[Rq-rules] Re: Playing Using MRQ Rules/Rune metals
Simon Phipp
soltakss at yahoo.com
Mon May 22 05:08:59 PDT 2006
David Gordon:
DG> Yes - but that doesn't mean that we can't retro-engineer the cults so that a runic system should work? As I was hinting in my mail - the runic system wasn't expanded to maturity during RQ2 and 3 as it should have been. The runic associations seemed to have been assigned to gods without a consistant framework. If somebody wanted a runic system where Air is NOT Storm but just Air, then you could start to look at how spells work and you could begin to provide a Godlearner construction kit to making magic or using the powers of gods. How else could the Godlearners have managed to do what they did?
If we are looking at the basic rune set then we would need to make further changes, especially for Alternate Earth or non-Gloranthan deities.
For example, Fire/Sky is a single Rune in Glorantha, but would be better split as a Fire Elemental Rune and Sky Form Rune for other worlds. So, Zeus (Sky/Air/Mastery) is an atmospheric god with both Sky and Air powers, Prometheus (Fire/Man/Mastery) is a Fire god with no connection to Sky, the Night Sky would have the Sky Rune but no Fire Rune and so on.
You could split Air/Storm into Air (Form) and Storm (Elemental) but I think that Air and Storm are interchangeable terms and treat both the same.
There are other changes that could be made, depending on the world concerned. So, the runes themselves would change which then changes the runic powers.
Clive Wickens:
> prices per ENC
Many thanks.
> Posted the prices...completely forgot the weights
> All from RQ3 secrets book
Hopefully Elder Secrets, if they were in the Gloranthan RQ3 Book then I'll be really annoyed, as I have that one.
> Sort of related to this the RQ3 rules give us Enchant
> ( metal ) can anybody think of a reason why other substances can't be treated the same way.
No reason at all. I've not really used them but I have Enchant (Wood), Enchant (Bone), Enchant (Obsidian), Enchant (Ice) and so on as spells using the same mechanics as Enchant (Metal).
> Enchant ( wood ) - handy for elves, forest deities, druids etc
> Enchant ( stone/bone/tusk/ivory ) - handy for low tech/primitive peoples ( shamanic ritual enchant maybe )
> Enchant ( glass ) - I'm thinking sorcerous alchemists with hardened glass daggers and swords here :-)
I use Enchant (Obsidian) for some trolls from the Shadow Plateau to much the same effect. Assassins could also use enchanted glass daggers that break off and deliver poison.
> Next question: 2pts or 3pts for the following rune spell:
It's a nice spell, better than Turn Undead and Sever Spirit as it gives you the opportunity to capture the vampire or to kill it. It's not as strong as Sever Spirit but is as powerful as Turn Undead, but doesn't kill the vampire, so I would say 1 or 2 points. Nikk says 1 point so that's fine by me as he is usually right.
> On the subject of Divine Magic, it seems that 3pts is about top whack for non ritual magic. Is this just an
> arbitary figure , ie 4 or 5 pt spells ( or more ) are possible or would such spells be sufficiently powerful that they
> would need special ie ritual forms to cast ?
The Summon Founder spell in RQ3 is more than 3 points. Is the Fang of Wachaze a 4 point spell or 3 points? I can't remember. The Saintly Powers are also often more than 3 points, but those aren't divine spells, so they don't count.
As a rule of thumb, I try to match spells with similar spells and match the pointage. If a Sever Spirit is 3 points, does my new spell do more than that? If so, make it a 4+ point spell. If it is a restricted Sever Spirit, make it a 2 or 3 point spell and so on.
Steve Perrin:
> Originally, three (3) points were the max for Divine spells because a priest had to maintain a POW of 18 and
> the most (due to racial limitations) a priest could have was 21. So the Rune Priest desperately tried to get to 21
> in order to sacrifice 3 of those points to get a 3 point Rune Magic.
I remember it well. One of the high points of Soltak's career was increasing his Species Max POW so that he could get more POW to spend on runemagic. Of course, he then spent less time as a Priest as he had to DI down to below 18 POW. The joys of being a Priest-Lord in RQ2.
> These days, the various limits are a lot less strict, so depending on the campaign higher point value Divine
> magic would be possible, I suppose. I think it makes a good limit, myself.
For normal spells, yes.
Oh, by the way, I totally messed up the Runic Associations for cults in my last post, so ignore what I was saying about spells from similar runed cults.
See Ya
Simon
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