From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #15 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, January 21 1999 Volume 02 : Number 015 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] experience check frequency Re: [RQ-RULES] Limb Loss Re: [RQ-RULES] experience check frequency Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) Re: [RQ-RULES] Limb Loss Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) [RQ-RULES] Re: Limb Loss RE: [RQ-RULES] Limb Loss [RQ-RULES] Site Update Re: [RQ-RULES] Site Update Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) Re: [RQ-RULES] experience check frequency RE: [RQ-RULES] Regeneration... 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: Thu, 21 Jan 1999 17:11:31 -0000 From: Ashley Munday Subject: RE: [RQ-RULES] experience check frequency Another idea is to let them roll for experience every 4 weeks (or, whatever period you find suitable). Ash -----Original Message----- From: Loren Miller [mailto:loren@wharton.upenn.edu] Sent: Thursday, January 21, 1999 4:39 PM To: runequest-rules@MPGN.COM Subject: [RQ-RULES] experience check frequency I realize that the RQ3 rules state that the GM is to let player characters have experience checks at the end of an adventure. I've tried playing that way. I've also tried playing that the characters get experience checks at the end of each evening's play. In the end I come around to the RQ2 rule. Let the characters get experience checks when they have a week of free, non-adventuring time so that they can digest their experiences and learn from them. This rule encourages the players to play fairly fast instead of getting tediously deep into the minutae of their lives, because that way they get more experience checks. This rule also prevents characters from improving too quickly, since the passage of game time is necessary for them to gain experience. It strikes a good balance and that is why I like it. Cheers, Loren -- +++++++++++++++++++++++23 Loren Miller "If men cease to believe that they will one day become gods then they will surely become worms." --Henry Miller, _The Colossus of Maroussi_ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** 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, 21 Jan 1999 18:15:27 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] Limb Loss Personaly I run a very lax interpretation of the rules. If the players can get the linmb to better than double negative hp then it isnt maimed.......but then my characters are teenage Sartar Farm Hands rather than wannabe HeroQuesters. Maybe things will get meaner as time goes on ('Lunar HeroQuests have altered the healer's powers.....') Dom/Thaz ps Love the sign off! >Under "damage equals or exceeds twice limb location hits", it says that ti >must be healed up to full HP within 10 melee rounds, or can never be >recovered. Does this mean that Regrow Limb or Regenerate will not work? > >It also says that if it can be healed to +HP before SR10, then it is not >maimed. Even if this happens on SR1, and someone with a DEX SR of 1 >immediately changes their statement of intent to cast a heal spell instead, >they can only cast Heal 2. Heal Would could do it, so long as you change the >rule whereby divine spells go off on SR 1 to just having them take 1 SR to >cast. Even in this case, with changing statement of intent, this only leaves >6 SR to pump 6 HP in with. Anyone with 4 HP in their limb is knackered. > >Does anyone have a sensible interpretation of these rules to offer? > >philip.hibbs@tnt.co.uk >http://www.snark.freeserve.co.uk/ >Failure is not an option, it's integral to the o/s. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** 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, 21 Jan 1999 18:18:54 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] experience check frequency I use the 'natural break' idea. Ie a non-specific GM whim's 'Ok you've had time to absorb the lessons learned over the past few sessions. If the Pc's are in a constant running chase with a Lunar Regiment then it aint going to happen very often. If they take months off to farm or count rabbits or something then ok! Dom/Thaz >I realize that the RQ3 rules state that the GM is to let player characters >have experience checks at the end of an adventure. I've tried playing that >way. I've also tried playing that the characters get experience checks at >the end of each evening's play. In the end I come around to the RQ2 rule. >Let the characters get experience checks when they have a week of free, >non-adventuring time so that they can digest their experiences and learn >from them. This rule encourages the players to play fairly fast instead of >getting tediously deep into the minutae of their lives, because that way >they get more experience checks. This rule also prevents characters from >improving too quickly, since the passage of game time is necessary for them >to gain experience. It strikes a good balance and that is why I like it. > >Cheers, >Loren > >-- >+++++++++++++++++++++++23 >Loren Miller >"If men cease to believe that they will one day become gods then they >will surely become worms." --Henry Miller, _The Colossus of Maroussi_ > > > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe runequest-rules' as the body of the message. > *************************************************************************** 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, 21 Jan 1999 18:25:32 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) I think he meant session not SEASON! rather depends on the length of your sessions dont it? Also how much time you're players spend role playing and how much they spend digressing, discussing the failings of their teachers/bosses or staring at the barmaids cleveage (Playing in a Pub has several disadvatages to weight the avaliable food and beer) Dom/Thaz Rich Allen: > Do your adventures only last one session? Ours last, on average, > about five or six sessions. POW gain rolls, according to the rules, > can only be done when experience gain rolls are done, and that is > at the end of an adventure, after the character has had time to relax > and reflect on what happened during the adventure. I know, it > doesn't make sense, but it's in the rules, and we really do try to > play within the rules as written. I do not think the rules intended that experience is rolled so seldom. If your adventures last 6 seasons that is one full year. In effect the characters does not learn anything during a year. Yes, the rules says the characters should have some time off, to reflect and think, but I really don't see it that way. Besides, if an adventure last 6 seasons, are the characters out fighting monsters of busy conspiring against some evil count every single day? I bet they take a few days off now and then to relax. Or maybe they travel for a week or two to get somewhere. Let then roll for experience then. Even if the characters are really busy every single day it might be a good idea to let them roll for experience every two or three weeks anyway, just to get some advancements for the characters. Lest comer them to p party that are out on adventures/missions for the temple etc every other week. They would get to roll for experience too every other week, while your party that is out adventuring all year (and using their skills twice as much) only get to roll once a year. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsaasveien 99 0491 OSLO Norway ********************* *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** 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, 21 Jan 1999 18:26:36 GMT From: mikec@room3b.demon.co.uk (Michael Cule) Subject: Re: [RQ-RULES] Limb Loss In message <017DD95F5D17D21189FF0008C728E3053A24FC@TNT_SERVER_25> "Hibbs, Philip" writes: > Under "damage equals or exceeds twice limb location hits", it says that ti > must be healed up to full HP within 10 melee rounds, or can never be > recovered. Does this mean that Regrow Limb or Regenerate will not work? I've always played it that if you can't get it up to full HP within 10 MR then some sort of major magic is needed to recover the limb. If Spirit Heal and/or First Aid can recover it to full HP within 10 MR then the limb will not need Divine Magic or Sorcery to recover. > It also says that if it can be healed to +HP before SR10, then it is not > maimed. Even if this happens on SR1, and someone with a DEX SR of 1 > immediately changes their statement of intent to cast a heal spell instead, > they can only cast Heal 2. Heal Would could do it, so long as you change the > rule whereby divine spells go off on SR 1 to just having them take 1 SR to > cast. Even in this case, with changing statement of intent, this only leaves > 6 SR to pump 6 HP in with. Anyone with 4 HP in their limb is knackered. Within 10 MR. NOT within 10 SR. - -- Michael Cule Actor And Genius AKA Theophilus Prince Archbishop Of The Far Isles Medieval Society Arms Purpure An Open Book Proper: On the Dexter Page an Alpha Or On the Sinister an Omega Or. Motto Nulla Spes Sit in Resistendo (Resistance is Useless). Ask me about the Far Isles: Better Living through Pan-Medieval Anachronisms. *************************************************************************** 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, 21 Jan 1999 20:18:33 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) > I think he meant session not SEASON! Woops, my mistake;-) - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsaasveien 99 0491 OSLO Norway ********************* *************************************************************************** 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, 21 Jan 1999 15:23:55 -0500 From: "Weihe, David" Subject: [RQ-RULES] Re: Limb Loss > From: "Hibbs, Philip" > Under "damage equals or exceeds twice limb location hits", it says that ti > must be healed up to full HP within 10 melee rounds, or can never be > recovered. Does this mean that Regrow Limb or Regenerate will not work? No, that is obviously just an offhand or out-of-date descripton. If Regrow Limb couldn't regrow lost limbs it wouldn't make much sense, after all. And a good Heroquest would certainly work - an LBQ can replace an entire body, for example. > It also says that if it can be healed to +HP before SR10, then it is not > maimed. Even if this happens on SR1, and someone with a DEX SR of 1 > immediately changes their statement of intent to cast a heal spell instead, > they can only cast Heal 2. Heal Would could do it, so long as you change the > rule whereby divine spells go off on SR 1 to just having them take 1 SR to > cast. Even in this case, with changing statement of intent, this only leaves > 6 SR to pump 6 HP in with. Anyone with 4 HP in their limb is knackered. > > Does anyone have a sensible interpretation of these rules to offer? I created a magic item with an attack condition that if the wearer fell below 0 HP on any body part the item would cast Healing up to a max of 6 on it. Also, one could have the spell ready and cast it (by statement of intent) only if the other character needed it (a typical job for a CA priestess companion to an Orlanthi thane, I expect). Finally, I imagine that Earthpower would also fire off fast enough. Other than those schemes, and a good last DI, I can't see any way to keep from losing the limb for a couple MRs. Unless the "limb" is your head, no particularly great problem, I'd think. *************************************************************************** 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, 21 Jan 1999 20:55:57 -0000 From: "Phil Hibbs" Subject: RE: [RQ-RULES] Limb Loss > It also says that if it can be healed to +HP before SR10, > then it is not maimed. Michael Cule >Within 10 MR. NOT within 10 SR. I'm wrong, I don't know where the "before SR10" rule came from, I think that's probably someone's interpretation of the "bookkeeping phase" rule. Nonetheless, as writ, the rules say that a limb that takes 2x or more HP damage is maimed and requires Regrow Limb or some such. IIRC, RQ2 allowed Heal 6 to reattach a limb. I think from now on I'll apply the rules as they are written, up until now I've been fairly lax, allowing limbs to be re-attached with Heal. Heal Wound cast in the same round should do the trick, though, IMO. How about this: If the limb is healed up to zero or more HP within 10 SR of the wound, then it can be healed normally. Otherwise, if it can be healed up to it's full HP within 10 MR, then it can be regrown or regenerated by use of more powerful magic. Beyond that requires DI. Phil. *************************************************************************** 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, 21 Jan 1999 16:05:28 -0500 From: Tal Meta Subject: [RQ-RULES] Site Update If anyone is interested, I've added some .pdf format character sheets to my site that I'd welcome feedback on. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Thu, 21 Jan 1999 17:28:04 -0500 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] Site Update well I think the sheets are great Ken Tal Meta wrote: > If anyone is interested, I've added some .pdf format character sheets to > my site that I'd welcome feedback on. > > -- > talmeta@bellatlantic.net - Heretic & Dilettante > ICQ - 12594453 > AIM - talmeta1 > 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: Thu, 21 Jan 1999 16:38:29 -0600 From: "Rich Allen" Subject: Re: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) > Rich Allen: > > Do your adventures only last one session? Ours last, on average, > > about five or six sessions. POW gain rolls, according to the rules, can > I do not think the rules intended that experience is rolled so seldom. If > your adventures last 6 seasons that is one full year. In effect the Um, that's five or six _sessions_ not seasons. We're talking about sitting down for an evening of gaming, that's a session. In those parts of our games when we are in the middle of a big adventure, five hours of actual time can sometimes equate to only ten or so hours of game time. Those five or six sessions usually cover about a week or two game time, including travel time. 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, 21 Jan 1999 16:45:54 -0600 From: "Rich Allen" Subject: Re: [RQ-RULES] experience check frequency > Let the characters get experience checks when they have a week of free, > non-adventuring time so that they can digest their experiences and learn > from them. That's pretty close to the way we play it, since the vast majority of our adventures occur within a relatively short distance of our keep (Griffon Island campaign). Travel time doesn't count as rest, since we're usually pretty much on guard the entire time, and travel is far from uneventful. So we have 5 to 6 evenings of play before we get to roll for checks. It's never been a problem for us, even though in the last three years of play we've only had three characters make it to "rune level" and retire. This is more due to the fact that our games are deadly; characters sometimes lasting one two or three sessions (although that's rare, too! :) Rich Allen *************************************************************************** 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, 21 Jan 1999 19:59:02 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Regeneration... > PS: I have no idea about the regeneration spell as written, but 4 magic > points seems a bit cheap to restore a limb when a spirit magician can't do > it! Cost is relative, I suppose, and that's 4 Free INT, by the way, the spell would most likely cost 5 or more MP. But I think the cost is placed more on the recipient of the spell, since he has to take it easy, and protect that limb during the weeks or months it takes to grow back. Rich *************************************************************************** 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 V2 #15 ************************************ *************************************************************************** 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 Hasbro/Avalon Hill Games. 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