From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #66 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, April 9 1999 Volume 02 : Number 066 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: New Tips - Cadaverous limbs [RQ-RULES] Double Bonus? [RQ-RULES] multiple attacks whilst riding [RQ-RULES] Skills Modifiers for Attributes [RQ-RULES] Re : Frequency of Divne Interventions and Allied Spirits RE: [RQ-RULES] Re : Frequency of Divne Interventions and Allied S pirits Re: [RQ-RULES] Double Bonus? [RQ-RULES] DMD - Shargaas for RQ/Greyhawk Re: [RQ-RULES] New Tip (??) Re: [RQ-RULES] Skills Modifiers for Attributes [RQ-RULES] Limiting DIs [RQ-RULES] A few questions RE: [RQ-RULES] A few questions RE: [RQ-RULES] A few questions 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, 8 Apr 1999 17:14:52 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re: New Tips - Cadaverous limbs Weihe, David : >> I realise that. I sugested to the player of the character in question that >> he could bind the ghost of a sorcerous sword master into his skeletal >> arm and have the ghost cast the animate spell. That way he wouldn't >> have to concentrate on it. >However the ghost would be animating it, not the PC. The result would >be something like Dr. Strangelove's arm, at best, and some really bad >horror flick (where a pianist got transplanted hand from a murderer) >(I think it starred Michael Caine) the name of which escapes me, at >worst. That's the general idea, yes. >> A strap-on skeletal arm with such a ghost bound into it would make a >> great magic item for necromantic characters. Some insane NPC evil >> sorcerers might even be prepared to lose a limb just to be able to use >> it. At least it wouldn't cost an arm and a leg! >Of course, since much of swordsmanship is moving properly, the ghost >would be able to recommend with perfect honesty and unselfishness >that you should really do the same thing to both your legs. Then, since >your balance would be off, he needs the rest of you below the neck. >Before long, it is his body, that you sit on like Long John Silver's parrot. You could always just use Telepathy. Look. Is it, or is it not a good idea to have animated skeletal arms crawling around strangling people, and generaly causing terror and destruction? I vote yes! None of these objections are insurmountable. 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: Thu, 8 Apr 1999 17:28:25 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Double Bonus? Phil : >> I don't think the bladesharp should apply to both either. Bob Stancliff : > If you assume that the bonus is on the weapon which is >used for both attacks, then it has to be. I assume that the Bladesharp to hit bonus is because the weapon becomes magicaly easy to use, seeeking out weaknesses in the opponent's defences. Does the weapon become doubly easy to use when faced with two opponents? I'd say not because then you're getting double the effect for no obvious reason. The bladesharp damage increase is presumably because the weapon is sharper, so each hit will do extra damage. It;s a different effect that has different logical consequences. Rather than argue about rules niggles, I'd much rather start from a non-rules description of what is happening and extrapolate how the rules should work from that. >> This is my system: >> 1. Apply any multipliers to the skill >> 2. Add any modifiers due to circumstances >> 3. Apply any limiting factors, such as Ride skill >> 4. Add any bonus or penalty due to magic >> 5. If the chance is over 100, it may be split >> 6. Roll it I'd swap steps 3 and 4 round, but it's fair enough this way I suppose. > Hmmm, but #5 is a multiplier of 1/2, so you are doing >multipliers at #1 and #5; how do you decide which ones >occur at which point? I might want to do my Berserk x2 >after the division instead of at the front In Step 5 the skill is split into two equal halves, it is not divided by 2. No skill points are lost. Simon Hibbs *************************************************************************** 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, 08 Apr 1999 17:41:05 +0100 From: Pete Nash Subject: [RQ-RULES] multiple attacks whilst riding > That kind of makes sense, especially if there are bonuses or penalties > > that are target-specific, such as size or prone. I'd prefer to add > magic and such *after* the Ride limit, maybe other bonuses as well. > However, in your formula, a swordsman with 100% but only 50% ride can > either make one attack at 50%, or two attacks at ... oh, 50%! If his > sword skill increases to 149%, he can still only make two 50% attacks, > > but one more percent, and he can suddenly make a third attack at 50%! Surely he can only ever make a single attack at 50%. If he's a mediocre rider then he just hasn't got the confidence and balance to use any part of his skill over 50%. I must say I prefer Bob's order. If a crap rider wants to use more of his combat skill, then he should use horse riding magic to improve that skill rather than use weapon boosting magic on a hobbled skill. This whole thread has made me think about how combat skills should be used. Your full skill is available in an environment which is natural to you. So I'm juggling with the idea that Praxian beast riders fight at a penalty when they are dismounted, since this is unnatural to them. Unfortunately this causes problems. Riding based cultures will require a 'Perambulate' skill to reflect how they do things on foot. (And before anybody starts calling me stupid, have you seen how ungainly the modern day Mongols are on foot? Bandy legged is an understatement!) The theory could hold for mermen/sea monsters fighting above the water too. Pete *************************************************************************** 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, 8 Apr 1999 17:49:30 +0100 From: Ashley Munday Subject: [RQ-RULES] Skills Modifiers for Attributes Has anyone ever abandoned the idea of using the skill's category bonus to adjust the skill itself and just used it to modify the experience roll? Ray Turney's system does and I wondered if anyone has ever done it with RQ, and if they had, did it simplify things that much? Ash *************************************************************************** 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, 8 Apr 1999 17:55:51 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Re : Frequency of Divne Interventions and Allied Spirits Ashley Munday : >I just had a gawp at the rules and as far as I can see there is no >restriction as to when you can do a DI. You can keep attempting them until >the referee gets fed up of you failing and shoves the dice up your bum. I'd allow as many as you like, but only one appeal for any one purpose. Once a god has said no, it's the only answer you're going to get. >Allied spirits can do DI as an initiate, but can't gain reusable Rune Magic >the way they used to. Tell me about it. Sulk! Simon Hibbs *************************************************************************** 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, 8 Apr 1999 18:12:31 +0100 From: Ashley Munday Subject: RE: [RQ-RULES] Re : Frequency of Divne Interventions and Allied S pirits Me: "Allied spirits can do DI as an initiate, but can't gain reusable Rune Magic the way they used to." Simon: "Tell me about it. Sulk!" You were obviously lucky under RQ 2: The only ally I ever had had a POW of 13. Try qualifying as a priest with that. Ash *************************************************************************** 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, 8 Apr 1999 13:13:35 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Double Bonus? In a message dated 4/8/99 10:18:51 AM Eastern Daylight Time, stanclif@ufl.edu writes: << > I don't think the bladesharp should apply to both either. If you assume that the bonus is on the weapon which is used for both attacks, then it has to be. >> The bladesharp affects the weapon and not the individual's skill in my game also. kes *************************************************************************** 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, 08 Apr 1999 13:13:47 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Shargaas for RQ/Greyhawk Gods of the Euroz (This one deviates a bit far from the established writeups, but I kept seeing Morlocks when I was working on it....) SHARGAAS Runes: Darkness, Evil, Undeath Shargaas is the god of thieves, stealth, darkness, and undeath. He is called the Night Lord. Cult in the World Unchalleneged in the darkness beneath the earth, Shargaas is the god of choice for those euroz who prefer a knife in the back to a straight up fight. One of Gruumsh's lesser sons, he mainly commands those tribes of euroz that have chosen to dwell in the Underdark. That these tribes continue to thrive against such opposition as drow, illithids and duergar is a testament to cold, scheming ways of the Night Lord. The Night Lord's followers hold the 11th of Goodmonth as their High Holy Day, as do most other darkness worshipping cults. Temples to Shargaas are constructed deep underground, carved from living rock (dwur or duergar temples are often defiled and converted for use by this cult). Black leather armor and a heavy black cloak form the required dress for priests of this cult. Lay Membership Requirements: Worshipped primarily by euroz who live beneath the earth, he is also worshipped by those surface euroz who practice the arts of stealth and thievery, or who revere undeath. Skills taught by this cult include Climb, Dodge, Throw, Fast Talk, Orate, Speak Languages, Evaluate, Lores (Euroz, Poison, World), Conceal, Devise, Sleight, Listen, Search, Ambush, Hide, Sneak, Ceremony, and Dagger attack/parry. Initiate Membership Requirements: Standard. Serving their communities as spies, thieves, scouts and death makers, Shargaas's Nightmen work to keep their own people appraised of the actions of their enemies. Nightmen are also charged with maintaining the catacombs, and with assisting their priests in the collection and preparation of bodies that are due to be made into the various forms of undead. Spirit Magic: Befuddle, Coordination, Countermagic, Darkwall, Extinguish, Mobility, Shimmer, Silence. Acolyte Membership Requirements: Standard. Called Nightshadows, acolytes of this cult are primarily in charge of organizing missions into enemy territory, as well as being charged with the defense of their temple and its catacombs. Priesthood/Shamans Requirements: The Darklords of this cult, in addition to the standard requirements, must also be ritually joined with a hag who will serve as their consort, wife, and advisor. Most darklords never leave their temples, since as their power over the Darkness grows, they begin to change in strange and subtle ways. Lay tribe members or initiates who question authority disappear, an event which is always followed by a special feast for the inner circle the next day. [Once ordained, a priest of Shargaas can no longer truly subsist on anything but the most exotic fare, usually the flesh of euroz, but some prefer that of drow, duergar, or svirfneblin. It is rumoured that with each such meal, the priests take something from their prey, be it knowledge, spells, or skills...] Those priests who serve under the Deep Dark (as the high priest of any temple is called) live only at his sufference, with the full knowledge that the rituals of unlife (or cookery) they perform today over one enemy may be performed over them tomorrow. Virtues for Shargaas' cult include Calm, Misanthropic, Private, and Vengeful. Common Divine Magic: all Special Divine Magic: Bleak, Command (Hags, Shades, Undead), Create (Ghost, Ghoul, Skeleton, Wraith, Zombie), Darksee, Fear, Pain Blow, Ritual of Devouring, Summon Hags, Shades), Turn Undead, Whispers. Shamanic Taboos No Soul Expansion No Spirit Defense Runic Affinities Only Associated Gods Luthic: provides Command Gnomes - -- talmeta@cybercomm.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, 8 Apr 1999 13:18:19 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] New Tip (??) In a message dated 4/8/99 7:55:26 AM Eastern Daylight Time, philip.hibbs@tnt.co.uk writes: << I'm beginning to sound like the kind of nay-sayer that I usually complain about, but I don't think allied spirits can qualify as rune levels (I think it's in the Cults Book, anyone got da roolz to check?) >> I use a RQ2/3 variant and allow Allied Spirits to act as preists if POW is 18+. kes *************************************************************************** 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, 8 Apr 1999 13:24:46 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Skills Modifiers for Attributes > Has anyone ever abandoned the idea of using the skill's category bonus to > adjust the skill itself and just used it to modify the experience roll? Not modifying the skill is a penalty for beginners that is made up in the first game year. Letting the modifier apply to experience rolls makes a noticeable difference in how fast experience is gained. The current system works out to 25% for improvement at 50% total skill with no bonuses, and slightly better if the mods are positive. This isn't a bad idea to try if someone wants to experiment. Bob *************************************************************************** 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, 9 Apr 1999 09:49:33 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Limiting DIs What about linking the ability to do DI to the runes the RL/RP is related to and the Gloranthan Calendar. Let's say that a Earth Priest could DI once every Clayday of any Season other than Earth Season, he could DI once a day during the Earth Season, and he could DI as he wishes during the Claydays of the Earth Season ? Instead of limiting the number of DI, the Calendar could affect the roll : D100, D20, D10 or D6 ? Alain. www.btinternet.com/~karamo/rq.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: Fri, 9 Apr 1999 12:03:52 +0100 From: "Terje Tollisen" Subject: [RQ-RULES] A few questions Can a fetch use Visibility to enter the mudane plane whilw the shaman is on the mudane plane to? If so, how far from the shamn can the fecth go? I've played with this being possible, but the fetch and shaman could not share MP or spells, and the fetch had to stay close the shaman. Can a shaman make a fetish for a spell and give it to someone hwo does not have the spell, but is going to learn it later? If an initaiate uses a one use spell, must he go to place where they teach it to regain it, or is it ok with just a shrien that does not teach it? - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 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: Fri, 9 Apr 1999 11:01:20 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] A few questions - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >Can a fetch use Visibility to enter the mudane >plane while the shaman is on the mudane plane to? I'd say no, but it can intercept spirits that are visible >Can a shaman make a fetish for a spell and give it to someone >hwo does not have the spell, but is going to learn it later? No, I'd say that someone learning a spell needs a professional (priest or shaman) to help them make a personal focus for the spell. >If an initaiate uses a one use spell, must he go to place where they >teach it to regain it, or is it ok with just a shrien that does not teach it? No, any shrine will do, IMO. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.0.2i iQA/AwUBNw3Ry11SBDU3jy39EQI20ACePcdef7CXID/EOkxI01e+gr3byAYAn3ZM JQjJS+TqGx1QIyYFIcMhQ180 =/TM/ - -----END PGP SIGNATURE----- *************************************************************************** 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, 9 Apr 1999 14:41:17 +0100 From: "Terje Tollisen" Subject: RE: [RQ-RULES] A few questions Thanks for the input. Just a little missunderstaning. Me: > >Can a shaman make a fetish for a spell and give it to someone > >hwo does not have the spell, but is going to learn it later? Philip: > No, I'd say that someone learning a spell needs a professional (priest > or shaman) to help them make a personal focus for the spell. I wrote it a bit fussy. I'll try again: Bob does not know Baldesharp but the shaman is going to teach him. Can the shaman make a Bladesharp focus for Bob before he teaches him the spell? - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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 #66 ************************************ *************************************************************************** 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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