It was compiled before the Wolf error came up.Jarec said:The Errata doesn't correct the error in the damage quoted for the Wolf.
That's odd, I thought we'd included that error in the Errata.JonGeere said:All a bit vague. Any chance of some clarity?
Mongoose Pete said:That's odd, I thought we'd included that error in the Errata.JonGeere said:All a bit vague. Any chance of some clarity?
Edric's example on p117 should have been revised to match the cult on p149. Unfortunately it slipped through the net.
In terms of numbers of spells, remember it says most cults give 4 or 5 spells. Not all of them will have so many or so few. Its a suggested guideline, which can vary according to your campaign setting. The forthcoming Gods of Glorantha will expand upon the subject, but only in terms of Gloranthan cults.
The spells cults give should indeed have some relevance to the Runes that god embodies, but since the spells themselves are specifically not tied to a rune, it gives a GM some leeway in designing their own cults and/or mythology.
Last thing to bare in mind, is that Orlanth the Dragon will be revised in the forthcoming Gods of Glorantha. Most of the Gloranthan cults have unique spells which weren't included in the core rules because of space constraints and keeping the rules fairly generic.
Leofwyn said:Continuing with Edric. In his character creation, the players could choose either nomad or barbarian background. According to the text they all choose barbarian. As a cultural weapon - Edric take sling. Sling is not a weapon under the barbarian cultural skills, though it is under nomad. Now, is Sling supposed to be a barbarian cultural weapon?
Acrobatics (STR+DEX)
..... A successful Acrobatics test will also halve the damage suffered from falling....If falling, a critical success will reduce falling damage to a quarter.
Falls
...As long as the character was not surprised, they may attempt an Acrobatics test to mitigate falling damage – a successful test allows the character to treat the fall as if it were two metres shorter than it actually is.
Yes, but Bards, Nobles and Diplomats know "Advanced Dance" - You don't want to compete against these people in a dance-off....Denalor said:Bard, Diplomat and Noble have "Dance" as a possible choice of advanced skills... but "Dance" is actually a common skill !
1) The rules allow Rune Priests to dedicate ALL their POW; which would mean they had no magic points, which would mean that they were unconscious.
2) Rune lords or rune priests with a lot of dedicated POW become very vulnerable in Spirit combat, for which they use MP as hit points; easy prey to disease or possession spirits.
Similarly, a sorcerer could rapidly take down someone with high dedicated POW by Tapping their magic points or non-dedicated POW until they passed out for lack of MPs.
3) As Heroic abilities now need magic points, the people most likely to have heroic abilities (Rune lords and priests with high Pact/dedicated POW) are the least able to use them.
.It would seem simplest to just restrict the amount of MPs that can be used to cast common magic rather than removing them entirely as the dedicated POW mechanic does. One would think that a God or Goddess would protect a dedicated follower from spiritual possession or Tapping and would want them to use their Heroic Abilities
Kuhtur Dibnur said:Is the maximum for INT and SIZ right? In the previous edition, the maximum for any stat is the maximum roll + any additional additions + the total number of dice used to roll. As such, humans should have a maximum of 20 for INT and SIZ instead of 21 (2d6+6 = 18, add the 2 for the dice = 20).
But I have a problem with the fall rule:
page 41-42 I read
Quote:
Acrobatics (STR+DEX)
..... A successful Acrobatics test will also halve the damage suffered from falling....If falling, a critical success will reduce falling damage to a quarter.
but page 57
Quote:
Falls
...As long as the character was not surprised, they may attempt an Acrobatics test to mitigate falling damage – a successful test allows the character to treat the fall as if it were two metres shorter than it actually is.
I think, like MRQI, that a successful Athletics test allows the character to treat the fall as if it were two metres shorter than it actually is.
and a successful Acrobatics test will halve the damage suffered from falling ???