Recent content by Itto

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    How many hours to play Blood of Orlanth?

    I ran it in 4-5 very long sessions over the course of a year of mates turning up for the weekend to play. So its easily a solid 40 hours of gaming. I enjoyed running it, its a nice mixture of investigating, problem solving, myth and combat. Also I ran a couple of additional sessions based on...
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    True (Weapon)

    The main point I was trying to make was that the rules and spells have been tidied up, they are clear, clever, neat, balanced and I’m mightily impressed (and relieved). I just seemed to me that True (Weapon) was less neat and a bit blunt. But the writers did have allot of work to do so it would...
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    True (Weapon)

    Blood of Orlanth is a nicely paced game, not a dungeon crawl. So fights are sporadic so an Initiate with several points of Divine at the start of the Campaign could get through a number of sections before needing to refuel. There were none of the PCs where above Initiate level and there was a...
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    True (Weapon)

    The Divine Spell True (Weapon) now seems a little out of kilter. There are two reasons why I think this. The first is that Divine being more readily available and (re)useable I can see Humaktis running around with Great Swords with it being cast on it for a lot of combat situations. I had this...
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    Sorcery Question

    Cheers for clearing that up for me, your quite right it's very clearly written under the heading of Magnitude I guess one of the problems with looking at new versions of rules is that you carry the mental baggage of the previous editions so start. I'd obviously skimmed over that paragraph...
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    Sorcery Question

    I picked up my lovely copy of MRQII yesterday, it gives me a very warm feeling looking at it and reading it. I had the red hardback copy of RQII given to me 26 years ago, and it stirs a lot of great emotions. Well done Mongoose for producing such a high quality tomb! Anyway that aside, a...
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    Progressive rune spells.

    I'm thinking that linking progressive spells to the casters skill of casting a progressive rune spell, rather than a character knowing a level of spell irrespective of his chance of casting it to give a better feel to rune magic. For example currently, Brimble “The Mighty” has Runecasting...
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    EWF feathered dinosaur

    Nasty wee beasty, which I'm sure the EWF would make use of as a terror creatures. http://news.bbc.co.uk/1/hi/sci/tech/7684796.stm
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    Uncle Ken comments on Glorantha

    A cool link. Also the page contains a rather nice map of Glorantha, which print to A3 quite well.
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    RQ Gift

    Glorantha - The Second Age Its colour, its very usable and its a good read too. So I'd say it would make a smart prezzie.
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    Total hit points

    I like not having total HP. In RQ2/3 half way through a combat you'd ask a player how they where doing only to discover that they had been dead for the past 2 rounds, having not realised it as they had a number of small wounds that added up to past there total HP. I use the +30 Resiliance and...
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    Fixed damage bonus?

    I decided to step down the damage. So if a character was ment to have -1D2 instead of him using a club doing 1D6-1d2, it would just do 1D4. If they had -1D4 they would do 1D2 with the club. With it all bottoming out at min of 1 damage. If you look at the damage modifier chart just get the...
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    2nd Age Centaurs

    Where are Taurcens written about? I'm defently talking about Centaurs as the bit I was reading was under the heading of Centaurs. The thing that seem odd to me though is that it sounds something that the God Learners would get upto rather than the EWF.
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    2nd Age Centaurs

    I was flicking though The Players Guide To Glorantha today and was reading about Centaurs and a conversation I had with one of my players about 15 years ago popped into my head. I remember telling him that Centaurs were not natural, but had been created. Looking through my, less than well...
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    Sorcery Manipulation

    I use Sorcery based on the roll of the dice, so that if the Mage roles 55% he gets a magnitude of 6, costing 1 MP. But if the Mage wants to ramp it up to Magnitude 8 (based on a having a Manipulation-Magnitude of 75%) he can add a further 3 mps to get it. I *know* that the rules work the way...
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