From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #72 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, April 19 1999 Volume 02 : Number 072 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Re. Shamans & Fetches Re: [RQ-RULES] Re. Mounted Combat [RQ-RULES] DMD - Guxrai for RQ/Greyhawk Re: [RQ-RULES] Re. Shamans & Fetches [RQ-RULES] DMD - Huntum for RQ/Greyhawk [RQ-RULES] The differences to combat whilst mounted RE: [RQ-RULES] The differences to combat whilst mounted 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: Fri, 16 Apr 1999 15:48:01 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Re. Shamans & Fetches >Blueface gets to modify his random encounter result by +/- 250, which >on percentage dice is pretty good. But that doesn't alter the fact that when he actually encounters Bob, he's only got 50/50 odds of winning. Worse still, what if Bob has max POW 21?!! >In Sandy's, this is fixed by the shamanic power of increasing species >max POW, so Blueface can have a personal POW of 30 or more without too >much difficulty. Dodgy. First of all you're assuming that Blueface gets access to such a Gift, and even if he DID have a POW of 30, Bob should still be smunched with no chance of winning at all as Blueface is centuries old and Bob is only just out of puberty. I'm a believer that RQ should work at high levels, so this is why I implement such rules - forget Blueface and replace him with Bina Bang or Cragspider, near-demigods in power, are they too confined by such a rule? Let a fetch roam the spirit plane and give the shamans the power they deserve, that's what I'm saying. > Also, if you have access to the right reusable divine >magic, a Command [spirit] with a few hours worth of Extension gets you >a nice spirit plane bodyguard. I recommend a ghost or a magic spirit. Well, this is nice method of becoming better, but why should a shaman have to go to the lengths of getting Rune Magic or summoning bodyguards when they should be kick arse in their own right? 200 year old shamans should be really, really horrible on the Spirit Plane, and not need to go to these lengths to feel safe from them youing whippersnappers... All IMVHO, Nikk *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 17 Apr 1999 22:12:42 +0100 From: "Dom Twist" Subject: Re: [RQ-RULES] Re. Mounted Combat I'm a pretty good horseman.....been riding since before I could walk and all the rest of it. I'm a Ok swordsman. I do OK at re-enactment. Won a few minor prizes fencing etc. I have NO IDEA how to use a sword from horse back. I've spoken to a few Cavalry guys who still get a basic training in how to use a sabre from horse back. Doesnt sound like anything I've done with foil, katana or broadsword. IMG I use the ride skill to limit the offensive skill. Perhaps I'm just lacking that cross training...but using the ride limit is at least simple. DomT >That's ok for two separate weapons, but suppose I use a sword on foot and >while mounted. When I'm mounted I'll have to use a completely seperate >skill to when I'm on foot, even for the same weapon. >If I know how to use a sword on foot, then I'm familiar with it's >weight and ballance. I know how to combine blocking and attacking actions >and judge weaknesses in my opponent's defences that I can exploit with that >weapon. Fair enough, mounted combat is different in many ways however many >of those ways actualy make it easier to fight from horseback than from >on foot. You have an automatic height advantage and if you manoeuvre your >mount judiciously you can use it's momentum to help carry through attacks. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 17 Apr 1999 17:40:10 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Guxrai for RQ/Greyhawk Gods of the Nalshaval GUXRAI Runes: Truth, Harmony Guxrai is the god of Silence and Scholarship. Cult in the World Long ago, Guxrai committed several crimes against the euroz ways. First and foremost, he was a skald, a teller of stories and singer of songs. Secondly, in an act of pride, he taught himself to read and write, so that his stories might never perish from the minds of his people. When Gruumsh found him asleep in a secluded cavern clutching a thick volume of poetry and laying next to a large pile of other books, he kicked the sleeping god awake and grasped him by the throat. Guxrai would have died, but Gruumsh was interrupted by the touch of a hand upon his back. Luthic begged her master and husband to spare Guxrai (who had been her lover for years, another of his indiscretions). Gruumsh gave Guxrai one last crushing squeze to the throat, smiled wickedly and then threw him across the room. The gathered gods and goddesses condemed Guxrai and outlawed him. Guxrai's once perfect voice was ruined. Now he can only speak with difficulty and then only in soft whispers when he speaks at all. Guxrai fled the euroz and has lived upon the edge of their society ever since. Lacking a voice, Guxrai read more and more. Reading is the only true joy that Guxrai allowed himself. Though isolated and still desolated by the loss of his voice, he dreams of one day standing tall and once again singing. When he witnessed Torva standing up for himself before the mighty Gruumsh Guxrai decided then and there to attach himself to the fledgling Zavik, in the hopes that his day of song is close at hand. The 15th of Patchwall is held as the High Holy Day of this cult, with additional services on the 15th of every month. Temples to Guxrai are typically wooden longhouses, full of books and musical instruments. Priests of Guxrai have no distinctive form of dress, although they are easily recognized by their characteristic rhyming speech. Lay Membership Requirements: Guxrai's cult appeals mainly to those who seek to emulate his early days, forging new traditions of song and story for a new age. Skills taught include Dance, Dodge, Orate, Sing, Speak Languages, Storytelling, Lores (Euroz, Music, Nalshavel, World), Read/Write, Juggle, Play Instrument, Sleight, Listen, Scan, Ceremony, and Broadsword attack/parry. Initiate Membership Requirements: Standard. Initiates of Guxrai endeavor to live their lives as their lord would if he could, with their voices raised in song. Spirit Magic: Birth Song, Countermagic, Ease Pain, Guxrai's Melodic Voice, Sleep, Visibility. *All of Guxrai's spells must be sung. Musical accompaniment will increase the spell effect by 1 point for variable spells. Priesthood Requirements: Standard, though Guxrai's priests are more scholars than skalds. More retiring than the initiates in their charge, most retire to their Halls to better record and catalogue the songs and stories they have heard. Virtues for Guxrai include Creative, Modest, and Social. Common Divine Magic: all Special Divine Magic: Clear Sight, Clever Tongue, Enthrall, History, Protraction, Translate. Associated Gods None - -- 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: Sun, 18 Apr 1999 00:26:20 +0200 From: "Philip Hibbs" Subject: Re: [RQ-RULES] Re. Shamans & Fetches - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >Dodgy. First of all you're assuming that Blueface gets >access to such a Gift In Sandy's rules, all shamans have equal access to all the powers. >and even if he (blueface) DID have a POW of 30, Bob should still be >smunched with no chance of winning at all as Blueface is centuries >old and Bob is only just out of puberty Um, I don't see your point - POW 30 does beat POW 18 any day of the week. Did you mean to say DIDN'T instead of DID? There are many other powers available, such as bonuses to spell attack and defence, so Blueface can just befuddle Bob and slope off, etc. >Let a fetch roam the spirit plane and give the shamans the >power they deserve, that's what I'm saying. There's no need to change the fundamental nature of the shaman/fetch relationship when the rules have already been fixed in otherf (better!) ways. Sandy's rules make shamans much more fun. Of course, from a rules POV, the fetch nature isn't sacrosanct - they are, after all, designed to simulate Gloranthan shamans. Your shamans may vary. Phil. - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.0.2i iQA/AwUBNxj8fF1SBDU3jy39EQJvsQCgpsiXL7ufpL57YXewDZQQavz9mUEAoKcf pMLEHO2BpYyQFmZt3peAMmt+ =tcxJ - -----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: Sun, 18 Apr 1999 15:27:49 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Huntum for RQ/Greyhawk Gods of the Nalshaval HUNTUM Runes: Destiny, Harmony, Stasis Huntum is the god of Self Sacrifice, Wisdom, and Prophesy. Cult in the World Huntum is old, nearly the equal of Gruumsh in age. He is very wise and is often sought out as a councilor, though his advice is often cryptic and prophetic. Though he freely gave good advice with a civil tongue, his words were seldom heeded by those who sought him out. Perversely, his fellow euroz deities would then exact their revenge upon him for not being clear enough. Too old and weak to properly defend himself, he could only stand and take their punishment, too proud to bow before those that sought to harm him. A few centuries ago Huntum met a young deity named Aisula. Ever since their fateful meeting, they have been inseparable. He knows that she is a vampire and willingly gives of himself, so that her hunger never harms any of the other Zavik. In return for this, she protects and defends him from those who seek to do him harm. Knowing his reputation for sound advice, Torva came to Huntum and asked him to join the Zavik as an honored advisor and aide. Huntum's followers celebrate the 1st of Needfest as their High Holy Day, with additional holidays on the 1st of each of the festivals. No temples exist to Huntum; usually shrines dedicated to him are found within those of either Movos, Ollyvux, Torva, or the monastic temples that honor the Zavik as a whole. Grey robes trimmed in black serve as the distinctive rainment of priests of this faith. Lay Membership Requirements: Huntum is served by al folk who seek wisdom or knowledge of the future. Skills taught include Debate, Orate, Sing, Speak Languages, various Crafts (divination-related), Lores (Euroz, Nalshavel, Spirit, and World), Listen, Scan, and Ceremony. Initiate Membership Requirements: In addition to the standard requirements, propective initiates are expected to forswear something of value to them. For some it is a type of food or drink, for others, friends or family. Some make a more visceral sacrifice of flesh, commonly a hand, foot, or gonads. Spirit Magic: Comprehension, Endurance, Huntum's Voice (Improve Orate), Second Sight, Vigor. Priesthood Requirements: Standard. Priests of Huntum are expected to (but never required) take a priestess of Aisula as their wife. Even the distrustful priestesses of Ollyvux value the counsel of Huntum's chosen representatives. Virtues for Huntum include Altruistic, Calm, Modest and Spiritual. Common Divine Magic: all Special Divine Magic: Community, Courage, Resist Pain, Sixth Sense, Soothing Word, The Sight. Associated Gods Aisula: provides Whispers - -- 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: Mon, 19 Apr 1999 11:15:34 +0100 From: Pete Nash Subject: [RQ-RULES] The differences to combat whilst mounted Although I'm not arguing over rule systems about weapon limits, I'll just thought I'd describe why IMO a foot based combat skill is radically different from a mounted skill. Simon Hibbs > That's ok for two separate weapons, but suppose I use a sword on foot > and > while mounted. When I'm mounted I'll have to use a completely seperate > > skill to when I'm on foot, even for the same weapon. I think you do for the following reasons. > If I know how to use a sword on foot, then I'm familiar with it's > weight and ballance. I know how to combine blocking and attacking > actions > and judge weaknesses in my opponent's defences that I can exploit with > that > weapon. Fair enough, mounted combat is different in many ways however > many > of those ways actualy make it easier to fight from horseback than from > > on foot. You have an automatic height advantage and if you manoeuvre > your > mount judiciously you can use it's momentum to help carry through > attacks. 1) Half a combat skill is the use of your legs. Yes you would know the weight of the blade, its balance and where your opponents weaknesses could be. But the ability to maintain the fighting measure (distance between combatants) to your advantage, the need to rush your foe, to retreat to avoid a blow all need the legs. Upon the horse you are at the mercy of the beast moving when you want it to. There is also an inherent extra delay in moving your legs and balance to tell the horse to move itself, rather than simply moving your own legs to get you out of (or into) range. Your leg position also controls your centre of balance when swinging a weapon. 2) For slashing weapons the power of a blow comes from the hips. Your sword arm actually just guides where the blow is placed. The strength comes from the rotation of the hips and is far greater than using you own arm. It also conserves a fighter's energy. Atop a horse this is of course not possible. Instead you rely on the momentum of the horse to give your blow the strength required. 3) Angles for attack and tricks to open up an opponents defence are _completely_ different. In open order foot fighting a combatant is not limited to what he may do with his weapon. He can swing it where he likes. He can also present a tight facing of his choice towards his opponent. However whilst mounted the fighter instead of attacking forwards, now has to attack from the side, as he cannot reach with his sword in front of his mount's head. Secondly his is limited on the sweep of his blows in case he accidentally hits his own mount too. Thirdly he must either meet his opponent or pass him on the weapon side of his horse, since you cannot reach or place reasonable strength into a blow on your shielded side (if you don't have a shield then you realistically have no defence on that side at all). This forces the attacker to be open and rely on his attacking weapon for defence too. Finally a lot of sword fighting tricks would be invalidated since they rely on wrong footing your opponent, or being static enough for feints. 4) A mounted warrior must try to defend his mount as well as himself. The first thing any foot soldier (or even a mounted one) does if he stands to fight is try to take out the mount. So you have to defend it. This forces the mounted warrior to either extend himself and open even more vulnerable spots on his own body, or to keep mobile and never stay static enough for his mount to become a target. Fluid combat generally degenerates into the exchange of two blows, and relying on unseating your opponent rather than bypassing his defence. > It seems to me that a character who is a skilled swordsman, who mainly > > learned to fight with a sword on foot, yet who was also an > accomplished > horse rider, would probably be pretty damn effective as a mounted > swordsman. Certainly any cross training involved in getting peak > effectiveness would not be particularly great - not the many hundreds > of > hours of training and expeirence necessery to develop an entirely new > skill. The trouble is that he would be an accomplished 'foot' swordsman. And for the reasons I've given above I believe it would take hundreds of hours to relearn how to apply his sword work to being mounted. So starting a second skill seems reasonable to me. Any foot based combat skill is a combination of your _whole_ body. Removing the bottom half and replacing it with a different motivation system effectively negates your entire skill. All IMO of course. ;-) 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: Mon, 19 Apr 1999 11:27:28 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] The differences to combat whilst mounted - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >I think you do [have to use a completely seperate skill] for >the following reasons... I think we are missing the point here - yes, the skills may be different, but does the game system need to simulate that? If a warrior can use a sword, and can ride, then while learning to ride, he will almost certainly have learned how to use a sword while riding. In fact, that would probably have been the focus of his riding training or practice, at the expense of other less critical aspects of the Ride skill, such as preparing tackle, grooming, and general equestrian knowledge that they might rely on others (camp followers, frex) for. Does RQ need separate weapon skills for mounted? I say no, if only for the sake of simplicity. 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/AwUBNxsHLl1SBDU3jy39EQIZjwCfRhYcQ8O5ELWwurUx5SCHPNcpImUAoL35 dxdoNUhgOYFgg3tsOhWfvwte =5EyL - -----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. ------------------------------ End of RuneQuest Rules Digest V2 #72 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. 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