From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #158 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, September 23 1998 Volume 01 : Number 158 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Missiles etc./SR/Mindlinks Re: [RQ-RULES] Divinations Re: [RQ-RULES] Missiles etc./SR/Mindlinks Re: [RQ-RULES] Missiles etc./SR/Mindlinks Re: [RQ-RULES] RQ/Gloranthan Auction Re: [RQ-RULES] Missiles etc./SR/Mindlinks Re: [RQ-RULES] Missiles etc./SR [RQ-RULES] Re: Missiles and Bonuses [RQ-RULES] Re: Missiles and Bonuses [RQ-RULES] Fwd: Re: SR for arrows/bolts [RQ-RULES] Auction Update [RQ-RULES] Lead Cross, Release Zombie [RQ-RULES] Divination 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, 22 Sep 1998 09:33:20 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Missiles etc./SR/Mindlinks RU>Hm, one thing that I think we may have been overlooking when trying to make RU>against knights" is Coordination. In the errata, 1 point =2 points of Dex, RU>ignore that, it's still only Coordinate 4 to get a 16 dex archer to a 20. A RU>it, having THREE bow shots a round is very VERY handy. Of course, you can't RU>magic on the arrows, but as it has been pointed out before, arrow magic is k RU>Rich Ohlson Under RQ3, if you have a Dex of 20+, your SR is 1. If the bow is loaded, you can fire in SR1, +3 SR to reload and fire in SR5, +3 SR to reload, and fire in SR9. The next round you reload in SR3, fire in SR4, reload in SR7, fire in SR8, and cannot reload in the round (that is why SR / rnd was dropped from 12 to 10). From the second round on you only have two shots a round no matter how good your Dex is. Any spell enhacements have to be cast ahead of time since under the errata, even Speedart will stay for 5 minutes or until the arrow is fired. 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: Tue, 22 Sep 1998 11:59:01 EDT From: KESmith502@aol.com Subject: Re: [RQ-RULES] Divinations In a message dated 9/22/98 5:47:22 AM Eastern Daylight Time, simon.phipp@walshwestern.com writes: << A Divination can tell you as much as the GM wants. Basically, if a God knows the fact and wants it released then it can be released via Divination. >> Some good examples of official replies to divinations can be found in SUN COUNTY and the old PAVIS box. *************************************************************************** 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, 22 Sep 1998 12:30:03 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] Missiles etc./SR/Mindlinks stancliff@commnections.com wrote: > RU>Hm, one thing that I think we may have been overlooking when trying to make > RU>against knights" is Coordination. In the errata, 1 point =2 points of Dex, > RU>ignore that, it's still only Coordinate 4 to get a 16 dex archer to a 20. A > RU>it, having THREE bow shots a round is very VERY handy. Of course, you can't > RU>magic on the arrows, but as it has been pointed out before, arrow magic is k > RU>Rich Ohlson > Under RQ3, if you have a Dex of 20+, your SR is 1. If the bow is > loaded, you can fire in SR1, +3 SR to reload and fire in SR5, +3 SR to > reload, and fire in SR9. The next round you reload in SR3, fire in SR4, > reload in SR7, fire in SR8, and cannot reload in the round (that is why > SR / rnd was dropped from 12 to 10). From the second round on you only > have two shots a round no matter how good your Dex is. You know, that is the first time in ten yeards that I have ever heard of anybody charging more than 3 SR to reload a bow. More specificaly, I have never seen anybody worry that the one SR between a shot in 9 and a shot on 1 would be enough time to reload. Perhaps they were used to the 12 SR melee round, I don't know. I guess we have never considered the 3 SR to be "reloading" but just a game mechanic of changing actions. Which, I suppose, we just didn't think about for the first action. Hm, now that I think about it, why does a first Melee attack go in the MSR and not MSR+3? You have to put 3 SR between actions in combat also, whether it's swinging a second weapon, splitting your attack, or starting to cast a spell. > Any spell enhacements have to be cast ahead of time since under the > errata, even Speedart will stay for 5 minutes or until the arrow is > fired. True, but my point was that if you are firing twenty arrows, do you have time to speedart them all? Sure, you could spend two minutes before the battle, but in my experience there is at most two rounds of preperation spell casting before any combat. Rich Ohlson *************************************************************************** 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, 22 Sep 1998 13:30:07 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] Missiles etc./SR/Mindlinks Sorry, one thing I forgot to include on my last "missiles" message: While looking through the rules, I noticed that there ARE bonuses to shooting at a group. Basically, if you don't care who you hit, you add 5% per extra person in the group. However, if the enemies are spread out, then you gotta take 'em out one at a time. Here is a question: When a weapon fires "Once per Melee Round", what strike rank does that go off in? Rich *************************************************************************** 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, 22 Sep 1998 14:39:06 EDT From: KESmith502@aol.com Subject: Re: [RQ-RULES] RQ/Gloranthan Auction In a message dated 9/22/98 8:50:33 AM Eastern Daylight Time, simon.phipp@walshwestern.com writes: << RQ2 Material Supplements The Gateway Bestiary $2 Plunder (Book of Treasure) $3 RQ Companion $2 Foes $2 Militia and Mercenaries $2 Griffin Mountain $10 Cults of Terror $4 Cults of Prax $4 SoloQuest $2 The Snow King's Bride $2 Scorpion Hall $2 Rune Masters $3 City of Lei Tabor $5 Broken Tree Inn $3 Legendary Duck Tower $3 Duck Pond $3 Carse $5 Tulan of the Isles $4 RQ3 Material Boxed Sets Griffin Island $3 Genertela, Crucible of the Hero Wars $4 Supplements Shadows on the Borderlands $3 Strangers in Prax $3 The Haunted Ruins $3 Into the Troll Realms $2 Lords of Terror $3 Gloranthan Bestiary $4 Sun County $3 River of Cradles $4 Dorasta, Land of Doom $4 SnakePipe Hollow $2 Apple Lane $2 Land of Ninja Hardback $4 RQ Basic Rules Hardback $4 Dragon Pass Series Nomad Gods (1st Edition) $15 Dragon Pass (inc WB&RM Rulebook) $10 Les Dieux Nomads $10 Gloranthan Supplements Heroes of Wisdom - The Jonstown Guide $3 The Broken Council Guidebook $3 The RuneQuest Con Compendium $3 The RQ2 Con Compendium $3 Wyrms Footptints $4 University of Sog City Conference Guide $3 Report on the Fall of Boldhome $5 A Rough Guide to Boldhome $4 Questlines - RQ Con Down Under $3 The Entekosiad $5 The Fortunate Succession $5 The Dara Happan Book of Emperors $5 The Glorious Re-Ascent of Yelm $4 The World's Greatest Tournament $3 Cults of Light and Death $7 King of Sartar $3 The Collected Griselda $4 Thieves' World Companion $4 Fanzines Wyrms Footprints (11-14, 1-10 Photocopies) Interested in photocopies of 1-5, 8, and 13. #13 $7 New Lolon Gospel (1-2) $3 each Codex (1-3) $3 each Broos (5,6) $3 each White Wolf (4,6) $3 each Best of the Dragon $3 Pavic Tales (1-9) $3 each White Dwarf (20,23, 24, 25, 50, 51, 72, 80, 86, 87, 90-96, 98-99) $2 each Miscellanea The Kingdom of Dolg (Used as Fort Wrath in my campaign) $3 >> please keep me informed of updates by e-mail, thanks keith *************************************************************************** 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, 22 Sep 1998 16:34:38 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Missiles etc./SR/Mindlinks RU>> Under RQ3, if you have a Dex of 20+, your SR is 1. If the bow is RU>> loaded, you can fire in SR1, +3 SR to reload and fire in SR5, +3 SR to RU>> reload, and fire in SR9. The next round you reload in SR3, fire in SR4, RU>> reload in SR7, fire in SR8, and cannot reload in the round (that is why RU>> SR / rnd was dropped from 12 to 10). From the second round on you only RU>> have two shots a round no matter how good your Dex is. RU>You know, that is the first time in ten years that I have ever heard of any RU>more than 3 SR to reload a bow. More specificaly, I have never seen anybody ... RU>suppose, we just didn't think about for the first action. Hm, now that I think, RU>why does a first Melee attack go in the MSR and not MSR+3? You have to put RU>actions in combat also, whether it's swinging a second weapon, splitting you RU>starting to cast a spell. My example was a direct demonstration of the difference between a ready weapon and an unready one. In the first round the bow was loaded and 'ready', the rules state that missile fire occurs on your DSR if the item is ready. In the second round the bow is empty and needs a ready weapon action first (+3 SR). This is not the 3 SR before a different type of combat action can occur or the 3 SR minimum spacing between multiple ready attacks. A character with DSR 2 and SSR 1 throws Disrupt and attacks with a ready Long Spear: the spell goes off after DSR + MP, or SR 3, +3 SR to change type of combat (SR 6), +4 SR for the spear (SR 10). If the character's spear was lying on the ground beside him he would cast Disrupt (SR 3), +3 SR to change combat form (SR 6), +3 SR to grab / ready the spear (SR 9), and no attack allowed. The referee is given the option to combine two action penalties into a shorter one so this could actually be +3 to +6 SR, but unless it is reduced to +3 SR, the spear attack will not occur in the same round (dropping SR per round from 12 to 10 made a big difference in additional actions). The same character is a 100% master with BladeSharp 4 on the weapon and wants to split his first attack and kick for the second: The spear attacks on Weapon SR (SR 4) at 100%/2+20%=70%, the spear is still ready but he must wait at least 3 SR for the next attack (SR 7), and the kick (also ready) is 3 SR later (SR 10). Note that the split attack has to be on separate opponents. Study the wording before telling me I am wrong, I am not judging the rules here, only demonstrating them. I feel that with a 12 sec round, the 3 SR penalty is too severe, but RQ4 was changing a round to 6 seconds and keeping most of the rest the same (changing at which point you actually move)... then the times required feel like a better simulation. ... RU>True, but my point was that if you are firing twenty arrows, do you have time fo RU>them all? Sure, you could spend two minutes before the battle, but in my exper RU>is at most two rounds of preparation spell casting before any combat. Time to prepare is always an issue, and reflects the presence of ambush or a passing encounter. When my players know a fight is coming they may take as many as five rounds to get up standard combat spells with 2 to 4 of those cast on missiles. When ambushed, they get one round at most while the enemy closes and hopefully one or two heros will hold them off while the others get an extra round to prepare. Since they have made several spirit binds each, they can order spells to be cast during the fight and they get tougher each round. In a sorcerous realm, a multispelled Damage Boost 5 on several arrows is plenty of preparation and occurs days in advance. 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: Tue, 22 Sep 1998 13:17:47 -0700 From: "Jim Bickmeyer" Subject: Re: [RQ-RULES] Missiles etc./SR Rich wrote. >While looking through the rules, I noticed that there ARE bonuses to shooting at a group. >Basically, if you don't care who you hit, you add 5% per extra person in the group. However, >if the enemies are spread out, then you gotta take 'em out one at a time. So what is considered a group. I can here the yells when 3 PC’s advance on line and the thrown javelins are at +5% to hit because they are close for mutual protection. I won’t even tell them of the +10% for aiming one round while they came into range. >Here is a question: When a weapon fires "Once per Melee Round", what strike rank does that go >off in? If the weapon is ready to go, then it is at Dex SR. If not then I have the attack occur at Dex SR +3. The "per Melee Round" I have most often seen is from crossbows. After reloading, the crossbow is aimed and fired. So +3 SR is for shouldering, aiming and firing. This almost always happens before any melee attacks that round and so far there have not been any complaints. Jim Bickmeyer Free web-based email, Forever, From anywhere! http://www.mailexcite.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: Wed, 23 Sep 1998 13:23:15 +0100 From: "Paul Bestwick" Subject: [RQ-RULES] Re: Missiles and Bonuses Jim wrote. > So what is considered a group. I can here the yells when 3 PC’s advance on line and the thrown javelins are > at +5% to hit because they are close for mutual protection. If they advance in close order you should use the bonus (I think that it's 10% in the above example), if they advance in skirmish line then don't apply the bonus. After all once they learn of it they can claim the bonus themselves. > I won’t even tell them of the +10% for aiming one round while they came into range. I would be dubious about using this bonus on bows and slings as I don't see what the beneficial effect of extra aiming time are. When a bow is at full extension and held the aiming point tends to wander IMO. Yours Paul Bestwick *************************************************************************** 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, 23 Sep 1998 11:34:42 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Re: Missiles and Bonuses RU>> I won’t even tell them of the +10% for aiming one round while they came RU>into range. RU>I would be dubious about using this bonus on bows and slings as I don't see RU>what the beneficial effect of extra aiming time are. When a bow is at full RU>extension and held the aiming point tends to wander IMO. RU>Yours Paul Bestwick The bonus is intended for missile fire. It gives the shooter/thrower time to track the target and judge speed, range, and wind accurately, then you finish the weapon actions needed to fire using the new knowledge to get the proper target lead. 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: Wed, 23 Sep 1998 11:50:40 -0400 From: Tal Meta Subject: [RQ-RULES] Fwd: Re: SR for arrows/bolts From: "Ian Thomson" Date: Wed, 23 Sep 1998 17:09:06 +0000 Subject: Re: SR for arrows/bolts just in case this question hasn't yet spawned an answer a player asked me the other night 'what SR do I fire in?' and I didn't know So, with 1 shot per rd when does it fire, and when does it impact (I presume 1SR per range later - short/med/long ?) thanks *************************************************************************** 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, 23 Sep 1998 18:21:22 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Auction Update The Current Bids for my RQ/Gloranthan Auction can be seen at http://www.geocities.com/Area51/Rampart/1481/auction4.html I will email a copy of the Bids to everyone who has submitted a bid probably twice a day during weekdays. Thanks for the interest and thanks to everyone who wondered why I am quitting and whether my Web Site would continue. I apreciate the concern. See Ya Simon *************************************************************************** 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, 23 Sep 1998 11:03:54 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Lead Cross, Release Zombie I do not have access to Plunder or the Humakt issue of the Tales. Will somebody be kind enought to give me the exact writeup for a Lead Cross and the Humakti divine spell Release Zombie. Thanks, Leon Kirshtein No good deed shall go unpunished. ______________________________________________________ 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: Wed, 23 Sep 1998 19:46:09 -0400 From: Andrew Barton Subject: [RQ-RULES] Divination A variation I've sometimes used is to allow the players to ask seven questions, giving a yes/no answer. This seemed appropriate when a player was trying to find out the magical properties of an item he'd found - after the first six questions had given progressively more confusing answers, his last question was Is this item somebody's idea of a joke? to which the answer was yes ... Andrew *************************************************************************** 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 #158 ************************************* *************************************************************************** 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.