Forum Replies Created
December 15, 2013 at 8:41 pm #6428
Anybody can hide or run. I would not use abilities for that, unless you have a professional athlete or sniper in the group. Do the characters have jobs like handyman or waitress? Or do they have backgrounds like ‘Was always bullied at school’ or ‘plays cricket’? All that would do just fine. You characters probably have something in their background, if not on their character sheets, that will fit.
I don’t have a copy of my rulebook at hand, but it should be somwhere in the beginning in the chapter ‘Framing a contest’ or something similar (just before ‘Modifiers’). It is in a box or sidebar and called Base value or Default value.
Please keep in mind that HeroQuest is a completely different rulesystem from the BasicRoleplaying used in CoC. With HeroQuest most of the time I would NOT use contests for things like ‘run away’, ‘climbing’ or ‘hiding’. Is it more fun for the group if the character can hide or if he gets spotted? Deny your character a die roll or give him an automatic success. In HQ a contest represents an entire encounter overcoming an obstacle, not just a single move or action.December 15, 2013 at 6:18 pm #6426
Also remember that abilities in HeroQuest are unlike skills in other RPGs. In Heroquest you can use an ability for an unlimited range of obstacles. Examples:
1. ‘Sword’ or ‘Strong’ abilities for selling/buying a weapon on the market.
2. ‘Cooking’ or ‘Golden Robe’ for impressing guests or superiors.
3. ‘Has three older brothers’ or ‘Gets always into trouble’ for brawls or fist fighting.
Keywords are even wider than abilities. A cultural keyword like ‘Greydog Clan’ or ‘New Yorker’ allows you to roll for history, geography, spoken dialects, know the neighbourhood, know Ginlo the Innkeeper etc.
In my opinion the default 6 should only be chosen when really nothing else would do. Using the default 6 is like a person from the 19th century trying to start a stick shift car. He has absolutely no idea what to do, but he might be lucky, because he understands what a key and a steering wheel is.
Also feel free to deny the player any roll at all, if you think that the character has no matching ability at all. If a peasant from ancient Persia would try to start the aforementioned car, I would not allow the default 6.December 15, 2013 at 5:53 pm #6425
If really nothing else fits, you always have a default rating of 6. Usually a stretch of -6 will result in a higher rating than the default value. Also remember that you are allowed to spend a heropoint to buy new abilities any time, i.e. even when the obstacle is already right before you.December 11, 2013 at 10:23 am #6383Quote:Quote from Hannu Kokko on December 10, 2013, 22:09
There can be some myth history etc but frankly the players in my table do not much care for that – have not cared for the past 31 years of RQ/Glorantha game we have ran.
Luckily we don’t have to agree on that 🙂
IMHO theist magic in Glorantha doesn’t work without myths, because you can only do what your gods did before you. I love many Gloranthan myths not only because they are lovely fairy tales and fascinating fantasy literature, but also because they determine in a beautiful way what my characters can do in their adventures.December 9, 2013 at 8:28 am #6334
Is it mandatory to have the spirit rune? Or would any other rune like Chaos do? I would think that not every tradition has the spirt rune.December 8, 2013 at 9:00 am #6325Quote:Note that Mallia is not normally chaotic except when worshipped by chaos creatures.
Am I correct assuming that at least most Sartarites would be ignorant to this small detail?
And sorry for hijacking this thread, but what is a spirit helper/ally? It is mentioned in HQ2 and S:Companion but I can’t see the difference to a regular spirit in a charm.December 4, 2013 at 10:42 am #6309
Thank yourNovember 28, 2013 at 12:10 pm #6300
I like Fida’is. The idea of having a giant burning bird flying accross the sky fits very well in my Glorantha. I think I will keep it as one of the lesser cults in Fonrit. After all YGWV. If you have any more information on the cult I would appreciate it.November 19, 2013 at 10:54 am #6278
Well, one reason I love the HQ2 system is that players are still free to choose STR, DEX etc. as abilities. There is no HQ2 rule against your players having all APP to constantly check who the most handsome adventurer is. The question is if they still want this strict set of stats once they have started creating their characters with HQ2.
When it comes to the Shield Push match remember that the Yelmalios will most probably have specialised abilites like “Shield Wall Fighting” or “Won the Sun Dome Shield Push tournament three times in a row”. This will give them a considerable augment when playing against some local farm boys who never heard of this sport before. Their best abilites like “Strong as an ox” will most probably be wide abilities.November 15, 2013 at 2:50 pm #6224
Considering the plentitude of Gloranthan gods and goddesses the idea of splitting the GoG in two volumes seems reasonable. But if the content of the book is sorted by age rather than by region, I would do the same with the volumes. E.g. volume 1: Green to Chaos age, volume 2: Lightbringer to Third age.November 15, 2013 at 1:58 pm #6221
Jeff, I understand that you can’t detail all Gloranthan deities, not even all the major ones. However, I agree with Emmanuel that some more Pamalatelan (and Fonritan) gods would be much appreciated. On the other hand some of the listed gods have already recently been published in the two Sartar books. Is it necessary to cover their myths again?November 14, 2013 at 10:32 am #6201
Thank you for shedding some light on that matter 🙂November 11, 2013 at 6:29 pm #6190
Many thanks for the enlightment. That helps a lot. I thought somewhere I have read something about a sun phoenix in Fonrit, that dies each dusk and is reborn each dawn. Is that correct? And if so, who would that be?November 10, 2013 at 8:14 pm #6181
I know, but who is he?