From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #23 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Monday, March 2 1998 Volume 01 : Number 023 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] SandBlade - revised Re: [RQ-RULES] SandBlade - revised Re: [RQ-RULES] SandBlade - revised 2 [RQ-RULES] Storm Blade Re: [RQ-RULES] SandBlade - revised 2 Re: [RQ-RULES] Storm Blade Re: [RQ-RULES] Storm Blade [RQ-RULES] RE: SandBlade [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #22 [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #22 [RQ-RULES] Truesword in RQ2 [RQ-RULES] weapon damages, armor & hits Re: [RQ-RULES] Liches [RQ-RULES] Re:Sandblade, Warding Re: [RQ-RULES] weapon damages, armor & hits RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Sat, 28 Feb 1998 00:38:04 -0500 From: Tal Meta Subject: Re: [RQ-RULES] SandBlade - revised allen wallace wrote: > > IMO this effect is way too powerful for a four point spell. > You've got an unbreakable weaopon spell, a seal wound spell, and a > strength spell at up to strength 8 or better in some cases. Any > one or maybe any two might be more apprpriate. As a rune spell it > has some merit but who would carry it? I could argue that it's not actually a "strength" spell, as it only affects the damage bonus with the sandbladed weapon, but you're right, it's too much. As a Rune spell, I can't think of any Gloranthan gods that'd carry it, but my own world has a god or two it might work for. In any case, how's this? SandBlade (revised) - 4 Points, Touch, Temporal, Passive When cast on a bladed weapon, this spell gives the weapon a dusty, dirty sheen that seems to shift across the flat of the blade as if sand were flowing downhill. Whenever a Sandbladed weapon strikes its target, it makes a hissing sound and raises a small cloud of dust. Anything struck by a SandBlade is eroded for 1 point of damage if the rolled damage can overcome the location's armor points. In the case of a shield or parrying weapon, the same effect applies. Rolled damage in excess of defensive armor is applied to the target's hit points as normal. Wounds caused by a SandBlade must be allowed to heal naturally; attempting to heal them magically will not work, and in fact will cause an additional point of damage if attempted. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Feb 1998 01:01:06 EST From: JULIAKIR Subject: Re: [RQ-RULES] SandBlade - revised In a message dated 98-02-28 00:45:05 EST, you write: << Wounds caused by a SandBlade must be allowed to heal naturally; attempting to heal them magically will not work, and in fact will cause an additional point of damage if attempted. >> This is still too powerful. More powerful than Seal Wound ( a 2pt Divine spell). How about: ... Wounds caused by a SandBlade are difficult to heal and will do so at half the normal rate, even healing spells work only at half effect. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Feb 1998 09:36:13 -0500 From: Tal Meta Subject: Re: [RQ-RULES] SandBlade - revised 2 JULIAKIR wrote: > This is still too powerful. More powerful than Seal Wound ( a 2pt > Divine spell). How about: > > ... Wounds caused by a SandBlade are difficult to heal and will > do so at half the normal rate, even healing spells work only at > half effect. How about this, then: SandBlade (revised) - 4 Points, Touch, Temporal, Passive When cast on a bladed weapon, this spell gives the weapon a dusty, dirty sheen that seems to shift across the flat of the blade as if sand were flowing downhill. Whenever a Sandbladed weapon strikes its target, it makes a hissing sound and raises a small cloud of dust. Anything struck by a SandBlade is eroded for 1 point of damage if the rolled damage can overcome the location's armor points. In the case of a shield or parrying weapon, the same effect applies. Rolled damage in excess of defensive armor is applied to the target's hit points as normal. Before any wound caused by a SandBlade can be healed, someone must succeed with a First Aid roll and spend five full melee rounds to remove the dirt and grit from the wound (no damage is healed in this circumstance; a second roll and time spent would be required). If this is not done, the healing rate of the injury is doubled (i.e. takes twice as long or twice as many points of Healing), *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Feb 1998 12:41:33 -0500 From: Gavin McIntyre Subject: [RQ-RULES] Storm Blade Tal Meta wrote > One thing I haven't seen yet is Air's aspect of Storm. (Which surprises > the heck out of me, given the Orlanthiocentric outlook of so many > RQsters...) well just to make you lot happy :-) Strom Blade Stackable,Touch, Temporal, Passive When cast on a blade the edge shows a a faint blue fire running up and down and there is a smell of ozone eminating from the blade. Each level increases the damage by 1D4 but the extra damage ignores all metal armour. Also if the target is wearing metal armour a miss by 10% will still alow the electric energy to jump accross the small gap and damage the opponent. Damage will also be done if the blade is parried by a metal weapon ( Sword) or a metal covered shield. Magical defenses worth normally. Even a few points of this can seriously worry the "Tank" in the party. That plate mail is a real hinderance. I await all my learned collegues responce . Gavin McIntyre *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Feb 1998 19:00:39 EST From: JULIAKIR Subject: Re: [RQ-RULES] SandBlade - revised 2 SandBlade - revised 2 <======= Excellent !!! Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 28 Feb 1998 19:14:15 EST From: JULIAKIR Subject: Re: [RQ-RULES] Storm Blade In a message dated 98-02-28 12:51:24 EST, you write: << Strom Blade Stackable,Touch, Temporal, Passive When cast on a blade the edge shows a a faint blue fire running up and down and there is a smell of ozone eminating from the blade. Each level increases the damage by 1D4 but the extra damage ignores all metal armour. Also if the target is wearing metal armour a miss by 10% will still alow the electric energy to jump accross the small gap and damage the opponent. Damage will also be done if the blade is parried by a metal weapon ( Sword) or a metal covered shield. Magical defenses worth normally >> Otherall very good, but: >Stackable - We are going for spirit magic, so Variable >Each level increases the damage by 1D4 but the extra damage ignores all metal armour - A bit too much damage considering even a near miss or a parried hit will still do damage. And, how are you going to handle a dodged attack? >electric energy to jump accross the small gap and damage the opponent - Where is the damage go to general hit points? If so then 1d4 is really too much. >Damage will also be done if the blade is parried by a metal weapon ( Sword) or a metal covered shield. Magical defenses worth normally - That if the person is wearing padding under the armor or the hilt of his sword is wrapped in leather? Wouldn't this spell be also dangerous to the user, especially if he is wearing metal armor, carring a metal shield, or is casting it on his sword. I think this spell is very good but really needs to be rewritten. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 01 Mar 1998 23:59:52 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Storm Blade Gavin McIntyre wrote: > well just to make you lot happy :-) Hey, it's not an obligation, or anything. :> > Strom Blade Stackable,Touch, Temporal, Passive Well, as I believe Leon mentioned, we're aiming at spirit magic, not divine... logging in at around 4 points (like Fireblade). > Each level increases the damage by 1D4 but the extra damage > ignores all metal armour. Perhaps a set amount of damage (2d4?) that just ignores armor, but gets a +10% (?) to hit metal armored targets? - -- talmeta@cybercomm.net - Former sysop / netgod, now 'net bum. Do I look like someone who cares what GOD thinks?! / I have no webpage. / Curiosity killed the cat... Loathesome rituals BROUGHT IT BACK! / Will work for cash. / Insert Nifty ASCII graphic here. / Give me Slack, or give me Food. TANJ Lives! *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 08:39:00 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: SandBlade Allen Wallace: >You've got an unbreakable weapon spell, a seal wound spell, and >a strength spell at up to strength 8 or better in some cases I agree that it's too powerful, but it's not quite as bad as you say. It's only giving an extra 3.5 points of damage, and doesn't increase the weilder's strength for other purposes (Strength 8 would give you +12 to hit as well). I like Danny Smith's suggestion that wounds should require extra healing. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 08:43:40 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #22 CWARD: >(Incidently has anyone ever come across an NPC >with a crossbow that *didn't* know multimissile ?). Most Dwarves would know Bless Crossbow at best. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 08:44:45 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #22 >In RQ2 I thought truesword only doubled damage up to >the maximum of the weapon eg. 9 for a broadsword. "Doubles basic weapon damage", as in roll twice, I think. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 07:20:01 -0600 From: "Hughes, Newton" Subject: [RQ-RULES] Truesword in RQ2 Actually the quote here from Tal Meta is right. I don't have a copy of CoP (alas), but I did find a reference in the Pavis Episodes book (in the stats for the YT/7M priest leading a lunar Cradle-exploring party) that specifically says the spell doubles the weapon damage up to the maximum rolled damage. > >In RQ2 I thought truesword only doubled damage up to > >the maximum of the weapon eg. 9 for a broadsword. > *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 08:48:56 -0500 From: "Choinski, Burt" Subject: [RQ-RULES] weapon damages, armor & hits Just a side thread for people, and a query. I am currently running a (modified) RQ system in a non-gloranthan setting. Magic in this setting is not quite as omnipresent as in Glorantha (i.e. not everybody and their dog has spirit magic) but I do use the gods to some basic degree. I have heard rumors/loose talk that the armor protection and/or weapon damages are different between RQ2 and RQ3. There was some talk of change for the (now gone) RQ4 project in these areas. It seems that, with all the double damage of specials, let alone normal damage, limbs and bodies of players will be hacked and mangled on a regular basis. Is there any "revised" damages or armor tables that people on this list are using that could be sent my way (or posted, if you feel it is general enough in interest?). Also, some source (can't remember who) thought that the prices for magic in book three were bogus and uses the "RQ2 prices". For those of us without RQ2, anut pointers to this information? Thanks. -- Burton - --------------------------------------------------------- Burton Choinski, Peritus Software Services Inc. bchoinski@peritus.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 17:44:27 +0200 (EET) From: Pasanen Panu Subject: Re: [RQ-RULES] Liches > is especially devastating. Upon striking it drains 3d6% of a skill > chosen by the Liche. This skill can be any Knowledge skill, Speak > skill, Magical Art or Sorcery spell. The loss is permanent. In return There should be a limit that liche would not learn anything from a geezer whose skills are dramatically smaller than his... they would love those sages then. Panu Pasanen. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 11:29:09 -0800 (PST) From: jarold davis Subject: [RQ-RULES] Re:Sandblade, Warding At 06:09 AM 2/26/98 -0800, Danny Smith wrote: >How 'bout instead of no healing magic (because of earth magic source >of damage?), you say wounds caused by sandblade require 1.5x as long >to heal or 1-2 points extra healing magic (heal 2 for a 1 pt wound) >because of sand in the wound? Might try healing is half as effective. 4 point Heal for a 2 point wound, etc. First Aid could be 1d3 x .5 ...you get the old rounding problem, which always bothered me. Sorcery Treat Wounds gets around that a bit, it seems. Another question, about Warding: The RQ3 spell description doesn't say if Warding 'acts' as Detect Enemy, though an enemy sets off the Warding effects. In Sun County, a scenario describes Countermagic as effectively blocking Detect Enemies, so that the person protected by enough CM is, well, basically undetectable. Question: would a person with enough CM up go undetected through a Warding? We've played as no, the Warding senses him/her, having overlooked the RQ3 definition of CM that protects against Detects, and the RQ3 Warding that doesn't seem to have a 'Detect Enemies' function, per se. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Mar 1998 11:59:40 -0800 (PST) From: jarold davis Subject: Re: [RQ-RULES] weapon damages, armor & hits >I have heard rumors/loose talk that the armor protection and/or weapon >damages are different between >RQ2 and RQ3. There was some talk of change for the (now gone) RQ4 >project in these areas. > If I remember correctly, RQ4 changed weapon damage to straight die rolls, e.g. 1d4, 1d6, 1d8, 2d6, etc., with no +1's or +2's as part of the basic weapon damage. Armor was back to something like 1 AP up to 6AP for bronze plate. Weapon AP was apparently lessened, but all the above info I gleaned from an old RQ rules digest. My campaign, even with RQ3 weapon and armor values and Protection, etc., still has quite a few limbs flying around. >Also, some source (can't remember who) thought that the prices for magic >in book three were bogus and uses >the "RQ2 prices". For those of us without RQ2, anut pointers to this >information? > I feel the magic prices in RQ3 are off, but it seems the intent was to present spell learning in a barter culture as opposed to just paying to learn spells as in RQ2. I'm using modified RQ2 prices. Basically, in RQ2 each point of a variable spell cost 500L. I've seen it played as 1st point cost 500L, 2nd point an additional 1000L, 3rd point an additional 1500L, and so on. Depends on your campaign economy, I spose. Spells with set POW values varied from 300L to 2500L. Also seems like my Sandblade reply is kinda late :). Oops. JD *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #23 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.