From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #30 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Friday, March 6 1998 Volume 01 : Number 030 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] RQ4 Stuff, Part 3 [RQ-RULES] Re: RuneQuest-Rules-Digest V1 #27 [RQ-RULES] My 2 clacks [RQ-RULES] Target conditions Re: [RQ-RULES] RQ4 Stuff, Part 2 RE: [RQ-RULES] Target conditions [RQ-RULES] enchantments Re: [RQ-RULES] Truesword in RQ2 , damage [RQ-RULES] Priestly DI Re: [RQ-RULES] enchantments 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: Wed, 04 Mar 1998 21:13:31 -0500 From: Tal Meta Subject: [RQ-RULES] RQ4 Stuff, Part 3 From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU Subject: RQIV Survey (Damage) RQIV Damage Bonus, Weapon Damage, Armor and Hit Location Proposals SHIELDS Damage AP A% P% SR ENC STR DEX Cost Notes Small 1d3 8 5 15 3 2 5 7 50 Assumes wood. Medium 1d4 10 5 20 3 4 7 7 75 Leather: -1 AP Large 1d6 12 5 25 3 6 9 7 100 and 1/2 cost Bronze: +1 AP and 2x cost Footnotes for Melee Weapon, Missile Weapon and Shield Tables Using a 1H weapon 2H adds 2 to effective STR. Can trade excess STR for DEX, 2 to 1 to meet DEX minimum. For each point of STR or DEX below weapon minimum, -10 to skill. [This set of changes is meant to bring weapon damage to slightly more realistic levels, at the same time simplifying and speeding the calculation of weapon damage by simplifying the number and kind of dice rolled. Weapon AP have been adjusted to take into account the slightly reduced damage done by weapons.] ARMOR Area Protected Type Material AP ENC Cost Legs Greaves Leather 1 1 15 Heavy Leather 2 2 20 Cuirboilli 3 2 40 Bronze Scale 5 9 125 Bronze 6 7 600 Trews Leather 1 1 15 Bronze Ringmail 4 3.5 70 Bronze Brigandine 5 8 150 Bronze Chainmail 5 7 300 Abdomen Skirts Leather 1 .5 5 Heavy Leather 2 1 10 Linen 3 2 8 Bronze Scale 5 4 50 Bronze Chainmail 5 3 120 Chest Byrnie Leather 1 .5 8 Heavy Leather 2 1 12 Bronze Ringmail 4 2 40 Bronze Chainmail 5 4 160 Curiass Linen 3 2 12 Cuirboilli 3 1 24 Bronze Brigandine 5 4.5 90 Bronze Scale 5 5 70 Bronze 6 4 320 Doublet Bronze Chainmail 6 6 240 Abdomen and Chest Hauberk Leather 1 1 15 Heavy Leather 2 2 20 Linen 3 3.5 20 Bronze Ringmail 4 3.5 70 Bronze Brigandine 5 8 150 Bronze Scale 5 9 130 Bronze Chainmail 5 7 280 Arms Sleeves Leather 1 .5 8 Bronze Ringmail 4 2 40 Bronze Chainmail 5 4 160 Vambraces Heavy Leather 2 1 12 Cuirboilli 3 1 24 Bronze Brigandine 5 4.5 90 Bronze Scale 5 5 70 Bronze 6 4 320 Head Hood Leather 1 .5 4 Bronze Ringmail 4 2 20 Bronze Chainmail 5 4 80 Open Heavy Leather 1 1 6 Helm Cuirboilli 2 1 12 Bronze Scale 4 4 30 Bronze 5 3 120 Closed Bronze Scale 5 5 35 Helm Bronze 6 4 160 Footnotes for Armor Table Cuirboilli, Bronze Ringmail, Bronze Brigandine, Bronze Scale, Bronze Chainmail and Bronze Plate armor has padding already taken into account in its AP and ENC values. Overlapping armor has little effect normally - if the lighter of the overlapping armors has at least 3 AP, add 1 AP to value of the heavier armor, but make sure to count the full ENC of the overlapping armor. Two pieces of hard armor (greaves, curiass, vambraces, open or closed helm) may not be overlapped. Armor must be properly designed to take full advantage of overlaps, and most Gloranthan cultures do not have the level of technology to do so. More advanced forms of armor exist in the advanced cultures of the West and among the Mostali. These include bronze platemail (7 AP, 30 ENC and 3000L for a full suit) and bronze full plate armor (8 AP, 25 ENC and 7000L for a full suit). They are not normally available in other parts of Glorantha. [These armor values are slighly reduced to take into account the slight reduction in weapon values, bringing them in line with RQ2 armor values.] HIT LOCATION TABLE Melee, Missile and Spell Hit Location Table for Humans and Humanoids D20 Location Description 19-20 Head Neck and head 16-18 Left Arm Entire left arm and shoulder 13-15 Right Arm Entire right arm and shoulder 11-12 Chest Rib cage and collarbone 07-10 Abdomen Groin to just under the rib cage 04-06 Left Leg Left leg from foot to groin level 01-03 Right Leg Right leg from foot to groin level Footnote to Hit Location Table The table is laid out so that one can roll 1D10 for blows from below, and 1D10+10 for blows from above. [A single table, which should speed and simplify the rolling of hit locations. The table is also laid out to make it easy to remember - splitting the body in half (abdomen/chest) along the die half (10/11). A similar merging of melee and missile hit location tables would occur with non-humans.] *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 09:23:51 +0000 From: "David Boatright" Subject: [RQ-RULES] Re: RuneQuest-Rules-Digest V1 #27 >From: Tal Meta >human. An average dagger blow (1D4+2+1D4, or 7 points of damage) would >sever or irrevocably maim the arm of an average human (with 3 HP >arms). The weakest possible blow (4 points of damage) would >automatically render the arm useless - there is no chance of a light >wound occuring. This will not sever the arm, only large cutting weapons will do that. It is only irrevocably maimed if the arm is not brought to positive hps in I think 10 MR's. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 08:25:26 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] My 2 clacks RU>Something we've tried in our current campaign (RQ3) is a simple doubling of RU>hit points, both by location and general. It seems to reduce the gratuitous RU>dagger-decapitations while maintaining the dangerous flavor of the system. RU>Any comments? This is definitely the easiest place to address the issue although I do think reducing weapon damage about two points is a good idea. In my campaign, all of the powerful fighters have AT LEAST two Strengthening Enchants to increase their hit points. This raises their total hit points about 50% and makes a noticeable difference. The advantage is it requires no rules changes and it draws about 1200L each out of their pockets. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 08:58:41 -0500 From: Andrew Barton Subject: [RQ-RULES] Target conditions Two people commenting on my note on target conditions thought I'd misread the wording of the RQ3 rule. I still think I'm right in my reading (Note that I'm talking about the -target- conditions paragraph, not the subtly different -user- conditions rule) - you can -broaden- the group of people who are -not- affected by the enchantment. Looking at Philip Hibbs' comments again, I wonder whether we're working from the same edition of the Magic rules? I have the original boxed DeLuxe set, and that edition certainly does have rules for 'automatic activation of attack spells'. Target conditions -don't- affect who can make later changes to the enchantment, only user conditions do that. I think this shows that attempts to tie down exactly how enchantments work in rule form can be more productive of confusion than illumination. I'd rather see a development of the approach in Sandy's note, where he's giving detail of how these things work in the game world. That can still produce odd effects. I set a scenario in the Griffin Mountain area a while ago that had a troll tomb in a set of caves with magical defenses. The party ran into an enchantment created before humans had appeared in the area, and I ruled that it's wording meant that 'no man could pass' but women could get through. By Sandy's approach, I think none of the enchantments would have affected humans because the caster would have had no familiarity with human auras. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 06 Mar 1998 09:15:00 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RQ4 Stuff, Part 2 It figures... a full 2 days after I stop waiting for them to appear, and repost, here they are (and out of order, to boot!) Sheesh. :) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 14:59:44 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Target conditions >Looking at Philip Hibbs' comments again, I wonder whether >we're working from the same edition of the Magic rules? I don't actually have a set of rules to hand, so I'll believe you if you think the rules are clear. 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: Fri, 6 Mar 1998 10:11:14 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] enchantments RU>So, we can add to our list of possible enchantments: RU>o improvement of weapons RU>o able to inflict more damage RU>o able to inflict more damage against a certain 'type' RU>o improve certain skills RU>o improve skill categories (eg. knowledge bonus) RU>o improve statistics RU>Gifts like 'cast catseye once per week' RU>Every gift would have the user condition that RU>A) the user still be a member of the cult; and RU>B) that the user not break the These are the basics of divine gifts and heroquest powers... refer to the Magasta gift table in the Captain Barran story in Strangers in Prax. They are the foundation of any gift/geas table, and also the Chaotic Features tables (with or w/o taint). Any god should be able to give some of these as hero powers, or trade them for Pow gifts to devoted followers. The first adventure IMC was Greenbrass from the Glorantha book in RQ3. Instead of melting the silver leaves or selling them, they convinced Lothran Baldi's father, the metal smith, to use most of the leaves to make three models of the sacred tree. The Ernalda temple in Pavis took the best model and the High Priestess DI'ed Ernalda to give the metal plant life in the basement of the Pavis temple. This was the seminal event to my players forming their merc group, 'The Order of the Silver Leaves'! The High Priestess lost so much Pow, she had to step down for two years to recover some of the lost Pow used by the goddess. The core idea was that, within the god's sphere of influence, almost anything can be realized if the believer is willing to pay the price to make it so. The Pow lost is proportional to the gift. Lothran's father has made a steady trade for himself in Pavis by making copies of the leaves as jewelry for Ernalda worshippers, and for members of the Order, to show their status. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 10:44:10 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Truesword in RQ2 , damage RU>I feel your pain... I never even had a draft. In fact, by the time I RU>found out there WAS a draft, it was all I could do to piece together My totally rewritten version is on (commnections.com\upgrades) under my campaign section as house rules. I am still doing edits ocasionally and expect to modify the price lists soon to my match my value for a silver piece. RU>> Well, the magic prices were certainly too cheap. The whole discussion of too cheap/too expensive is very relative. The first thing you have to decide is the buying power of a silver piece. RQ2 valued 1L at about $4, and RQ3/4 assumes a value of over $30/L at which point some of the prices are actually too high. This explains most of the price differences between the systems. RQ2 prices would need to be divided by a conversion factor for RQ3 or the other way around. I prefer about $5/L, and I adjust all printed prices to reflect this, including for treasure. The RQ2 prices work best if you assume that 1L is enough to buy a decently filling meal with no frills (fast food), 1.5-2L gets table service and special items (average restaurant), gormet food starts at 2L and goes up. 1L becomes the value of 1 hr of unskilled labor in a town, 2 hrs in the country or depressed areas like the Rubble. In RQ3, double the number of novice students a teacher can have to 32, and charge 1L/4hrs/student level. Raise this slightly if the skill is rare, students are rare, or the teacher is especially greedy and the skill is in high demand. He will make a decent living teaching 8hrs/day for 6 days/week unless the student count drops too far. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 6 Mar 1998 16:00:21 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Priestly DI >The High Priestess lost so much Pow, she had to step down >for two years to recover some of the lost Pow used by the goddess. This is precisely why priests could not get DI in RuneQuest 2, I can't remember if they can in RQ3. 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: Fri, 06 Mar 1998 11:14:03 -0500 From: Tal Meta Subject: Re: [RQ-RULES] enchantments Hibbs, Philip wrote: > > So a Giftyed sword should be detectable as magical? If it's > undestroyable (the enchantment, that is) and can't be messed about > with like other enchantments, then why call it an enchantment? For lack of a better name? (For some reason reliquery springs to mind, but thats from IN). Even the version of Break Enchantment Conditions I worked out only works on sorcery enchantments... I'm still loooking at the possibilities for spirit or divine versions. :/ *************************************************************************** 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 #30 ************************************ *************************************************************************** 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. 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