From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #163 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, October 6 1998 Volume 01 : Number 163 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: conversions [RQ-RULES] MtG Conversions re: [RQ-RULES] Fwd: conversions Re: [RQ-RULES] Re: conversions [RQ-RULES] DMD - Dorgha Torgu for RQ/Greyhawk Re: [RQ-RULES] Fwd: conversions and more ... Fwd: Re: [RQ-RULES] MtG Conversions [RQ-RULES] Missile Combat Re: [RQ-RULES] Missile Combat Fwd: Re: [RQ-RULES] Missile Combat [RQ-RULES] Administrivia: Please Read! Fwd: Re: [RQ-RULES] Missile Combat Fwd: Re: [RQ-RULES] Failed Enchantments Re: [RQ-RULES] Missile Combat 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: Mon, 5 Oct 1998 13:18:14 EDT From: Delecti@aol.com Subject: [RQ-RULES] Re: conversions Steve Lieb writes regarding M:tG, << Would anyone be interested in seeing my conversions of said game?>> Sure, though I would not recognize a lot of the newer stuff. Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society ICQ http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@iname.com Tradetalk #4 is soon to be out. Also reserve your copy of "Tentacles" which includes Sandy's latest sorcery rules! <---shameless plug if I ever wrote one, which I just did. - ------------------------------------------------------------------- "What code?" - -- Dr. Okun (Brent Spiner), Independence Day *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 5 Oct 1998 15:44:32 -0400 (EDT) From: Al Harrison Subject: [RQ-RULES] MtG Conversions Steve, I will second that (scott knowle's response). I liked playing Magic and would really enjoy entering that universe via a consistent (?) set of rules such as RQ. Al Harrison *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 5 Oct 1998 18:37:51 -0700 From: Rich Allen Subject: re: [RQ-RULES] Fwd: conversions > I wonder if anyone else has noticed that Magic:TG cards/game/universe > are practically ready-made for conversion to RQ? > > Especially the spells/items. Would anyone be interested in seeing my > conversions of said game? [lurk mode off] YES YES YES!!! [lurk mode on] Rich Allen rico@mindspring.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: Mon, 05 Oct 1998 20:02:06 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Re: conversions Delecti@aol.com wrote: > > << Would anyone be interested in seeing my conversions of said game?>> > > Sure, though I would not recognize a lot of the newer stuff. I won't recognize any of it, but I'll cheerfully third the motion. - -- 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: Mon, 05 Oct 1998 20:36:42 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Dorgha Torgu for RQ/Greyhawk Gods of the Bakluni DORGHA TORGU Runes: Inner Planes Runes (pre-cataclysm): Inner Planes x2, Mastery, Magic Dorgha Torgu is the god of the Material Elements and the Inner Planes. Cult in the World The mythology that surrounds Dorgha Torgu is of two parts. In the earliest tales, Dorgha is revered as the master of the elements, the one who first taught men the proper means to propitate the elemental forces. He is seen as the loyal son of Istus and Koram, and a preserver of the natural order. In more recent tales, Dorgha is remembered (or more accurately, is forgotten) because it was he who brought about the Rain of Colorless Fire that fell upon the Suloise Empire. He would perhaps be a hero among his own but that this single act violated all of the precepts that he had formerly stood for, and was decried by even his own priests as unjust. Dorgha was thus stripped of his own power base, his worshippers scattered, and the bulk of his runic associations stripped away. Denied even the comfort of the GodPlane, he roams the Flanaess in the form of his final avatar, searching for the means to either undo the wrong he has wrought, or at least to atone for his crime against his own beliefs. Acknowledged and venerated now only by those Baklunish nations whose written records extend past the Twin Cataclysms, he is at best a balksome deity, providing divine spells in a haphazard fashion (actual time required to recover spent divine spells is equal to 1d4 x the normal time), and providing little in the means of Divine Intervention or Divinations. Among the other deities of his pantheon, only Istus continues to acknowledge him, perhaps in recognition that he may someday once again regain his former divine status among her children. Dorgha's priesthood no longer observes a High Holy Day, though services are typically conduscted on the 1st day of each month. Shrines to this deity are few, though it is known that Tovag Baragu is the greatest of these. Priests of Dorgha dress to suit themselves, and are often initiates or priests of other deities as well. Lay Membership Requirements: Lay members of this cult are uncommon, to say the least. Once fashionable among sorcerers and magi, Dorgha's cult no longer provides sufficient return on the investment to attract worshippers of that sort. Dorgha's cult is now popular only among sages, loremasters, and other members of the intelligentsia who seek to follow the most ancient ways of their ancestors. No skills are currently taught by this cult. Initiate Membership Requirements: Standard. Initiates of this cult typically gather on holidays to re-enact the ancient rituals (even if they no longer work). They would think their god were dead if it were not for the continuance of divine magic support and the occasional successful DI or Divination. Note: Dorgha's cult does not offer spirit magic to it's followers. Instead, they utilize a form of magic known as lekari, that employs eight spheres and eight runes. Followers of Dorgha are bonded to the sphere of flesh, but may select whatever runic association they please. Knowlege of a sphere and a rune in this fashion does not affect the initiate's Free INT for purposes of memorizing spells, or their vow of the Vessel, if they are a sorcerer as well. Priesthood Requirements: Standard. Dorgha's priests are commonly expert Heroquesters, ever seeking to discover a means of returning their god to his former station. But it is difficult to overcome or find a way past the rage and self-loathing of a deity, so the search continues. Virtues for his followers are Angry and Honorable. Common Divine Magic: Initiate, Sanctify, Worship Dorgha Torgu Special Divine Magic: Dismiss (all elementals), Retribution, Seal gate. Associated Gods Istus: provides Avoid Fate - -- 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, 6 Oct 1998 01:53:45 EDT From: Xspungable@aol.com Subject: Re: [RQ-RULES] Fwd: conversions and more ... I would be more than interested in seeing your conversions. On another note, does anyone play on HarnWorld (Kethira)? If so does anyone have house rules or conversions based on the HarnWorld? *************************************************************************** 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, 06 Oct 1998 07:27:52 -0400 From: Tal Meta Subject: Fwd: Re: [RQ-RULES] MtG Conversions From: styopa@iname.com Subject: Re: [RQ-RULES] MtG Conversions Heh, I got a few responses that I started to demur to, then they came in a flood! Alright already - I'll post the conversions on my website, and let you know when they're up. Thanks everyone for the enthusiasm! - -Steve (styopa@iname.com) or at work (Steve@necadon.com) http://surf.to/styopa *************************************************************************** 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, 6 Oct 1998 12:59:14 +0100 From: "Paul Bestwick" Subject: [RQ-RULES] Missile Combat Given recent comments about missile combat (archers in the main), both magical and bonuses for multiple targets. The effects of multi-missile spells against close packed targets, Pikemen etc. would be devastating. The close proximity of additional targets taking the chance to hit to greater than 100% and a couple of points of multi missile would make a big mess of lightly armoured troops. Even heavily armoured troops will suffer because of the way the rules mechanics work i.e. more chance of a special or crit, due to the greater chance to hit. Ambushes become a even more impressive in Runequest than I'd realised or played them for my group before now. Any thoughts on the above and whether they ring true with the real world ? 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: Tue, 6 Oct 1998 15:42:41 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Missile Combat > Even heavily armoured troops will suffer because of the way the > rules mechanics work i.e. more chance of a special or crit, > due to the greater chance to hit. > Any thoughts on the above and whether they ring true with the real world ? > > > Paul Bestwick I`d say the bounus to the attack skill should not increase the chanse to get a special or critical. After all, these are ment to represent a very good shot or good luck. You don't shoot any better when you shoot at a gathering of people, and the amount of luck involved should not be canged either. An example: I think the bonus is 5% per individual (but it doesn't really matter). An archerer shoots at a closely packed troop of 400 soldiers. This gives him a bonus of 5*400 = 2000%. If this shuold be used to calculate critical chanses, he would get a crit. as long as he rolled under 96. - -Terry ********************* Terje Tollisen Kjelsasveien 99 0491 OSLO Tlf. 22153817 P.sck 96867204 ********************* *************************************************************************** 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, 06 Oct 1998 11:46:23 -0400 From: Tal Meta Subject: Fwd: Re: [RQ-RULES] Missile Combat From: Steve Lieb Subject: Re: [RQ-RULES] Missile Combat At 12:59 PM 10/6/98 +0100, you wrote: >Given recent comments about missile combat (archers in the main), both >magical and bonuses for multiple targets. The effects of multi-missile >spells against close packed targets, Pikemen etc. would be devastating. The >close proximity of additional targets taking the chance to hit to greater >than 100% and a couple of points of multi missile would make a big mess of >lightly armoured troops. Even heavily armoured troops will suffer because >of the way the rules mechanics work i.e. more chance of a special or crit, >due to the greater chance to hit. Ambushes become a even more impressive in >Runequest than I'd realised or played them for my group before now. > >Any thoughts on the above and whether they ring true with the real world ? As far as the effects vs. close-ranked troops, this is somewhat mitigated by the fact that they typically have magic too. Light troops (commonly) also have missiles, so what this really is is a force-multiplier without a concomitant defensive bonus. So you're right, the "first strike" - whether in melee or ambush - becomes much, much more important as lethality of that strike increases. Therefore in any professional military orgnization in RQ you would see a major increase in the importance and status in scouting - mundane or magical. Commonly I would believe that the comments you make would also lead to a "spreading" of the battle area - combatants (esp light troops) would disperse into skirmish order to reduce their vulnerability. Of course, there are magical protections with limited range, so where this would outweigh the new lethality, you'll see close-packed troops again, huddling under the umbrella of defensive magic. One point of note: the consequence of this ebb & flow of offense over defense shows why, in Glorantha, the Lunar Army is dominant. They have schools of magicians, allowing for better and stronger defensive magics, allowing for more of their troops to fight in close formations which will always defeat dispersed troops. - -Steve Lieb styopa@iname.com steve@necadon.com http://surf.to/styopa *************************************************************************** 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, 06 Oct 1998 11:49:58 -0400 From: Tal Meta Subject: [RQ-RULES] Administrivia: Please Read! Hiya folks. I currently have the list set to not allow messages from addresses that are not signed on to the list; this isn't to inconvenience anyone, merely to cut the potential amount of SPAM we might otherwise receive. However, since it occurs to me that we have yet to get any spam, but several of y'all seem to be operating under multiple email accounts, I might as well lift this restriction, as it means that I have to keep forwarding the stray messages. You may now resume your normal discussions. :) - -- 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, 06 Oct 1998 11:57:56 -0400 From: Tal Meta Subject: Fwd: Re: [RQ-RULES] Missile Combat From: Steve Lieb Subject: Re: [RQ-RULES] Missile Combat >I`d say the bounus to the attack skill should not increase the >chanse to get a special or critical. After all, these are ment to >represent a very good shot or good luck. You don't shoot any better >when you shoot at a gathering of people, and the amount of luck >involved should not be canged either. I'd agree with Terry, but I think the original point was actually that the absolute "chance" of a critical was increased. 1 arrow say 4% chance of critical 5 arrows @ 4% = if i do my math right, about a 15% chance that at least 1 will critical. however, am i misremembering the rules to state that i thought multimissiles couldn't critical? only the original has a chance of criticalling. however against normal people, the "shotgun" effect, even without crits, is quite enough to ruin ones day thank you. (IMO, in very specific situations, I have actually allowed missiles to hit, and if it does enough damage to get through the front armor, location, and back armor of the target, it actually goes through and can hit another and so forth. To succeed the circumstances have to be very favorable, plus the second "to hit" is down graded a rank, so a normal success is a fail, a special is a normal and a crit is a special. (I'll still give a crit on a 01 followed by an 01, but it hasn't happened YET.)) My players agree it's just a cool effect, even when it hits a PC. - -Steve Lieb styopa@iname.com steve@necadon.com http://surf.to/styopa *************************************************************************** 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, 06 Oct 1998 11:44:44 -0400 From: Tal Meta Subject: Fwd: Re: [RQ-RULES] Failed Enchantments From: "Bob Stancliff" Subject: Re: [RQ-RULES] Failed Enchantments > Which (the consequences of Failed Enchantments from RQ3 or > the consequences of Failed Enchantments from RQ:AiG) > is better for the future? In my personal opinion, the 1 POW loss should probably be used for Divine magic and the All POW loss should be used for Spirit and Sorcery. To try and justify this, notice that shamen and sorcerers don't need to sacrifice POW to do their job, but priests must spend POW for spells. I see using different rulings as a way of slightly equalizing this POW expenditure, otherwise priests can probably never risk making divine spell matrices since it already requires that 2 POW be spent in the process of making a 1 POW divine matrix (one to learn the spell and one to create the enchantment). Any expenditure of POW weakens a priest's effectiveness seriously, and the accidental loss of POW can be tragic. Bob Stancliff (stanclif@ufl.edu) 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, 6 Oct 1998 12:15:36 -0400 (EDT) From: Al Harrison Subject: Re: [RQ-RULES] Missile Combat Paul, I'm not sure about medieval combat. I know in the 16th through 19th century, a big goal of infantry maneuvers was to permit musketry fire "in enfilade" along the rows or columns of a formation - whichever was more closely spaced. Commanders who could successfully achieve enfilade generally decimated their opponents. Al *************************************************************************** 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 #163 ************************************* *************************************************************************** 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.