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Dragon

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About Dragon

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    Advanced Member

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  • RPG Biography
    Played RuneQuest since 1983, D&D since 1979, TFT since 1980. GMed many games, but loved RQ more than the others. Have GMed RQ whenever I have the time and group. Played bunch of other games at times: Champions, Shadow Run, Character Law, Gurps, Call of Cthulhu, etc.
  • Current games
    RQ:G in Glorantha.
  • Location
    Colorado
  • Blurb
    I work in computer security, read fantasy and science fiction, scuba dive, and many other things.

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  1. My players did encounter a male Thed shaman who had acquired the Chaotic feature of additional penises. Had 4 total, of different sizes and locations.
  2. My house rule for Heal Wound has always been that it goes on SR 1 regardless of MPs expended. It didn't make sense to me that it had no other advantage over a PC with Heal 6 than no DXSR and could heal slightly more. e.g. "I used the same MPs at nearly the same time, and it still cost me a whole Rune Point?' After all, when stacked with Cure Chaos Wound, it is 1 SR. Right? No need to expend MPs, therefore no delay. Which reminds me of the inconsistent wording for Cure Chaos Wound (CCW). "This spell is of no use by itself and cannot be stacked on its own, but can be stacked with any spell used to cure a wound or other affliction received from a Chaotic creature." Notice the 'no use by itself'. Then it says "The spell also completely cures the victim of broo impregnation and removes its consequences. It also cures diseases received from a Chaotic creature." So, if the first sentence is accurate, what other spell is stacked with CCW to cure broo impregnation? There isn't one, hence, it must be of 'use by itself'. And you hardly need to stack it with Cure All Disease, since that would cure all disease without needing to use a RP to stack CCW with it. By using CCW, you are getting a Cure All Disease cheaper - but only for diseases caused by chaos creatures. Hence, there are two specifically included examples where CCW is of use all by itself.
  3. Dragon

    Geomancy

    In my view: Sorcery requires a certain amount of Free INT to get more than piddling results. Geomancy does not require any Strength. There is no real need to put Intensity into Duration (10 minutes should be sufficient to understand where you go next). So, expect to put Intensity into Range. Now, if you forgot your key in your home and have a handy map of it, 10 or 20 meters should do it. So, you need to be within 10 meters of the object, and the object's location is displayed on the map. But in a fantasy setting, we are really talking about learning where the legendary X is located on e.g. a map of Dragon Pass. You probably need to wander all around Dragon Pass, casting Geomancy every 10 kilometers (Range 15, requiring 14 Free Int). Let's say you get to Balazar from the Griffin Mountain book. You decide you really want to find Elkoi's Ring. It has been hidden, buried, for centuries. Be prepared to wander every 'hex' on that map and cast Geomancy in nearly every one. It will finally pay off and you will get a location on the map. When you get close to that location, it will just look like a grassland (or whatever). You make a map of the trees, rock outcroppings, and bushes and cast Geomancy again. Boom, you know where to dig! Let's say you wander SnakePipe Hollow trying to find the statue the earth temple sent you to find. You all fail to find a secret door by random searching. Cast Geomancy with e.g. Range 100 meters and Boom, you know where to concentrate your Search efforts. You do not get to find the location of the Unbreakable Sword casting Geomancy 1 because a map of Genertela happens to be within 10 meters.
  4. Dragon

    Spirit Combat

    In my game: That is one great use of the spell Mindspeech. Otherwise the fetch needs to use something like charades. And its spirit form may not have much manual dexterity. Every shaman should learn at least a point of Mindspeech.
  5. That reminded me of my tertiary Chalana Arroy character, Gavving, on the Cradle. Gavving slept a familiar in the first encounter and one of the many non-player allies killed it. But Gavving couldn't tell which one and none of his friends would tell him. Gavving slept a Lunar early in the second encounter and our minotaur Storm Bull, Mummar, picked him up and tossed him overboard. Gavving stared at Mummar, and Mummar said 'He wanted to be with friends.' Gavving gave up casting Sleep as he clearly couldn't protect the targets. In the Corflu section Gavving got crushed by a giant snake and failed his DI. My main character took a couple rounds to get there, but then made short work of that snake. We mourned a few our of our and many of the other defenders. In total 2 of my 5 characters survived the entire campaign.
  6. That makes some good sense.
  7. Back when I started playing (in RQ2), our GM allowed +5% for the first skill check, but for every full 5 additional successes you could increase 1%. Same roll to gain something. Really helped us in the Puzzle Canal where we all had base or just over base Boating skill. I gained about 12% in the first incursion (off ~35 successes, he made us roll Boat a lot. Thank goodness he didn't have the entire boat capsize when someone fumbled). He also told us when we could roll skill increases, which was usually after a significant portion of one adventure, but more often than once a season. He also allowed non-check box skills to be 'checked' once a season. So they went up slower, but not as slow as needing training for each one. Today, in my game, I also grant additional checks for Special and Criticals. I hadn't considered Fumbles. Three is enough. I also allow one for non-check box skills to gain a check every season. I am toying with making Training a set 5%. It already takes a season. Two seasons would increase a Stat an average of 1, which may take you over a bonus category, boosting every skill in that category by 5% (and making future gains that much easier). Stat training is much more effective than 1 season=2% (choice) or 2.5% (rolled) in one skill. So others tread on your not-so-beaten path.
  8. In my game, a Read/Write check during an adventure is as simple as after they learn what mission, the Lhankor Mhy does some research in the library to find out a few useful bits to aid the mission. The ancient scrolls that were useful could be a variety of languages. Most Heortling and Tradetalk though. During the adventure, reading a warning or clue can result in a check. But even one R/W qualifies the Lhankor Mhy, so that skill will not be the gatekeeper to God-Talker. The second Lore will be.
  9. An interesting concept. The question I have is which improves by experience? If my character uses a Kris and hits with a 65, do I check the experience box in Melee or 1H Sword or both? If my character hits with a 05, do I roll experience in Melee or 1H Sword or both? I am thinking that you may apportion the Melee experience check based on Melee for 1-35 and then 1H Sword for 36-70. By the end of the adventure, you should have checks in both. That would double the speed at which you gain Rune Lord qualifying combined skills (combined meaning that Humakt's requirement for 90% Sword would be the sum of Melee and 1H Sword). Actually that would vastly more than double the rate at which you increase, because presumably you roll your chance of improving in Melee by needing to roll over 35 (with bonus) and your chance of improving 1H Sword by needing to roll over 35 (with bonus) for a total of 2d6 if both succeed. Rather than RAW one chance to roll over 70 for 1d6 That is not necessarily a bad thing. Your survival in combat will certainly improve quickly. But I think that would make non-combat skills suffer in comparison, and tend to make your players choose weapon focused characters rather than e.g. Ernalda, Lhankor Mhy, or Issaries. Unless, you do something similar with other skills. Like have a Knowledge skill that improves separately and have a bonus skill level for e.g. Evaluate, First Aid, Farm, or Herd. But then your improvement due to a successful Orate may improve Communicate (the skill, not category bonus) which would lift a whole bunch of skills e.g. Act, Disguise, and Intrigue . But I am certain you put a lot more thought into that than I have in 5 minutes of typing. I will ponder that some more. Note: Lhankor Mhy already is a bit slow to gain Rune Level because they cannot gain experience in the two Lores needed for God-Talker or Priest. They need training.
  10. A few questions about Binding Enchantments. RQG RiG, page 249 says: "Thus, a typical spirit binding enchantment requires a sacrifice of at least 2 points of POW (as spirits always have CHA and POW, and sometimes INT), while a binding enchantment for an elemental requires at least 3 points of POW (elementals always have SIZ, STR, and POW)." Which of the following is true? The enchant is non-specific to the characteristics. That is, I enchant a binding for 3 statistics and then it can be used for a ghost (INT, POW, CHA) or an elemental (STR, SIZ, POW)? The enchant is specific only to the characteristics or less characteristics. That is, I enchant a binding for INT, POW, CHA and it can be used by any entity with no stats that are not in those 3. Thus, it could be used for a ghost with INT, POW, CHA or a plant spirit with only POW and CHA. The enchant is specific to the characteristics exactly. That is, I enchant a binding for INT, POW, CHA and it can be used by any entity whose stats match those 3. Thus, it could be used for a ghost, plant spirit, darkness spirit, beast spirit, etc. with INT, POW, CHA. The enchant is specific to the type of entity, but allows less stats. If I enchant a binding for a plant spirit, it can only be used for plant spirits with INT, POW, and CHA or a plant spirit with only POW and CHA. The enchant is totally specific to exact entity and statistics. e.g. Talosi, Naiad, Ghost, Animal Spirit. That is, I enchant a binding for Umbroli, and later I cannot give it to our Ernalda priestess to bind a Talosi. I enchant a binding for animal spirits with INT, POW, CHA and I cannot bind a badger spirit with only POW and CHA in it. Thus, if we defeat a Mallia shaman with a Binding Enchantment previously used for a Disease Spirit, can our High Healer use it to bind a Healing Spirit? We defeat a Seven Mothers priest with a Lune in a binding enchantment, can we bind an Umbroli in it or a Landscape Spirit? According to the rules as written, it seems like #1 is correct. Based on RQ3, I suspect #2. Until this question is answered, I will presume #2. Also, I found another contradiction. From the quote above "as spirits always have CHA and POW". Yet the Bestiary says that Disease Spirits and Healing Spirits only have POW, no CHA. So either they should also have CHA, or RQG RiG show modify Binding Enchantment to allow "a sacrifice of at least 1 point of POW" for Disease or Healing Spirit bindings. In the RQG Adventure Book, page 122, a Spirit Trapping/POW Storing Crystal can have a spirit bound into it. The description only deals with 'spirits' in a generic sense. Can I bind a Talosi or Selene into one? How about a Nyctalope or Nymph or Demon? RAW, it seems so, because there is no limitation based on number or which statistics.
  11. What was the thinking behind the relative balance of Absorption, Shield, and Reflection. They each provide some Countermagic-like effect, and something else which nearly doubles its power. Absorption adds to your magic points, Shield grants armor as well, and Reflection sends the offensive spell back to the original caster. The design question is, why do Absorption and Shield always work to stop spells of equal or lesser power while Reflection only works if the target succeeds in resisting the spell? I know this was the same back to RQ2. Was there some play balance issue that repeatedly came up? Was it because if both sides had a sufficient Reflection spell, the spell would rebound endlessly (until one Reflection was dispelled)?
  12. Thanks for the updates.
  13. So, we have available a font which includes all the Roleplaying in Glorantha runes and a few more. I like it. I tried FontForge to add the techniques to the existing font. Unfortunately, my talents do not extend to making artistic things with a mouse. They looked horrible. Can we get an update to include the 6 sorcery techniques in the existing font? Please.
  14. My previous question brings up another subject. Can I summon a specific known entity with the summon spells, or more precisely the Runic summon spells? Sorcery Summon (entity) specifically says so. For Summon Elemental, it is always the same one for a particular caster - other than if more than one are summoned at one time, then the caster can pick one of them for all future summons of a single elemental. It never says it takes longer to summon 5 Talosi rather than 1 Talosi. Only summon as many as the caster has RPs left for Command Cult Spirit I presume. When a Chalana Arroy casts Summon Healing Spirit, can the priestess pick a specific healing spirit she summoned sometime in the past? Can a Wind Lord summon a specific Flint Slinger using Summon Cult Spirit? Can an Engizi priest summon a specific naiad from the Creekstream River, or just a random one? Spirit Magic Summon (entity) specifically says random. Shamanic Summon Ancestor is specific that the summoned entity is random - unless Summon Specific Ancestor is stacked. Which makes it possible with 1 more RP to get the one the Daka Fal shaman wants. Note: Kyger Litor in the Bestiary gets Summon Specific Ancestor from Daka Fal...but has no documented access to Summon Ancestor with which this must be stacked. That must be an oversight. I am certain that will be corrected in G&GoG. Thank you so much.
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