From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #100 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, May 15 1998 Volume 01 : Number 100 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Boosting sprit spells Re: [RQ-RULES] On Turning Touch spells into Ranged RE: [RQ-RULES] Boosting sprit spells Re: [RQ-RULES] Renewing Divine Magic Re: [RQ-RULES] Tapping RE: [RQ-RULES] Boosting sprit spells RE: [RQ-RULES] Boosting sprit spells [RQ-RULES] More On Turning Touch spells into Ranged ones [RQ-RULES] More on spell enchantment [RQ-RULES] Sandy's Multispell Re: [RQ-RULES] Renewing Divine Magic Re: [RQ-RULES] RuneQuest: Adventures in Glorantha 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, 15 May 1998 10:17:26 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Boosting sprit spells RU>So if Peter Priest (POW 15) casts a Lightning at Bob Bad guy (POW RU>18) , Bob would have to resist the spell 18 vs. 15 and have a 35% RU>chance to shake it off. If Peter however used 5 MP boost, Bob would RU>resist 18 vs. 20. RU>It might be this can be used only to go through defensive magic, but RU>I don't thin so. I don't have my rules books here. RU>-Terry Tollisen You have this very backward. The resistance roll is made by the attacker. Peter attacks with 15, Bob defends with 18, Peter has a 35% chance to succeed with the attack. Peter's 5MP boost will allow his Befuddle to overpower Bob's CounterMagic 6, but it will not affect the resistance roll at all. 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: Fri, 15 May 1998 10:33:16 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] On Turning Touch spells into Ranged RU>I noted Multispell as the effective way to Range Tap spells myself, RU>as for Bound Spirits controlling the spell I cannot see how this RU>would work, a Bound Sprit could only cast a spell it itself knew, RU>which is not the same thing as maintaining an active spell for the RU>sorceror it is bound to. I still don't understand what Enchantment RU>spells you are refering to that maintain Active spells for you. I don't know what Sandy has done with MultiSpell, but in RQ3, multispell doeesn't change any of the normal parameters of any of the spells Multi'ed. If three spells are Multi'ed, you get three spells out, not one big combined one. Each has the same duration, range, and intensity, if poossible, or else that component is lost for that spell. Touch spells don't get range, Instant spells don't get duration, etc. RU>> The only way that a sorceror could cast Tap through a Project [sense] RU>> would be to enchant the viewpoint so that the viewpoint itself were to RU>> cast the spell. Several options are available for a sorceror who wanted RU>> to do this. He could turn his viewpoint into a Tap matrix with a triggerin RU>> condition and a reserve of MPs. If, by some hero quest method, a permanently cast Project spell was tied to some item, putting modifiers on it might be justifiable, but that is all I will add to this. RU>But surely the Projected image is incorporeal and therefore RU>unEnchantable. Worse still, the Enchantment, and all the POW used on RU>it, would dissappear as soon as the spell was dispelled, or the RU>sorceror died. I generally agree with this more than the following. RU>> n.b. Spells can be enchanted using the ritual magic rules. Enchantment RU>> Runes must exist somewhere. The enchantment of spells or of other RU>> immaterial objects could be ruled to be more difficult than that of RU>> material things, for pure game balance reasons. Not IMG. 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: Fri, 15 May 1998 15:33:49 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Boosting sprit spells >This does not help >for any resistance role though, only for getting through defense. IMO, this should not be possible for spirit magic, but maybe an option for Divine could be provided. How about a spell along the lines of Extension, that is stacked with the attacking spell? Force - Reusable, Stackable Force must be stacked with another divine or spirit spell. Each point of Force that is used adds 5 to the caster's MPs for the calculation of the chance of overcoming the target's MPs with the spell. The points of Force also add to the spell for the purpose of overcoming defensive magic at the normal rate. The spell may still be boosted with extra MPs to overcome defensive magic. 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: Fri, 15 May 1998 11:23:59 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Renewing Divine Magic jarold davis wrote: > > 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 . In a very, very short run campaign I ran over six years ago, I was permitting priests to have INSTANTLY renewable rune magic; i.e. cast Lightning 3 this round, cast it again the next. Initiates could spend a day per point regaining spells. Very unbalanced, but it was only a month long campaign. Lots of fun, though. Had a very Superhero tinge to it. :) *************************************************************************** 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, 15 May 1998 11:31:41 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Tapping Nikk Effingham wrote: > > 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... Rather a while ago, I posted a magic item that was basically a staff with a magic spirit in it; it knew a variety of Tap spells, and would multispell them together and wait for the weilder to hit an opponent in melee. The staff also contained alot of MP storage capacity, that the stolen magic points would refill.... *************************************************************************** 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, 15 May 1998 09:16:35 -0700 (PDT) From: Brad Furst Subject: RE: [RQ-RULES] Boosting sprit spells >>Does anybody use that one can boost a spirit spell, like one can >>Deine spell? By this I mean that one allows a player to use extra MP >>to punsh through defensive magic, _and_ to help him covercome the ^^^^^ "or"? >>target in resisting the spell. > >What's this about increasing chance of overcoming the target? I don't >remember that! I would support the use of MP boost to overcome resistance; I've used it privately as GM. However, the Gloranthaphiles have dodged this forever and ever. Perhaps it is appropriate for RQ in non-Glorantha settings.... Brad Furst esoteric@teleport.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: Fri, 15 May 1998 17:20:26 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Boosting sprit spells >I would support the use of MP boost to overcome resistance; I've used it >privately as GM. However, the Gloranthaphiles have dodged this forever and >ever. Perhaps it is appropriate for RQ in non-Glorantha settings.... Magic rules will always need tweaking, rewriting, or even deleting wholesale in order to fully simulate a given world. For instance, in Thieves World, it is extremely difficult to dispel anyone else's magic. In a D&D world, resisting magic could be a skill that increases with experience (to simulate Saving Throws getting better). In Glorantha, at least according to all the game rules we've seen so far for that setting, it is inherently difficult to overcome a person with a lot of MPs, unless you have a lot yourself, and as for shamans, you might as well forget it. We have recently discovered, however, that some Malkioni can do it (Sandy's Force art). 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: Fri, 15 May 1998 12:46:18 -0400 From: Lord Julian <113661.3343@compuserve.com> Subject: [RQ-RULES] More On Turning Touch spells into Ranged ones From: Julian Lord Nikk >I don't believe that is how the rules are meant to be interpreted. Well I do, so there! >If you were in Mindlink, or a high enough Telepathy, with the Prjecting >Sorceror then you could cast a spell through the Projected Sense. The >only real thing stopping you from casting a Touch spell through a >Projection is the fact that it is an Active spell. If you've got one chap controlling the viewpoint, and another controlling spell B, that makes two active spells available. >as for Bound Spirits controlling the spell I cannot see how this >would work, a Bound Sprit could only cast a spell it itself knew, >which is not the same thing as maintaining an active spell for the >sorceror it is bound to. I still don't understand what Enchantment >spells you are refering to that maintain Active spells for you. OK. This isn't obvious. Procedure: 1) make your viewpoint into a matrix for spell A. 2) give it some triggering condition which works for you. 3) also, make it a binding enchantment. 4) bind the spirit into the spell with the following order: "cast spell A whenever you can" 5) Use a Link enchantment condition to turn the whole thing into one spell. This lets the spirit use the matrix, because it's part of the matrix. 6) Maintain in Presence, and move viewpoint to touch future victims of spell A. Optional) Use a magic spirit which knows spell A. Similar procedures can be devised, appropriate to the sorceror's own style of spellcasting. Weird material components, or astrological prerequisites, etc. can also give this procedure a more Gloranthan or heroic fantasy feel. >Worse still, the Enchantment, and all the POW used on >it, would dissappear as soon as the spell was dispelled, or the >sorceror died. This is true! The main reason not to do it! Although the cost in POW for run of the mill enchantments would be about the same as one-use Rune Magic. The sorceror might feel safer casting defensive magic on his spell, too, as a precautionary measure. The whole idea carries its own limitations, but it makes magic much more interesting, and isn't unbalancing. The procedure is costly, so the magician had better make it worth his while. And if some player starts to get out of hand with this system? Dismiss Magic. >I don't think it is possible to enchant immaterial objects. The RQ enchantment rules neither allow nor forbid it. My suggestion: change your mind. If you do, your RQ sorcery rules will be instantly transformed into the subtlest and most versatile magic system which exists. All with one tiny little rules fix. PS Although these are meta-magic rules, in effect only Rune priests and Adept sorcerors could do it properly. Spirit spells just don't last long enough, even in Red Moon sorcery. It doesn't really feel like Rune Magic, either. If you did want to use this suggestion, but felt like keeping some measure of control, make it into an exotic Art of sorcery. *************************************************************************** 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, 15 May 1998 12:46:21 -0400 From: Lord Julian <113661.3343@compuserve.com> Subject: [RQ-RULES] More on spell enchantment From: Julian Lord > I don't know what Sandy has done with MultiSpell, but in RQ3, >multispell doeesn't change any of the normal parameters of any of the >spells Multi'ed. If three spells are Multi'ed, you get three spells >out, not one big combined one. Hmm. Not quite true IMO. You can either make one big spell with three combined effects, or cast one spell three times. You could also, in some cases (the spells would have to be compatible) cast one big spell with two combined effects at two targets. (In RQ3. With Sandy's sorcery, you'd need an extra point of multispell to do this, I think.) > If, by some hero quest method, a permanently cast Project spell was >tied to some item, putting modifiers on it might be justifiable, but >that is all I will add to this. All hinges on whether you allow enchantment of immaterial objects or not. Up to 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: Fri, 15 May 1998 18:19:51 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Sandy's Multispell Bob: > I don't know what Sandy has done with MultiSpell, but in RQ3, >multispell doeesn't change any of the normal parameters of any of >the spells Multi'ed. If three spells are Multi'ed, you get three >spells out, not one big combined one. Each has the same duration, >range, and intensity, if poossible, or else that component is lost >for that spell. Touch spells don't get range, Instant spells don't >get duration, etc. I don't believe Sandy's rules did much to the Multispell description. Range still doesn't give a Touch spell actual range, just that multispelling a Tap with a Project Touch would have the same effect if you interpreted the rules that way. 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: Fri, 15 May 1998 18:22:55 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Renewing Divine Magic > In a very, very short run campaign I ran over six years ago, I was > permitting priests to have INSTANTLY renewable rune magic; i.e. cast > Lightning 3 this round, cast it again the next. Initiates could spend a > day per point regaining spells. > > Very unbalanced, but it was only a month long campaign. Lots of fun, > though. Had a very Superhero tinge to it. :) Besides this being the misconception I first had upon reading the RuneQuest rules (*ashamed grin*) this is also, IMO, a reasonbly common HeroQuesting power. Now, imagine if you could do this with Bless Crops, reforestation begins!!! : ) 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: Fri, 15 May 1998 15:36:30 -0400 From: Tal Meta Subject: Re: [RQ-RULES] RuneQuest: Adventures in Glorantha Lord Julian wrote: > > 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. I somehow doubt that you're the first to have done this; I know I've input a surprising amount of the RQ3 material into my computer, simply for the pleasure of say, having all the spells in one book. That, and to make sure that all my players had the same set of house rules that I was using (I can diverge as far from canon as anybody else). > 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 If nobody else has pointed you towards the two versions of RQ4 I know of online, I've found them at: - Bob Stancliff's page > Can anyone help me with RQ3 or RQ: AiG? There's alot of help out there just for the asking. :) > 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? My endevours went fairly fast; byt then again, I paraphrased alot, too. (And left out the long blocks of Cormac's adventures). *************************************************************************** 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 #100 ************************************* *************************************************************************** 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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