atgxtg said:
RMS said:
I'd agree that HQ has tended to equalize combat cult's magic. (Aside: most cults in HQ don't get combat magic. Only the combat oriented cults do, but I assume that's what you meant.)
No, I meant most cults. Practially every cult in HQ has one or more subcults that give a combat affinity. If you look through the Storm Tribe book, every god gives some sort of combat ability, including Chalana Arroy (at least she just gets defensive magic).
I understand you now. I was thinking of 'cults' as being each individual subcult, so there are 20+ 'cults' dedicated to Orlanth, less than half of which have any combat magic. Lhankor Mhy and Issaries (very popular PC deities - much more than Humakt in my experience) both have only a subcult or two with any combat magic. I am glad they brought forward the militant subcult of Lhankor Mhy from RQIII. I had a player with a very Indian Jones type Lhankor Mhy running around the Rubble, Wastes, and Prax collecting artificacts for study for years: great adventure driving character.
That is what I don't like about the "sameness" of the HQ rules. In RQ there were rules about not stepping on a God's amjor field of expertise. THe example given was that since Humakt was the preeminent Death God in the area, no one else should get Sever Spirit as a resuaable spell.
I understand. I'd just point out again that this is context specific. The affinities are a wash IMO since they can only augment other skills. (OK, technically you can improvise from them, but it's pretty pointless to do so.) The individual feats however do change things. Humakti are much more likely to kill someone in battle from a feat, while an Uroxi's feats are mostly limited to fighting Chaos, and an Orlanthi's feats will either deal with magical attacks (Thunderous Aspect) or only worked against a certain specific foe of Orlanth from myth, etc. I do agree with you on the surface though. When I first read the HW/HQ book, I thought the same thing and it certainly can be run that way.
Btw, IMO Sever Spirit isn't the best example here. Humakt is the only one who gets True Sword and that's a much more powerful spell IMO. Drop it on a Bastard Sword or a Great Sword and hack through people like they're wheat. That Humakit PC I mentioned before ended up on the very powerful end and towards the end of his playing time was routinely doing damage in the 35-45 range with all his magic up.
Now it's more about situation and application than in RQ. I don't know that HQ Humakti are any more grim or tough talking than in RQ. They sound pretty much identical to the long RQIII writeup. Humakt has always been a much grimer (or grimmer?) god outside of Dragon Pass than he is there. Throughout Esrolia and in the Kingdom of War he's a nastier death god than the lovable? Heortling reconciled brother of Orlanth, where he's more of a strange storm god.
That goes a long way to explaining our differening viewpoints. Generally, game mechanics tend to fade into the background until situations crops up where they are needed to resolve something important. Combat, by it's nature, tends to be more deadly than most other activities, so the rules get used a bit more. With Humakti being professional warriors, they tend to get into more fights than most.
You lost me here. What's explaining our different viewpoints? I agree about mechanics being the background until they're important. However, I do think that in HQ any conflict is important and is supported by the mechanics. In my experience, the game does drive people to play less combat intensive characters since any conflict is handled the same. In fact, I find that my players tend to naturally have more conflicts amongst themselves with it, and the conflicts are more personality and relationship driven than anything else. They're different tools for different types of play, and I choose which one I use based on the players I'm working with. My current group is into Indie-Forge type games and so I run HQ with them, when it's my turn to run. In my older groups, they're of the mindset that RQIII is nearly perfect so why mess with it, and I run it with them.
None of the previews reads anything like HQ and they all read like close relative of old RQ. I'm sure all of us old timers will have nits to pick on the new RQ, but I'm also certain that it'll be very recognizable as RQ.
None of the previes actually gives away much of anything about how the game works. We've see stats, skills, hit location, weapon, armor, and spells, but nothing that really tells how they are used. WE all all asuming that it is the same old system with a few changes, but we don't really know yet.
They've given away plenty to me. The game is still d100 based (which I really could care less about personally). The same seven stats exist, and thankfully they've returned CHA and ditched the stupid APP stat. Hopefully, CHA is as important as it was in early RQ. I never understood that change. Combat looks to run much the same as before, but with some very sensible tactical options offered: the -40% to bypass armor is a very good idea and much more "real world correct" than anything else I've seen done. The magic system seems sensible, but enough different that I need to see it in play.