From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #133 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Wednesday, August 25 1999 Volume 02 : Number 133 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Wasp problems [RQ-RULES] removing magic items from the character party [RQ-RULES] multiple attacks Re: [RQ-RULES] removing magic items from the character party Re: [RQ-RULES] removing magic items from the character party [RQ-RULES] Cacasemon's Fiends Re: [RQ-RULES] Cacasemon's Fiends RE: [RQ-RULES] removing magic items from the character party Re: [RQ-RULES] removing magic items from the character party Re: [RQ-RULES] multiple attacks Re: [RQ-RULES] Wasp problems [RQ-RULES] RQ Converstions Re: [RQ-RULES] RQ Converstions [RQ-RULES] DMD - Dagon for RQ/Greyhawk 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: Mon, 23 Aug 1999 11:05:50 -0400 (EDT) From: simon_hibbs@lycosmail.com Subject: [RQ-RULES] Wasp problems Nikk : >1) One of my PCs is a metamorph sorceror. She changes into a wasp as a >basic tactic (along with Boost CON it means the sting can be doing POT 30 >posion... *shakes head lowly*) An interesting tactic, but expensive on skills. Her Fly, aerial dodge and sting attack skills will all start at very low values (probably 00 plus category modifiers). That's a lot of skill points for a sorcerer to have to spend on skills other than sorcery. Remember, these skills are also limited to maxima if she is an Adept or higher. Wasps do not have human eyes, so I'd drop all sensory skills such as search down to base plus modifier too. >If Gorakiki Wasp was basically the same as the Bee cult then if you cast >the Sprout Wings spell on the shapechanged sorceror their move goes from >25m/SR to 250m/SR! That is past Mach One! I'm afraid i have no idea what the description of the Sprout Wings spell is, not how you calculated the 25m base movement rate, so I can't comment. Simon *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 13:37:22 -0700 From: Brad Furst Subject: [RQ-RULES] removing magic items from the character party How do any of you referees ever deplete the supply of magic items possessed by the character party? Destruction by magic (Disruption? Sunspear)? Ransom from a defeat? How often is the party ever defeated? Taken by a local chief or noble? How do you role play that? And Isn't the party strong enough to successful resist? Forced release of bound spirits? Remind me of the parametric procedure of releasing someone else's bound spirits.... Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 13:51:09 -0700 From: Brad Furst Subject: [RQ-RULES] multiple attacks I want to clarify about multiple attacks. Use as an example RQ3 Tiger. We are accustomed to allowing two actions per round: Attack and defend, Attack twice, or Defend twice. Right? The tiger "gets two simultaneous claws and one bite each round." Okay, this is more than two, but it seems reasonable, yes?, so we allow it. Do we call this a single Attack (the combination)? But now do we also allow the Tiger to use its Dodge skill (40%)? What about a Fiend [cf. _Elder_Secrets:_Cacademon_] which has eight appendages which can be used for damage? Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 14:16:09 -0700 From: "Timothy Byrd" Subject: Re: [RQ-RULES] removing magic items from the character party > Forced release of bound spirits? Remind me of the parametric procedure of > releasing someone else's bound spirits.... At our last session, a shaman rolled a fumble while casting Control Spirit. The ref ruled that one of his currently bound spirits ran away... - -- Tim timbyrd@earthlink.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 17:52:55 -0400 From: Tal Meta Subject: Re: [RQ-RULES] removing magic items from the character party Brad Furst wrote: > > How do any of you referees ever deplete the supply of magic items possessed > by the character party? Depends on the type of items. Pure enchantments can be stolen, wagered, dropped, etc. I once ran a scenario where an 'elemental vortex' immediately snatched any elemental released within it's borders within itself (I was running ToEE at the time). - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 18:26:02 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] Cacasemon's Fiends Hey gang, In one of the last posts,someone (sorry,I forgot to copy the name) mentioned: a Fiend [cf. _Elder_Secrets:_Cacademon_] which has eight appendages which can be used for damage? Ooooh (salivating)...I don't _have_ a copy of ES ($25 at a gamestore down on the coast was just a little _extreme_ , I thought).Could someone _please_ send me the stats for these wonderfully hideous creatures? Thanks, -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 23 Aug 1999 20:33:36 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Cacasemon's Fiends MurfNMurf@aol.com wrote: > > Ooooh (salivating)...I don't _have_ a copy of ES ($25 at a gamestore down > on the coast was just a little _extreme_ , I thought).Could someone _please_ > send me the stats for these wonderfully hideous creatures? $25 is fair, actually, considering that it's pretty well sought after and eternally out of print... - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 08:40:18 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] removing magic items from the character party >Remind me of the parametric procedure of >releasing someone else's bound spirits.... Touch the enchantment, and cast the appropriate control/command/dominate spell - the spirit doesn't get to resist. 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@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 14:05:46 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] removing magic items from the character party > How do any of you referees ever deplete the supply of magic > items possessed by the character party? > Ransom from a defeat? How often is the party ever defeated? It has hardly ever happened. Very small groups have occasionally been captured by a very organized group. Raids by uncaptured PC's and NPC's have usually recovered most, if not all, of the lost items and freed prisoners. The player merc group built a reputation for crushing any who thwarted them, including small nomad clans and entire temples of Krarsht. > Destruction by magic (Disruption? Sunspear)? Never tried to justify this. Seems like a stretch. Attacking a magic item with weapons is a possibility if you want to give everything an armor value and HP's. > Taken by a local chief or noble? How do you role play that? > And isn't the party strong enough to successful resist? Most of the players know that when they deal with rulers, gifts are culturally expected, and if they don't offer value up front, the price demanded later will be worse. Resistance is based on the ability to escape. The lord's honor guard are all weapon masters with nearly as good magic as the players, most of whom are not masters. A priest is usually nearby and Divine magic is certain to be thrown by soldiers. If they end up fighting some guy's army, you can keep them in a long, continuing engagement until they collapse from fatigue loss. Have plenty of spell casters pump attacks through defensive spells. Try to remove the weaker players quickly and grapple the killers (all soldiers should know grapple). They may maim scores of troops, but you should have hundreds to draw on. The ability to hurt my party is inversely proportional to their preparation time. Give them three rounds for spells and they are very deadly, but from a standing start, skill has an early advantage. > Forced release of bound spirits? Remind me of the parametric > procedure of releasing someone else's bound spirits.... If captured and searched, release of spirits and breaking of tattoos is very likely. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 14:39:45 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] multiple attacks > I want to clarify about multiple attacks. Use as an example RQ3 Tiger. > We are accustomed to allowing two actions per round: Attack and defend, > Attack twice, or Defend twice. Right? Yes, for humanoid sentients. The monsters are often given a major advantage in attack number and speed to increase their threat level. In RQ2 they just gave them extra attacks and said what SR they could occur on. To get in all of the attacks listed, the SR's between them sometimes needed to be reduced to two or even one. There is a reference in RQ3 to allowing one attack per two possible attacking limbs. This was to justify giving multi-armed monsters several attacks. The fastest attack determines when to start and the rest are every 3SR after (the leftovers go in SR10). > The tiger "gets two simultaneous claws and one bite each round." Okay, > this is more than two, but it seems reasonable, yes?, so we allow it. Do > we call this a single Attack (the combination)? The lunge with the claws might be considered a single attack with multiple effects, this is slightly similar to grappling someone and grabbing them with both hands. The main issues are: should the atk's be rolled separately and should they hit different locations. The bite should be a second attack 3SR later. Often this kind of attack is written to require that both paws hit before the bite can be used. > But now do we also allow the Tiger to use its Dodge skill (40%)? The Dodge only makes sense when the tiger is not holding prey. If it has already hit, the claws are gripping and the tiger has little movement. > What about a Fiend [cf. _Elder_Secrets:_Cacademon_] which has eight > appendages which can be used for damage? RQ3 would allow any four per round. I have run a lot of RQ2 material and the players whine if you give the monsters all of the listed attacks, but by linking the attacks to the number of independent limbs, it usually will make sense, and the rest of the time you just say "that's the way they fight". You can tell them that they are being discriminated against because they are humanoids. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 01:41:51 +0100 From: "Nikk Effingham" Subject: Re: [RQ-RULES] Wasp problems >>1) One of my PCs is a metamorph sorceror. She changes into a wasp as a >>basic tactic (along with Boost CON it means the sting can be doing POT 30 >>posion... *shakes head lowly*) > >An interesting tactic, but expensive on skills. Her >Fly, aerial dodge and sting attack skills will all >start at very low values (probably 00 plus category >modifiers). That's a lot of skill points for a >sorcerer to have to spend on skills other than sorcery. It cetainly was, but after two years of the character slowing advancing, the 80+ mark on attack has been passed, making her a formdable foe. Certainly it has never been much of a problem in my game, the sting rarely penetrates armour, but as an ace-in-the-hole it works well. >Remember, these skills are also limited to maxima if >she is an Adept or higher. I follow the lead of GoG, and these limits don't apply in my game. I never saw the logic, and it limited charcaters quite severly. >Wasps do not have human >eyes, so I'd drop all sensory skills such as search >down to base plus modifier too. > >>If Gorakiki Wasp was basically the same as the Bee cult then if you cast >>the Sprout Wings spell on the shapechanged sorceror their move goes from >>25m/SR to 250m/SR! That is past Mach One! > >I'm afraid i have no idea what the description of the >Sprout Wings spell is, not how you calculated the 25m base movement rate, so I can't comment. Base movement rate is listed as 25m/SR in TrollPack, and Sprout Wings multipliers speed by ten. Nikk E. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 20:37:38 -0400 From: "Jim Bickmeyer" Subject: [RQ-RULES] RQ Converstions Some time ago, some one posted that they had done a conversion of Runequest and D&D. Does anyone know if there is a web site with that? If not who had done the conversion. Thanks Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 24 Aug 1999 23:56:39 -0400 From: Tal Meta Subject: Re: [RQ-RULES] RQ Converstions Jim Bickmeyer wrote: > > Some time ago, some one posted that they had done a conversion of Runequest > and D&D. Does anyone know if there is a web site with that? If not who had > done the conversion. There was a guide to converting an AD&D campaign over to a RQ one; I forget who wrote it, but I have a copy of it cached at http://members.xoom.com/talmeta/addrq.zip - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Aug 1999 00:36:54 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Dagon for RQ/Greyhawk Lords of the Nine DAGON Runes: Law (Malign), Trade Formerly known as Jaqon, Dagon is the Greater Devil most often sought by those who seek substances or information found only in the Hells. Cult in the World Among Hell's outcasts, Dagon has the rare distinction of being the single most hated by his own kind. Formerly serving as Herald to Asmodeus, it was Jaqon's job to know the names (and often the Truenames) of a great variety of devils, spirits, and creatures throughout the Hells. It was because he would trade this knowledge to mortals that he was banished; but it was that he preferred to give the names of only female devils that he is so vilified. Asmodeus, mindful that Jaqon had some use left in him, but wanting to make his exile a punishment, changed his name (and his Truename) to make summoning him more difficult. Unhappy in his exile, Dagon is still summoned on occasion by the rare few magicians who have learned his new proper name (and who do not mistakenly summon the Demon Prince who shares it with him!). He is known to offer great wealth to any who would be willing to open a gate to allow him passage to the Middle Realms (as he is wont to call them), but the cost of such a gate (over 15 POW) makes this unlikely, at best. Lesser Contracts Requirements: Dagon, though an outcast, knows the value of what he has to offer. Those who wish to deal with him must offer equal worth, plus a little extra, to make it worth his while. He will offer the following information/services in exchange for both the listed POW sacrifice as well as an equal number of Truenames he does not possess. 1) The Truename of an INT or POW spirit of maximum potency. 2) The Truename of a Magic Spirit of maximum potency, or a kilogram of arjale of tauntalor ore. 2) The Truename of an INT or POW spirit more powerful than 'normal', 3) The Truename of a 'least devil' (imps or spined devils), or a Magic Spirit that knows a desired rare spell. 5) The Truename of a 'lesser devil' (abishai, barbed, bearded, bone, erinyes), or a Magic Spirit that knows a desired exotic spell. 7) The Truename of a 'greater devil' (ice or malebranche - even Dagon is not so foolishish as to bandy about the names of the pit fiends!) 9) The Truename of a pit fiend or other 'unique' Greater Devil. Greater Contracts Requirements: Dagon's desire to escape the boundaries of his current situation have left him desperate; as such, his price for a Greater Contract is no less than a gate leading out of Hell. None yet have been willing to pay so dear a price, but Dagon continues to hope for his release. Spirit of Reprisal None: Dagon simply does not have any servants of note, and his current status prcludes his leaving the hells to seek redress. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V2 #133 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.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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