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Godweyn

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Posts posted by Godweyn

  1. Hi everyone! I wanted to ask if there is any plan to release a Spanish edition of our beloved new Runequest. Does anyone know something?
    and if so, is there a confirmed date?

  2. 4 minutes ago, Jeff said:

    That is an error I recently became aware of. Leika should have a total of 16 points in Orlanth. Rune points is with the CULT, and not with each subcult. Vinga is a subcult of Orlanth Adventurous (which is an aspect of Orlanth).

    Ok, that explains a part of the matter.
    Yet, then is correct that if you are, for example, an initiate of each one of the lightbringers, you can theoretically have 7xCHA Rune Points?

     

  3. So, this is a thought, so far i know the CHA is the limit for the Rune Points you can sacrifice for the pool (ok, you can give more but for spells, and they don’t count for the pool).

    But there i go and re-read the adventure book of the GameMaster Screen Pack, and there i take a look on Leika, and this good queen have 16 points in Orlanth (Adventurous and Rex) and 12 in Vinga, far exceeding her 21 CHA.

     

    Then i go to the Core book, and see this little thing ""The maximum number of Rune points an adventurer can have with a single cult is equal to their CHA"...

    Soo... still going with Leika as an example, her limit is actually 42 points?

    And common rune spells such as Extension, i assume, can work in other cult spells even if they have different pools.

    And again, if they are initiates of yet another cult (or subcult, like Vinga), they can have triple (and more) their CHA in points, I’m understanding this correctly?

  4. 5 hours ago, Kloster said:
    5 hours ago, Mugen said:

    But, again, less expensive than a lost limb. 

    Fighting with a shield requires two skills, and it's their major problem in this edition, as your character could die because you tried to parry with his 70% shield skill instead of his 80% sword skill.

    Agreed. This is only one of the reason I dislike this 1 skill rule for attack and defense (but not as much as I dislike the over 100% opposed rolls rule). I already had a discussion about this subject with Jeff. I acknowledge his arguments, but it is still (for me) in opposition with my personal experiences, both as player and as a former fencer.

    Edited 5 hours ago by Kloster
    added former, as my last fencing championship is 35 years ago

    Then again, the weapons tend to break pretty easy, so, I’ll prefer to lose that wooden shield to my broadsword.

    • Like 1
  5. 26 minutes ago, 7Tigers said:

    So, some people want to ignore that the half effectiveness rule applies from left hand ability to right hand ability, not the other way (other way = you start at 05% LH as written) but it is then a house rule, nothing more.

    Ok, that balance the thing a little bit, plus the "protect the main weapon" stuff, I am satisfied with this answer.

    Thanks !!

  6. 15 minutes ago, Paid a bod yn dwp said:

    Also worth considering the advantage of having a secondary parrying weapon such as shield in prolonging the life of your primary attack weapon - It’s going to be taking a lot of hits that would otherwise be going to damage your primary attacking weapon. If the shield does break at least you can still attack and parry with the remaining weapon.  Could be the difference in a close fight.

    that's... that's a really good point there

    • Like 1
  7. 15 minutes ago, HreshtIronBorne said:

    Shields can actively parry thrown missile weapon, rather than mechanically propelled missiles. Shields dramatically increase the chances of surviving a hail of missiles. Covering the Chest, Head, and abdomen, or any two of them can make a difference between Resurrection and some spot Healing. Lol

     

    Thrown weapons can be parried if the target is aware of the attack and is ready to parry. Missiles shot by projectile weapons cannot be parried. However, a shield can be used to provide coverage against projectile weapons, if it is not used to parry that round.

     

    Literaly from the RQ:G, they cannot parry an arrow.

  8. 2 hours ago, HreshtIronBorne said:

    The main advantages I have been able to find for Shields is that they can have much more HP than a typical Bronze weapon without any special contruction or additional magic. They will also protect you from missiles either by actively parrying missiles, or by passively allowing the shield to cover certain locations, depending on the size of the shield. 

    They have the exact same hp that a medium shield, and even more than a small one.

    I agree that they are the only passive defence towards missile weapons, but they cannot be actively parry, they are likely to be an extra armor for the locations the cover.

     

    All this without considering any magic, of course.

    • Like 1
  9. I always wonder, why a player would chose a shield over a sword in a fight. Don’t misunderstand, I’m pro shields.

    Example, two warriors, one with a broadsword and a medium shield vs other with two broadswords, neither with more than 70% skill, lets suppose that the SR allows the two to attack with the all weapons, and the hp is the same of the shield, but the damage is much better. The parry doesn’t have SR, so is the same for both of them.

     

  10. 5 hours ago, Crel said:

    At this stage, I'm starting to wonder if Elmal is actually just a misnomer for Eurmal the Bright.

    Completly out of the matter, and with a few connections, i theorized that, in his time, the creation of Nysalor was an intent of bringing to the world the bright son, aka Yelmalio,but something went very wrong, bringing only the body with an aspect of Eurmal for personality, then the chaos began !

    Good old times

  11. 32 minutes ago, NewMars said:

    Not to mention repeated references to him being a torchbearer.

    that’s the same that being the horse that carry the sun, not the sun itself, in the myth Orlanth bring the torch from the underworld and give it to Elmal so he can bring light to the world again, the torch is Yelm.
    In my mortal understanding Elmal is not the sun, but is the one in charge of it.

  12. Well in the ""the book of heortling mythology" there are a LOT of mentions of the good Elmal, but if you look close enough, he is not a fire god, not now, he was stripped of his fire powers too, or in other words, the story of Elmal is like the counterpart of  the Yelmalio story, for a greater myth. The only problem is the order of the events, that, of course, are impossible of really trail because time don’t exist, so is entirely possible to two entities that are the same to be in two places, with to different outcomes at the same moment... after all there was no such thing like a "moment".

    Example nº1 page 124 : " ...We lived on, in peace, and had a chance to have children again, even though there was only poor light from Elmal, and it was always cold."


    Example nº2 page 148: "...Elmal was wounded several times, each time worse than the last. At last he stood guard, feeble but still lit, atop the inert body of Kero Fin, lighting the land like a dim sun. When Orlanth and Ernalda cured Yelm of his wounds the Emperor gave them a horse of healing that they released. It galloped across the sky to Elmal, who mounted upon it and rode to the Underworld."

    • Like 1
  13. Let’s see... personally I always understood the myth of Yelmalio and Elmal as one, since the article of the many suns. Glorantha is a massive puzzle of histories interconnected that only the god learners try to complete with some succeed.
    My point, this is a great opportunity!

    I always fantasized with the yet to complete story, in the Orlanthi myth, Orlanth resurface to the world and throw the powers of the sun, or the light, to his thane in Kero Fin in form of a torch, in others Arachne Solara give him the Stallion to mount. I always interpret all this like Orlanth travel to hell for the sun, yes, but maybe not for Yelm himself, maybe only for the powers that made the world work, and when he succeeds, he gives them to his loyal thane, to the light in the darkness to manage, because there was nobody more trustworthy of he.
    So Yelmalio/Elmal mount, supervise, control, whatever you like to call it, the disc in the day, and stand guard for the world in the night.
    I always like the idea that this is part of a myth still to be discovered, a hell of a heroquest, an end of campaign, and maybe a reinterpretation of the "hill of gold" and "guards the stead" events, that again maybe are only one gigantic myth, pieces of a puzzle for the sun's destiny.    

    And if someone ever complete this crazy epic journey and survive, and after that many other start to do the same, and really believe in it then, and only then, may be a reason to give Yelmalio the powers he deserves.

    One of my favorites crazy campaign ideas.
    Meanwhile he doesn’t need nothing of that, and I don’t think that he cares about it, like someone already say, he is Spartan Jesus!

  14. 12 minutes ago, soltakss said:
    On 1/16/2020 at 1:11 PM, Godweyn said:

    But i feel anxious that it will be difficult, and RQ is relative aggressive for outsiders, so, any advice for augment this chance of success ?

    If you want it slightly less aggressive, do something like the following:

    • Have plenty of Healing, either spells of potions
    • Remind people that Heal wound is a Common Magic spell and is widely available to PCs
    • Have Chalana Arroy Temples offer Resurrection on Credit, if needed, with no Credit Limit, it also allows PCs to go on adventures specifically to pay off their debt to the Healers
    • Have massive damage to a vital location not mean instant death, but just means the PC is unconscious until healed, maybe except for a head cut off in a single blow
    • Have 0 General Hit Points mean unconscious and bleeding for CON melee rounds, with healing possible up to that time
    • Allow multiple lots of healing on a location, without having to wait for rounds
    • Allow the RQ3 "Being Heroic" rule, so a PC can roll CONx1% to act when they should be knocked unconscious or functionally incapacitated

    However, I have found that the best way to avoid losing PCs in combat is to downplay combat and play up other areas of the game. In my last RQ Glorantha game, the PCs maybe had a combat every 4 or 5 sessions. 

     

    I like that options! Many thanks !!

     

    However, what i mean is that Glorantha is an overwhelming setting for unknown players, and more the set of rules for 20s veterans.

     

    oh ! And I’m a Fan of yours ! www.soltakss.com was an oasis years ago in my mundane heroquest for rules and that type of adventures! (even if my Dm hate me later for the ton of new mode of late game i brought xD ) it's a pity that there were no more updates.

    • Like 2
  15. 1 hour ago, Cloud64 said:

    My reasoning is that its a light hearted story in which they can get on with learning the mechanics of the game without worrying about the history and politics of Glorantha. It’s also a bit more like a DnD adventure in how it is structured. I’ll give them a very brief intro to the world at the start and, as has been mentioned above, explain differences such as they all have magic, combat can be deadly, etc., but I want to get into the game quickly. My group are familiar with the percentile system having played Call of Cthulhu, which will help. They also like the idea of playing ducks for a bit of fun – other groups may not.

    I'm going to incline for the quick start adventure, it begins with a really simple cattle raid and escalate extremely quickly to a conflict with a Elder Goddess... like "oh see over here, it’s the trail of our beloved cattle and those thieves... WTF... is that a bull's skull moving through the wall ?? Holy mother of Orlanth now a Impala zombie corpse moving with roots and vines.... anybody else is seeing that gigantic statue moving? Is she talking in my head???"  

    All in 1 session !

     

    1 hour ago, Cloud64 said:

    If they like it, then I’ll have a session zero where I let them roll characters and give them a more in depth understanding of the culture and politics of world. After that, it’s using the published scenarios as episodes in a campaign.

    Same Idea !

    • Like 1
  16. 4 hours ago, Psullie said:

    Keep it simple.

    At the beginning have all your players play Orlanthi, preferably from the same clan. This will give them a solid reason to hang around and not do the DnD thing of wandering off looking for orcs to rob.

    Only allow 2 or 3 starting cults, perhaps Orlanth, Ernalda and Issaries. There is an awful lot of Glorantha to get to know and that can put off many players. Then slowly introduce the world as you play.

     Great! yeah, that one is in the problematic zone of posibilities.

    @g33k many thanks ! i will keep in mind the options, however telling veteran roleplayers how to roll their dice... is very likely a bad idea..., 3a i always narrate ! or i try at less...

     

    12 minutes ago, Rodney Dangerduck said:

    @g33k Great advice, except, the GM and players should know and expect that RQ combat, for better or worse, just takes longer than D&D.  A low level D&D combat often ends in Round 1 after a Sleep spell.

    A good swing of the sword/club, or a good arrow to the head can end a combat in round 1 too xD !

  17. Hi everyone ! An Argentinian fan over here !

    I love this game (RQ3) since the moment i meet it and crushed my beloved barbarian in plate armor with ilusion  sence magic (touch) because they can't pass the armor. Still miss the poor bastard.

    Now 3 years latter, i want to start a new game (RQG), a new campaing, but a meet some problems, the most important is... none player has ever meet with this system, they are all old players of d20s systems, d&d mostly, but i want make them fall into the no return world of Glorantha.

    So... a have the task of doing a relative decent job trapping them in the cosmic Arachne Solara' web.

    My first idea is to do a one-shot with the quickstart adventure and the new pregens of the Screen Pack, so that it is not such an invasive change. And latter go with the campaing in Apple Lane and the creation of character with those who fell into the inevitable webs of time.

     

    But i feel anxious that it will be difficult, and RQ is relative aggressive for outsiders, so, any advice for augment this chance of success ?

    • Like 6
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