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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. Why not however there are very few living people who can claim sartar as an ancestor.. Argrath and … well is there someone else ? seems to me easier to contact Sartar with Orlanth Rex subcult (in sartar land of course)
  2. reading again these sentences, I'm not sure I understand well (vs core rules) 1) the Daka Fal shaman candidate meets an ancestor and not the bad man ( DF easier than "core" shaman) 2) the DF candidate must win when a "core" shaman must survive ( DF harder than "core" shaman) 3) the DF candidate must fight until the ancestor has 0 magic point (or until she loses) when a "core" shaman must fight 1d6 rounds 4) the DF candidate, only if she wins, gains one ability for each round she is victorious and "gains" one taboo for each round she loses. same than "core shaman" except it can be done after 30 rounds Am I correct ? or if a DF candidate is not able to win in 6 rounds it is a defeat (good bye, see you next year) ?
  3. Thanks a lot @metcalph even if I needed a lot of time to understand the depth of your answer (I m too Cartesian to measure all the involvements) it is hard then😅 So one question when you talk about Wizards, do you talk about anyone able to use sorcery maybe with enough skill level / requirements) like LM or lunars or Orlanth or Zorak Zoran or… sorcerers or only the zzaburi (only those who follow one sect of Malkioni ?)
  4. Yeah i agree they cheated my point is they did not cheat the gods. They cheated the losers that’s different 🙂
  5. For me that’s the point I would not say breaking but severing let the mundane world for mundane people and new arkati will not have to waste time protecting the godtime anymore from mundane chaotic (or acting for chaos from their perspective) but will focus to protect the mundane world from chaos agent the alliance between Argrath and storm bull may drive to it : when storm bullets react and are the best for that, arkati plan and act, and are the best for that (illuminated humakti, LM, Orlanthi… why not white lunars… etc ) then the great disaster from the sea has an explanation : Magasta and friends don’t want to be banned from the mundane waters
  6. But who says the gods were cheated ? maybe the gods did not care a all. They just need eaters and eated Maybe the cheat was just that they did not follow the rules those who considered themselves as superior (aka the 2-legs) defined and probably the 4-legs followed… after all the principles of the herd is to follow the leader without questions. there is no hunting beasts in the convenant among the 4-legs. No lion, no tiger, no sabretooth , wolf or bear !The only predators were humans, so easy to win against peaceful beasts Maybe the cheat was only that morokanths dis not follow the 2-legs who claimed there were predators by nature but resisted and applied their own strategy of defense. IMO that’s good for the gods. It shows for ever that humans are not so much powerful and should not try to challenge the gods . Keep humble guys or you may meet the same fate than those who believed they were superior of these pitiful doomed, barely-hanging-on survivors
  7. I based my answer about ancestor on the sun county supplement, well the french version "les guerriers du soleil" so sorry for the translations (I put the FR version in case of): As you said, the land is the count ownership, but there are some interesting things at the end of the scenario about FR "la concession de seigneurie d'Oreilles Dorées" -> EN "concession for the seigneurie of golden ears" ? there is an old adage : so my conclusion (is it specific to the sun county because traditionalist ? or all counties apply about the same ?) : there are to way to obtain lands in yelamlio counties: a) you must prove your martial value (or do some exceptional things for your count) and you gain "new land" b) you must continue to manage the farm you get before because your previous (a) or because your ancestor's (a) without any issue with the tax (that could be difficult of course)
  8. it may depends on the sect, and it would interest me to know the differences Do zzaburi believe that the invisible god is a "real god" (greater than any other entity of course)= sentient, able to decide, to act then its worship is useful to "feed" it and obtain some magic/miracle from it Do zzaburi believe that the invisible god is far beyond any gods of glorantha = sentient (the creator decided to create glorantha, for example), but will never (maybe some exception) act in glorantha ? then its worship by the people is useful to "feed" the universe and/or the zzaburi themselves Do zzaburi believe that the invisible god is an abstraction, the nature, the universe laws, equations, things like that then its worship is just a kind of crowd manipulation to convince the people to feed the cosmos (because zzaburi believe it is needed but they are convinced that a too large part of people will refuse to sacrifice if they knew there is no "feedback") and they may take a part of the sacrifice for themselves ? or its worship is a very big crowd manipulation to convince the people to sacrifice (mp/POW/cows) to themselves because in fact... there is nothing to feed and zzaburi are the only option to "protect" the people from strangers (people, spirits and gods) ?
  9. my main concern (but that my understanding of the cult, I may be wrong, It would not be the first time :p) is the yelmalio aspect of your family: warning : all value judgements I expose is based on the yelmalian perspective -or what I imagine to be, don't hesitate to tell me if I am out - , in all cases it is not my irl values 😛 if they have 4 hides they are near to be rune lord/ priest for one of them. That would surprise me, then, than your yelmalians have no war spells. They should first focus on these spells. And if they have a lot of rp, then yes why not bless crops, but learning it in the first steps of the career in the cult ? for a simple farmer, why not, but for 4 hides! Of course they may thank any warrior ancestor who gained this land (and all the previous members who succeed to manage the land well - if not they should not have the land -), but what a shame to see his heirs becoming simple farmers so if your family leader (dad ?) is rich, he should be a good templar or do what he can (aka learn good spells) to become a good templar. And if it is grand pa, that's the same AND he would expect his son (dad) to do the same now of course a specific character may be very peaceful, but grand pa + dad ? a lot of people may be jealous of simple famers with so much land. my personal "rule" is : if the character is a farmer, then he has one hide. If the character has 4 hides, he is warrior or noble or priest. Note that I don't forget the women, but for a Yelmalio family I focus on the man. Of course an explanation would be that one of the women is a Earh priestess, but then why marry with a ... banal husband ? when you are blessed by the goddess you need a protector, not a plowman am I in my too dark glorantha or does it make sense ? don't know ^^
  10. Bouhhhhhhhh !!! thanks a lot for all this (not very funny) job, David
  11. for you only, because I like you 😛 communication skill CHA < 13 then -10% CHA = 13 or 14 then -15% CHA = 15 or 16 then -10% CHA = 17-18 then -15% CHA = 19-20 then -10% or another simple option => -10%
  12. Hello For me, it is only for any communication activities ( skills and CHA roll if needed) used with other species there are few in this "rule" that could be challenged but here my reason: art: picture, sculpture... some may say that once the art piece done, nothing says who (what ?) is the author. But there is a big cultural difference, so for me, I apply the penalty (CHA-10) but, if in the background, something says that the character has some good reason to live in the cultural other specie AND had studied with an artist, well it could be canceled (or ajusted) - for example a baboon raised since her birth by a painter should have no penalty to paint anything speak other language (aka language of the other specie): there is accent, intonation, that can be corrected (if > 75% I would say, don't try to speak with me in english, I probably have the same accent that your baboon speaking lunar 😛 ). But... even if the character has no more accent... she has still the same look. So facing other specie-men, they may have some a priori (depending on the habit to deal with the character specie, the character herself, and of course racism counts too). - example 1 : a baboon trying to organize some farmers to defend their village may use speak language to be well understood. But the farmers never saw baboon before so they may consider that "of course we will not understand" so penalty - a merchant who deals every week with baboons without any preconception will "accept" the language skill of our baboon without any % (once the 75% reached) - a merchant who deals every week with baboons but is a racist will notice that our baboon speak very well his language... for a beast. so a penalty may apply
  13. you are right, it was not what I thought, but clearly I made a stat mistake then 😛 I have to agree with you then 😉 ... about Ernalda's lands; few are probably enough but there is then no explanation why we don't see any difference between Prax and Esrolia/Sartar. (that's the other point @Rodney Dangerduck your figure seems to me very important, enough to see a difference between communities with this spell and community without it) Not convinced by "there should be other magic there" because in that case, why the Ernalda spell is proposed and not others. of course the last option is mgf and that's all 😛
  14. I agree, west was an example about those I m sure (or not), there is less Ernalda, but poor example for your reason. I found prax then 😛
  15. you know how low my knowledge is compared for other, I use the west as the "weirdos" compared with Esrolia/Sartar. I don't see clearly how Peloria works among the non lunar cults. But let's talk about praxian for example: Eiritha has not the spell and not any spell helping it. It means a very large % of praxian women have not access fot themselve to this spell. But we have nothing (well, what I know) about any difference between sartarite and praxian distribution. Children and women be less in Prax than in Sartar. why not 😛 I m just looking for a reason explaining why I don't see any difference (again there may be a difference I don't know) between people with Ernalda "support" and those without/with less when this spell should demonstrate a true difference if everyone could gain its benefit. I agree, and I would add "for a fantastic cost" (not POW but cow, mmm am I good in english poetry ? 🙂 ) not sure of that... let's say that 1% of women can cast it. Let's say that they can cast it 3 times a year (so a lot of pow dedicated to it) It just means 3% of mothers of the year can gain it. So common as anyone knows Ernalda, sometimes, bless the mothers, but not common as anyone can obtain it. It seems to me that only those with enough network (aka noble or bloodine leaders) may obtain it from the temple. After all, even in this " fair culture compared to yelmic tyranny", you find slaves and this adage (don't remember exactly) about hero with blood of heroes (so hero with blood of family able to pay bless pregnancy ^^) something like "look how our chief's baby is blessed by the gods, we are so lucky to have our chief, our poor people the gods don't take care so much." but I may be totally wrong.
  16. however, what about people (community) who don't worship any deity providing this spells ? Is there any statistic difference ? Are malkioni weaker than ernaldan countries ? Or is Ernalda worshipped every where, with the same ratio ? it is "no brain" if you consider it from an irl player perspective. But if you consider it as an opportunity offered by Ernalda and only chosen women can learn it (aka that is not pc who decide what is learnt but only p-layers for their play/pleasure) there is no question of brain then 🙂
  17. I think this option very fine by the way. And it explains why all pregnancies are not blessed, but only "happy few"
  18. never say never 😛 it depends on how people play, and if there is direspect. Typically in a desperate game, when pcs have to make decision and any decision will be a betrayal of a loyalty/devotion/etc... spirit of reprisal (or mundane reprisal) may be an event of the tragedy. In all cases, if the pc was initiated of Zola Fel with the agreement of Foundchild cult, a normal outcome (even if it is rare of course) is that pc may become priest of Zola Fel. In your case, if everything is done in accordance with the rules (not irl rqg rules but glorantha cults rules) no hunter can say "hey wait ! you are betraying us by accepting priesthood"... well... no hunter with enough wisdom and without malicious intents
  19. 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)
  20. 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...)
  21. 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
  22. 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
  23. 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 😛
  24. 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 !
  25. 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
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