Some of them are really interesting and have spurred to me to adding a few bits and pieces to the RuneQuest: Roleplaying in Glorantha rules.
Movement Rates
p102 of the RQG core rules lists the various movement rates depending on terrain. However, only terrain typical of Dragon Pass is listed, leaving out other terrain types the adventurers may travel across. I am hence offering the following:Terrain | km per day |
---|---|
River | 60 |
Royal Road in good weather | 50 / 40 / 25* |
Royal Road in bad weather Trade road in good weather |
40 / 30 / 15 |
Trade road in bad weather Herders' path in good weather |
30 / 25 / 12 |
Herders' path in bad weather Wilderness |
20 / 15 / 5 |
Forest Desert |
10 / 8 / 3 |
Swamp | 8 / 5 / 2 |
Snow storm Mountains |
8 / 5 / 0 |
Drowning
p156 of the RQG core rules says:If the adventurer is taken by surprise by the immersion, the player must determine by a roll of POW×5 or less on D100 whether the adventurer has instinctively taken a breath.(if not, the adventurer starts drowning)
Well, I would like to factor in the kind of armour the adventurer in wearing. So instead of having the player roll POW×5, have them roll:
- POW×5 if the adventurer is wearing no armour
- POW×4 if the adventurer is wearing leather armour
- POW×3 if the adventurer is wearing cuir-bouilli
- POW×2 if the adventurer is wearing ring/scale armour
- POW×1 if the adventurer is wearing bronze plate
Navigation
Strangely there is no Navigation skill in RQG. I reckon one could use Homeland Lore, Shiphandling or Survival, depending on the exact locale, in lieu of the Navigation skill.Anyway, when the leading adventurer misses such a roll, the party gets lost. Here a few suggested modifiers to the roll:
- Forest: −20%
- Mountains: −20%
- Swamp: −30%
- Desert: −30%
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