From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #161 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, October 2 1998 Volume 01 : Number 161 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Mindlink/Divine Magic Re: [RQ-RULES] RQ/MERP [RQ-RULES] MindLinking RE: [RQ-RULES] Mindlink/Divine Magic [RQ-RULES] Failed Enchantments 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, 29 Sep 1998 16:07:50 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Mindlink/Divine Magic Even if a character accepts to "Mindlink" himself with another one, I am not sure he may freely use the other's Divine Magic. The Divine Magic comes from the gods, so if the other player is a neutral, or even hostile cult (not to say enemy cult), I am not sure the spell will go ! Alain. http://www.btinternet.com/~karamo/rqgb.htm *************************************************************************** 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 16:24:43 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] RQ/MERP > I want to make an unofficial hybrid of Runequest/Rolemaster, and I am > looking for ideas, etc. > > Can anyone help? Sure. Don't : ))) j/k *************************************************************************** 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, 30 Sep 1998 11:29:18 +0000 From: "Simon Phipp" Subject: [RQ-RULES] MindLinking Brad Furst: > There seems to be a clear consensus that the Mindlink allows access > to the other's Divine/runespells. So now, how much negotiation, > time, requesting, acknowledging, refusal, etc. is involved? > > Can I cast the spell right now (zero additional SR) as if it were my > very own? That's how I play it - once you are MindLinked you treat things as if they were your own spells. > Do I need to spend time (add one or more SR) to communicate my > intention to the other? Not at all, they gave their permission once the Mindlink was accepted. After that it's just tough. > Can I cast the spell even if the other is unwilling to give it up? Absolutely, that's the best thing about Mindlinking. However, the other chappie can use your spells whenever he wants. In any case, any of the participants can leave the Mindlink at any time they like, so a good tactic is to cast their good spells then bug out. Also, don't annoy your allies as they can start casting your spells. I saw one Storm Bull get sent Berserk by his ally for holding back when facing Chaos. He also used to cast his Face Chaos ASAP in a scenario as his Ally had a tendency to cast it on him when it thought he was slacking. See Ya Simon Phipp *************************************************************************** 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, 30 Sep 1998 09:00:57 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Mindlink/Divine Magic Even if a character accepts to "Mindlink" himself with another one, I am not sure he may freely use the other's Divine Magic. The Divine Magic comes from the gods, so if the other player is a neutral, or even hostile cult (not to say enemy cult), I am not sure the spell will go ! Alain. But remember, the spell knowledge is coming from an initiate's mind. The spell probably channels through the initiate into the MindLink, and the god would have little say in the matter. 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: Fri, 2 Oct 1998 16:19:19 -0400 From: Brad Furst Subject: [RQ-RULES] Failed Enchantments My current campaign began as a play test for RQ:AiG. As that project was abandoned by the authors and publishers, we gradually began to pick and choose portions of the rule to retain and portions to revert back to RQ3. Carelessly, we neglected to notice the difference of the consequences for Failed Enchantments between the two editions. We didn't even have characters considering to do their own enchantments until after RQ:AiG because they were not yet high enough skilled. RQ3 requires that all POWer involved in the enchantment are lost if the enchantment fails on the skill roll. RQ:AiG requires only a one-point POWer loss if a normal failure results (but all POWer involved if the skill roll is a fumble). At 12:54 PM 9/29/98 -0800, one of my players wrote: >How do you want to fix the missing points of POW? I'm missing 4 >points due to my ignorance of the rules for missing my roll when doing >a divine enchantment. I lost 3 points twice which should only have >been 1 point each time. Ooops! :) Indeed we do occasionally retrofit characters when we discover mistakes, so his inquiry is quite valid for us. What you can't tell from his post is that he, like each of the other players here, is also willing to accept a ruling by me, the GM, that I choose not to change this particular past. Since this decision will set precedent for future rulings, what I put to question for the list members is this: Which (the consequences of Failed Enchantments from RQ3 or the consequences of Failed Enchantments from RQ:AiG) is better for the future? Keep in mind that the campaign is set in Glorantha (perhaps that goes without saying). Note that these characters who have survived since the beginning of this RQ:AiG play test have ritual skills which are good to expert (~60 to 80%) and commonly have POWer ranged about 10 to 18 (divine intervention and successful enchantments cause most of the variation). As well, you are welcome to comment about the consequences of using RuneQuest enchantment in other setting or at lower levels of play. 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. ------------------------------ End of RuneQuest Rules Digest V1 #161 ************************************* *************************************************************************** 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.