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Arcadiagt5

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Everything posted by Arcadiagt5

  1. Yes, I think there’s a number of misunderstandings here, specifically that unless the GM explicitly rules otherwise actions are sequential not parallel. e.g I have allowed players to pull weapons while moving. There’s also the flat 5SR requirement for the 2nd spirit magic in a round. But in this example: SR1 = Cast Multimissile-1 SR2 = Shoot SR7 = Reload SR12 = Cast second Multimissile-1 (a second spirit magic in the same turn always costs +5 SRs to mentally refocus, and Multimissile-2 would blow the round limit by adding an extra SR). The second round would look like: SR1 = Shoot SR6 = Reload SR7 = Multimissile (which only takes 1SR this time because it’s the first spell of the round) SR8 = Shoot leaving not enough time to reload or cast again. At which point rd 3 starts with neither the bow loaded or multimissile on the arrow.
  2. I was simplifying. The options are spelled out in full on RQG p195 and essentially boil down to: Spend a full round on pure defence, after which you're considered disengaged and can move away at the end of the round or on SR6 if you're mounted and your opponent isn't. Can't be done at all if you're on foot & the opponent you're trying to disengage from is mounted. Succeed in a Knockback attack, and move away after they're knocked back or down. Good luck. Just move away anyway. This triggers the attack of opportunity which can't be parried or dodged. How good is your armour?
  3. You’re welcome again. I definitely wouldn’t allow those preparations to take place in parallel. I allow people to draw/change weapons whilst moving because those are both physical task that can be trained/drilled for reasonably well. Combining spiritually focusing your mind on a subsequent spell with pulling a weapon? That starts reminding me of the “you have to make an INT roll to do physical things and spirit combat in the same round” so I either wouldn’t allow it, or I'd impose an INT roll of no higher than INTx3 or both actions fail. EDIT: On second read I think you’re conflating the free hand with preparing the weapon. Yes you can cast speedart on the arrow in the bow (assuming that your speedart focus is carved into the bow), but pulling a new arrow is 5SRs, and preparing to cast a second speedart is another (and different) 5SRs. Having said that, speedart is a temporal passive. So there’s no reason why the sneaky elf can’t spend 5 rounds casting speedart on 10 arrows, and 5 rounds using those arrows just before the 2 minutes runs out. Assuming that said sneaky elf gets to plan when to start the engagement that precisely.
  4. You’re welcome! From a mathematical perspective I wouldn’t have much of a problem with it either. From a myth perspective it creates the possibility of arrows going off before Rune Spells and that doesn’t feel right to me. But, yes, I think the clarification could do with some explanation as to why DEX SR0 is effectively SR1 in missile combat but actually SR0 in melee combat. RQG RAW P194, second column: “Any subsequent spells require 5 strike ranks to prepare, even if the same spell is being used.” I also apply DEX on top, but on reading it again maybe I shouldn’t. I'll have to think about that. As far as sorcery goes I generally point to the existence of this... thing. I'm sure it’s very good for what it does (I have some other play aids from the and they’re very good), but if a set of mechanics needs something like that to manage quickly, then just say no.
  5. Thank you all for your suggestions. What I'm currently considering is the following: Yinkin: STR = x2/3, round down to reflect the shift from 3D6 to 2D6 CON = +2, to reflect the shift from 3D6 to 2D6+6 SIZ = x1/4, round down to reflect the shift from 2D6+6 to 1D6 DEX = x2 to reflect the shift from 3D6 to 3D6+12 INT, POW, CHA remain unchanged. (Which is a little sucktastic for the Yinkin initiate/priest given what a Shadowcat's POW looks like but these three define the inner person and can't be changed) Odayla: Here it depends on which type of bear you're talking about. This I'm not sure how to handle but my current thinking is that upon initiation most initiates hunted a Black Bear, so that's what they transform into. If they subsequently, in play, solo hunt, kill, and skin a Brown Bear and then a White Bear, they may progressively stack Transform Self (at additional RP costs) to choose those species (so twice for Brown, three times for White) Black: STR = x1.5, round up, to reflect the shift from 3D6 to 3D6+6 CON = +2, to reflect the shift from 3D6 to 2D6+6 SIZ = +3, to reflect the shift from 2D6+6 to 3D6+6 DEX = unchanged INT, POW, CHA remain unchanged. Brown: STR= x2.5, to reflect the shift from 3D6 to 3D6+15 CON = +2, to reflect the shift from 3D6 to 2D6+6 SIZ = x2, to reflect the shift from 2D6+6 to 3D6+15 DEX = unchanged INT, POW, CHA remain unchanged. White: STR= x3, to reflect the shift from 3D6 to 3D6+21 CON = +2, to reflect the shift from 3D6 to 2D6+6 SIZ = x2.5, to reflect the shift from 2D6+6 to 3D6+21 DEX = unchanged INT, POW, CHA remain unchanged. Wildday Restriction: I am undecided if I'm going to keep this, or allow it to be bent somewhat for the cost of additional Rune Points.
  6. I think this requires a DEX SR0 to achieve, if then*. If already loaded, the sequence is DEX (or 1 if 0)+5+DEX (or 1 if 0)+5+DEX (or 1 if 0). So bold below is when the shots take place DEX SR=0 ==> 1+5+0+5+0 = 11. 3 shots, weapon unloaded. Next round: 5+0+5+0=10. 2 shots, weapon unloaded. Rinse, Repeat, can move 2 each round, or cast Spirit Magic up to 3MP* DEX SR=1 ==>1+5+1+5=12. 2 shots, weapon loaded. Rinse repeat. But moving or casting costs a shot. DEX SR=2 ==> 2+5+2=9. 2 shots, weapon unloaded. Next round: 5+2+5=12. 1 shot, weapon loaded. Some flexibility for moving/casting ROF alternates 2/1 DEX SR=3 ==> 3+5+3=11. 2 shots, weapon unloaded. Next round is: 5+3 = 8. 1 shot, weapon unloaded. ROF after first round always 1, with move/casting allowance. DEX DR=4 ==> 4+5=9. 1 shot, weapon loaded. Rinse repeat, 3SRs to move/cast with. * I'm not sure but there may have been a rule clarification somewhere that this interpretation is wrong, and that DEX SR0 should be treated as if it were DEX SR1 for missile fire. EDIT: Found it = Scroll down to Rate of Fire here: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-08-combat-qa-part-2/ If I'm reading that correctly, DEX SR=0 should be treated as if it is DEX SR=1 for the purposes of missile fire. So 2 shots a round is the maximum.
  7. Welcome and yes SRs do take some getting used to. I have some relatively new players in my Roll20 game & this is how I recently explained it in our discord: In melee there are three components: How fast you are (DEX) How much reach you have (SIZ) How long your weapon is. In general you can only attack once in melee. Partial exceptions apply for two weapon use (if you're crazy enough to go there), and skills over 100% where you can elect to split your skill if your melee SR is <= 6. Or three ways if you somehow get to 150% and a MSR of <= 4. In missile fire there are, for most cases, two components: How fast you are (DEX) The flat 5 SRs needed to pull a weapon out, put a weapon away, load an arrow, etc. So, assuming you loaded last round, your first arrow goes on DEX (or 1 if your DEX SR = 0), and the second on DEX + 5 + DEX again. If you weren't loaded last round, your first shot goes on 5 + DEX. In either case if you have 5 left but not 5 + DEX, you can reload but not shoot. If you don't have 5 left, you can't reload this round. For movement each 3m (6m if you have Mobility cast) costs you 1SR. If you spend more than half your movement, you can't engage in melee, cast spells, or shoot missiles. (Exception applies for lance charges in my house rules because moving fast is the whole point) For spells there are four components: Type (Rune/Spirit/just say no to Sorcery) How fast you are (DEX, spirit magic only) Time to refocus on the next spell (5, spirit magic only) Magic points (both) Rune Spells: You cannot cast any other magic in a round where you case a rune spell. It goes off on SR1 + any SRs you spent moving + (MP-1). NB: You can add MP to a rune spell that otherwise does not need them to punch through countermagic. e.g. A Lightning-1+0 bounces off Countermagic-4. A Lightning-1+4MP kills the Countermagic and then has a chance to affect the target. Spirit Magic: First spell goes off on DEX+(MP-1)+ any SRs you spent moving. Requires a free hand or that you be holding the relevant focus/target of the spell (e.g. casting bladesharp on the sword you're holding). For the second spell in the same round, even if it's a repeat: +5+DEX+(MP-1). So two 1 point Disruption spells can often happen, but two Heal-6 can't (because there's 15 SRs right there before DEX, and you generally can't carry stuff between rounds). Mixing and Matching: This depends on your status. If you are not yet engaged in melee you can move to engage, cast a spell, then attack. Once engaged (in subsequent rounds), you are pinned (so are your opponent(s)). Moving triggers an attack of opportunity (generally). If you don't move you can a) defend and cast spells or b) attack and defend. Moving, casting, and missile fire can be combined, but be aware that this is likely to cost you your second shot that round. I hope this helps.
  8. Another useful option, and rationale, for me to consider as I have both a Yinkin in one game and an Odaylan in another to deal with.
  9. Where does the Wildday restriction for Odaylans come from? I don’t recall seeing that in the rules?
  10. None of the runespells lend themselves to stats in the case of Yinkin. The three spells are Catseye, Claws, and Identify Scent. I applaud that 7 year old, and feel that they have a bright future ahead of them! 🤣😂🤣😂
  11. The +6/+3/-6/-3 is an interesting suggestion. Although it would still mean a SIZ10 Shadowcat which is enormous. Thanks. Warning about small characters duly noted. Although none of my Orlanthi have Flight (yet) Then again several have Hippogriffs... 🤣 Also an interesting suggestion, and one I’ll look at. Thanks. Ahh...no... I don’t think I'll double the SIZ though. Shudders at the thought of a Shadowcat with a 2D6 damage bonus and the ability to learn from experience... I am following the same process as Odayla, and also Telmori, of requiring stacking of a set of Rune Spells with Transform Self. What wasn’t clear was how to handle characteristics, or for that matter skills and spells.
  12. I am for story reasons giving a Yinkin initiate PC Transform Self based on the Telmori spell in the Bestiary. But there's no real guidance there as to what the physical/mental characteristics look like post the transformation. Should I just keep the mental characteristics (INT/POW/CHA) and roll up a set of physical characteristics for a "normal" shadowcat? Or would some/all physical characteristics carry across unchanged as well? (The latter could be hilarious for SIZ as it makes for a big Shadowcat). What do people think the MGF ruling should be?
  13. Yes to all of this. Especially in the COVID era when an increasing number of games have to be played online.
  14. Definite possibilities there, thanks. Good thoughts there too. The biggest problem is that I’ve never been entirely happy with the Pendragon battle rules, they just never seemed to quite work for me for either the macro scale or the individual experiences. Ooooh, nasty. That might happen. I might allow them to tie themselves into their saddles first though.
  15. I've been looking at this thread (very useful, recommended) re the Battle of the Queens, and I'm wondering how to handle it when a good number of the PCs have Hippogriffs from The Pegasus Plateau. Does anyone have any particular thoughts or suggestions? I mean, I could just go with "You muster with the tribal militia and leave the hippogriffs behind because they don't work in formation", but that seems like cheating somehow.
  16. As I noted earlier this is precisely the reason I have ruled that hippogriffs can hover in my games. 👍 to @lordabdul
  17. As it happens we use Discord for voice as well so that's basically the same. Welcome aboard I guess, how does this Thursday sound for a character generation session (since it does take a while)?
  18. Hi Allan, I'm willing to try if you are but I'm worried that it won’t be particularly timezone friendly for you. For example I’m currently playing D&D on Friday nights with friends in Perth. So, currently, 6:30PM to 10:00PM for them is 8:30PM to Midnight for me. And it’s about to get an hour worse than that for me when daylight savings kicks in here but not there. A quick look at the world clock shows a two hour time difference so if 8:30Pm to 11:00PM is OK with you, then maybe we can give it a go.
  19. I'm actually OK with those numbers. They make spirit combat brutal, and not something to be engaged in lightly. It’s the multiple embodied entities engaging the same spirit that I am increasingly thinking is dodgy, and against the intent of the rules.
  20. That would return the threat level I guess. In the case of Crimson Petals it makes resolving one key aspect of the scenario somewhat terrifying as it is likely that multiple characters will have to engage sequentially, and take the associated risks, before the spirit is defeated. I would tend to take it as just an example. In all cases of ties (except mutual fails), both do damage. It’s just that on a critical the amount of damage exchanged is probably Mutually Assured Destruction.
  21. The price you pay for a glorious mount out of legend! 😂🤣😂🤣
  22. This is now the official ruling in my game, and precisely for the reason of MGF.
  23. On a related note several of my players also picked up hippogriffs and I've been working out how to bridge the gap between their current stats and those of a full grown hippogriff in the Bestiary. What I've settled on is that they can currently be ridden/flown as light cavalry until they reach an average SIZ/STR of 26. So no more than 3pt armour and moderate weapons for now, Cue loud cursing from the Thane of Apple Lane who had to give up his bronze greaves/vambraces. 😂 However, at each Sacred Time the hippogriffs will grow 2 points in each of their juvenile stats & increase their skills by 5% until they reach their mature stats. I hope this is a useful mechanic for other GMs who've run the excellent Pegasus Plateau adventure, my players in the Perth group really enjoyed it. And I’m looking forward to Sea Season 1627 when I can run it for my other group...
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