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6 minutes ago, Jason Durall said:

I can't find a single instance where this is the case. Could you point me at a specific example?  

Luoto Sari (Luoto-Tudeer is her family name).  (if I know the person, whom this is). 

 

Edited by Risto Welling
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18 hours ago, Risto Welling said:

Page 202, Skills over 100% Combat. 
Please clarify what happens in following situation: 
True Iron Mostal, with Combat skill 350 % hits Super Hero with Shield Parry 250%. 
By the rules the latter would have 00% change could not success parrying. But the last punctual states, that the Super Hero has 50% change to special parry and 13% change to critical parry.
 
".While the actual chance of hitting remains no
better than 95% (due to rolls of 96–00 failing),
the chance of a special or critical success continues
to increase or decrease, based on the final
modified chance of success. As with other skills or
abilities, the final modified value is always the one
used to determine the chance of special or critical
successes, as well as fumbles. Thus, a Wind Lord
with a 150% sword skill has a 30% of a special
success, and an 8% chance of a critical hit."

The super hero has 1% chance to critical since his final modified chance is zero. The second bullet point is assuming that the 150% is unmidified because his opponent does not have >100. It is a separate rule, and does not follow on from the scaling down rule in the prior bullet. I agree that it could be clearer. Maybe swapping the order of the bullets would make it clearer.

Edited by PhilHibbs
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p44 - Year 1625 Events table has two results for rolls of 17. (“11-17” and “17-20”)

 

p73 - Cult Starting Skills: Each cult has starting skills taught to its members. Add the listed skill bonuses to these skills. Add an additional +20% to one of these starting skills and +15% to another.”

On p79 the sample character, Vasana, didn't add the additional +20% or +15% to any of their cult's starting skills [Orate, Speak Other Language (Stormspeech) or Sing].

Are PCs still supposed to add them to theirs? Or is the example correct?

Edited by Ravelli
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p317 Common Rune Spells could indicate whether the spell is a fixed 1 or 2 point spell or is stackable, as "1 point" indicates it is fixed.

Command Cult Spirit – 2 points
Dismiss Magic – Stackable
Divination – Stackable
Extension – 1-5 points
Find Enemy – 1 point
Heal Wound – Stackable
Multispell – Stackable
Sanctify – Stackable
Soul Sight – 1 point
Spirit Block – Stackable
Summon Cult Spirit – 1-3 points
Warding – 1-4 points

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Page 300, Odayla Bear Walker.
Character is demanded to have a Weapon Skill and latter is given demand to have "Another Melee Weapon". 
Could you clarify, if the forced weapon choice is for melee weapon. 
 
"Bearwalker (Rune Lord)Requirements: A candidate must have a 90% weapon skill plus 90% proficiency in any four skills chosen from among the following: Climb, Hide, another Melee Weapon, Missile Weapon, Peaceful Cut, Scan, Search, Survival, Track, and Worship (Odayla). A Bearwalker must participate in the annual Great Hunt"

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13 hours ago, Jason Durall said:

The charioteer whip isn't a combat weapon. If it were statted as a weapon, the charioteer would potentially kill their animals through normal use. 

Future expansions will have stats for flails (and likely for combat-usable whips). 

But the Charioteer profession also gives you a skill called Whip +25%. If it's not a weapon, how is he going to use the skill Whip +25%?

Perhaps Whip +25% should be substituted by some other modifier?

Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/

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Hi,

On page 386, the second example about sorcery magic point cost, using Damastol, is incorrect :

It says :

Example: Damastol also knows the Logical Clarity spell (Truth

+ Dispel) at 42%, but because his affinity with the Illusion rune

is through its opposite (Truth) and because he only knows Dispel

as an insight of Summons, it costs 4 magic points to cast, plus 4

magic points for each additional level of intensity.

That would be correct if the example spell was using Illusion+Dispel. As it’s using Truth+Dispel, (and Damastos knows Truth), it costs for him 3mp to cast.

So the text should read :

Example: Damastol also knows the Logical Clarity spell (Truth

+ Dispel) at 42%. He knows the Truth rune, but because

he only knows Dispel as an insight of Summons, it costs him

3 magic points to cast, plus 2 magic points for each additional level of intensity.

 

An alternate possibility, in order to keep the 4 point cost, would be to substitute another spell for Logical Clarity, one with the illusion rune and a technique known from Damastol only as an insight of another. If i’m not mistaken, there’s no sorcery « dispel illusion » in the book, but Damastol is said on page 384 to master Tap, which gives insight into allo technique, so Create Hallucination (Illusion+Combine) could be used. The text could read :

Example: Damastol also knows the Create HallucinationLogical (Illusion

+ Combine) at 42%,  but because his affinity with the Illusion rune

is through its opposite (Truth) and because he only knows Combine

as an insight of Tap, it costs 4 magic points to cast, plus 4

magic points for each additional level of intensity.

Both example could be used actually, as they pertain to different cost cases.

Laurent

 

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1 hour ago, Risto Welling said:

Page 300, Odayla Bear Walker.
Character is demanded to have a Weapon Skill and latter is given demand to have "Another Melee Weapon". 
Could you clarify, if the forced weapon choice is for melee weapon. 
 
"Bearwalker (Rune Lord)Requirements: A candidate must have a 90% weapon skill plus 90% proficiency in any four skills chosen from among the following: Climb, Hide, another Melee Weapon, Missile Weapon, Peaceful Cut, Scan, Search, Survival, Track, and Worship (Odayla). A Bearwalker must participate in the annual Great Hunt"

Seems clear to me. They have to have one weapon at 90, and they can have another weapon as one of their other qualifying skills. So if they have 1H Sword 90, 2H Axe 90, and 3 other skills from the list, that qualifies. 

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51 minutes ago, Godlearner said:

You need two Lore skills at 90%. Starting characters have about 60% and 35% in another. They need another +90 skill points or so, plus they need to donate 10% of their time to the cult.  So figure about 8 years of nothing but training and cult duties, but assuming it is 5 years what player character is willing to do that while the rest of the party adventures?

For Rune Priest It’s possible to start with 2 lores at 90%. When personalicing your skills, you get +25% for two of your knowledge. Knowledge skill modifier is +15% if POW and INT are atleast 16 and 15 (due +2 and +1 modifiers from runes). Together +40%.. Devotion Deity starts very likely 70 or 80, and so you don’t need to increase it, or you may use +10% from ”customize” points. Worship deity starts 05, modifier is 10 (15 if high CHA) and +20 from Cult starting skills (so either +10 from customize skills or optional +15% from cult starting skills). Now you have the basic demands for Rune Priest. The Cult based skills you get as follows. 

Argan Argar, Rune Priest: Demand Read/Write Dark Tongue. (Starting skill +20%, May distribute +25 from cult starting points, totalling 55% with Category modifier (65 if high CHA). Totalling 80 if uses +25 from customize points. (90 if High CHA). As human, the ”own language” starts at 50, so if high CHA its enough to place +10% from customize points, if not, then the other 25%. And vola, you are done. 

Babester Gor, Rune Lord: Demand. Worship Babester Gor 90. That we already have. 90 in two weapons. Those are Cult Skills, so those gets +15 and +20%. Your Gategory modifier is likely 15%. With Base Skill values, you are 40 and 40. Home Region Old Tarsh or Esrolia give +15%  so 55. Profession (ie Warrior + 25% to both), makes 80. Now customizing Skill Points +10% to both makes the magic.  (3 times +10% left).

battle 90%. Base is 10%. History likely gives +10%. category bonus is +15%. +25% from customize skills, makes 65%. Profession (ie Warrior +30%). =90%.

Listen/search or track 90%. Base 25%, Category bonus likely +10%. HomeLand (profession, ie Warrior +10%), As a customize skill points +25% and as Cult starting skill points +20% makes 90%. 

And now you have all skills needed.

 

Chalana Arroy, High Healer (Rune Priest).

Demand: Have 90 in one of following, Treat poison, Treat Disease, First aid. 

Profession as Healer, First Aid +30%, as cult starting skill +20%, Base skill 10%, Category bonus +15% Now 75%. +15% from Cult Starting skills makes the magic 90%. 

Other two must be 50%. 

Both Profession (healer +10%), Cult starting skill (+15%), Base skill (05), Category bonus +15%. Total 45% both. Add +10% as customize skill points, . 

And you have all you needs, 

 

Eiritha, Rune Priest or God-Talker.

Demand: 90% Understand Herd Beast. 

Base (00) Cults skill +20%, Category Modifier +15%, +25% for customize skill points, +20% for Customize cult points. Thats 80%. Oh well, you can’t start as 21 years old Eiritha Rune Priest. But 20 years older gets +5% times 2. Now you are 41 years old. (or some months after startimg the game). 

 

Engizi, Rune Priest or God Talker, only standard requirements, so you will pass. 

 

Ernalda, Rune Priest or God-Talker. Only Standard requirements, so you will pass. 

 

Eurmal, Rune Priest, only standars, so you will pass. 

 

Found Child, Master Hunter (Rune Lord),

Demands, Peaceful Cut 90%, Base 10%, cult skill +20%, Profession (ie Herder +30%), (Paxian +15%), Cult skill +20% =95%.

 

Humakt, Rune Lord,

Demand, 90% Sword Skill, Base (10), Cult Starting skill +20%, Home (ie Sartar +15%), Profession (ie warrior +25%), Customize skill points +25% =95%.

battle 90%. Base is 10%. History likely gives +10%. category bonus is +15%. +25% from customize skills, makes 65%. Profession (ie Warrior +30%). =90%

Scan 90%, Base 25%, Category bonus likely +10%. HomeLand (profession, ie Warrior +10%), As a customize skill points +25% and as Cult custom skill points +20% makes 90%.

Other ”Sword skill”, (Dagger Base 15), Profession (warrior +25%), Home (sartar +15), cult (+10%), Customize skill points +25%, cult custom +15% = 90%. 

Other Weapon attack (spear, base 15), Profession (warrior +25%), home (sartar +15%), Custostomize cult points +15%, customize skill points +10%, category bonus (likely +15), If needed, +10 combat from backround. 

Worship Humakt 50%, Base (05), Cult starting skills +20%, (Category +15), Custom Skill points +10% =50%. (mus have CHA 18 and POW 18, makes Category bonus +15). 

 

Issaries, Trade Price (Rune Priest),

Standard, but 90% bargain. Base 05, profession (Merchant +30%), Home (esrolia +5%), Category +10%,  ult starting skills +15%, Customize skills +25% =90%. 

 

Issaries Merchant Priest (Rune Priest),

Standard, but Evaluate 90%, Base 10%, Profession (Merchant +30%), Category Modifier +15%, Cult custom 20% Custom starting skill +25% =90%. 

 

Lhankor Mhy, Sage (Rune Priest) or God-talker,

Demands, 90% in two lores, and 90% read/write

Homeland Lore base (30%), Category modifier +15%, profession (scribe +10%), Cult Starting Skills +15%, Cult custom skill +20% =90%.

Read Write (own), Base 00, Profession (scribe +50%), Profession (scribe +30%), Custom Skill points +10% =90%.

Cult Lore( Lhankor Mhy) , base 05, profession (scribe +30%),  Cult +15%, Cult custom +15%, Custom starting skill +25% =90%.

 

Maran Gor, God-talker, Rune Priest,

Demand, Standard, so you will pass. 

 

Odayla, Bearwalke (Rune Lord), 

Demand, 90% weapon and 4 others. 

Combosite Bow, Base 05, Home (Impala  +20%), profession (Bandit +10%), Customize skill points +25%, Category mod +20%, cult custom skill +15% =95%

Peaceful cut, Base (10), Cult +20%, Category mod +10%, baground +10%, home (impala +15%), Customize skills +25%=90%.

Short sword (base 10), Home (impala +10%), Profession (bandit +30%), Category +20%, Baground, combat +10%, Customize skills +10% =90%

Hide, Base 10, Profession (bandit +30%), (Looks like you may have POW under 18, so assuming POW to 16), category mod +30%, Cult custom +20% (SIZ 6, DEX 22, POW 16, INT 17) =90% (you Could add customize points here, then unoptimized character stats will do). 

Survival, base (15%)  profession (bandit +30%), Category +10%, Home (impala +10%), Customize skill points +25% =90%.

 

Orlanth, God-talker, Storm Voice (rune priest)

Standard, so you will pass. 

Orlanth, Wind Lord (rune priest), 

Demand, 90% sword, base (10), Home (sartar +10%), Category (+15%), Profession (Warrior +25%), customize skill points +25%, Backround +10% , Vinga +10% =95%

Scan, base (25), Profession (Warrior +10), category +10%, customize skill points +25%, cult custom +20% =90%

Javelin, Base (10), Home (sartar +10%), profession (warrior +25%), Category +15%, customize skill points +25%, baground combat +10%. =95%

Sing, Base (10), Home (sartar +10%), Cult (+10%)  Category +20%, customize skill points +25% +custom cult +15% =90%

Battle, base (10), Profession +30%, customize skill points +10%, category +15%, baground +25% =95%.

 

 

 

 

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36 minutes ago, Risto Welling said:

Lhankor Mhy, Sage (Rune Priest) or God-talker,

Homeland Lore base (30%), Category modifier +15%, profession (scribe +10%), Cult Starting Skills +15%, Cult custom skill +20% =90%.

Cult Lore( Lhankor Mhy) , base 05, profession (scribe +30%),  Cult +15%, Cult custom +15%, Custom starting skill +25% =90%.

Yes, you are supper stacking these two specific Lores. The rules should not be written that there is only one way to do it. Much better way to decrease training time.

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Page 302

Quote

Odayla: Provides Bear’s Strength to Thunderous.

Bear's Strength can only be cast on Initiates or Rune Masters of Odayla, so providing it to an associate is of little use!

Perhaps a correction could be applied to the spell:

Quote

This spell can only be cast on initiates or
Rune Masters of Odayla.

"This spell can only be cast on initiates or Rune Masters of Odayla or on self."

That, however, would open it up to being used via Spell Trading, enchantments, Thanatari heads, Truestone, etc. which may not be what is desired.

Edited by PhilHibbs
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Jason earlier said that Charioteers whip ain't a weapon.  
That makes it little confusing to mention whip as a weapon. Page 48.  
Give a Whip skill and whip for Charioteer. 
And that's all info you provide for players. What else character could do whit the whip? 
image.png.2c25a384e3bac8d79aa128d47113ccdc.pngimage.png.84e2ff6f9b8197f5570fc4ccb009168c.pngimage.png.82816ec6ed200f3e9544303cd34e8147.png

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6 hours ago, PhilHibbs said:

Seems clear to me. They have to have one weapon at 90, and they can have another weapon as one of their other qualifying skills. So if they have 1H Sword 90, 2H Axe 90, and 3 other skills from the list, that qualifies. 

Yes, but all others have "Melee weapon, another melee weapon", or "sword, another melee weapon" or similar. 
Bearwalker has "weapon, another melee weapon", which makes you wonder if the "melee" has dropped in error. The "another" wouldn't otherways be needed. Would it?

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5 hours ago, Godlearner said:

Yes, you are supper stacking these two specific Lores. The rules should not be written that there is only one way to do it. Much better way to decrease training time.

Do you feel like it's too easy to be Rune Level in Lhankor Mhy? 
I feel its even realistic. If one would be young "wise man", like a supervisor or specialist in work, it would be very likely that the field of knowledge would be very narrow. But still, superior to most others. Two knowledge of 90% makes you a sort of Lhankor Mhy, but surely most elder treats you as a child since you know nothing in comparison. 

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6 hours ago, Godlearner said:

Yes, you are supper stacking these two specific Lores. The rules should not be written that there is only one way to do it. Much better way to decrease training time.

Please notice, that you may choose any two lore and boost them to 90%. 
Scribe +30, Cult +15, Custom Skill +25 = 70% + Category +15% = 85%
Scribe +10%, Cult Custom +20%, Custom Skill +25% =70%+Category +15% =85%. 

Therefore you may choose one Lore with base (00), and one lore with Base (05 or more). 
(you may add +15% to other if needed). 

And you still get +25% (+ category 15%) = +40% to one  (ie Bureucracy, which would be 70%
And +10 (+ Category 15%) = +25% to 5 other Lore. (ie Speak Own Language 50+10+10+15=85%, Customs (local) 25+30+10+15=80%, Spirit Combat (20)+15 (sartar), +10+15=60%.Farm (10)+20 (sartar)+10+15=55%. 
So you would have Read/Write own 90%
Chosen Lore 90-100
Chosen Lore 90-100
Bureaucracy 85%
Speak Own, 85%
Customs (Heort) 80%
Spirit Combat 60%
Farm 55%
Battle about 45% (due background)

(and you may still have +15% left) 
Not bad start, if you ask me. 

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Page 74 & Page 275 & Page 317 Common Magic Spells (boxed) do not match up:

Page 74 Spells About the Cult: Add Summon Cult Spirit

Add to the list below: Summon Cult Spirit 1–3 points

Page 275 Spells About the Cult: Add Summon Cult Spirit

Page 317 Keep as is

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I don't know if it's an error, but:

"Occupational Skills: Read/Write (any) +50%, (Sorcery
spell) +10%,
Orate +25%, Lore (any) +30%, (Sorcery spell)
+20%, Library Use +10%, (Sorcery spell) +10%, Lore (any)
+10%, Meditate +20%." (p 70)

So is it correct that a Philosopher gets one Sorcery spell with +20% and two Sorcery Spells with +10%?
Or would the first Sorcery spell bonus have to be higher? 

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Page 283 She has gained the Summon Air Elemental and Increase Wind special Rune spells directly from Orlanth. She is also a member of the Vinga Adventurous subcult, and has obtained Lightning and Shield spells from that subcult, and gained Increase/Decrease Wind as a member of the Orlanth Thunderous subcult.

Page 283 She is now an initiate of the Orlanth Thunderous subcult, and selects the Increase/Decrease Wind cult spell.

Page 314 Lightning, Shield, Summon Air Elemental, and Increase/Decrease Wind as her cult special magic.

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15 hours ago, Risto Welling said:

Luoto Sari (Luoto-Tudeer is her family name).  (if I know the person, whom this is). 

 

Can anyone confirm this? I want to make sure everyone's credited and credited correctly, but some more certainty would be nice. 

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Page 303

• Barntar: Provides Tame Bull to both
Adventurous and Thunderous subcults
.
• Chalana Arroy: Provides Restore Health. to both
Adventurous and Thunderous subcults,

It would appear more logical to have this way round: you're setting this as the default from the off. Beneath you would expect the same applies, with exceptions listed.

Edited by jongjom
typo
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4 hours ago, Risto Welling said:

Yes, but all others have "Melee weapon, another melee weapon", or "sword, another melee weapon" or similar. 
Bearwalker has "weapon, another melee weapon", which makes you wonder if the "melee" has dropped in error. The "another" wouldn't otherways be needed. Would it?

Ah, I see, I hadn't picked up on that.

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When I created an adventurer to test the creation process, I wished the Rune Points cost of spells were indicated with each rune spell available to an initiate. Going back and forth to check the cost each time a player asks "what about this spell?" isn't very handy.

P. 148 : I had a very hard time understanding the paragraph about taking more than twice the location's HP. It says that arms and legs can't take more than twice their possible damage in one blow but the following example is about a hit in the head. Maybe my english isn't good enough but I'm still not sure I understood it correctly.

P. 418 : There's a typo If an adventurer obtains a success either attacking or parrying during spirit combat, POW can be increased or wth successful POW vs. POW resistance roll.

I'm sure you did that on purpose but, what happened to the life and armor enchantements?

I can't wait to get the hard cover, great job ! :)

Edited by Valeren
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Opposed Rolls.

RQG p.142: "To make an opposed roll, both participants roll their respective abilities. If both participants succeed, the winner is whoever achieved the better result." 

RQG p.144 says that a tie is "where both participants achieve the same type of success but roll the same number."

Which is "the better result" if both participants achieve the same type of success but roll different numbers? Is it the higher or the lower rolled result?

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