From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #85 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, April 27 1998 Volume 01 : Number 085 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Bound Spirit & shamen Re: [RQ-RULES] "Downtime" Re: [RQ-RULES] "Downtime" [RQ-RULES] Just for the Experience [RQ-RULES] Spell Powers? [RQ-RULES] Spell Powers? Re: [RQ-RULES] Spell Powers? Re: [RQ-RULES] Just for the Experience Re: [RQ-RULES] Spell Powers? [RQ-RULES] Evoke Life? [RQ-RULES] Sorcery Articles [RQ-RULES] DMD - Pelor for RQ/Greyhawk [RQ-RULES] MPME & Crystals Re: [RQ-RULES] MPME & Crystals 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: Fri, 24 Apr 1998 18:44:20 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Bound Spirit & shamen jarold davis wrote: > > One solution would be to change the spirit magic Control [species] spell > so that it allows the caster to initiate the spirit combat that (hopefully) > takes the spirit down to 0 MP. The spirit can then be told hop into the Actually, I've got a spirit magic spell (I didn't write it, but I can't remember who did, either) called Draw Spirit; basically it enrages the spirit so that it attacks the caster in spirit combat. Might make for an standard part of the spirit summoning shaman's repitoire. If the spell's author is reading this, care to post it here? *************************************************************************** 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, 24 Apr 1998 19:10:45 -0400 From: Tal Meta Subject: Re: [RQ-RULES] "Downtime" Frederic Ferro wrote: > > Does anyone have a good system to simulate the time between > adventures in Runequest which would not be too random and would leave > some choices for the Players ? My campaigns have always tended to be a little fast paced, but even still, the longest time my players spent "down" between adventures was about 14 months. Mostly they split it between skill training, bar hopping, and whatnot, although one character did join a trickster cult (he'd been searching for a chapter of the "Junior Woodchucks" (don't ask!)). I generally make most things up as I go along, taking my lead from the players. If one seems to be "looking for trouble" (fight-wise, romance-wise, or other-wise), I give it to 'em. Sometimes, if I notice a player has been kind of coasting lately, I'll give them some spotlight time, to get 'em role-playing again. *************************************************************************** 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, 25 Apr 1998 12:23:49 -0400 From: Bob Stancliff Subject: Re: [RQ-RULES] "Downtime" > Frederic Ferro wrote: > > Does anyone have a good system to simulate the time between > > adventures in Runequest which would not be too random and would leave > > some choices for the Players ? > There was a good set of charts printed in the Cities book which I think > was reprinted by Avalon Hill. It was mainly tables, but you could craft a > story by choosing items. You could also let the players craft a variation of > the prior experience table which would provide about ten experience rolls per > season so that they could be caught up rapidly. Having the players roll > instead of giving points out makes character progression much more similar to > real play. Bob Stancliff (stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 25 Apr 1998 12:33:05 -0400 From: "James Bickmeyer" Subject: [RQ-RULES] Just for the Experience from Leon Kirshtein >This is exactly the reason while I do allow, as you put it 'tick >hunting'. The situation must matter (there has to be an element of >risk, as judged by the GM) and if the players are willing to take the >added risk by switching to a weapon with which they are less capable >then it is ok by me. The problem I had was that the started with their lest capable weapon and wait for the successful check. Then switch to the next better. Get a check and switch again. One thing I didn't say was, the other players got on the two "tick hunters". While everyone was doing their best these guys were fighting way below their ability endangering everyone else. Looking back I could have fueled the PC resentment and maybe got some action there. Jim Bickmeyer *************************************************************************** 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, 26 Apr 1998 11:04:04 +1000 From: "Adam Betteridge" Subject: [RQ-RULES] Spell Powers? I noticed Nikk in an earlier comment said that he allows his players to have spirit spells of enormous power (Bladesharp 20), how do other people deal with this? In my own game the biggest spell was a Protect 10 and we thought that it was extremely over powered. Cheers Adam B. *************************************************************************** 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, 25 Apr 1998 21:27:18 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Spell Powers? RU>I noticed Nikk in an earlier comment said that he allows his players to have RU>spirit spells of enormous power (Bladesharp 20), how do other people deal RU>with this? In my own game the biggest spell was a Protect 10 and we thought RU>that it was extremely over powered. RU>Cheers Adam B. I created a spreadsheet to generate spirit spell lists. Mainly for shamen, so that I could determine the spirits they knew how to summon. The size for variable spells was gimmicked to average around 5, but it could go as high as twelve or thirteen. I think it was ABS(3d6 -5). That has been the limit in my game. there is a shaman who can summon Bladesharp 12, but no one is willing to have it known since it takes too much INT. The largest among the players is eight or nine. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 26 Apr 1998 13:22:44 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Spell Powers? > I noticed Nikk in an earlier comment said that he allows his players to have > spirit spells of enormous power (Bladesharp 20), how do other people deal > with this? In my own game the biggest spell was a Protect 10 and we thought > that it was extremely over powered. Did I say that? Hmm, maybe at one point.... While you COULD summon a Bladeesharp 20 spirit, it would vastly overpowered, and you wouldn't havee the INT to put it in... the spirit would have between 20 and 60 POW for a start. The highest I have ever seen was a Bladesharp twelve, which my character could cast after gaining the matrix for a 10 point spell on a HeroQuest and then using a 2 POW spell enhancing crystal. The Lunars are the ones for high level magic using the Red Goddess' Gifts. You can get really high powered spells that way. Normally the highest pointage spell I've ever seen was a 6 point Bladesharp. Nikk Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** 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, 26 Apr 1998 11:28:50 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Just for the Experience from: Jim Bickmeyer >The problem I had was that the started with their lest capable weapon and wait for the successful check. Then switch to the next better. Get a check and switch again. One thing I didn't say was, the other players got on the two "tick hunters". While everyone was doing their best these guys were fighting way below their ability endangering everyone else. Looking back I could have fueled the PC resentment and maybe got some action there.> Jim it sounds to me that the emcounters you are using may not be tough enought. To get them to stop doing this, you must make them understand, how dangerous this sort of behavior is. Sometimes a GM must ignor the dice and have the outcome be what he needs to be. If their skills are low in these weapons then give them a conditon based minus for the encounter (make sure that their opponents use shimmer spells, or have confusing appearance features, to make sure they do not hit at all.) If this does not work. Make sure that every time they fail to use their best skills to punish them for this. For example, if they do not take down their opponent in the time it would take them to do so with their best weapon, increase the level of all hits done to them --> a miss becomes a hit, a hit becomes a special, and special a critical. This will prove deadly, but you do it only against the offending characters. Do not be afraid to kill, sometimes it just has to happen otherwise there is no sense of risk or accomplishment. 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, 26 Apr 1998 11:41:55 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Spell Powers? In a message dated 98-04-25 21:09:45 EDT, you write << I noticed Nikk in an earlier comment said that he allows his players to have spirit spells of enormous power (Bladesharp 20), how do other people deal with this? In my own game the biggest spell was a Protect 10 and we thought that it was extremely over powered. Cheers Adam B >>: The larges spell I ever allowed a character to get was a Shimmer 8. The character in question was a high priest of Yemalio and specialed in his Spell Teach/Summoning roll and just barely was able to beat it in spirit combat (8d6 POW for the spirit). However, I have had people casting up to 12 point spells with a focusing crystal. In general I consider about a 3 or 4pt spirit spell equal to a 1pt of divine magic. So a 20pt Protection is about a Shield 5 or 6, possible but veyr rare specially in the hands of player characters. A character using something like this is to have other weaknesses, such as defenses against spirits or magic. Then all else fails remember that spirit spells last for only 5 minutes, so have mutiple encounters at intervals so the characters get into the habit of not wasteing all of their magic points at once and possibly still have the ability to get of something this impressive then they really need it. 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, 26 Apr 1998 14:45:31 -0400 From: Tal Meta Subject: [RQ-RULES] Evoke Life? Saw this over on the GD... > From: LORDBACBUC > Subject: Varia > Resurrection > > Is their a sorcery spell Evoke Life? > If not, how do westerners do Resurrection? How would a sorcery using society effect bringing back the dead, short of Create (undead> spells? *************************************************************************** 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, 26 Apr 1998 16:46:51 -0400 From: Tal Meta Subject: [RQ-RULES] Sorcery Articles I know I've referenced a pair of articles by a Mr. Michael DeWolfe; while sorting through my old Dragon Magazines this afternoon, I found the two I'm aware of... The first one of appeared in issue #129 "A Sorcerer's Supplement", detailing the sorcery spells Bridge, Comprehend, Cool, Create Lycanthrope, Expand, Fade, Implant, Magic Clothes, Mind Probe, Transmute, Warm, and Youth. The next one appeared in issue #132 "Resourceful Sorcery", and basically detailed a step-by-step plan for beginning charactes to advance their careers as sorcerers. I double checked the TSR's website (they've been reposting alot of articles from old Dragon & Dungeon magazines), and both of these issues fall behind the "technology barrier", records of what kind of rights they had for reprinting the articles are baiscally lost, as is the info on how to contact the authors. so they'll never appear on the back issues page (which was iffy, anyway, for non-TSR articles). I'm only mentioning it so that if anyone was interested in getting copies of these articles, they'd know where to look, and also to see if anyone else know of any non-RQ specific magazines that had published RQ articles... *************************************************************************** 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, 26 Apr 1998 23:03:50 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Pelor for RQ/Greyhawk Fifteenth in my series of Greyhawk deities in RQ format.... PELOR Runes: Light x2, Fire, Harmony Pelor is the Sun God; regarded as the Creator of most of the world, through the use of his powers of Light and Harmony. Cult in the World As the Sun God, Pelor's worship has two aspects. In some areas he is seen as a peaceful figure concerned with relieving the suffering of others, while in others he is seen as a more martial figure, actively using his Solar might to drive back the forces of Darkness. In the areas where Pelor is seen as a more martial force, the cult of his once mortal, now divine, daughther, Mayaheine is also common. Lay Membership Requirements: Lay members of Pelor's cult are charged with giving aid to thse less fortunate than themselves, ministering to the sick, the needy, and the dispossessed. They are taught the skills of Orate, Sing, First Aid, Plant Lore, Treat Disease, Treat Poison, Devise, Listen, Ceremony, 1H Sword attack/parry and 2H Sword attack/parry (for use of the bastard sword). Initiate Membership Requirements: Standard. Training in Enchant and Summon becomes available to Initiates. Initiates are considered to be junior members of the Knights of Pelor, a semi-militant organization that does more in the ways of good works than fighting battles. Rather than serve as front line troops, the Pelorians serve as Home Guards, reinforcements, and garrison troops. Spirit Magic: Bladesharp, Control Eagles, Demoralize, Endurance, Fireblade, Heal, Light, Strength, Vigor. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: Standard. Priests of Pelor serve as senior Knights, taking the lead in keeping the lands under their protection safe. Virtues for Pelor include: Altruistic, Energetic, Loyal, Prudent, and Warlike. Common Divine Magic: all Special Divine Magic: Call Shanasse, Cloud Clear, Produce Light, Resurrect, Shield, Sunspear Associated Gods Beory: provides Heal Body Mayaheine: provides Truesword *************************************************************************** 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, 27 Apr 1998 08:46:45 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] MPME & Crystals I was re-reading the RQ3 rules the other day, and I realised that the *only* thing that can be done with a magic point matrix, crystal, or spirit is to power spells. You cannot top up your own MPs with it, and cannot draw from it during spirit combat. This makes the Resurrection spell a much more daunting prospect for the caster, and makes spirit combat in general a real problem for anyone. Does anyone actually enforce the rules like this? I know some people don't allow drawing of MPs into one's person, but I (and IMEx most) normally allow them to be used as spirit combat reserves. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 27 Apr 1998 10:30:06 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] MPME & Crystals > I was re-reading the RQ3 rules the other day, and I realised that the *only* > thing that can be done with a magic point matrix, crystal, or spirit is to > power spells. You cannot top up your own MPs with it, and cannot draw from > it during spirit combat. This makes the Resurrection spell a much more > daunting prospect for the caster, and makes spirit combat in general a real > problem for anyone. > > Does anyone actually enforce the rules like this? I know some people don't > allow drawing of MPs into one's person, but I (and IMEx most) normally allow > them to be used as spirit combat reserves. I do it this way. I have never alowed plyers to use reserves in spirit combat. This way, the onely people suited to battle big spirits are those that are ment to do it - the shamans. - -Terry Tollisen *************************************************************************** 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 #85 ************************************ *************************************************************************** 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.