From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #159 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, September 28 1998 Volume 01 : Number 159 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: Missiles and Bonuses [RQ-RULES] Missiles & Group Targets [RQ-RULES] Missiles & Group Targets Re: [RQ-RULES] Missiles & Group Targets Re: [RQ-RULES] Missiles & Group Targets [RQ-RULES] DMD - Vhaeraun for RQ/Greyhawk [RQ-RULES] RQ/MERP 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, 23 Sep 1998 09:50:44 -0700 From: "Jim Bickmeyer" Subject: [RQ-RULES] Re: Missiles and Bonuses Paul wrote >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. I’m not dubious. If a bowman can get off 2 arrows is 6 seconds with out a reduction in his chance to hit, then a bowman that aims carefully should get bonus for taking the time to aim. In most systems, the 2 arrows in one round is called a snap shot and receives a minus to the chance to hit. In RQ there is no reduction in chance, so there should be an increase in the chance to hit for well aimed shoots. I got the chance to see an archery exhibition where one bowman had 3 arrows in the air at once. Only the first arrow, the one he took time to aim, hit the target. The other two came very close. If there had been other 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: Thu, 24 Sep 1998 09:58:38 GMT From: mab@sdc1.bnsc.rl.ac.uk (Mystic Musk Ox) Subject: [RQ-RULES] Missiles & Group Targets While on the subject of firing into melees, I never liked the basic rule of +5% to hit per person in the target, then roll randomly to see who you hit, it seemed to me that the skill of the firer should count in some way to see if they hit their target or not. This comes from some messages I exchanged with Oliver Jovanovic (sp?) a few years ago, re RQIV (my ideas, I hasten to add, if anyone wants to slag them off!) They might seem a bit complicated at first, but they are quite straightforward really, honest! It does require a second roll, but then so did the original system. Ok, I know that a melee of 2 people isn't exactly a large target, but it serves as an example. ============================================================================ +5% to hit per extra target over 1, but also -5% off your chance to hit YOUR target on the second roll per target over 1. Modifying the 'to hit' roll like this causes problems for figuring criticals etc, so I guess you need to roll the modified 'to hit' to check for actually hitting the melee, and to resolve the type of hit, then reroll to see which target was hit, using the breakdown as above. BUT, your chance to hit your target can never be modified BELOW (100/number in melee)%. e.g. 45% skill firing into a melee of 2 people: - ----------------------------------------------- you get +5% to hit (= 50%) in total, but -5% off your chance to hit your target. Thus a roll of: <= 01 : critical hit <= 06 : special hit <= 50 : normal hit etc <= 100: missed, fumbled etc the 2nd roll gives <= 40 : hit your target <=100 : hit someone else (no fumbles etc on this roll) BUT: Because your chance can never be lower than 100/2, the chances should be 50/50. 45% skill firing into 12 people: - -------------------------------- you get +55% to hit (= 100%) in total, but -55% of your chance to hit your target. Thus a roll of: <= 05 : critical hit <= 20 : special hit <=100 : normal hit the 2nd roll gives: <= 5 : hit your target <= 100: hit someone else Your minimum chance to hit your target here is 100/12 = 9% (rounded up), so that becomes your chance. 100% skill firing at 2 people: - ------------------------------ +5% to hit etc = 105%. The second roll gives you a chance to hit your target of 95% or less. (minimum would be 100/2 = 50%) 100% skill firing at 12 people: - ------------------------------- +55% to hit = 155%. Hit your target on 45% or less. (Minimum = 100/12 = 9%) Minimum chances: Targets Minimum ------- ------- 2 50% 3 33% 4 25% . . . . . . 20 5% Thus the fewer the people, the better your chance to hit your target. High skill levels have a better than average chance to hit their target, but the more targets, the higher the skill need to raise your chance of hitting your specific chance to above average. I'm not sure the subtraction from your skill for determining who was hit should necessarily be 5%. Maybe this is too complicated? I think it would resolve out fairly easily in actual usage. ========================================================================== Mark. *************************************************************************** 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, 24 Sep 1998 08:51:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Missiles & Group Targets RU>While on the subject of firing into melees, I never liked the basic rule RU>of +5% to hit per person in the target, then roll randomly to see who RU>you hit, it seemed to me that the skill of the firer should count in some wa RU>to see if they hit their target or not. Let's try this minor modification to the written rules: A group is defined as people who are close together such as people in melee or a mob. If you shoot at the closest person, or one for which you have clear line of sight, you get your normal chance to hit that person. If you miss, you compute the group chance to hit and roll again selecting a random target in the group (you can hit the original target by random chance), but the special and crit chances for the second roll are half what they would normally be. If you shoot at someone deeper into the group, halve your base chance (before mods) to hit them on the first roll, then perform the second roll as described if you miss. This will be simple to remember and apply. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) ======================================================== RU>+5% to hit per extra target over 1, but also -5% off your chance to hit YOUR RU>target on the second roll per target over 1. RU>Modifying the 'to hit' roll like this causes problems for figuring criticals RU>etc, so I guess you need to roll the modified 'to hit' to check for RU>actually hitting the melee, and to resolve the type of hit, then reroll RU>to see which target was hit, using the breakdown as above. BUT, your chance RU>to hit your target can never be modified BELOW (100/number in melee)%. RU>e.g. 45% skill firing into a melee of 2 people: RU>----------------------------------------------- RU>you get +5% to hit (= 50%) in total, but -5% off your chance to hit your RU>target. Thus a roll of: RU> <= 01 : critical hit RU><= 06 : special hit RU><= 50 : normal hit etc RU><= 100: missed, fumbled etc RU>the 2nd roll gives RU><= 40 : hit your target RU><=100 : hit someone else (no fumbles etc on this roll) RU>BUT: Because your chance can never be lower than 100/2, the chances RU>should be 50/50. to: INT:runequest-rules@MPGN.COM cc: INT:lackey@gator.net INT:afn50803@afn.org INT:twobears@ccgnv.net INT:DruidsLair@webtv.net *************************************************************************** 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, 24 Sep 1998 12:35:47 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] Missiles & Group Targets stancliff@commnections.com wrote: > RU>While on the subject of firing into melees, I never liked the basic rule > RU>of +5% to hit per person in the target, then roll randomly to see who > RU>you hit, it seemed to me that the skill of the firer should count in some wa > RU>to see if they hit their target or not. Actually, if you CARE who you hit, the rules say that if you roll UNDER half your skill, you hit the person you are aiming at, but if you roll between your skill and half your skill, you hit SOMEBODY, choosen at random from the group. This is different from the "I don't care who I hit, I just shoot into the mob", which basically adds 5% per extra target and if you hit the group, the poor victim is choosen randomly. One other thing, regarding the premise that archers are worthless against Knights: Although the archers don't get the super, stackable magic that melee combatants get, there is no ability for the Knights to parry bowshots. And that can negate 18 AP of protection. Guys who slug it out NEED to have Bladesharp 2/4/6/8 just so they can pound through shields. Archers, however, don't need to do that. (Unless the knights start covering locations, in which case it comes down to the location rolled.) 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: Thu, 24 Sep 1998 16:49:19 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Missiles & Group Targets >Actually, if you CARE who you hit, the rules say that if you roll UNDER half your skill, >you hit the person you are aiming at, but if you roll between your skill and half your >skill, you hit SOMEBODY, choosen at random from the group. This is different from the "I >don't care who I hit, I just shoot into the mob", which basically adds 5% per extra target >and if you hit the group, the poor victim is choosen randomly. >Rich Oops, I don't remember that at all. I will look it up to refresh my memory. It isn't as friendly as the rule I suggested, but it isn't too bad either. 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: Thu, 24 Sep 1998 23:03:10 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Vhaeraun for RQ/Greyhawk Gods of the Drow VHAERAUN Runes: Disorder, Evil, Magic Vhaeraun is the drow god of theft and magic. Cult in the World Vhaeraun's credo revolves around two main points: the first and most heretical is that females are no better than males, but the second is that the interests of the drow can be served by working with their surface bretheren, and that drow must eventually return there. In mythology, Vhaeraun is the son of Lolth, and twin brother to Kiaransalee. When the drow were hungry, and did not have the strength to take food from their neighbors, Vhaeraun taught them how to steal their food. When his mother placed her daughters over all, Vhaeraun taught the sons of the drow his magics, so that they could be the equals of their sisters. Vhaeraun's cult is on uneasy terms with the upstart faith of Eilistraee. While both seek a return to the surface world, Vhaeraun expects to return as a conquerer, not to establish the peaceful fellowship the Lady of Song preaches. Nevertheless, the two cults sometimes cooperate if the potential gain is great enough. Vhaeraun's cult celebrates the 19th of Cavernfall (known as Goldfields to the surface olves) as their High Holy Day, with lesser celebrations on the 19th of each month, conducted above or below ground, but always at night. Vhaeraun's cult eschews armor as a part of their High Vow, and prefers garb of unadorned black, including a cloak and half-mask for priests and acolytes. Lay Membership Requirements: Standard, though males only. Any male drow who seeks to learn magic outside the official cult of Lolth, or who wishes to learn the arts of thievery will eventually find or be found by this cult, or will be found by Lolth's, and persih. Skills taught by the cult include Climb, Dodge, Jump, Fast Talk, Speak languages, Evaluate, Lores (Magic, Poison), Read/Write Languages, Conceal, Devise, Sleight, Listen, Search, Hide, Sneak, and Ceremony. Lay members of this cult may become students of sorcery or magick if they so desire. Initiate Membership Requirements: In addition to the standard requirements, prospective initiates of Vhaeraun must also qualify as apprentice sorcerers or magicians. Magick manipulations and sorcerous Arts are learned as skills, and the Arts of Intensity, Manintain, Multispell, Range, Accuracy, Hold, Minimize, and Permanance are available. Vhaeraun's High Vow incorporates the Vows of Shun Armor and Shun Tap, and also enjoins his followers to maintain a sanctuary above ground; even if it is a simple hut. In addition, his followers are forbidden to pay for anything that could be acquired easily by theft.. This does not mean that they must steal everything, merely those things that are easily stolen. (Essentially, this makes them kleptomaniacs who can help themselves, if the situation calls for it.) Note: Vhaeraun does not provide spirit magic to his followers, only divine magic, sorcery or magick. Acolyte Membership Requirements: Apprentices wishing to become acolytes of Vhaeraun must qualify as journeyman sorcerers or magicians in addition to the skill and holiness requirements expected of a priest. Acolytes of this cult are charged with the sacred duties of freeing their brothers from oppression, whether by females or from society, should they be captured in the course of theft. They also arrange "accidents" for females who publicly degrade or show cruelty to males. Priesthood Requirements: In addition to the standard tests, priests of Vhaeraun must also qualify as adept sorcerers/magicians. Priests of Vhaeraun are charged with plotting thefts or intrigues which increase drow influence and power, especially where it pertains to equality between the sexes. Master manipulators, they extend their influence into as many areas as possible, especialy trade, inter-racial negotiations, and missions to the surface world. Virtues for Vhaeraun include Deceitful, Manipulative, Proud, and Vengeful. Common Divine Magic: all Special Divine Magic: Absorption, Discern Magic, Exchange (Sorcery, Magick) Spells, Knowledge, Vesper Sorcery Notes: Common Vows for Vhaeraun's cult include Abjure (Alcohol, Arts - Lesser, Ceremony, Day, Spirit Magic), Adulation, Flee Sky, Human Sacrifice (drow females), Location, Never Take a Woman But by Force, Rituals, Sacrifice (Appearance, Eye, Strength), Shun (Sky, Tap), Silence, Tend Familiar Common Specialities include Alchemist, Autotheist, Conjurer, Enchanter, Monitor, Warlock (Darkness, Earth, Fire), Associated Gods Eilistraee: (rarely) provides Living Blade - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 29 Sep 1998 00:01:02 +0100 From: Andy Dick Subject: [RQ-RULES] RQ/MERP I want to make an unofficial hybrid of Runequest/Rolemaster, and I am looking for ideas, etc. Can anyone help? Thanks, Andy. *************************************************************************** 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 #159 ************************************* *************************************************************************** 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.