From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #76 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, April 26 1999 Volume 02 : Number 076 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull Re: [RQ-RULES] Storm Bull RE: [RQ-RULES] Mounted Combat Compromise RE: [RQ-RULES] Mounted Combat Compromise 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: Sun, 25 Apr 1999 13:23:20 +0100 From: "Terje Tollisen" Subject: [RQ-RULES] Storm Bull I've got a little problem with the Storm Bulls being berserkers. One of my players is a Storm Bull initiate, so he is supposed to be a berserker, going into a frenzy when fighting. At least when he fights chaos. The problem is how to solve this according to the rules. Obviously he can't use the Berserk spell very often as it costs him 2 POW to get it. Also, Fanatizm only lasts for 5 minutes and if you want any battlemagic pluss healing you can't recast it many times. Besides, using thees spells gives you no parry (I might remember wrong?) so statistically you don't live very long. I've been thinking about giving initiales and Khans a natural ability similar to Fanatizm and Berserk. I just have to deicide what the bonuses and penalties will be. Have anybody any house rules for dealing with the Storm Bull berserkers? - -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: Sun, 25 Apr 1999 08:55:10 -0400 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] Storm Bull What is the problem? every time he gets pow he sacrifices for berserk, and he cast Fanatizm, when every he can, he excepts the fact that he can't parry, or think well in combat because he is a beserker, if he doesn't like it, he might want to consider joining another religion, if he lacks the strong enough belief to have faith that the god will see him through Ken > berserker, going into a frenzy when fighting. At least when he fights > chaos. The problem is how to solve this according to the rules. > Obviously he can't use the Berserk spell very often as it costs him 2 > POW to get it. Also, Fanatizm only lasts for 5 minutes and if you want > any battlemagic pluss healing you can't recast it many times. > Besides, using thees spells gives you no parry (I might remember > wrong?) so statistically you don't live very long. > > I've been thinking about giving initiales and Khans a natural ability > similar to Fanatizm and Berserk. I just have to deicide what the > bonuses and penalties will be. > > Have anybody any house rules for dealing with the Storm Bull > berserkers? > > -Terje Tollisen > > " *************************************************************************** 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, 25 Apr 1999 15:08:38 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Storm Bull Terje Tollisen: > I've been thinking about giving initiales and Khans a natural ability > similar to Fanatizm and Berserk. I just have to deicide what the > bonuses and penalties will be. > > Have anybody any house rules for dealing with the Storm Bull > berserkers? The forthcoming Hero Wars game will very likely have superior Storm Bull/Berserkergang rules (much like a natural ability). Another place to look is the RQ3 Vikings supplement, which is pretty good. *************************************************************************** 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, 25 Apr 1999 15:28:55 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Storm Bull > What is the problem? every time he gets pow he sacrifices for berserk, and he > cast Fanatizm, when every he can, he excepts the fact that he can't parry, or > think well in combat because he is a beserker, if he doesn't like it, he might > want to consider joining another religion, if he lacks the strong enough belief > to have faith that the god will see him through > Ken The problem is that a berserker should be able to be a berserk in every fight (at least almost), not just when he can afford the POW. The second is that using Fanatizm gives a the effect for just a short time. It's long enough for one fight, but not for a battle. The third problem is that believeing in your god just don't cut it with the present rules. If you can not parry, you die without serious backup. For those you have a copy of Lords of Terror, there is a story by a Lanchor Mhy sage there about a raid on a chos nest in Dorastor. The Sage goes with the Bulls, and when the find chaos they enter a frenzy and does not get out of it until the entire complex is cleaned out. This might have been Berserk and Extention, but I don't think so. Those same Bulls should have been able to do the same thing next week, and the week after that again. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* 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: Sun, 25 Apr 1999 09:42:31 -0500 From: "Paul Stolar" Subject: Re: Re: [RQ-RULES] Storm Bull Remember, this is your Glorantha, so do what you want. But here are some ideas. I play that initiate rune spells are not one shot. They get the spells back every year in which they attend the High Holy day ceremony. That will allow them to sacrifice for serveral berserks and be ready for when chaos comes. (I also play that these spells turn into normal resuable rune spells once they become lords or priests. - -----Original Message----- From: Terje Tollisen To: runequest-rules@mpgn.com Date: Sunday, April 25, 1999 8:38 AM Subject: Re: [RQ-RULES] Storm Bull > What is the problem? every time he gets pow he sacrifices for berserk, and he > cast Fanatizm, when every he can, he excepts the fact that he can't parry, or > think well in combat because he is a beserker, if he doesn't like it, he might > want to consider joining another religion, if he lacks the strong enough belief > to have faith that the god will see him through > Ken The problem is that a berserker should be able to be a berserk in every fight (at least almost), not just when he can afford the POW. The second is that using Fanatizm gives a the effect for just a short time. It's long enough for one fight, but not for a battle. The third problem is that believeing in your god just don't cut it with the present rules. If you can not parry, you die without serious backup. For those you have a copy of Lords of Terror, there is a story by a Lanchor Mhy sage there about a raid on a chos nest in Dorastor. The Sage goes with the Bulls, and when the find chaos they enter a frenzy and does not get out of it until the entire complex is cleaned out. This might have been Berserk and Extention, but I don't think so. Those same Bulls should have been able to do the same thing next week, and the week after that again. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* 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. *************************************************************************** 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, 25 Apr 1999 15:46:09 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] Storm Bull > From: "Terje Tollisen" > For those you have a copy of Lords of Terror, there is a story by a > Lanchor Mhy sage there about a raid on a chos nest in Dorastor. The > Sage goes with the Bulls, and when the find chaos they enter a frenzy > and does not get out of it until the entire complex is cleaned out. > This might have been Berserk and Extention, but I don't think so. > Those same Bulls should have been able to do the same thing next > week, and the week after that again. Why? That makes Uroxi very, very powerful. Certainly they should lose their parries when beserk, otherwise they'd be far too powerful. Certainly, the "frenzy" they enter may not be magical, or add any combat bonuses, in roleplaying terms, maybe the PC's of the Uroxi were just really really happy everytime a broo went down and screamed everytime they missed. To me, that'd be a frenzy, but it wouldn't need game effects. Of course, if you do NEED game effects then please look at my character generation rules where you have advantages and disadvantages such as "Violent Temper", "Bloodthirsty" etc... which should suffice. All IMO, 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: Sun, 25 Apr 1999 12:40:17 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Storm Bull In a message dated 4/25/99 9:07:45 AM Eastern Daylight Time, kruch@pinn.net writes: << What is the problem? every time he gets pow he sacrifices for berserk, and he cast Fanatizm, when every he can, he excepts the fact that he can't parry, or think well in combat because he is a beserker, if he doesn't like it, he might want to consider joining another religion, if he lacks the strong enough belief to have faith that the god will see him through Ken >> David Cheng's Runepower system might be a solution. 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: Sun, 25 Apr 1999 12:41:37 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Storm Bull In a message dated 4/25/99 9:29:03 AM Eastern Daylight Time, julian.lord@wanadoo.fr writes: << Another place to look is the RQ3 Vikings supplement, which is pretty good. >> I agree, The section on spirit covert possession would work just as well. A spirit possesses the body and casts fanaticism during combat. 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: Sun, 25 Apr 1999 12:43:39 EDT From: IssariesGT@aol.com Subject: Re: [RQ-RULES] Storm Bull In a message dated 4/25/99 11:01:39 AM Eastern Daylight Time, eng7nje@ARTS-01.NOVELL.LEEDS.AC.UK writes: << Of course, if you do NEED game effects then please look at my character generation rules where you have advantages and disadvantages such as "Violent Temper", "Bloodthirsty" etc... which should suffice. >> If I remember correctly, in the Rq:AiG rules, there were devices for this: all out attack, defend, disarm, etc. 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: Sun, 25 Apr 1999 13:35:23 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Storm Bull > One of my players is a Storm Bull initiate, so he is supposed to be a > berserker, going into a frenzy when fighting. At least when he fights > chaos. The problem is how to solve this according to the rules. > Obviously he can't use the Berserk spell very often as it costs him 2 > POW to get it. Also, Fanatizm only lasts for 5 minutes and if you want > any battlemagic pluss healing you can't recast it many times. > Besides, using thees spells gives you no parry (I might remember > wrong?) so statistically you don't live very long. The official line is that SB'ers are violent personalities, driven to rage by their ties to the Bull. This is how most of them live and fight, but they keep enough wits about them to parry and cast spells. Going Berserk is a holy act of warfare and is only done in special cases of devotion. Fanaticism, on the other hand, is good for a relative beginner who needs the extra chance to hit and special, and he puts his life on the line to get in the first blow, or it is used by the very experienced, who have the Armor and Protection to be able to ignore the average blow, and is therefore free to emulate his god. SB'ers are not automatically stupid, if their opponent is as fast, or faster, than themselves, they are less likely to use a spell that makes them give up a parry. If there opponents are using claws, then an enhanced attack, with a better chance for crit's is a great opportunity for heroic combat and magical enraging. 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: Mon, 26 Apr 1999 12:39:28 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: RE: [RQ-RULES] Mounted Combat Compromise Rich Allen : > While a bit oversimplified, I stand by my example. Is there a skill for >dancing in RuneQuest? Should a native tribe with little to no spoken >language use orate for telling the rest of the tribe how the latest hunt >went via dance? No, because oratory and dancing are different activities. The things you do while performing the one skill (voice controll, remembering lines, words and phrases) are completely different from the things you do while performing the other (Ballance, physical co-ordination, semi-acrobatics, etc). > ......I just don't see the connection with >hitting a small ball on the ground with a mallet and fighting hand to hand >while sitting on a horse. Once again, the skills are very similar, but >experience in one does not mean skill in the other. Of course experience at manoeuvering your horse towards a target, leaning down in the saddle, timing your blow and accurately striking at your taget playing Polo is completely different from manoeuvering your horse towards a target, leaning down in the saddle, timing your blow and accurately striking at your taget in combat. Totaly different activities. Being experienced and competent at one will be no use whatsoever for the other It makes you wonder why Polo was developed as combat practice for cavalrymen. Inexplicable. > An example of why I don't like the ride penalty rule: Two riders >meet in hand to hand combat. Rider A has spent his whole life mounted, has >a ride skill of 80% and a sword attack skill of 75%, but HAS NEVER BEEN IN A >MOUNTED COMBAT BEFORE IN HIS LIFE. Rider B was a foot soldier, recently >promoted to cavalry. He has a sword attack of 90%, but his ride skill is >50%, even though every bit of that ride skill was earned by mounted combat >practice and experience. Rider B, the foot soldier recently promoted to cavalry, has only 50% to hit from horseback. That's reasonable because he is an inexperienced horseman who has never fought from horseback. Rider A is an extremely experienced horse rider. With 80% ride skill he's effectively a very experienced professional in the saddle and feels right at home there. What's he been doign in the saddle? Is it unreasonable to assume that he's played mounted games? Perhaps even practiced tilting and played polo? Even the mongols played a version of polo, as do the Altai nomads to this day. Just becasue he's never actualy been in a mounted fight so far is no reason to assume he's unequiped in terms of basic skills and mental preperation to do so. Ok, you could arbitrarily decide that he's a timid chap that wouldn't hurt a fly and hates the idea of combat, but if so what the hell is he doing with a 75% sword skill? He's obviously an experienced swordsman and athletic type. Do you realy think such a person has no chance of being able to handle such a situation, such as the way Winston churchill distinguished himself and was mentioned in dispatches while in service in the Sudan? He'd never been in a cavalry charge in his life before, or indeed any other military action and yet distinguished himself and was hailed as a hero. Why should roleplaying characters be effectively banned from performing such feats? 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: Mon, 26 Apr 1999 13:25:38 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Mounted Combat Compromise - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 The only think that I think is really worth saying is, the rules are designed to cope with the majority of circumstances - you can always think up cases where any rules break down. I don't think the problems with the current system of ride, combat, and mounted combat are worth worrying about. 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/AwUBNyRdkV1SBDU3jy39EQJaewCgxqep16Ub4Yzvy13xkkyvLQ045wAAoLUW j3lN12ZT0VcokHRVSLF8OZuH =qtKG - -----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 #76 ************************************ *************************************************************************** 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. 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.