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New RQ Designer Notes - Part 4

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On 15/02/2017 at 8:17 PM, Jim said:

For instance if heal limb is common divine magic would a Humakti use her death rune skill to cast, truth rune skill or would they have to have some skill in fertility? That might explain why Humakt worshippers do not cast divine healing magic (or at least badly), or it may be a rules mechanic that Humakti always cast cult magic with their death rune skill.

So the approach I have decided to use for now is that rune spells are cast using only the worshippers god's runes. They pick the most appropriate, using a default. Thus a Humakti would use her death rune skill as the default (even for a heal limb!), but her truth rune skill for detect truth. In a similar way Orlanth's worshippers would use the storm rune for most, but movement for teleport. 

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I have no problem with Humakti using the Death Rune to power battle healing, but would apply penalties for them using Death to power curing disease or assisting pregnancy.

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When rolling out a version of new system for WOD:Glorantha, I made all of the generic spells linked to the runes of magic, spirit and truth. The caster uses the appropriate rune.

If you want to be a priest you need to have those runic associations,  rune lords on the other hand just develop the Gods own runes and get access to the specialist spells only.

Certain spells are linked to multiple runes - shield for example - 

It seems to be work so far. 

Edited by Jon Hunter

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18 hours ago, Jon Hunter said:

When rolling out a version of new system for WOD:Glorantha, I made all of the generic spells linked to the runes of magic, spirit and truth. The caster uses the appropriate rune.
 

Is each spell linked to only one rune?

So an initiate would need skill in at least four runes to cast rune magic; magic, spirit, truth and other rune(s) for cult specific spells?

18 hours ago, Jon Hunter said:

Certain spells are linked to multiple runes - shield for example - 

It seems to be work so far. 

If a spell is linked to multiple runes which rune skill would be used to cast it? Players choice?

I think I prefer it simpler if that initiates, priests and lords use their own runes. This would mean that someone with a fire rune, because they are a Lobril worshipper, might use other fire magic in the course of a scenario (perhaps a fire related magic item), but trying to use e.g. darkness magic, would be impossible.

Apologies if I have misunderstood your meaning.

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For those already using rune skills to cast rune magic how are you dealing with any skill increase? I assume this is based on casting spells or using the rune skill in another way. Do you treat it as a knowledge skill or a category on its own and do you subtract the skill from 100 and that is the chance to increase? E.g. fire rune 70% means a character has a 30% chance to increase. Maybe there is no experience gain, but any potential increase is linked to attendance at a cult holy day giving a chance to increase.

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I seem to remember an OpenQuest supplement that has simple rules for using Gloranthan Runes, and I remember thinking I might incorperate those rules next time I run a BRP game set in Glorantha.

However now that a RuneQuest ruleset is being developed with the Runes imbeded in its mechanics, then I suspect I will use those rules as they are written. 

Despite this, I do remember seeing Newt's rules and thinking they were very simple and quite effective. Something like it should have existed in all editions of RQ, given its namesake.

Edited by Mankcam

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I really don't get the logic of rune mastery.  Rune magic is granted by the caster's god.  Why should one need to make a skill roll in the first place? 

I very much prefer using runes as simply a form of classification for the powers of gods and their priests' spells.

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I cannot remember if Newt's version expressed them as a % or not. I don't think so. It was more like having a Runic Affinity gave you bonus modifiers with actions or magic which were relevant to the Rune.

From the announcements it looks like Runes are expressed as a % in the new RQ, as they look like they will fulfill a similar role to that of Pendragon's Personality Traits as well as performing Rune Magic. I don't mind there being a skill for such, the earlier versions of RQ had a skill % for Rune/Divine Magic. I do remember I disliked how it was calculated, and also how the game mechanics regarding Runes were non-existent. 

At least it looks like Runes will play a major part of the game now, which is logical given that the title suggests this.

What i don't want to see is introducing too many new complex rules. These days I prefer to hand-wave alot of things, so overly complex simulationist rules are not my thing anymore. 

Edited by Mankcam

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22 hours ago, Yelm's Light said:

I really don't get the logic of rune mastery.  Rune magic is granted by the caster's god.  Why should one need to make a skill roll in the first place? 

I very much prefer using runes as simply a form of classification for the powers of gods and their priests' spells.

Recall that (a) many of those gods and demigods -- and the heroes that are on their way to demigod-hood -- are ascended from "mere" mortals such as the PC's are; and that (b) the Runes themselves are not just a categorization mechanism but are fundamental building blocks of Glorantha.

Why WOULDN'T you be able to "quest" for "Runes" in the game of Runequest?  Except that in the original game, the authors weren't able to figure out how to make the rules for it...   :P

When Death itself is a sword, it makes excellent sense that anyone with a strong affinity to the Death rune would be extra-talented with a sword .

 

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As we've said as often as people will let us, the new rules are built on a chassis of RQ2 with some "best of RQ3" built in. The main new rules are Runes, Passions, and Rune Points. And a complete overhaul of Sorcery for those who want to have sorcery.

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17 hours ago, g33k said:

Recall that (a) many of those gods and demigods -- and the heroes that are on their way to demigod-hood -- are ascended from "mere" mortals such as the PC's are; and that (b) the Runes themselves are not just a categorization mechanism but are fundamental building blocks of Glorantha.

Why WOULDN'T you be able to "quest" for "Runes" in the game of Runequest?  Except that in the original game, the authors weren't able to figure out how to make the rules for it...   :P

When Death itself is a sword, it makes excellent sense that anyone with a strong affinity to the Death rune would be extra-talented with a sword .

Hence Heroquesting.

Hmm how about ZZ?  If I'm not mistaken, they're blunt weapon-based, and solely of Death Rune affinity.

ETA:  Haha!  Figured out how to quote again...I have to use the multiquote, but at least it works.

Edited by Yelm's Light

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2 hours ago, Yelm's Light said:

Hmm how about ZZ?  If I'm not mistaken, they're blunt weapon-based, and solely of Death Rune affinity.

Trolls are of course Darkness-rune, so clubs FTW!

But I think ZZ use more weapon-types (including edged weapons) more often than the typical troll, don't they?

 

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Great Trolls routinely use swords, maybe because Cragspider lets them be set alight. 

Kyger Litor trolls could use axes, but tend to only use them when someone sings the Tree Chopper Song, as they can use Axes as if they were using Mauls/Maces. There is a delightful myth that explains why Zorak Zoran uses a maul and Babeester Gor uses an axe, that I have embraced. I am not sure if it is canon, though.

The Sazdorf Humakti use swords, but they are just weird.

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On 2/22/2017 at 8:30 PM, g33k said:

 

Why WOULDN'T you be able to "quest" for "Runes" in the game of Runequest?  Except that in the original game, the authors weren't able to figure out how to make the rules for it...   :P

 

 

It's always been my understanding that the Quest for Runes was the progression in a cult; aligning oneself with the principles behind that cult's runes. Amiwrong?

Edited by goldenwheeldancer

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21 hours ago, g33k said:

When Death itself is a sword, it makes excellent sense that anyone with a strong affinity to the Death rune would be extra-talented with a sword .

But Death is also an Axe, a Club, an Arrow, a Spear, a Garrotte, Hooves, Horns and so on. Any cult which has the Death rune probably has a myth about "How our Deity got hold of Death" and that myth normally doesn't involve swords.

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On 20/02/2017 at 7:16 PM, Jim said:

Is each spell linked to only one rune?

So an initiate would need skill in at least four runes to cast rune magic; magic, spirit, truth and other rune(s) for cult specific spells?

If a spell is linked to multiple runes which rune skill would be used to cast it? Players choice?

I think I prefer it simpler if that initiates, priests and lords use their own runes. This would mean that someone with a fire rune, because they are a Lobril worshipper, might use other fire magic in the course of a scenario (perhaps a fire related magic item), but trying to use e.g. darkness magic, would be impossible.

Apologies if I have misunderstood your meaning.

Cult specific spells are cast with the cult runes, most generics are cast with magic, spirit or truth.

The double use of runes as whats need to get access to rune spells, and the dicepool used to sue them means the progression costs are not that great.

ie a humakti with strong death and truth runes get use of battle, Morale, Truesword, sever spirits (eventually), etc but need to improve there magic to get access to extensions, warding, and enchantment spells.

The distinction I give is those who focus on there own runes alone tend to be called Runelords, those who delve into Generalism and magic runes are more pastoral and tends to be called priests, but the same mechanic covers both.

The thing i never have got a nice handle on is how to deal with spells from associated cults associated with very different runes.

 

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23 hours ago, g33k said:

When Death itself is a sword, it makes excellent sense that anyone with a strong affinity to the Death rune would be extra-talented with a sword .

 

Depends what the runes are used to manipulate.

I draw the distinction that runes manipulate magic, but don't manipulate reality except through magic.

Thus a guy with a death rune has strong death magic but his natural skills with a sword are the same as those of another warrior. 

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6 hours ago, soltakss said:

But Death is also an Axe, a Club, an Arrow, a Spear, a Garrotte, Hooves, Horns and so on. Any cult which has the Death rune probably has a myth about "How our Deity got hold of Death" and that myth normally doesn't involve swords.

It does seem that the Sword was Death's original and perhaps ultimate shape. At least that's the Humakti view, so it would make sense for Humakti to use swords. Even if they are trolls.

 

Everyone else got a watered down version of Death. In RQ2 it fed into why only Humakti got Sever Spirit as a reusable spell. But RQ2 focused on the region around Dragon Pass.

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On 2/23/2017 at 8:24 AM, g33k said:

Trolls are of course Darkness-rune, so clubs FTW!

But I think ZZ use more weapon-types (including edged weapons) more often than the typical troll, don't they?

And other non-blunt weapon types.  But institutionally they're blunt-users.  There's no prohibition against edged weapons in ZZ, but most everything is oriented toward blunt weapons.  Reduced-cost weapon (and weapon-modifying battle magic) training is for blunt only; Bladesharp training costs double.  Initiate and Rune-level requirements are for blunt, although one of the secondary requirements may be edged.  And the only Rune spell that modifies weapon use is for, you guessed it, blunt.

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