From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #34 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 Thursday, March 30 2000 Volume 03 : Number 034 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Regaining rune points [RQ-RULES] RQ, D&D and HW RE: [RQ-RULES] GM fiat RE: [RQ-RULES] GM fiat (and other stuff) Re: [RQ-RULES] HW SV: [RQ-RULES] HW RE: [RQ-RULES] GM fiat (and other stuff) [RQ-RULES] 5%=d20 RE: [RQ-RULES] 5%=d20 Re: [RQ-RULES] Removing One-Use Spells. Has anyone tried... Re: [Fwd: Re: [RQ-RULES] Removing One-Use Spells. Has anyone tried...] RE: [Fwd: Re: [RQ-RULES] Removing One-Use Spells. Has anyone trie d...] RE: [RQ-RULES] GM fiat (and other stuff) 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, 30 Mar 2000 06:19:16 -0500 (EST) From: simon_hibbs@lycosmail.com Subject: [RQ-RULES] Regaining rune points Regaining Rune Points ===================== Current rules on regaining reusable Divine Magic still apply in full. In addition, all members of a cult regain some Divine Magic on cult holy days, provided they participate in a full worship rutual on that day. For characters without reusable divine magic, they may still regain Divine Magic on these occasions as though it was reusable. High Holy Days Initiates regain 1 point of Divine Magic. Runelords regain 2 points of Divine Magic. Acolytes and Priests regain 3 points of Divine Magic. Seasonal Holy Days Runelords regain 1 point of Divine Magic. Acolytes and Priests regain 2 points of Divine Magic. Weekly Holy Days Acolytes and Priests regain 1 point of Divine Magic. Priests can regain additional Divine Magic by leading worship ceremonies. To gain these benefits they must be the officiating priest at a worship ritual and must cast the Worship[god] spell. On these occasions the priest regains double the number of Divine Magic points they would have gained for simply participating in the worship ceremony. e.g. A priest officiating at a Seasonal Holy Day ritual would regain 4 points of Divine Magic, if the ritual was successful. Note : Realy big temples may contain a number of shrines, and may host multiple worship ceremonies on the same day. A worship cermony is considered to take up the whole day for participants, due to the ritual preperations they must make. You may reasonably rule that large temples might even have multiple officiating priests present at the main worship ceremonies, perhaps leading different parts of the ceremony. Thus the larger temples can provide opportunities for a larger population of priests to obtain maximum benefits. - ----------------------------------------------------------- I orriginaly developed these rules, or a version of them, for an expeditionary game. The players are Lunars on a diplomatic mission to Karse, one of whom is a priest. This gave him a strong incentive to establish a shrine, proselytise his religion and lead ceremonies. In fact, behave just as a priest should under such circumstances. A Sanctify spell can be used to establish a shrine semi-permanently. From then on, weekly worship ceremonies require one casting of Sanctify and gain 2 points of reusable magic - a net gain of 1 point of Divine Magic. Seasonal holy days give a 3 point net gain. *************************************************************************** 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: Thu, 30 Mar 2000 12:21:58 +0000 From: James Turner Subject: [RQ-RULES] RQ, D&D and HW I have no idea where people get the idea that HW is like D&D. In fact RQ scaled to use a d20 is much more like 3rd D&D than HW will ever be. RQ and D&D have defined stats, HW doesn't. RQ and D&D have defined skill sets, HW doesn't. D&D has character levels. HW and RQ don't. D&D exp points are just a number you amass to get to the next level. HW points are used to increase skills/abilities, save your skin, gain advantages. If any thing they are a mix of GURPS character points and force/fate points. In D&D and RQ combat you use your fighting skill to reduce someones HP stat. In HW combat is an extended skill resolution. D&D has rigid classes (3rd D&D less so), RQ and HW don't have character classes. Unless you think humakti warrior, stormbull nutter, orlanthi priest are character classes (RQ and HW has these). As for being able to drop HW npc's straight into D&D, how about trying with this typical HW npc:- Dog-headed Man Keywords: Hunter 15, Sedrali Tradition 14 Significant Abilities: Bite 16, Hide 17, Large 16, Listen 17, Run Fast 18, Set Ambush 17, Spear fighting 17, Throw Spear 17, Track by scent 2w Magic: 1 fetish useful in combat, and 1 fetish useful in hunting, both Might 12. Weapons: Bite :1, Spear :3, Thrown Spear :2. Armor: None Where as the new D&D monster compendium is going to look very much like a RQ creatures book. - ------------------- James Turner j.a.turner@abdn.ac.uk * This e-mail message was sent with Execmail V5.1 * *************************************************************************** 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: Thu, 30 Mar 2000 09:27:48 -0500 From: "Bob Stancliff" Subject: RE: [RQ-RULES] GM fiat >-- Tim >I wouldn't say the player earned the level. I'd say he'd earned a >certain amount of benefit or reward. If he wants to take that reward >in the form of a magic sword instead of personal skills that's his >decision. Experience awards are proportional to time invested and effort expended. If the ref holds them back, he is not recognizing the rights of the players to have compensation for trying hard. Experience equates directly to PC skills and powers. While there are games that would equate a new weapon with a power and require experience to add it to the character (ie, Champions), the item would, otherwise, be turned in to the 'authorities' for a reward or sold for cash and goods which would enrich the PC's. In fact several of the properties relating to experience, treasure, dependent NPC's, and some other ideas are directly borrowed from Champions concepts. > What happens when you get a character that can (not?) make use of > the vast majority of toys you find during play (e.g. a CA healer)? I have never seen a friendly party not attempt to provide fair treasure division, to punish theft and player cheating, or to provide monetary compensation to a player that cannot use the available treasures. >I would find that a less honest way of doing things. Besides, that >would also punish the rest of party for the referee's inability to >give out rewards in a fair manner. And it gets old very, very >quickly. That was part of my point. The scenario that separates you from your property can only be used on rare occasions, for a short period, and vindication/recovery has to be available. Otherwise frustrated players get very angry and quit. >> Someone might die on occasion, but the purpose of >> the game is for the players to win. >No, the purpose is to have fun. If the purpose was to win, CoC would >not exist. I have seen players start to quit just because their great character got killed, even though resurrection was available. I have been in two campaigns that nearly broke up when the ref forced events that captured the PC's and denied them escape until the 'story' had finished. In general, players don't have fun unless they can foil the enemy and have at least a short-term victory. That is how CoC survives. There is also some truth to the claim that the goal of CoC is to go insane dramatically... survival is secondary, but you certainly can't claim that CoC is a mainstream fantasy game with normal plot and story elements. > What this mechanic mimics is the ending of a lot of > episodic fiction. Conan may end up in command of a > pirate ship, but he's on his own by the next story. I have never seen anyone play this form of separated episodes. I don't think I would enjoy it, and I certainly don't want a ref to change my character between sessions, especially without asking for permission. The game may be his, but the character is mine, and he isn't going to play without players. 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: Thu, 30 Mar 2000 09:37:50 -0500 From: "Bob Stancliff" Subject: RE: [RQ-RULES] GM fiat (and other stuff) > You don't hear anyone saying "Can we roll checkmarks yet??" Hmm, we do. > And to refute the maturity remark: I'm 33, and I love the > hack and slash style of game because I find the day-to-day >act-out-every-minute-of-the-character's-life style of play >boring as hell! Absolute agreement, and I'm 41. > My favorite saying during game sessions where I'm not the > GM is "Let's kill something." We tend toward "Enough talk, next move on". > As far as the d20 vs. d100 discussion... I think the d100 > works better than d20 as far as progression is concerned. > I just don't see jumps in skill ability of 5% at a shot to > be all that "realistic" Since the intention is now to reach W4 or W5, the % increase rises. We fixed this in our game by adjusting the experience dice for easy , moderate, and hard skills. You can also ease the 100% limit by increasing stat based skill modifiers which is the true limit for exceeding 100% in RQ. > we don't have characters with skills over 100% very often, > and even then I've never seen one go over 120%. We have an Agimori with 140% javelin due to his 20% attack modifier. As soon as we get him out of Trickster (long story) and into a warrior cult like Storm Bull, he will be set for rune lord. 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: Thu, 30 Mar 2000 09:50:17 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] HW In a message dated 3/29/00 2:52:31 PM Central Standard Time, kruch@pinn.net writes: << what did rune quest use a d 20 for? that is what I am currently running, and we use percentile dice and a few d 4 6, 8 , and 10 but no d 20 Ken >> What about rolling for Hit Location? -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: Thu, 30 Mar 2000 17:35:43 +0200 From: "Erik Sieurin" Subject: SV: [RQ-RULES] HW AND in RQ2, you couldn't have percentages that where not dividable by five, som the d% roll was essentially a d20 roll that was harder to make (rolling two dice instead of one). This discussion is beginning to get really silly. It sounds like when a nutter I met in Britain claimed that the GW edition of RQIII was "just like Warhammer, you know, all bad" because - drumroll - it had illustrations made by the same people which illustrated Warhammer. He hadn't even bothered to read the game. Erik, cynical bastard - ----- Ursprungligt meddelande ----- Från: Till: Skickat: den 30 mars 2000 16:50 Ämne: Re: [RQ-RULES] HW > In a message dated 3/29/00 2:52:31 PM Central Standard Time, kruch@pinn.net > writes: > > << what did rune quest use a d 20 for? that is what I am currently running, > and we use > percentile dice and a few d 4 6, 8 , and 10 but no d 20 > Ken >> > > > What about rolling for Hit Location? > -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: Thu, 30 Mar 2000 08:04:39 PST From: "Leon Kirshtein" Subject: RE: [RQ-RULES] GM fiat (and other stuff) > > You don't hear anyone saying "Can we roll checkmarks yet??" > Hmm, we do. My players have written it on que cards. > > And to refute the maturity remark: I'm 33, and I love the > > hack and slash style of game because I find the day-to-day > >act-out-every-minute-of-the-character's-life style of play > >boring as hell! > Absolute agreement, and I'm 41. 36, Ditto > > My favorite saying during game sessions where I'm not the > > GM is "Let's kill something." > We tend toward "Enough talk, next move on". We go with "Hello, I hack it." and "Is it spurting mightily? Then I hack it again." > > I just don't see jumps in skill ability of 5% at a shot to > > be all that "realistic" > Since the intention is now to reach W4 or W5, the % increase rises. We >fixed this in our game by adjusting the experience dice for easy , >moderate, and hard skills. I do something similar. In addition I increase the difficulty rating of a skill by one level after a character reaches an effective 90% > We have an Agimori with 140% javelin due to his 20% attack modifier. As >soon as we get him out of Trickster (long story) and into a warrior cult >like Storm Bull, he will be set for rune lord. No need to get him "out into a warrior cult" Trickster has more than enought combat effective spells to make him a real nasty hombre on a batle field Leon Kirshtein www.geocities.com/leonbk/ "No good deed shall go unpunished." ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Thu, 30 Mar 2000 11:26:50 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] 5%=d20 When the smallest allowed increment is 5 percentage points, you're not using percentile dice, you're just using unwieldy d20. *************************************************************************** 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: Thu, 30 Mar 2000 17:31:12 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] 5%=d20 >When the smallest allowed increment is 5 percentage points, you're >not using percentile dice, you're just using unwieldy d20. Except for crits, specials, and fumbles, remember. Philip Hibbs http://www.snark.freeserve.co.uk/ 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. *************************************************************************** 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: Thu, 30 Mar 2000 09:37:05 -0600 From: Jim Gould Subject: Re: [RQ-RULES] Removing One-Use Spells. Has anyone tried... At 12:04 AM 3/30/00 +0100, you wrote: >In message <3.0.6.32.20000329162043.00876b20@mail.io.com>, Jim Gould > writes >>I let anyone who has been an initate of a cult for more than one year >>sacrifice for a single 1-point cult-specific spell that is treated as >>reusable. > >That's a lot less generous than what I was proposing. > I guess I'm just a skinflint. :-) I'm not particularly fond of pools, as I feel that selecting DM shapes a PC and makes it more colorful and unique. YMMV. - -- "Dammit" Jim Gould jgould@io.com http://www.io.com/~jgould http://www.britanniamanor.org Almost Universally Applicable Warning Label: Do not insert product in butt and strike with hammer. - Badger *************************************************************************** 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: Thu, 30 Mar 2000 12:50:25 +0100 From: Michael Cule Subject: Re: [Fwd: Re: [RQ-RULES] Removing One-Use Spells. Has anyone tried...] In message <38E32CCA.4EABC433@wanadoo.fr>, Julian Lord writes >Ritual magic and the Highest magic should probably still involve RQ3 >sacrifice, Well, Enchantment would still require permanent expenditure of magic as would 1-use spells. - -- Michael Cule *************************************************************************** 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: Thu, 30 Mar 2000 18:09:36 +0100 From: "Hibbs, Philip" Subject: RE: [Fwd: Re: [RQ-RULES] Removing One-Use Spells. Has anyone trie d...] I like the idea of allowing one point of reusable divine magic to initiates. This is a scalable idea, as well. You could allow initiates one additional point per year, or one additional point per act of cult service above and beyond the call of duty, etc. rather than the current all-or-nothing system. This could be tempered by making recovery time longer, say a week of cult service rather than a day. Philip Hibbs http://www.snark.freeserve.co.uk/ 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. *************************************************************************** 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: Thu, 30 Mar 2000 12:11:53 -0500 From: "Bob Stancliff" Subject: RE: [RQ-RULES] GM fiat (and other stuff) >> We have an Agimori with 140% javelin due to his 20% >> attack modifier. As soon as we get him out of Trickster >> (long story) and into a warrior cult like Storm Bull, >> he will be set for rune lord. > > No need to get him "out into a warrior cult" Trickster > has more than enough combat effective spells to make him > a real nasty hombre on a battle field > Leon Kirshtein Yea, he is hideous, but he doesn't like being limited to acolyte and we don't like him running around claiming to be Cult of the Heroic Slayer (or whatever he calls it). I tend to call it Eurmal Death bringer, and all the other players complain that he isn't a 'normal' trickster. He tends to be all Disorder (including game sessions) and no Illusion. On the topic of mind influencing, what skills is trickster using to seduce everyone in the myths? And should a death aspect Eurmal be able to do them? 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. ------------------------------ End of RuneQuest Rules Digest V3 #34 ************************************ *************************************************************************** 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. 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.