Well this is going to take some time so (I might) go get some coffee and a sandwich.
RMS said:
Fair enough, but they still happen very infrequently so aren't something you're depending on, so come down to blind luck on when they happen. The odds aren't lucky, but the actual timing is.
No, its still random, it's not luck cause it has nothing to do with POW or gods.
RMS said:
The four days are a minor part of the time required to travel to and from the closest temple, do appropriate favors etc.
You're a priest remember? you don't need to do favours. It would be assumed that what you were doing was to the cults benefit, unless you were only made a priest cause you had the stats, and I don't play that type of game and neither do you I suspect. Also what about Sanctify? one of the first spell any priest should get.
RMS said:
Shield can only be cast once per journey/trip, whereas Protection can be cast over-and-over, so long as the player has enough magic points (and they regenerate constantly).
Not in my world, magic point regen only after 8 hour uninterupted sleep, just like RQII
Magic is magic, its source maybe different, it's effects maybe different, but it should obey the same rules, unless that is part of it's effects.
homerjsinnott said:
Shield was immensely powerful, it lasted 3*as long and was the equivalent of 4 points of Spirit magic, how is that not potent?
RMS said:
For some divine spells, that extra time was a big issue, but not with Shield. Most RQ combats are done in a couple of minutes, so either Shield or Protection will easily last the entire battle.
Yes, but not all, also Shield could be extended as well, and even if not, it could last till a later fight, protection much more unlikely so.
RMS said:
For purely mundane purposes, Shield is twice as good as Protection per point, but costs actual POW to gain (and under the written rules is gone forever after casting, unless you're a priest), and can only be cast infrequently with much effort to reload.
I disagree, that 2points of CM sure is good to stop those mind affecting spells, also remember Shield doesn't go down if penetrated like CM does.
RMS said:
And that it doesn't cost any current MP to cast, but then by the time people have enough Shield to be useful (and reusable) they typically have lots of MP storage devices, so Protections, etc. go up immediately in every fight.
No MP to cast is a big bonus, as is also almost autocasting. Storage? possibly, but then again maybe not.
homerjsinnott said:
RMS said:
My houserules (which are very similar to the RQII Slash/Impale/Crush thing) worked out very well in practise. However, I really don't care about balance, as such, when I game. I want things to work logically, at least as far as I understand things to actually work. It was at least balanced enough, that I didn't see it driving player decisions for what weapons they chose, which is good enough for me.
Nor did mine, but we mostly stuck with occupational weapons, but that still doesn't change the fact that crushing weapons were not as good for human PC's as the other two. You don't say what you did to correct this.
RMS said:
Nothing. Why bother? Crushing weapons aren't as good. They're advantages are being readily available, cheaper, and easier to use (higher starting % in RQ). If they were as good as sharp or pointy things in actual combat, people wouldn't waste all the effort making sharp and pointy things for combat.
Sorry I misunderstood you, you seemed to imply that you had balanced them in some way in your first reply.
The basic chance was higher, but not usually the cultural chance.
Adept said:
Game balance is overrated. I'll take realism any day of the week.
Please feel free to come round my house and let me whack you with a real sword or a useless mace so we can try out the effect of my heavy leather jacket as armour (I will even get you some chain if you're feeling a bit reluctant).
Nothing, no-thing, no poncing round re-enacting or martial art can do anywhere near the justice of real warfare, cause if it did
no-one would do it. I like realism, (thats why I Play RQ) but I accept that RPG aren't realistic (thats why I don't play Rolemaster), thank god.
This is not a pipe.
Adept said:
Clubs were great until helmets were invented, then they lost much of their effect. Flails and maces became popular when plate armour started to be so good that edged weapons just couldn't defeat it reliably. A mace is meant to stun or crack bones through plate armour.
Personally I would have thought they would do that through any armour, but there you go.
Adept said:
Also on the subject of game balance, RQ's huge damage for the greatsword and poleaxe meant that in the old days most human PC's wanted one or the other
For reasons I have stated before, not in my world.
Adept said:
God I'm glad I'm not 15 anymore.
God I wish I was, just with the experience I have now.
But no, I agree I'm glad I can work around the bigger is better thing.
RMS said:
IMO one the real beauties of RQ is that it didn't waste a bunch of time on something as ethereal as game balance. If you want game balance, why do dark trolls have better stats across the board than humans? That's not balanced. OTOH, clubs, etc. are fairly well balanced in the way I already mentioned. They may not have the potential to do as much damage as a sword or axe, but they're easy to acquire and relatively easy to use. That's where they balance.
Speaking of ZZ and game balance, where does that fit. There's a cult that gets darkness magic, fire magic, necromancy, etc. all rolled into one. If you want to complain about game balance issues, ZZ is a good way to go. Or for humans, Humakt is an extremely badassed cult, but in all my years of running RQ/Glorantha I've never had anyone want to play a Humakti. That's the beauty of it. They see that Orlanthi, Issaries, Lhankor Mhy, Urox, etc. are more fun in the world so go for those characters, despite the fact that none of them get the kind of whopass magic of Humakt. (In fact, my one longterm Humakti character is the only PC I've seen in well over 20 years of Glorantha play that wants to deal with all the strictures and social issues of being Humakti!)
I feel it did. RQ balance the things by actually making it difficult to play a Troll, Dwarf or Elf in a human society or even a ZZ human in a human society. To me these things balanced out well. As for being a Humakti, I had a well established character who had just joined next encounter WHAM! died. Never came back, God I miss Ben D Mace so much
:wink: I played a Yelmalion for a long time who was a an amazing bigot cause of his geases, also couldn't touch his 90+% sling cause of the same reason.
As to trolls having better stats same thing applies, go be a troll travelling down the Zola Fel and see where it gets you, 21 STR or no.
Thank you both for listening.