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French Desperate WindChild

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Posts posted by French Desperate WindChild

  1. 7 hours ago, Shiningbrow said:

    Exile? Execution? Reprisals? Give up all your gear as weregild? Dishonor to the clan/tribe/family (which may be irrelevant, depending on how much you play the separation aspect).

    At least, honor passion lost for the humakti. They must not kill from my opinion (but they did)

  2. 4 hours ago, g33k said:

    The gods are not omniscient!

    They know what they know, but there's lots they do not know.

    Yelm knows most everything that happens under the sun, but his sight is dimmed by cloud or fog, and he sees very little (or nothing!) of what happens at night, or deep underground.

    Yes sure, my words were only about "time line"

    Gods know what their initiates (and "linked areas") know

  3. 15 hours ago, lordabdul said:

     

    I always get surprised by RPGs where specific skill descriptions have specific rules that go along with it -- not nearly an RQG-only problem but yes, I often make the mistake of assuming a skill is self-explanatory when, really, there's a chance there's more to it.

    But in the case of the Riding skill, I agree with @g33k that these look more like good general rules for any skill, really. Ideally, this paragraph would actually be moved to the "Experience Gain Rolls" chapter and presented as an example.

    YES :( Which is why I'd really love it if Chaosium would spend some time in 2020 to really go through the whole RQG text again and release a 1.1 version or something.

    I probably would not put this in a house rule per se, and instead just add a blurb about the GM having the ability to use common sense for what a character did between adventures that might warrant an experience roll. For example, consider a Praxian currently visiting Esrolia as a mercenary/bodyguard. If you write the rules like that, the Praxian could get an experience roll in any Esrolian cultural skill. To give a few examples:

    • Farm: probably not? I don't imagine our bodyguard is killing time plowing the fields around Nochet? Or maybe it's because she can see farmers working all around her, so she's picking up a few things... but is that really worth a full 1d6? (maybe 1d6-2?)
    • Intrigue: maybe? She can hear Esrolians being up to no good at the tavern or something?
    • Customs (Esrolian): Yes, definitely!
    • Spirit Combat: Nope.

    So to reiterate, I think using the cultural skills list of the place you're spending your time at is a great recommendation for GM, but probably not as a "proper rule".

    Of course, you could also take this rule in the other way: sure, the Praxian can pick any cultural skill, but that will influence the next adventure! The player picked "Farm" and "Intrigue"? Okay then, by next season, the mercenary has somehow become involved in some political feud between 2 rich farming families!

    Agree too, but in my vision (before the answers) I would say that "a nomad barbarian may discover how esrolian farm and learn something by discussing, blablabla" Of course a large part of praxians don't care.

    I believe that a lot of players playing a praxian warrior will not pick up farm skill even if it is allowed, but it could be an opportunity (OMG illumination ?)

     

  4. 7 hours ago, Shiningbrow said:

    I don't recall RAW, but a Praxian in Notchet should also have their occupational skills limited as well. 

    Some skills are just not going to be used. And we could argue how much could be learned from just watching (if you're even allowed to watch! I'm thinking craft skills here).

    I didn't think about but you're right

    Well the conclusion should be "GM gives the list of allowed skills", by default occupation but "Experience Between Adventures May Vary"

  5. 15 hours ago, lordabdul said:

     

    Since the time between shooting arrows is "5 + DEX SR", in effect, your friend Robin will be able to shoot arrows faster than you. So that works out I think.

    Yes it works well because we are in a "round" rule (reinit each 12 SR)

    In a SR rule it would works but less well.

    the impact is less important than I believed because the "5+DEX SR" (i used to just +5, my mistake) make you able to hit once or twice a round. Even if it is not strictly simulationist gain or lose 1 missile in 3 rounds is not very important, because the bison in front of you is already touching your noose.

     

    but again it was a "taunt". I will not change +5 in all case by 1.8*PI * DEX SR / ( TAI SR * 0.6)

    Yes Sir if you are big, the way to catch the arrow is longer so you will consume more SR !

     

  6. since there is now a "between adventure" experience,

    I would change "At the end of each season, an adventurer can select up to four occupational skills and cult skills and cultural skill* (but not weapon) to get an experience check. These experience checks are resolved at the same time as regular experience checks

    *cultural skill = where you are. For example, an esrolian merchant in prax use prax cultural skill"

    then erase the specific ride rules. It was very very usefull before the between adventure xp

     

  7. 16 minutes ago, Cloud64 said:

    I politely disagree. Just look at real world monarchies and the limited number of names they use. Us Brits now have a George VII coming down the line, our next will be Charles III and his son will be William V. Imagine the insanity in the papers if they risked a King Kevin, King Wayne or Queen Kylie. Not that there’s anything wrong with those names – don’t blame me for the snobbery inherent in the British class system. Even dynasties of the rich have a habit of passing down names. 

    absolutly (like monarchy) ;) but I would prefer examples like "Louis".

    In all case, we can conclude that a lot of people with the same name are just ... a normal fact in a "pre medieval background". Of course, few people with the same name would be just ... a normal fact too

     

     

  8. 23 minutes ago, Joerg said:

    On the other hand, there is hardly any name repetition in the names of rulers in Glorantha, anywhere. While single name elements are repeated in the Fortunate Succession, we don't get numbered sets of Rhamesis or Tutmosis. The kings of the Heortlings have maybe three names that appear more than once, and similar for the governors of Heortland. Only the Bailifides introduce repeat names into the list of Seshnegi kings.

    Again it seems realistic

    How to show you are richer /more educated ? find a "different" name for your children, just to stand out

  9. 7 minutes ago, Akhôrahil said:

    (Also, it's easier to say why you should be allowed to augment a javelin throw using Air than why you shouldn't - guiding it with the winds.)

    Yes sure the weapon split by rune could be discussed (but that is a nice balance between runes and there are mythic reasons too)

    but don't forget the passion power. IRL the ony time I succeed in snooker were  when the girl subject of "my Love passion" was watching me.. but it was before the great compromise, I m too old for this now

  10. 23 minutes ago, Akhôrahil said:

    Because it's her special cultic weapon, and it feels harsh that Vingans wouldn't be able to use their Air rune for augments to it (Vinga has special Javelin magic in HeroQuest, for instance, like our favorite Mile-Long Javelin Throw that has been used to make perfect mile measurements - just check how long the Vingan can throw it!).

    I basically added it as a subcult special power for Vinga. 

    in this case I would use the devotion Vinga passion ?

    it is not the original power (the rune) it is the Vinga power

     

  11. 23 minutes ago, Mugen said:

    Does that mean a Lunar that learned Bladsharp 3 from his cult spirits can't learn Bladesharp 4 from a spirit summoned by a Shaman ?

    I think it's a GM ambience :

    you can show same spell effect, regardless any difference expect spell impact / magnitude

    you can show different effect, because the source of learning (lunar teacher, orlanthi teacher) ex red or blue light on your sword

    you can show different effect, because the source of magic ==> you (your runes, your passions, your gods) regardless the source of learning

     

  12. 9 hours ago, Joerg said:

    I don't think that pachyderms trained by the Teshnan fire worshipers are that easily scared by fire.

    Sure in earth it is fire, maybe in glorantha it is darkness or .. or ... I never visited Teshnos and probably will never ^^

  13. An Elemental Rune may be used to augment the adventurer’s chance with a single non-combat skill within its skills category, with a sense associated with the Rune, or with an elemental weapon.

     

    so Air give a bonus for manipulation skill but in non combat situation. Yes it give you a bonus in Spear skill, when you don't fight... When you fight, the only bonus is the sword one

    the issue in Fire is more that "should scan bonus and perception bonus be added " ?

    • Like 2
  14. I would also prefer a system based on SR without round limit. That seems more logical.

    For example fire missile:

    . S/MR: As many missiles as can be fired as strike rank permits, assuming 5 strike ranks to reload

    In fact I m not very sure of the right rule here (if you add you're dex ra for each missile or just the first one) but same principle for comparing the both system

    3 characters : A (dex SR: 3 ) B (dex SR : 2 ) C (dex SR : 5 ) for 3 rounds

    if the rule is "add +5 ra between each missile in the round"

    1. A : 3 / 8 / 13 / 18 / 23 / 28 / 33 in SRsystem, 3 / 8 / 15 / 20 / 27 / 32 in Round system (- 1 missile)
    2. B : 2 / 7 / 12 / 17 / 22 / 27 / 32 in SR system, 2 / 7 / 12 / 14 / 19 / 24 / 26 / 31 / 36  in Round system (+ 2 missiles)
    3. C : 5 / 10 / 15 / 20 / 25 / 30 / 35 in SR system, 5 / 10 / 17 / 22 / 29 / 36 in Round system (-1 missile)

    if the rule is "add dex+5 ra between each missile in the round"

    1. A : 3 / 11 / 19 / 27 / 35 in SR system, 3 / 11 / 15 / 23 / 27 / 35 in Round system (+1 missile)
    2. B : 2 / 9 / 16 / 23 / 30 in SR system, 2 / 9 / 14 / 21 / 26 / 33 in Round system (+1 missile)
    3. C : 5 / 15 / 25 / 35 in SR system, 5 / 17 / 29 in Round system (-1 missile)

     

    RA is more simulationist, but also more complex and should need a lot of other rules changes (multiple attack / parad rules have to be changed)

    So it is understandable that chaosium chose the round option : easy to add "double attack" etc..  that fluidify a lot the fight

     

    if someone can tell me what is the real rule behind the " + 5 SR" (add or not the Dex SR for each missile) that would be great !

     

  15. 20 hours ago, Corvantir said:

    Is the basement of the Castle of Lead still in the Middle World?

    Even if Orlanth IS air, that does not necessarily means he understands what Time is. Orlanth also exists simultaneously in the God's World. Air could well be an elemental manifestation of his primal nature. But Orlanth is also the God who is born from Kero Fin and Umath, the God who courted Ernalda, the God who succeeded in the Lightbringers' Quest, and all these parts live in the Other World and don't know of Time yet. Maybe.

    Je préfère le cassoulet de Castelnaudary, sorry ;)

    The main logical issues are  :

    1) Divination describes a god Power: Answering "in-time" question. Your clan just lost an artifact ? Your god can help you. Maybe not cleary but helpfully. So the God is in the Time too.

    2) The God  understands when the Divine Intervention is rightfull or not : Yelmalio "saved" only Yamsur  the splendid (? "le splendide" in oriflam version) because he asked his god to rest in sun county, no to save his life after the battle shame.

    I am evolving, you all gave me a part of you're light (please Arkat or Eurmal save me)

    So yes, if a mortal meets a god in a pre-Time Age, the god may know only his pre-Time history (this Age and the previous but not the later), that is a kind of time travel made by the mortal.

    But if the mortal meets in Time the god (like shaman ? or shaman travel also beyond the compromise ? or like Cacodemon whe he comes) the god should know everything until now.

     

     

     

     

    • Like 1
  16. I disliked too the previous rules (STR CON share their max: the max of STR / CON / SIZ, DEX x1.5 with no max as I remember)

    I understand the why of INT and SIZ don't change (ok you can become fat or shorter with time :p)

    The new max for STR / CON seems better

    But there is still the x1.5 for DEX and for DEX only. Is it for describe the max potential of a body ? (but that the same for STR irl, for example)

    As I play, i don't use the x1.5 rule. But as the end of the day, uou re right : the cost/time to train characteristic is a good limitation too

     

    • Like 1
  17. Bonsoir

    the first family heirloom  (RQG, p83) could give a good story but need to personalize the ancestor (and not just take the bonus)

    I m facing a big question

    What is the "level" of this hero, and what can the sub cult propose ?

    Exploring the glorantha wiki, I found a large variety of names:

    • founder of clan / renown chief, like Karganar or Colymar ?
    • "new" god like Sartar ?
    • "mythic new" god like Vingkot ?
    • "old lesser" god like Gusbran ? (lesser god = not god in the rulebook)

    For the subcult, can we imagine one rune spell, spirit magic, craft secret, passion, ennemy and friend  ?

    I have a dream, find somewhere a list of subcults 😛 5000 pages of canonical cults and subcults, spells, ..

    thanks for your view

    • Thanks 1
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