacrifice" could be "sacrifice your child, not your finger", I have in mind Carthage for example (reality or propaganda, there were people able to imagine that at this time) but from a glorantha perspective, I would say it depends on the gods : those who have a gor in her name, would accept it (at least in mine), same for any vicious cult (who said Chaos ?) but for others.. seems to me it depends on the intent and the effect : will Ernalda, the mother, accept a young and fertile woman to sacrifice her breast and then not be able to give milk to her baby ? probably not (for me) will Orlanth, the every one, accept a man to sacrifice any part of his body only by devotion, without any gain, so losing a part of his effectiveness ? probably not (for me) will Orlanth, the wise, accept a man to scarify himself, to suffer as his god, and obtain some advise... why not ? will Yelm the archer accept his initiate to sacrifice his right hand, and then not be able to hit anymore ? mm depends how Yelm is severe and the initiate devoted and loyal
  20. remember that ogre are able to play role, so first, it is possible πŸ™‚ my first idea was similar than Jeff's one, with one difference, you don't need to have one illusion "master" (donandar, eurmali, ...) to be the servant / master, you need a illusion "master" able to put on your servant and your master some illusion with enough extension, allowing them to "swap". another option would be to "swap" tatoos with temporary ones, or body paint, or anything in the same way. But a noble should have access to an illusion master with few difficulty, I think. The big issue is to trust the illusionist (Eurmal ? you said Eurmal ? ...)
  21. Yes Of course if you are behind a wall and your attacker is mounted, the roll is d10+10 as usual No needs, from my perspective, to create some specific table. However the question may be what about the wall damaging the attack weapon ? not sure your sword would be efficient after hiting a solid wall ! maybe rolling a damage result versus ap weapon and reduce ap (-1 ? D6 ? Damage ?)
  22. there is fear chaos as passion. and there are some chaotic monsters (or non chaotic, or non monsters) able to fear (spell or capacity) pcs that means if you have not the fear passion and if the chaotic opponent has not this spell/capacity, your pc should not be feared, after all she is trained in any ceremony to face standard chaos (like broos, think like that, they are "normal") but as a gm, I would consider that big monster (chaotic or not) or army so numerous that you know, you will be defeated may request some roll (loyalty to the leader, or any passion). If failure the pc should leave /flee without penalty (except social from other survivors). Of course if she decides to stay, that means new passions will come (if death decides to let her in the good side) and a potential malus to all skills (after all you failed your roll justifying you stay here)
  23. i agree, so much that is not automatic πŸ˜› pas de fausse modestie, voyons
  24. i'm not and you are fencing expert (or anything you want) but my first reaction was yes but no. should a fighter have a good level to learn feint ? I mean you must know the basics before trying complex technics, etc.. that drives me to something like under x0% (60% ?) you cannot do anything between x0% et x1% (75% ? 80% ?) you can choose a malus with a maximum of 20% (you have learnt the first "special" technics) between x1% et x2% (90% ? 100% ?) you can choose a malus with a maximum of 40% (you have learnt more complex technics) more than x2%, you are a master and you can choose a malus of your choice same for defense. After all you may choose some postures (hope it is the good word) to reduce your opponent attacks does it make sense ? another mathematical question... did someone simulate / evaluate if a fight with the "over 100% rule" is faster than the same fight(opponents) without it (so more crit) I m pretty sure that the "over 100% rule" is faster in most of cases (armor, weapon, skills) but that is just feeling, no proof
  25. Thanks @JRE I’m happy to see it . That was my issue to understand the difference between void and nothing (except be vs become) don’t know if it is what means @Darius West but I m on the same line than you (with your addition of The Who’s who of chaotic gods)
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