From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #35 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Tuesday, March 10 1998 Volume 01 : Number 035 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Fetch / Allied Spirit / Magic Spirit Re: [RQ-RULES] RQ4 damage &HP [RQ-RULES] Stat Training Re: [RQ-RULES] RQ4 damage &HP [RQ-RULES] Damage,round three! Re: [RQ-RULES] Stat Training [RQ-RULES] Detect Enemies -who, me! & quick, think of kittens [RQ-RULES] Stat Training & FT [RQ-RULES] Praxian missiles RE: [RQ-RULES] Shaking the tree [RQ-RULES] Stat Training 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: Tue, 10 Mar 1998 11:54:14 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Fetch / Allied Spirit / Magic Spirit RU>How are other people handling the use of fetches, allied spirits... PS: On a related note; fetches, allies, familiars, magic spirits, and ghosts can attune Divine Crystals. Only the shaman and fetch can share the powers of two crystals (one attuned to each). This may be a house rule. 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: Tue, 10 Mar 1998 11:01:11 -0600 From: Jim Gould Subject: Re: [RQ-RULES] RQ4 damage &HP At 11:11 AM 3/10/98 +0000, you wrote: > Overall though, I think increasing HP is a better solution than revising weapon damage. >As suggested CON and SIZ could simply be added for HP without dividing by 2. >Alternatively, if this is too big a change how about CON + 1/2SIZ ? >Or simply figure as before and add a base number say 5 or 10 to get HP, this would >reduce the range of values between PC/NPCs compared to a doubling of HP. > My original suggestion of doubling HPs applies to everything living (PC's, NPC's, nonhumans, trees, gorp, etc.) I like doubling simply because as a GM I want trivial mathematical operations when I have to house-rules-convert an NPC on the fly. All IMG, of course, your mileage may vary. Jim Gould jgould@io.com Aio, quantitas magna frumentorum est. Jim Gould jgould@io.com Non plaudite. Modo pecuniam jacite. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Mar 1998 12:11:56 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Stat Training RU>What sort of cap do people put on stat training other than the 1/2 the RU>original stat rule? Does it cap at the maximum that a person can roll RU>on the dice plus the number of dice (ala RQ2)? Or if a person has a RU>trainable stat of 18 at character start, can he train in up 9 points to RU>27? This changes based on the stat. In RQ3 the species maxima is defined to be the sum of the highest and lowest numbers that the character can possibly roll. This is supposed to be the highest value the stat can be raised to. If the secondary limit is less than the species max, then Divine aid is needed to exceed the secondary limit. I allow the gods to raise the species maxima as a divine gift. The secondary limit for both Str and Con is the max of Str, Con, and Size. The secondary limit for Dex and App is 1.5 x Starting stat. Int and Size are not supposed to be raised. In RQ3 the number that has to be rolled to improve by research is 5% x (Secondary limit - Current stat). Actually this limit is the lesser of species max and secondary limit. In RQ4 it was raised to be 5% x (Species max - Current stat). This is good for anyone except races with a very low species maxima. 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: Tue, 10 Mar 1998 09:28:22 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] RQ4 damage &HP >> >My original suggestion of doubling HPs applies to everything living (PC's, >NPC's, nonhumans, trees, gorp, etc.) I like doubling simply because as a GM >I want trivial mathematical operations when I have to house-rules-convert an >NPC on the fly. All IMG, of course, your mileage may vary. The big difference between RQ3 and RQ4 was not just the damage done and the armor amounts. In RQ3 a character who is reduced to 0 general hit points is dead. In RQ4 a character dies only then he is reduced the negative amount of his total hit points. Thus, a typical character can take 26-28 points of damage and still be saved, although he will still go unconsious at 0 general hit points. It is this along with reducing the damage of all weapons which prolongs the characters life in any RQ4 based games. (Lots of people go unconsious but usually live.) Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Tue, 10 Mar 1998 12:27:08 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Damage,round three! RU> So no CON rolls or heroic action? Wow...It seems a little heavy-handed no RU>allowing the possibility of even attempting the ol' CONx1% "Hero" roll... RU> Now ME,I scratched-out that pesky little reference to "unconsciousness" RU>the "Results of Fatigue Loss" section(pg45),as I find it hard to believe a RU>person'd consistently keel-over unconscious from Fatigue loss,only to be 'Dazed and incapacitated' is not unconcious. After one or two rest actions, the person can get up, but will still be very fatigued... they have only bought an action or two. There are several spells that allow the fatigue rules to be negated or bypassed; Endurance, Berserk, and maybe Fanaticism (?), among others. Casting Strength or Vigor will raise Fatigue points for the duration. A character with bound spirits will rarely be affected by fatigue loss with these spells. 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: Tue, 10 Mar 1998 09:33:46 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Stat Training >Stat Training I never had this as a problem in any games I played. The major reason being the amount of time it takes to train a stat, 1 season. The rest of the party is usually unwilling to wait that long for a character, and even if they are the GM usually pushes them along through game events. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Tue, 10 Mar 1998 19:31:15 +0000 From: CWARD@srv0.bio.ed.ac.uk Subject: [RQ-RULES] Detect Enemies -who, me! & quick, think of kittens Hi all, Mmohrfield quotes Sandy on Detect Enemies >I force strict application of the Detect Enemies spell as >described in RQ III. I.e., the user must hold a dowsing wand of some >type, which then wobbles and leads the player in a non-straight >path towards the nearest enemy within range. The "enemy" must be >someone plotting immediate physical harm to the user. This gives the interesting possibility of NPCs with fake dowsing wands manipulated by sleight. " Lets see if anyone means us harm..Aha ! a spy" as the wand points at a PC (or NPC to be eliminated). Further if a secret enemy of a PC/NPC, trusted by the ensemble casts Detect Enemy in front of everyone a hapless victim could be fingered. - Especially useful for orgre bad guys with their own incidental "undetectable by magic" Chaos Feature. On the other hand from the point of view of a genuine infiltrator/assassin in this situation, perhaps they should be allowed a concentration roll of POW + INT (say) to clear their mind of harmful thoughts ? If the spell only detects "someone plotting immediate physical harm to the user" this could further reduce the effectiveness of DE. Incidentally, back in the RQ-Companion in the story "The smell of a Rat" (?) the narator does the exact opposite, deliberately triggering a suspect's DE by thinking of harming the suspect. - This is possibly of less use though to the average PC :) Somehow the possibility of fallible detection spells seems quite appealing. - -------------- *THE JAGS ARE SAVED!!* - and ther was much dancing in the streets and taverns of Maryhill. - -------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Mar 1998 13:37:29 -0500 From: Gavin McIntyre Subject: [RQ-RULES] Stat Training & FT Brian Kondalski asked > What sort of cap do people put on stat training other than the 1/2 the > original stat rule? Does it cap at the maximum that a person can roll > on the dice plus the number of dice (ala RQ2)? I use the old RQ2 rules ( I run a mixed RQ2 /3 game) so the max anyone can get ( except via majic ) is 21. > Damage,round three! I agree with Kennjewlz It is not realistic that once someone reaches -FT they just keel over & then get up a few mins later. I like to allow a bit of the GURPS system. Once -FT roll CON x 5. For every extra 20% FT lost ( ie if base FT = 30 then 20% is every 6 points) roll v CON x 4, CON x3 etc until CON x1 thereafter. Allow a roll to regain consciousness once they recover enought FT for an increased CON Roll. An Example:- FT = 20 ( 20% FT =4) Up to -19 FT use rules -20 FT roll CON X 5 Failure Collapse Sucess Keep on Fighting / Running ! -24 FT Roll CON x4 " " etc etc Failes roll at FT -32 ( CON x 2) after rest Ft increases to -28 now allow roll on CON x 3 to recover consciousness repeat as required. Gavin. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Mar 1998 14:07:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Praxian missiles RU>I guess 1d6 (for RQ3 not RQ4) for boomerangs RU>... Can war boomerands curve around RU>obsticles ? Or can they be thrown past a foe to hit them from RU>behind ? I imagine boomerangs to be particularly useful for RU>breaking the legs of Praxian animals, allowing the Ostrich clan RU>braves to close with javelins. I also suspect boomerangs should RU>have a longer range than javelins etc. Boomerangs are just small blunt sticks like torches or light clubs. They should probably do d4 or d4+1. A light boomerang can curve but will do less damage. War boomerangs are straight line weapons that are less aerodynamic than javelins, and therefore have less range, probably 20,20 or 20,30. RU>For bolas, do they only entangle on a special hit to head/body, RU>but on a normal hih to a limb ? There be a chance of hitting RU>and entangling more than one limb 50%, perhaps? Also do they do RU>damage in addition to entangling ? Bolas can damage when they hit. The balls often crack or break the legs of smaller game. They are thrown to hit the legs or head of the target, the ropes are long enough to entangle two legs and trip the target. Damage should be small, like d3 or d4 so that only good hits will stun. Entangle is the normal result of a hit and shouldn't require a special. RU>Why do the secured-money lenders of Pavis traditionally hang RU>them outside their premises in lieu of a sign ? Who says those are bolas, they might be the three balls of the illusionist, and symbolize the dream that you will get that stuff back? 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: Tue, 10 Mar 1998 15:19:20 -0600 From: "Hughes, Newton" Subject: RE: [RQ-RULES] Shaking the tree Maybe I can explain the rationale behind the published attribution of runes to Chalana Arroy and Uleria. Your own campaign is your business, of course, and I don't mean for you to take this as criticism of it, I'm just pointing out where what you've proposed differs from (my very possibly fallible interpretation of) the 'orthodox' viewpoint. I hope the following makes some sense to you, anyway. First off, in Gloranthan myth opposites don't necessarily cancel out neatly like you propose below. For instance, the most effective Chaos-fighters are Zorak Zoran and the Bull, both tied to Disorder, because their disorderly natures make them better suited to weather their encounters with Chaos. (This is a paraphrase of something Sandy Petersen said on the digest in contrasting Glorantha and the Stormbringer world a long time ago.) The Fertility rune represents physical attraction the same way that the Death rune represents separation of the body and spirit. The complementary pair is represented by the condition rune Law, which expresses the immutability of the laws of physical attraction and death. Likewise, Harmony represents bringing things together/cooperation, where Disorder represents breaking things apart/strife. This pair is represented by Mastery, which expresses knowing what to bring together and what to break apart, or who to work with and who to oppose.* Uleria's relationship to her runes works a lot like Humakt's. Humakt owns Death and is tied to Truth. The Truth rune tells you the Humakti approach to death. There are other ways to approach death; Zorak Zorani approach it in a disorderly way rather than in a truthful one. Uleria owns Fertility and is tied to Disorder. Her approach to the rune she owns sows disorder; sometimes good things happen and sometimes bad things happen, and it's totally unpredictable. Other goddesses might have Fertility and Harmony, using physical attraction with the purpose of bringing people together, but Uleria's not one of them. The emotion of love is no more essential to an Ulerian than hate is to a Humakti. It may be cultural baggage, but it is not a necessity. As Greg Stafford said, to worship Humakt you have to be willing to kill and willing to die, the rest is cultural. Chalana Arroy has nothing to do with the Fertility rune because it represents physical attraction, and she is not a fertility goddess. (She heals others because of compassion, not because she is attracted to them. That would be sort of strange.) Her tie to the Harmony rune represents her interest in healing, inspiring cooperation, and discouraging fighting. I don't have a problem with the Harrana Illor myth, since her defeat of the demon of discord was not violent. It must not have been too complete a victory either, considering the amount of discord in Glorantha. *The relationship between the condition runes and power runes is my own speculation, I have no idea whether it is heretical or what. It was posted on the daily years ago, there was some minor quibbling about specifics but there was no affirmation or denouncement handed down from on high. (Unlike you, brave soul, I did not dare to approach His Gregness directly with it.) I thought in this case it might help to clarify the definitions of the runes in question. > -----Original Message----- > From: stancliff@commnections.com [SMTP:stancliff@commnections.com] > Sent: Sunday, March 08, 1998 12:51 PM > To: runequest-rules@mpgn.com > Subject: Re: [RQ-RULES] Shaking the tree > > Last month I sent a version of the following to Greg at Glorantha.com > to see if he would reply... still waiting. > When you ask yourself what Love really means, you first realize that > there are many versions of the word (the Greeks had at least four words > that we translate as love). Then you look at all of them and realize > that they all have to do with that part of man that draws us together in > sharing and caring for each other. Love helps us get along and makes us > unified. It gives us Harmony! > Fertility, on the other hand, is the aspect of Life and Nature that > deals with growth and regrowth, birth and rebirth. It regenerates and > resurrects. > For this reason, IMC, I have swapped the runes for Uleria and Chalana > Arroy. What are the results that stem from this decision? > In the legend of the Boggles it is said that Uleria was the only one > who could wed the Boggles without being damaged; this is because she > used here power of Harmony to neutralize the Boggle's power of Disorder. > They canceled out. > Chalana Arroy is sworn to pacifism, and will not cause harm. This is > because Fertility opposes Death and cannot embrace or tolerate it's > practices. > In the myth of Harrana Illor, the first harp, she uses her Harmony to > destroy the demon of discord. This is obviously a name confusion. > Harrana Illor was the predecessor of Chalana Arroy, and a healing > goddess wouldn't act in this way. It must be Uleria, goddess of Love > and Harmony who defeats the demon. > > Bob (Stancliff@Commnections.Com) (http:\\commnections.com\upgrades) > PS: my web page is primitive and incomplete, I just don't have enough time > for > it. > > > ************************************************************************** > * > To unsubscribe from this list send mail to majordomo@mpgn.com with the > line > 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Mar 1998 17:54:42 -0500 From: Andrew Barton Subject: [RQ-RULES] Stat Training I've been taking the racial maximum for other stats by the same formula as is given for max POW in the Player's book, that is, take the minimum and maximum possible rolls and add them together. The benefits are that the maximum is always about twice the average roll, and that a race which rolls a stat on 2d6+6 has a higher max than one that rolls on 3d6. Andrew Barton *************************************************************************** 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 #35 ************************************ *************************************************************************** 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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