From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #82 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, May 5 1999 Volume 02 : Number 082 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Re : Reality and Game Worlds [RQ-RULES] Re: Rune Level POW Question RE: [RQ-RULES] Re : Reality and Game Worlds [RQ-RULES] Fatigue is quantifiable RE: [RQ-RULES] Re : Reality and Game Worlds RE: [RQ-RULES] Sorcery - Spells of Bigby p.1 Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 RE: [RQ-RULES] Sorcery - Spells of Bigby p.1 Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 [RQ-RULES] Machine Life (sheens) - Renders Re: [RQ-RULES] Fatigue is quantifiable RE: [RQ-RULES] Re : Reality and Game Worlds RE: [RQ-RULES] Re : Reality and Game Worlds [RQ-RULES] Rune Level POW Question 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: Tue, 04 May 1999 10:37:06 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds >From: "Hibbs, Philip" >Reply-To: runequest-rules@mpgn.com >To: "'runequest-rules@mpgn.com'" >Subject: RE: [RQ-RULES] Re : Reality and Game Worlds >Date: Tue, 4 May 1999 18:07:56 +0100 > > >>do you also think that there is such a thing as a Fatigue > >>Point, or a Hit Point, or a Strength Point in the same way? > > > >No for Fatigue and HP. Yes for Strength. > >I can't arm-wrestle any male that I know, yet I picked up a three-seater >sofa on my own, which none of my friends could do, *and* threw it over a >wall into a skip. Is my STR stat higher than theirs, or lower? > >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. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe runequest-rules' as the body of the message. _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.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: Tue, 4 May 1999 13:38:09 -0400 From: David Weihe Subject: [RQ-RULES] Re: Rune Level POW Question > If a Rune level's POW drops below that required by his station (ie 15 for RL > and 18 for RP). What exactly happens etc.? RQ3: Nothing much. POW requirements are for the Initiation, etc., Ceremony, only. RQ2: No problems for Rune Lords, as this often happens (by a DI, frex). RQ3: Rune Priests are reduced to Initiate powers (Rune spells become one-use, no Allied spirit, etc.) until the POW gets back to the proper range. That is one reason why priests pay for their DI chances by using prepaid 10% chances, than at the time of the request like Initiates or Rune Lords. PS: Sorry for the HTML from the last couple posts. I got careless, and let the mail agent default go by, rather than tediously changing them. *************************************************************************** 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, 04 May 1999 11:05:36 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds >I can't arm-wrestle any male that I know, yet I picked up a three-seater >sofa on my own, which none of my friends could do, *and* threw it over a >wall into a skip. Is my STR stat higher than theirs, or lower? Sorry for the last post. i got a server error tried to repost and sent it without my reply. Arm-wrestling is a skill while weight-lifting, which does relly on technic, is more accurate measure of strength. Therefore your STR stat is higher than theirs. If your skill in arm-wrestling was equal to theirs then you should be able to win more than 50% of the matches based on a higher modifier which your STR would allow you. Leon Kirshtein _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.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: Tue, 4 May 1999 15:23:29 -0400 (EDT) From: bjm10@cornell.edu Subject: [RQ-RULES] Fatigue is quantifiable Fatigue is no more subjective than is strength. Furthermore, RuneQuest MP work much more closely to RQ3 fatigue than they do to RQ3 STR. *************************************************************************** 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, 4 May 1999 15:39:55 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds > why he succeeded so well. Was it the good materials, or because > he happened > to have exactly the right tools? Or is it because he has built dozens Ah, this is where role-playing comes into the picture! I like the fact that the explanation of the die-roll is left up to the GM/player, that's what makes these games fun! I roll a special hit for my character, the GM says "The Broo slips in the blood on the floor, opening himself up for a wicked slash from your axe that nearly severs its leg." I roll a special success for my character who is performing Firt Aid and say "Whew, the wound isn't as bad as it looked at first glance!" I roll a critical success for my character who is Evaluating a nice piece of jewlery and says "It says so right here on the price tag!" 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: Tue, 4 May 1999 15:43:58 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Sorcery - Spells of Bigby p.1 > fist is under the mental control of the caster, who may use it to strike > opponents using his own Fist/Brawling and Martial Arts skill > percentages, or his skill in this spell, whichever is lower. Each such Oooh, that reminds me! I have a question from one of the players in my group who asks why the chance to cast a spell is also used as the amount of skill used in manipulating the spell effects after the spell has already been cast. The above excerpt illustratrates his point well: why should a low casting chance affect the chance to hit once the spell has been successfully cast? I'm not sure how to answer this one, and luckily it's in the other GM's game, so I'm not under any pressure to come up with an answer. On the one hand, it makes sense that the spell skill level should only be used to cast the spell, not manipulate it. Different spells would use different skills once they are cast? But on the other hand, you could say that for the duration of the spell you are STILL CASTING it, and so the spell skill is used as above. What do the rest of you think? 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: Tue, 04 May 1999 23:30:42 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 Rich Allen : > Oooh, that reminds me! I have a question from one of the players in my > group who asks why the chance to cast a spell is also used as the amount of > skill used in manipulating the spell effects after the spell has already > been cast. The above excerpt illustratrates his point well: why should a > low casting chance affect the chance to hit once the spell has been > successfully cast? ?? not sure I understand this question ... I think you're asking why spell skill % should be used to move an Active spell through the air, etc? In that case I'd say it's because there's no real barrier, as you suggest, between spell casting and spell effect; there's just the spell. From this POV, I'd agree that a magician stops casting a spell when he stops concentrating on it; that's when the spellcast vanishes. I think the difference between spell casting and spell effects is basically a game construct, although demonologist and especially spirit magic spells are probably more independent of their magician than this, come to think of it ... Basically, an ordinary sorcery spell is a small detached portion of a magician's own spirit that he can control as efficiently as his skill level, whether materializing that particular spell effect, manipulating its characteristics, or moving it about in the physical world around him. There are many possible variations of this, I imagine ... YRQMV !! *************************************************************************** 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, 04 May 1999 18:10:23 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 Rich Allen wrote: > > Oooh, that reminds me! I have a question from one of the players in my > group who asks why the chance to cast a spell is also used as the amount of > skill used in manipulating the spell effects after the spell has already > been cast. The above excerpt illustratrates his point well: why should a > low casting chance affect the chance to hit once the spell has been > successfully cast? Well, from my POV, while the sorcerer in question may have a 99% skill in the spell, if he himself only has a 15% Fist attack, that should affect his Fist attack with the spell in question. The spell isn't attacking, afterall, the character is using the spell as an extension of his own skill. - -- 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: Tue, 4 May 1999 20:13:29 -0500 From: "Rich Allen" Subject: RE: [RQ-RULES] Sorcery - Spells of Bigby p.1 > Well, from my POV, while the sorcerer in question may have a 99% skill > in the spell, if he himself only has a 15% Fist attack, that should > affect his Fist attack with the spell in question. The spell isn't > attacking, afterall, the character is using the spell as an extension of > his own skill. Let's reverse the numbers though. Say the sorcerer has a 25% skill in the spell, but a 80% fist attack (I know, unlikely, but...) If you use the Fist attack % in the first example, shouldn't you use the Fist attack % in all cases? If not, why not? 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: Tue, 04 May 1999 22:21:05 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Sorcery - Spells of Bigby p.1 Rich Allen wrote: > > Let's reverse the numbers though. Say the sorcerer has a 25% skill in the > spell, but a 80% fist attack (I know, unlikely, but...) If you use the Fist > attack % in the first example, shouldn't you use the Fist attack % in all > cases? If not, why not? In that case, the spell, which is the extension of his skill, is not yet potent enough convey the full glory of his skill. In either case, the lesser of the two skills limits the whole, much like that Mounted Horsemanship thread that's been the rage of late (and no, I don't wanna get dragged into that one ). - -- 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: Tue, 04 May 1999 20:13:59 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Machine Life (sheens) - Renders One piece of errata. Dashers movement rate is special and not 4 as stated in my post. Dashers move too quickly to even target with a spell. New skills and spells are on for the next several days. Leon Render Render resemble monstrously swollen insects, complete with dozens of writhing metallic legs, feelers, and lethal projections good only for cutting and ripping. They also possess strange orifices from which they vent destructive energies at distant targets. Renders contain an internal energy source good for several years of activity, at minimum. Render STR 8d6 + 16 MV: 10 Hit On Armor HP CON 8d6 + 16 HP: 36 RHL 01 - 02 12(3d6) .25 SIZ 8d6 LHL 03 - 04 12(3d6) .25 INT 3d6 RCL 05 - 06 12(3d6) .25 POW - LCL 07 - 08 12(3d6) .25 DEX 6d6 Thorax 09 - 11 12(3d6) .40 CHARGE 100 Chest 12 - 14 12(3d6) .40 RLA 15 12(3d6) .25 LLA 16 12(3d6) .25 RUA 17 12(3d6) .25 LUA 18 12(3d6) .25 HEAD 19 - 20 12(3d6) .33 WEAPONS SR ATT DAMAGE PAR AP Blade Arms x6 2/5/8 110% 1d10 + 4d6 95% 15 Mandibles 5 100% 3d10 + 4d6 Plasma Breath* 1 100% 9d6 Electric Discharge* +2d4 Renders replenish all of their energy stores at a rate of 5pt per hour. Plasma Breath - Renders can vent superheated plasma from an anterior valve, creating a sering cone of superheated particles 90 feet long, 5 feet wide at the origin, and 30 feet wide at the terminus. This attack is resolved similar to that of a salamander. This discharge cost a render 30 points of CHARGE. Electric Discharge - Renders store electrical energy in their outer carapace. A drifter can release this energy as a powerful electrical shock. This will do additional 2d4 points of electrical damage on its next hit. An attacker striking a drifter with a metallic weapon while the drifter contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a render 1d6 points of CHARGE. Defensive Field - Renders automatically generate a physical protective field. Though generally invisible, the field acts in a way similar to an Intensity 3d6 Damage Resistance spell, with armor protecting first. Magic Susceptibility - All forms of machine life are unsuited to resist magic, but their lack of POW makes them immune to all spells requiring a Resistance Roll Vs POW. Spells that do physical damage inflict +1 damage per die of magical damage delivered. Note: Certain spells that normally require a Resistance Roll if cast on a living being will work automatically on a sheen. Example: a Crack spell will automatically destroy a sheen with out roll. _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.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: Wed, 05 May 1999 08:58:42 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Fatigue is quantifiable bjm10@cornell.edu : > Fatigue is no more subjective than is strength. Furthermore, RuneQuest > MP work much more closely to RQ3 fatigue than they do to RQ3 STR. A RuneQuest MP has about the same kind of existence as a RW volt. Do volts exist? No; but I still have 220 of 'em running about inside my CD player ... ;-) An MP is a quantum, AFAICS *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 5 May 1999 08:38:23 +0100 From: "Ashley Munday" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds Leon said you can't measure fatigue. At the risk of being pedantic, several measures for fatigue level (lactic acid concentration is one) and fatigue recovery (VO2 - which is your lung capacity) exist and are used regularly by physiologists and ergonomists. 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: Wed, 5 May 1999 08:44:32 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re : Reality and Game Worlds >Arm-wrestling is a skill while weight-lifting, which does >relly on technic, is more accurate measure of strength. So good technique (I presume that's what you meant) is not a skill? My intended point was that arm strength is not the same as body strength. My legs and back are fairly strong, but my arms are like pipe cleaners. Also, my DEX came into the equation, as I had to balance it. Confidence is another big factor. Maybe I just rolled lucky on the resistance table that night. 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. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 5 May 1999 09:44:32 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Rune Level POW Question kes : >If a Rune level's POW drops below that required by his station (ie 15 for RL >and 18 for RP). What exactly happens etc.? Since this is a non-standard requirement in RQ3, if you introduce it then it's realy up to you. I think RQ2 was quite strict. I'd say the character becomes unable to perform their religious duties, and loses any magical benefits of their status untill their POW goes back up to the minimum. Reusable spells become single use, they use divine intervention as initiates, their allied spirit looses contact with them. They would not lose their rank within the hierarchy of the cult or the privileges and duties that go with it immediately. That would only happen after a more extended period when it becomes clear that they can't fulfill their ritual and magical duties. 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. ------------------------------ End of RuneQuest Rules Digest V2 #82 ************************************ *************************************************************************** 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.