From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #97 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, May 14 1998 Volume 01 : Number 097 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Renewing Divine Magic RE: [RQ-RULES] Tap INT Re: [RQ-RULES] Renewing Divine Magic [RQ-RULES] Tapping [RQ-RULES] RuneQuest: Adventures in Glorantha Re: [RQ-RULES] Tapping RE: [RQ-RULES] Tapping [RQ-RULES] Special Success RE: [RQ-RULES] Tapping [RQ-RULES] Tapping [RQ-RULES] Special Success RE: [RQ-RULES] Tapping RE: [RQ-RULES] Tapping 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, 13 May 1998 09:04:07 +0000 From: "Neil Smith" Subject: [RQ-RULES] Renewing Divine Magic In my variant rune magic system, I held that initiates could only regain divine magic at the High Holy Day, acolytes only at the seasonal Holy Day, and priests only at the weekly holy day/worship ceremony. All reusable divine magic was regained at the same time. I also required that the officiating priest succeed in their Ceremony skill for the Worship spell. This was all part of my rune-based rune magic system, a combination of standard divine magic, RunePower (from Tales 12), and my own fevered imagination. I can post details if people are interested. Neil. - ---------------------------------------------------------------------- Neil Smith email: neil.smith@rmcs.cranfield.ac.uk CISMG, Cranfield University, phone: +44 1793 785900 RMCS, Shrivenham, Swindon, SN6 8LA, UK fax: +44 1793 782753 *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 13 May 1998 08:54:58 -0700 (PDT) From: jarold davis Subject: RE: [RQ-RULES] Tap INT >This could be true actually, but as the rules stand in RQIII, Tap >cannot be resisted. This has been checked and rechecked almost as >many times as the RQII players come into RQIII trying to find, as >best they can, the rule that says Befuddled opponents attacked get to >fight back.... > After reviewing the rules (again ), the description for Tap doesn't say a thing about the caster having to overcome MP, while other "attack" spells in RQ3 do have to overcome MP. I have played that Tap can be resisted, since the stats tapped are gone permanently. I felt it was too powerful without being able to resist. As for Befuddle , I went back to the RQ2 version, with a saving throw of INT x1 to realize somethings not right. Again, RQ3 Befuddle ended up being too powerful IMC. More powerful than Sleep, actually, and Sleep is available only to Chalana Arroy healers, after all. Just my take on it, anyway. Cheers. JD *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 13 May 1998 09:13:06 -0700 (PDT) From: jarold davis Subject: Re: [RQ-RULES] Renewing Divine Magic Just to throw in my couple of clacks about the time it takes to renew: Someone mentioned that 2 hours per point of Rune magic would make it easier on characters using Rune magic. As the rules sit, it takes 1 day per point of Rune magic. I'm going to try 1 day per 2 points of Rune magic, and see what happens. I want more magic IMG as I've seen others say, and I'd think the gods would like to see their influence (as in Rune magic) increase in the game world as well . *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 13 May 1998 15:11:39 -0400 From: Lord Julian <113661.3343@compuserve.com> Subject: [RQ-RULES] Tapping From: Julian Lord jfdavis: >I have played that Tap can be resisted, since >the stats tapped are gone permanently. No point being so squeamish. Tap is Void magic. The aim of the Void is to destroy the Universe. Count yourself lucky that this magic is so weak, comparatively, that PCs can actually meet the Void and survive. Also, characteristic loss can be healed. If this is tough, well then: there's adventure for you! *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 13 May 1998 15:11:43 -0400 From: Lord Julian <113661.3343@compuserve.com> Subject: [RQ-RULES] RuneQuest: Adventures in Glorantha From: Julian Lord The following question is probably a bit out of order, but here goes. I am in the middle of the fairly thankless task of writing my own Gloranthan Basic RPG system; basically some RQ2 & RQ3, with heroquesting add-ons, RQ4 add-ons, and my-own-ideas add-ons; This is so much change that it ain't RQ no more, although it is RQ-(or BRP-)compatible. The task of turning RQ3, the 3.000 pages of the Berkeley RQ4 archive, the 1992 draft rules, Sandy's sorcery (but this part is nice and easy) and my own ideas into rules for my campaign is long and tedious, as some of you may understand. It is also lots of paper to carry around when gamemastering, which is no fun at all. I would love to be able to put my RQ3 rules book on a shelf, and have a book of rules to replace it with. This is a book I'd need to write myself. And this would be a hell of a lot easier if I had a version of RQ3, or RuneQuest:Adventures in Glorantha in my computer. The new game will, I am sure, be a *very* useful source of gaming material,which will make me a very happy chappy; but I'll probably stick with Basic RPG because I like it so much. The idea of having to input loads of information (which is already written) into my computer is pretty off-putting. The prospect of having three rules books (RQ3, HeroWars, and my own) to lug around isn't very attractive either. Maybe four, if Avalon Hill gets its RQ shit together. So here's my question: Can anyone help me with RQ3 or RQ: AiG? Out of order, eh? This isn't construed as a challenge to copyright holders of any mentioned material, BTW, if you're interested in that sort of thing. Some, undoubtedly, and v. wisely, *are*. It would also be nice, for more scholarly reasons, to have more organised access to OOP RQ/Glorantha sources from some Archive somewhere, given, particularly, that RQ/Gloranthan gaming is getting more and more an on-line phenomenon. I can't see why the RQ2 rules, and Basic RPG at least shouldn't be available somewhere, for those interested in the history of roleplaying. Similarly, it'd be nice to have access to first edition D&D, and other stuff from the early period of RPGs. Such access to RQ3 or RQ:AiG seems unlikely on the face of things, so it's probably Input Time. I hope none will blame me for attempting DI, in hopes of avoiding keyboard doom? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 11:26:39 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Tapping > >I have played that Tap can be resisted, since > >the stats tapped are gone permanently. > > No point being so squeamish. Tap is Void magic. The aim > of the Void is to destroy the Universe. Count yourself > lucky that this magic is so weak, comparatively, that > PCs can actually meet the Void and survive. Also, > characteristic loss can be healed. If this is > tough, well then: there's adventure for you! As the spell is Touch, I don't believe that it is overpowered if it cannot be resisted. As you, basically, are unable to use it in combat, as you would have to enter melee and stand casting magic in a most undefended position, then it is not all that powerful anyhow. Of course you COULD use it with Project Touch. But that's another story... Nikk E. 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: Thu, 14 May 1998 12:06:33 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Tapping >Of course you COULD use it with Project Touch. But that's >another story... Which leads me to ask, who allows touch spells to be cast through Project Touch? This is not possible in Sandy's rules, as Project is Active, but with the use of my Scrying Enchantment (see my web page), it becomes possible. BTW, any comments on my Scrying Enchantment spell? Should I post it here? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 12:11:02 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Special Success What rules do you use for special success in combat for non-impaling weapons? I always felt that RQ3 gave slashing and crushing weapons a poor deal in comparison to impales, with just automatic knockback (although that can be useful). RQ4 gave various bonuses, I think it was something like max weapon damage for a Slash, and double damage bonus for a Crush (a bit unfair on ducks and hobbits, though). philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 08:34:52 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Tapping RU>Which leads me to ask, who allows touch spells to be cast through Project RU>Touch? This is not possible in Sandy's rules, as Project is Active, I allowed it at first, and then had to take it back. My current rule is that the projected sense could be used to target a spell that has the needed range manipulations to reach the sensed point. I had failed to consider if Project was active or not. I would have assumed it was active to move, but not when stationary (like Darkwall). RU>but with the use of my Scrying Enchantment (see my web page), it becomes RU>possible. BTW, any comments on my Scrying Enchantment spell? Should I post RU>it here? I looked for it, but didn't see a link. Anything that allows spell casting without range penalties is VERY strong and needs appropriate limits. 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: Thu, 14 May 1998 08:46:37 -0400 From: Lord Julian <113661.3343@compuserve.com> Subject: [RQ-RULES] Tapping From: Julian Lord >>Of course you COULD use it with Project Touch. But that's >>another story... >Which leads me to ask, who allows touch spells to be cast through Project >Touch? This is not possible in Sandy's rules, as Project is Active, No, it isn't impossible due to Project being active. It's impossible because Tap is a touch spell, and the Art of Range cannot be used to manipulate these. Of course, as with most of Sandy's sorcery, impossible *really* means "very difficult". You could, in fact, enchant your Project Touch spell to carry around a Tap spell, or any other spell in fact. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 08:57:50 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Special Success RU>What rules do you use for special success in combat for non-impaling RU>weapons? I always felt that RQ3 gave slashing and crushing weapons a poor RU>deal in comparison to impales, with just automatic knockback (although that RU>can be useful). RQ4 gave various bonuses, I think it was something like max RU>weapon damage for a Slash, and double damage bonus for a Crush (a bit unfair RU>on ducks and hobbits, though). A slashing weapon receives max weapon damage and normal strength bonus, a crushing weapon receives normal weapon damage and max strength bonus, while an impaling weapon receives normal damage rolled twice and normal strength bonus. We play this IMG. This is not "unfair" to any group unless they are trying to use a weapon type that is not appropriate to their physical dimensions. Small races will not have damage bonuses, so they need weaons that are effective on their own... swords are good and spears are better. Middle races can get a strength bonus so swords are more effective and don't have the disadvantage of losing your weapon on an impale. Swords can also sever limbs, and damage enemy weapons that miss if the parry succeeds. The crush special is certainly designed for Large or Giant races like trolls that have large strength bonuses and can deal incredible damage. Notice that trolls often give spears to their trollkin for just these reasons. 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: Thu, 14 May 1998 13:51:29 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Tapping Me: >>Which leads me to ask, who allows touch spells to be cast through Project >>Touch? This is not possible in Sandy's rules, as Project is Active, J.Lord: >No, it isn't impossible due to Project being active. >It's impossible because Tap is a touch spell, and the Art of >Range cannot be used to manipulate these. Sandy's Rules: "Since the Projected sense is active, the caster cannot himself cast spells through it, not even Held spells." philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 13:54:22 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Tapping >>possible. BTW, any comments on my Scrying Enchantment spell? Should I post >>it here? >I looked for it, but didn't see a link. Anything that allows spell >casting without range penalties is VERY strong and needs >appropriate limits. Well, here is the full text, and yes, it does have limits. Not that game balance is the *most* important thing in my opinion, but one does have to be careful. SCRYING DEVICE ritual Enchant This spell imbues an object with the ability to act as a focus for the Project [sense] spells. The advantage of having a scrying device is twofold: the spell is no longer Active unless the viewpoint is being moved or rotated, and the device can store a number of locations for the Project spell(s) to start from. Sufficient Range must be used in the Project spell to cover the distance from the caster's current location to the desired viewpoint. The caster must be in contact with the device, and is vulnerable to magical attacks through the spell. Each point of POW expended allows the device to act as a focus for one of the Project spells, or allows the device to 'store' a location for the spell(s) to start from. The more applicable the device is to a particular sense, the easier it is to use. The 'perfect' material for, say, Project Sight is a ball of polished crystal, or a good quality mirror. Less applicable substances carry a penalty on the use of the item, in the form of additional Intensity required for the Project spell to work. These additional points do not add to the speed of the viewpoint. Example : A small crystal ball or a glass ball would require +1 intensity. A dish filled with quicksilver adds +2. An unworked crystal adds +3. A piece of metal adds +5. A sea-shell would be a good focus for Project Hearing, adding only +1, and a finely-polished hearing horn would be perfect, but they would both make lousy Project Sight devices, needing +10 or more. I'm not too sure what a Troll would use for Project Darksense - maybe she would enchant a leather bag and stick her head in it, or maybe the entire inside surface of a small cave. Particularly unusual devices may even add a bonus to the caster's chance of success, for instance, a dragon's eye would add +10% to Project Sight, a Sky Bull's ear would add +10% to Project Hearing, and a face-mask woven from the silk of the giant Silkbats of Wonderhome would add +10% to Project Darksense. The crystal ball may be enchanted anywhere; knowledge of this spell allows the user to perform a ritual Ceremony to store the current location of the crystal ball. Old locations can be replaced. Additionally, changes to the location that is being scry'd impose an additional intensity requirement on the spell. The more the location differs by, the more Intensity required. Rearranged furniture, cropped grass, or the fallen leaves of Storm Season would add +1; complete refurbishment of a room, a nearby tree chopped down, or a market stall would add +2; a building burned down or a new road built over the site would add +3; filling the building with sand would add +5; building a Temple of the Reaching Moon on the site would add +10, in addition to the Warding spells that would go off even if the spell does not have enough Intensity to work properly. If there is not enough Intensity in the spell to overcome these factors, the spell still happens but nothing is seen. Example : Evil Nim wants to assassinate a merchant, so he takes his crystal ball underneath a window in his enemy's house, stores the location into the crystal ball, and sneaks off to the safety of the next village two miles away. The next day, the merchant has a work crew turn up to add a new door to where the window was. They fence off the area, knock the wall through, and the merchant posts a guard overnight. When Evil Nim tries to use his crystal ball that night, the crystal ball goes cloudy and nothing is seen. He needed to use Ceremony for four hours to raise his chance of success from 52% to 92%, as the distance required 9 points of Range. He is thus understandably peeved. He spends the next 5 hours in Ceremony, raising his chance to 102%, and decides to cast the spell with an extra 3 points of Intensity, which is 1 point more than he can comfortably manage. His chance of success is accordingly reduced to 92%. The spell works, and he can carry on with the night's dastardly deed. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** 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 #97 ************************************ *************************************************************************** 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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