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Arcadiagt5

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Posts posted by Arcadiagt5

  1. 23 hours ago, RandomNumber said:

    Glad my ignorance could be of service! 😁

    I'm experimenting with Roll20 for RQ myself but am yet to run anything - how have you found it? There doesn't seem to me much in the way of support for RQ specifically though the character sheet seems very useful and there are plenty of generic assets to be found.

    I'm running two campaigns relatively successfully but pretty much everything has to be built manually using the character sheet. One game uses Roll20 VOIP, the other uses a Discord voice channel. 

    The character sheet has some quirks that you might need to be aware of. For most characters I add an aster * to occupational skills, and a # to cult skills to help with end of Season experience checks. Do not do this to Spirit Combat.

    The look up from the skills sheet to the main page Spirit Combat macro is dependent on the skill name.

    The NPC sheet doesn’t handle damage bonuses or special/critical success multipliers.

    One enhancement to the main sheet that would be useful would be a separate column for magical bonus damage that isn’t doubled on a special or crit, especially if you type in Bladesharp modifiers, etc.

    • Like 1
  2. 9 hours ago, Pentallion said:

    Tying an opposed roll five times in a row...that's 1 in 100 each time, ten zeroes....10 billion to one!

    Not if the tie is measured by success level only. If they both had 100% stats then the normal success range is 21-95 or 75%. The chance of both getting a normal success at that point is about 56%. Two specials adds about another 2%, two crits is negligible. 5 ties in a row is still a  small chance but I think it’s roughly 6% chance based on the above. 

  3. 5 hours ago, RandomNumber said:

    Flew over the Burley Griffin today courtesy of an air elemental in the form of a flying Kangaroo and pleased to report no Pirates in sight

    Ahh but we're sneaky that way. Besides, what sort of pirates would we be if we didn’t hide from those pesky air elementals? 

    • Like 1
  4. 6 hours ago, Paid a bod yn dwp said:

    I’ve said it before and I’ll say it again, so pleased that these locations in dragon pass are being brought to life in this way.  Plus city settings are cool. The right decision for the starter set 👍

    Absolutely agree. The best thing from an experienced GMs viewpoint is how reusable it makes the starter set material. I'm, somewhat jokingly, starting to worry that all the established players will buy this thing out leaving not enough for the new players. 🙂

  5. It doesn’t help that the isometric layout of the “map” in the GM Adventures Pack is more of a picture than anything, and doesn’t have anything approximating a scale. I think I found a useful map in the Jonstown Compendium, but I don’t have a link handy (at lunch on the iPad ATM). I've run the adventure twice and have done a write up on my blog - I don’t think I'm allowed to post a link here but google “Pirates of the Burley Griffin” & “Of Plans and Consequences” and you should find it. 

  6. 6 hours ago, David Scott said:

    Now have a look at what jeff wrote here about running the Battle of Queens:

     

     

    Something I relied on heavily when I ran it, and one of the reasons I'm really looking forward to the RuneQuest Grand Campaign.

  7. 9 hours ago, Red Traveller said:

    Hi,

    I'd be interested to hear how people manage larger scale combats and if there is a system available which combines RQs blend of melee and magic. I recently ran an encounter for 5 players with their 20+ followers/allies against a similar sized enemy force, and whilst it was fun for them it was a nightmare for me to manage. I know there is a proposed Skirmish ruleset on the horizon (has been for some time now) and other Ancient period wargames rules (which just don't feel RQ to me).

    Any suggestions or pointers would be very gratefully received. 

     

    For what it’s worth here’s my experience with The Battle of the Queens: 

     

  8. On 4/20/2021 at 12:29 PM, svensson said:

    **Absolutely**

    When 'converting' d20 players to Righteous Way of the Runes, I'm very VERY careful to explain that 'trolls' are just as smart as you, have a culture just as deep as yours, and will beat you like a tent peg and eat your corpse if you mess with them. When dealing with Uz, remember that you can't walk soft enough and their big stick is WAY bigger than yours 🤣😁

    I will admit that I often refer to trollkin as the comedy troupe in combat scenes given the generally high skills of RQG characters.

    That said, my players tend to take them seriously. Criticals happen after all, and I’ve managed to get an Orlanthi to use a Lightning on a trollkin simply because their “shoot and scoot” tactics were that annoying. 

    • Like 1
  9. 17 hours ago, Shiningbrow said:

    For Dragonewts, instead of "family history", it could be "previous lives".

    Very true. However given how alien the average Dragonewt is in outlook and philosophy I would have to think really hard before I allowed such, and I think I'd have to really trust the player to handle it from a roleplaying perspective.

    I'm honestly not sure if the concept of a Dragonewt PC or a Chalana Arroy PC would be harder for me to manage / write material for. 

    • Haha 1
  10. 4 hours ago, svensson said:

    As for Non-Human Ancestry, several things some to mind.

     

    Thanks for that, some interesting stuff to consider there. So, conceivably the events for a mostali would all have happened to that mostali, possibly the same for the aldryami (although there it might have been random other members of the initiate group that reported their experiences back to the collective view). I'm not familiar with the Sazdorf clan, I really only have familiarity with/access to the RQG material for the current edition.

    Agreed that Beastmen get interesting, but I’m wondering if you couldn’t stipulate something like the Company of the Manticore from Urvantan's Tower as the mechanic for a group of Beastmen to have gotten involved with one kingdom or another and use the events from there. 

    I’m hoping we'll get some indication of how Chaosium approached this when they release the non-human pregens. 

  11. 33 minutes ago, svensson said:

    The Developer Diary doesn't list any non-humans in the pre-gen characters, sorry to say.

     

    Not in the print copy, but as PDFs.

    Quote

    And don’t worry, fans of the Gloranthan versions of elves, dwarfs, trolls, and ducks, a downloadable group of non-human adventurers will be made available when the Starter Set is available, suitable for immediate use with the materials within, in the same format.

     

     

    • Like 1
  12. Interesting. Probably not for me as far too few of these games are turn based which I desperately need due to reflex/coordination issues. There’s a reason my main computer game is Fate/Grand Order - apart from liking the setting it gives me time to think between turns on the difficult content. 

  13. With the Starter Set coming, and the promised non-human pregens, one thing I’ve wondered about generating non-human characters is how does the family background work if the race in question has a significantly longer lifespan, e.g. Aldryami. 

    (I also have a purely mechanical issue in that I don’t have my characters roll stats but instead assign from a 18-16-16-14-14-12-12 array & that doesn’t quite work with the different stat dice. But that’s honestly a lesser issue to me than I how I fit the characters into Glorantha).

    • Like 1
  14. 1 hour ago, Shiningbrow said:

    Simple question... 

     

    Anyone out there bother to keep this spell in memory? Use it often? How many points?

    It’s not a particularly common spell for many cults. I don’t recall many offering it as a starting spell during character creation. Chalana Arroy perhaps? But even there Sleep and Heal are more likely to be picked. 

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