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This is a thread whose purpose is specifically to collate questions to (potentially) address in future Rune Fixes columns, or as official corrections.  Please post your entries in the form of sim

We're working on one. 

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19 hours ago, Pheres said:

p 291 in Daka Fal cult it's written:

"Shaman Membership

Requirements: Daka Fal priests are also shamans (see Shamans, page 351).

Initiates of Daka Fal become shamans by following the normal rules "

It's not like in Waha Cult, where we can read:

"Shaman Membership

Requirements: The Waha cult has shamans instead of Rune Priests. Any Waha initiate who becomes a shaman qualifies for this status.

See the Shamans & the Spirit World chapter for more information. "

Does it means that a Daka Fal follower can becomes Rune Priest following the standard rules with the requirement to be a shaman or that they are like Waha shamans, and replace rune priests?

"

They are both the same. Both get the benefits of being a shaman & Rune priest (if both requirements are met). They have different titles, Daka Fal has Shaman-Priests & Waha has Rune priests (who are also shaman). More info in the upcoming cults book.

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On 3/18/2020 at 7:52 PM, Joerg said:

If I want to dispel a spell that has a Countermagic component (e.g. Shield or Suppress Lodril), does the Countermagic effect prevent the Dispel/Dismiss from manifesting at the target, or can it be targeted directly ignoring the Countermagic effect, without those extra one or two MP for boosting it through the CM?

As I read the rules, when a rune spell with a Countermagic effect is stacked with the spirit spell Countermagic, the spell needs to be boosted to 2 points above the combined CM effect, whereas when only rune spells with a CM effect are stacked, it is enough to add 1 MP more than the combined CM effect for a spell to activate. Is that a) correct and b) intended?

In that case, a single point of Countermagic would block 2 points of incoming Spirit Magic or 1 point of incoming Rune Magic (and be dissipated in the process).

The description of the Spirit Magic spell Countermagic states (p.259) that you need 2 points of CM to block 1 point of Rune Magic, but that doesn't conform with the calculation above. Is this deviation from the calculation intended?

My inclination is that a spell with a Countermagic effect does indeed block Dismiss, so you'll need to spend the additional magic points to overcome it. 

This is seriously verging on "we're gonna be here all day talking about it, making diagrams with straws" territory. 🤪

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On 3/30/2020 at 7:33 PM, Brootse said:

From page 335 in the rules book:

Is this a mistake and should the character use the correct Rune percentage instead?

Yeah, that should be the Rune's chance. 

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On 3/31/2020 at 9:47 AM, Brootse said:

Does the Dark Walk spell make the character undetectable to Second Sight, Soul Sight, Detect enemies, Detect life, Darksense etc.

That's six questions in one! 

Here are my opinions, but as always, Your Glorantha May Vary: 

Dark Walk vs. 

  • Second Sight - ineffective, as the character in darkness is still hidden totally.
  • Soul Sight - ineffective, as the character in darkness is still hidden totally.
  • Detect Enemies - caster determines roughly where a Dark Walker is, such as "in that patch of shadow" somewhere... but does not see them. 
  • Detect Life - as the spell indicates, gives direction and distance, but not actual location. 
  • Darksense - I'm inclined to say that Darksense is going to work vs. Dark Walk to a limited degree, as Uz are folk of Darkness. They might sense an indistinct figure, not being able to identify them but getting a clear outline. In other words, "You merely adopted the dark. I was born in it, molded by it."  

As for others, I generally take the rule of thumb that a Rune spell is almost always more powerful than a spirit magic one (especially if points are equal).

When in doubt, the implied intent of the Rune spell should be weighed versus any exploit or apparent weakness. 

Edited by Jason Durall
Mistakenly typed Dark Wall instead of Dark Walk
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On 4/3/2020 at 5:00 AM, GAZZA said:

A dog is a four legged animal; both hunting dogs and fighting dogs in the Bestiary have an average of 11 hit points. According to the chart on page 10 of the Bestiary they should therefore have 4 hit points in every location except the hind/fore quarters (which should have 5). However, the chart for dogs on page 144 has 3 points in their limbs instead of 4. Which is correct, and if the dog page is correct, then what is the right formula to calculate unusually sized four legged animals?

Use the specific writeup for dogs, and when looking at other four-legged animals, start with the base creature and adjust hit points per location as indicated on p9.

The charts on p10-11 are very general, and may not reflect the physiognomy of each individual animal conforming to that broad class.  

 

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On 4/5/2020 at 3:13 AM, Tupper said:

With the spirit magic spell Control (Entity), if the spell can't be used for binding purposes (as clarified above), how is it used?  

You can handle this one of the following ways: 

  • Hard: The targeted entity is reduced to 0 magic points and is otherwise unconscious or incapacitated until it gains at least 1 magic point (natural recovery, POW crystal, etc.). The spell is described as Temporal and Active until the instructions are given, in which case it becomes Passive. 
  • Medium: The entity acts unnaturally: despite being at 0 magic points it continues to move and act (basically sleepwalking), but cannot perform any actions requiring magic points until it has recovered some. 
  • Easy: Stack the Control spell with 1+ additional magic points. After being defeated in spirit combat, the caster "gives" those magic points to the creature with which to act. 

 

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On 4/9/2020 at 3:16 PM, gochie said:

Does Fireblade or Firearrow deal any additional special/critical damage?

No. Such is the unpredictability of magic. 

On a pragmatic sense, for a critical, rolling 3D6 (plus damage bonus) and ignoring armor is more-than-likely to disable whatever hit location it strikes. 

The gamemaster is wholly within their rights to decide that these results do in fact do special damage (impaling or slashing) but may soon discover that these spells become dominant tactics. 

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  • 2 weeks later...
On 4/10/2020 at 11:27 AM, Paid a bod yn dwp said:

Once a weapon goes to 0 or negative hps the rules state that it is “unusable”, the rules then go on to contradict this by stating that the weapon can be used at 1/2 skill. 
 

  • Does this mean the weapon can still be used to attack and parry at 1/2 skill with no further penalties?
  • How does parry work when the weapon is at 0 or negative hit points? Normally a weapon doesn’t block any damage beyond its positive Hp’s.

At 0 HP, a weapon can theoretically be used to attack/parry at half skill, at the gamemaster's discretion.

This is a general rule and does not address every eventuality.

A 0 HP broadsword might now be a shortsword, might simply have a blade loose enough to throw off one's balance, might be bent, etc. Pick a sensible result based on the weapon type. 

At 0 or lower HP it's pretty fragile. Any parrying that inflicts damage to the weapon reduces its HP further until it hits its negative HP and then it's broken forever and cannot be remade, or at least must be remade from scratch (a bow, for example, is pretty much destroyed, but you might theoretically get a new haft for your 1H mace, or melt down and reforge a sword blade).

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On 4/13/2020 at 1:14 PM, coffeemancer said:

How do you guys handle massed combat (army vs army)?

The gamemaster's guide will have some rules on this. Right now I'd adjudicate it as based on a common-sense look at the circumstances and make some Battle rolls, as appropriate. 

 

On 4/13/2020 at 1:14 PM, coffeemancer said:

So far my idea has been: Roll a battle check, if you fail you take a 1d6 wound to a random location as you were wounded during the battle.
On a success you survive, on a special you gain 1d6 renown on a crit you get 2d6 success.

You could also utilize Pendragon's mass combat system if you're eager to use something like that. 

 

On 4/13/2020 at 1:14 PM, coffeemancer said:

But I also want to include battle events in the style of Six ages and KODP where you get a short description and then you decide what skill you want to use t osolve the situation. success is rewarded with more loot or reputation.

 not entirely sure where to work those in, maybe a seperate percentile check?

Until the mass combat rules are available, I'd suggest using Battle as the default skill to determine whether you can choose an appropriate skill.

You could make a short list of appropriate skills and roll randomly to see which one is required, while a successful Battle roll lets the player decide the skill to use. 

For example, roll 1D4 on: 

  1. Weapon skill (attack if missile only, attack/parry if infantry/cavalry)
  2. Ride (if cavalry, or attack/parry if infantry)
  3. Dodge
  4. Intimidate

A successful Battle roll lets the player pick which to roll. 

On 4/13/2020 at 1:14 PM, coffeemancer said:

I am also unsure how to do post-battle loot, which should be divvied up based on rank, seniority, prestige etc. 

Maybe a Luck roll? (being able to find some nice stuff from battlefield pickings)

Or even Reputation? (more prestigious adventurers get better loot, as reward for their recognized efforts) You could also augment this roll with an appropriate skill that was used in the battle, or something Communication-based, as appropriate. 

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On 4/12/2020 at 12:20 PM, davecake said:

In the description of the Sunspear spell, is the sentence "Only the target’s thinnest armor protects against this damage; spells are ineffective." intended to mean that defensive magic such as Protection, Shield, Woad and similar that grants armour points is ineffective? Or is it intended to mean that Sunspear is not stopped by Countermagic and similar?

Any spells offering magical armor protection (increasing armor points) are ineffective. 

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On 4/14/2020 at 5:49 PM, BrentS said:

Spirit Magic

I wanted to check if the Resistance Roll for a spell cast against an involuntary target takes the place of the usual POW x 5 roll for successfully casting the spell (Spellcasting Ability and Resistance Roll, right column, page 254)........or does the caster first need to successfully cast the spell with a POW x 5 roll and then also make a successful resistance roll for POW vs POW?

Thanks,

Brent.

Yes. Roll to see if the spell can be cast at all, then roll a resistance roll to see if it is effective against that particular target. 

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On 4/27/2020 at 9:36 PM, Scotty said:

A quick search of the RQG PDF shows that there is no luck roll in RQG.

MGF on page 6 is an excellent substitute should you ever feel the need to introduce luck into your game. 

It did show up in the Quickstart, but wasn't addressed in the core rules. It has been replaced (almost) everywhere with references to a POWx5 roll. 

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On 5/25/2020 at 11:10 PM, Gelrir said:

Devotion (deity) is described in RQG page 26 and page 233; but I think there's only one example of a use in play (regarding insults to a character's deity). Any good examples of what character actions may result in checks in Devotion? Doing what the cult's favored Passions describe? Getting to 90% in Devotion requires a lot of seasonal checks. [Edit:  I guess using Devotion as an augment quite often ...]

The gamemaster might call for a check on Devotion when an adventurer doesn't respond to something their god/cult favors: 

  • An Ernaldan ignoring something despoiling the earth 
  • A Babeester Gor cultist ignoring a call for vengeance 
  • A Chalana Arroy cultist ignoring the wounded or sick
  • An Issaries priest failing to do something about a threat to free trade 
  • A Lhankor Mhy scholar turning away from the pursuit of truth, or allowing knowledge to be destroyed 

More positive examples might be: 

  • An Odayla hunter getting the chance to encounter (and perhaps defend) bears in the wild
  • An Orlanthi building a temple in the mountaintops 
  • Helping expand the reach of the Seven Mothers cult 
  • A Storm Bull resisting the chance to settle a conflict peaceably and instead hulking out 

For an inspiration, it basically it boils down to "Is this action in line with my cult's beliefs and based on my own devotion?" 

 

 

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  • 3 weeks later...

p.338

Quote

Sanctify
1 Point
Ritual, Stackable

Is this spell Temporal? If so, what is its duration, and is Extension needed to do anything long-term in it such as regaining Rune points? Or, does it just sanctify the area in a persistent way, that lasts until something happens that desecrates it?

p.s. The links to the Well on the first page are broken. One working link in the first post would be useful.

Edited by PhilHibbs
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Just a reminder, folks, that this is not a public discussion thread, but more a straightforward Q&A.

It makes it extremely messy for David and I to come in and try to sift through the questions and answers. (the moderator UI displays more than just visible posts)

If you would like to discuss a particular topic, please start an open thread about it. 

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On 6/4/2020 at 4:11 AM, claycle said:

Heal cannot raise an adventurer from the dead. However, 2 points of Heal will cauterize any wound or severed limb, and 6 points of Heal will restore a severed limb to the body if both parts are available.

Does this mean Heal 2 (to cauterize) and Heal 6 (to restore severed limb),

Yes.

On 6/4/2020 at 4:11 AM, claycle said:

or does it mean a person could use Heal 1 cast 6 times in a row could reattach a limb and twice in a row could cauterize a wound?

No.

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On 6/24/2020 at 10:55 PM, Fred said:

Must a Kyger Litor cultist using Attack Soul roll INTx5 to take other actions besides spirit combat?

Yes, but the INTx5 is situational and maybe changed by the GM. Down could be x4, x3, x2, x1 or even no roll:

page 366

Quote

Once a corporeal being is engaged in spirit combat, they may not attempt any skill or engage in physical melee combat with a separate physical melee target without first succeeding at an intelligence check (normally INT×5, but the gamemaster may adjust that up or down, as desired).

It's a GM call.

Edited by Scotty
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On 6/8/2020 at 11:06 PM, Gelrir said:

The errata pages on Magic Crystals don't make it clear:

I'm unsure to what you are referring to, but it would seem to be the July 4th 2019 Gamemaster Sourcebook Preview judging by the page references. If so this text was incorporated into the GM Screen Pack, Adventurer Book page 121-123.

On 6/8/2020 at 11:06 PM, Gelrir said:

do POW storing crystals need to be attuned to be used?

No.

On 6/8/2020 at 11:06 PM, Gelrir said:

wouldn't an adventurer know right away that a crystal can store magic points? Rather than waiting a week to see if they succeed in attuning a powered crystal?

No. Everyone hopes they have found a powered crystal and so prepares as such, setting aside a week of time (or longer to augment the POW vs POW roll) to do the ritual. At the end of the week the GM says either roll POW vs POW or you have just stored a magic point. A clearer version of the text might say:

Quote

The only way to tell what kind of crystal you have discovered is to spend a week in ritual, attempting to attune it. At the end of the week of preparation, the GM says either roll POW vs POW or "you have just stored a magic point".

 

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On 6/8/2020 at 10:54 PM, Gelrir said:

Are magical attacks by Chaotic creatures affected by the Impede Chaos rune spell? It says, "... subtract 20% from the attack skill of any Chaos creature attacking the recipient." Overcoming a person's POW isn't a skill, we think, but a final answer would be useful.

You have answered your own question.

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On 5/16/2020 at 4:33 PM, Squaredeal Sten said:

Jason, I ask you to consider adding clarification of strike rank DEX + SIZ and strike rank concept to your Rune Fixes to-do list, in accord with that thread. 

Sadly, @Jason D as the line editor of RuneQuest already has a huge to-do-list and only has occasional time for this thread:

MELEE WEAPON STRIKE RANK

page 57:

Quote

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3, and her SIZ is 10, working slightly against her and giving her a SIZ strike rank of 2.

If she uses a broadsword with a weapon strike rank of 2, she attacks on strike rank 7. If she uses a dagger (weapon strike rank 3), she attacks on strike rank 8.

3+2+2=7 and 3+2+3=8

MISSILE WEAPON STRIKE RANK

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3,

If she uses a Composite Bow with a rate of S/MR:

Page 211:

Quote

Rates of Missile Fire

S/MR: As many missiles as can be fired as strike rank permits, assuming 5 strike ranks to reload.

If prepared (arrow in place for first attack), can attack on strike rank 3 and 11.

(1st attack on DEXSR 3, then +5 preparing arrow second + DEXSR 3 so attacks on 11. A third attack is not possible.)

If unprepared, can attack on strike rank 8 only, a second attack is not possible.

(+5 preparing arrow + DEXSR 3 first attack on 8. A second attack is not possible.)

 

SPELL STRIKE RANK

page 254:

Quote

Spell Strike Rank

To determine the strike rank at which a spell can be cast, total the adventurer’s DEX strike rank plus the magic points of the spell (minus the first), plus any boosting magic points. The sum equals the strike rank of the spell.

DEX strike rank + additional magic points of spell + boosting magic points = spell’s strike rank.

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3, 

If she casts prepared Disruption (1), she attacks on strike rank 3. 3+(1-1) = 3.

If she casts prepared Disruption (1) boosted with 15 magic points, she attacks on strike rank 6 of the next round. 3+(1-1) +15 = 18-12 strike ranks = 6 (see below).

If she casts Bladesharp 4, she casts on strike rank 6. 3+(4-1) = 6.

LIMITS ON STRIKE RANK

Page 194:

Quote

Limit to Strike Ranks per Melee Round

No action or combination of actions may be performed in one melee round if the total strike rank necessary adds up to more than 12.

If a spell requires more than 12 strike ranks (including strike ranks for magic points spent, DEX strike rank, unprepared spell, and any boosting magic points), more than one melee round is needed to cast the spell. A spell requiring 37 strike ranks will take 3 full melee rounds to cast and takes effect on strike rank 1 of the fourth melee round.

SIZ and DEX Strike Rank Modifiers table and the Strike Rank Modifiers table are both found on page 193 and on the GMs screen.

If you wish to discuss this, please open a new thread, I'm happy to add up a few numbers if you have examples.

Edited by Scotty
Error in Missile attack corrected, missile examples clarified
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On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

(p248) "Boosting a Spell. A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses."

You have answered your own question:

Quote

(p248) "Boosting a Spell. A caster may always use additional magic points to boost a spell, regardless of type.

On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

For what other purposes can you boost the spell with magic points.

again, you have answered your own question::

On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

you can boost additional magic points any spell to make it harder to dispel or dismiss.

 

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On 6/15/2020 at 5:39 AM, Gelrir said:

A question about the runes to use when casting a Rune spell acquired from an associate cult. For spells listed with the "R" Magic Rune, it says (RQG page 317) these spells can be used "with any cult Affinity rune". Same page, in the table "Common Rune Magic", it says, "Any Rune of the cult providing the spell may be used to cast a spell indicated with the R Rune."

So if I've gotten a Rune spell from an Associated cult, marked with the "R" Magic Rune in its description, do I use one of my cult's Runes to cast it ... or a Rune of the Associated cult?

If I'm not mistaken there are only two spells that are not common that this would apply to: Axis Mundi & Discorporation and neither are given to associate cults.

Edited by Scotty
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43 minutes ago, Akhôrahil said:

Whoa, is this an official ruling?

It's actually in the rule book:

Page 248:

Quote

Boosting a Spell

A caster may always use additional magic points to boost a spell, regardless of type.

My emphasis.

50 minutes ago, Akhôrahil said:

Do all spent MPs go into dismiss resistance (so that a Sword Trance that you pumped with a lot of MPs for a big bonus becomes hard to affect), or do you have to spend "dedicated" MPs to achieve the resistance (so that you could put, say, 5 MPs for effect and 3 MPs for dismissal resistance into a Sword Trance, making it size 5 (1x2 Rune Points, 3 MPs)?

If you are casting a spell that has its own magic points, the boost is separate from any points needed for effect. There is no "dismissal resistance" or "size" for spells.

Casting Sword Trance boosted with 5 magic points for +50%,  at the same time you could boost it with an extra 3 magic points.

Using Dismiss Magic as an example, each point of Dismiss Magic cancels 2 points of spirit magic Rune Magic or sorcery, or 1 point of Rune magic. so Dismiss Magic would need 3 rune points (2 points cancels the boost, 1 point cancels the rune spell 1 point, 2+1=3 Rune points.) Without the 3 point boost it would cost only 1 rune point to dismiss.

Be aware that in the text of Sword Trance, the term "boosted' is used to refer to increasing the spell effect and that I am using the term "boost" to refer to the rule on page 278.

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