From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #94 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Tuesday, October 3 2000 Volume 03 : Number 094 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Imbue rules [RQ-RULES] Harps, silver strings [RQ-RULES] Lost Newbie [RQ-RULES] Imbue rules & Alchemy [RQ-RULES] Newbie - Question 2 Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie Re: [RQ-RULES] Lost Newbie 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, 2 Oct 2000 10:58:11 +0300 (EEST) From: Olli Kantola Subject: Re: [RQ-RULES] Imbue rules On Mon, 2 Oct 2000 Philip.Hibbs@tnt.co.uk wrote: > >A patch of Heal 3 potion costs me 3^2*10 > >MPs (or 3*3*10), thats 90 MPs. > > Having a mechanism that uses up such ludicrously large amounts of MPs only > serves to encourage players to boost up their available MPs to ridiculous > levels, in my experience. You are absolutely right! So let's make it so that the process doesn't use MPs. Only POW and alchemy really matter and "MPs" are only a way to calculate the time that making a potion takes. So the time and the process stays the same, but it doesn't use MPs. Olli Kantola *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Oct 2000 13:13:45 -0400 From: Andrew Barton Subject: [RQ-RULES] Harps, silver strings I know several amateur and semi-professional harpists, and if anyone's interested I can get the address for a discussion list they inhabit. Silver strings: I met someone who plays guitar with genuine silver-wrapped strings. She said she has to fit a new set of strings after each performance, but evidently she thinks the resulting tone is worth it. This might be a good limitation on a magical instrument. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 4 Oct 2000 04:30:03 +1100 From: "Jim & Peta Lawrie" Subject: [RQ-RULES] Lost Newbie Is the right address? (ahem) testing, testing, one, two, three. Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 3 Oct 2000 10:42:33 -0700 From: "First Name Last Name" Subject: [RQ-RULES] Imbue rules & Alchemy * Terje Tollisen wrote: > It could be a possibility that the spell caster loses the > knowledge of the spirit spell and must learn it again, just > like an initiate would have to if he casts a divine spell > into a true stone. I considered that option, but decided that since different campaigns use different ways to acquire spirit magic spells, the effect would be unbalanced. For some, re-learning a spell would be akin to restoring a backup copy; for others, it would be a major quest. Besides, "forgetting" is a normal part of Divine (Rune) magic. It isn't for Spirit (Battle) magic). > Capacity should not be a problem if you treat it the same > way as for divine spells. I'm pretty positive that capacity IS an issue for Truestone -- there's a limit to how much magic a piece can hold, even though it hasn't been specifically formulated. A limit was definitely mentioned back in some old RQ2 supplemental material. Generally, the larger the piece the more it can hold was the impression I got. Of course, all of this only applies to official Gloranthan Truestone; non-official or even non-Gloranthan Truestone can be quite different. > I would say that the imbue spell is needed, as true stone only > has the ability to store divine magic. The imbue spell would > allow it store spirit spells as well. Again, from the old books I remember (I wish I could remember source citations!) that Truestone can also store information (I think the Mostali discovered how), and I believe that it could also store spirit magic. Frankly, the mechanism given for Truestone to store Divine magic always seemed a little lame and vague. I mean, what's the point? You can trade or acquire a Rune spell, but it's one-use unless you are a member of the appropriate cult or an associated one -- and even then, in some cases you either have to re-sacrifice POW (in which case, what's the point?), or maybe even can only have the spell as one-use. Kind of lame for such a supposedly powerful object. * FRANCOIS wrote: > Truestone is probably difficult to work, but there's nothing > saying it can't. Good point. In fact, it HAS to be breakable, otherwise the Block wouldn't exist! And all of those Uroxi guards watching to make sure that nobody chips a piece off of it would be wasting their time. But we seem to be getting into material more appropriate for The Other List. *Philip.Hibbs@tnt.co.uk wrote: > This may not be the forum for this, True. :-) > ...but in Glorantha, Truestone can't be manipulated magically. > If you touch it, you obey it's rules, not vice versa. It takes > a fantastic act of will to resist the magic-absorbing effects, > and bending it to your will is the stuff of heroquests. IMO. But I'd swear that in one of the official Chaosium supplements for RQ2 there was a block of Truestone that had been used to contain a lot of information. Not sure I'd agree with you about it being THAT difficult to resist blank Truestone -- incredibly hard, sure, but I'd not place the difficulty below a 5% chance to resist for most adventurers. As for bending it to your will, that might well be a minor or major HeroQuest, depending on what you were trying to do. But Imbuing might not be that difficult, and of course the many semi-Gloranthan campaigns I know of could have Truestone that wasn't quite as...challenging. *"Leon Kirshtein" wrote: > True, C&S had an excellent rules for this sort of thing. > This reminded me of a story however. One of the characters > in our group who was playing a sorceror convinced half of > the party to kill the other half of the party for their body > parts, because he figured out that they were worth more dead(as > material components for magic items and rituals, check out the > BRV of elf blood) then the treasure we found in the last three > sessions. That's hysterical. You should send it to the Knights of the Dinner Table -- it would be perfect for that. Come to think of it, I think that something like that was already done in one issue. I wonder, though, if the C&S enchantment system would be too complicated to conveniently use with RQ. Perhaps it could be an optional add-on. * Olli Kantola wrote: > A patch of Heal 3 potion costs me 3^2*10 MPs (or 3*3*10), thats > 90 MPs. Now I'm a aprentice, I have alchemy 40%, but a POW of 16. > In a single day I can put 15 points to my project, without > fainting... No, wait it's really 16, how stupid of me. Actually you could put in 15 points on the first minute of the day, and then another 14 or 15 points on the last minute of the day, for a total of at least 29...although some might accuse you of character abuse. :-) Of course, we haven't determined how long an imbuing session can (or must) last, apart from the basic requirement of one hour. How long can the ceremony be prolonged? Does POW input have to be regular and even, or can it come in bursts? At a minimum, I'd argue that the enchanter would be limited to RQ3 enchantment rules - only a certain small amount of free time every few hours for eating, voiding, etc. And I'd consider requiring additional successful Ceremony rolls in the case of any longer interruption...if I didn't just declare failure by GM fiat. > Due to my poor alchemy skill only 6,4 points are effective. > 90/6,4=14,0625, so it takes me two weeks to produce 2D4 uses > of potion/salve that heals 3 points on contact. I'm beginning to understand your system -- part of the problem is the difference in notation from what I'm familiar with (ADMISSION: I suck at math). Interesting. *Philip.Hibbs@tnt.co.uk wrote: > Having a mechanism that uses up such ludicrously large > amounts of MPs only serves to encourage players to boost > up their available MPs to ridiculous levels, in my experience. But isn't that true of almost every player anyway? It's kind of like teen-age boys and sex; ANYTHING they see or hear encourages them to think more about it. :-) Seriously, I'd be hard-pressed to think of a game in which players had the opportunity to gain more MPs and turned it down. If handled *properly*, a large MP requirement could be a good way to rein in player avarice; you just need to make sure that they actually spend the time needed to create the item. It's much like training time, in other words. "You have two weeks off; you can train up some skills, or create some potions". Of course, I'm assuming that you can't borrow matrices and such from friends (or just have your friends cooperate) and shoot 100 MPs into a potion all at once. I'd argue that alchemy requires time, somewhere from ten minutes to one hour per magic point expended. And probably nothing else can be done during that time. =>Peter - -- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest Page! http://www.maranci.net/rq.htm - ------------------------------------------------------------ - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 4 Oct 2000 04:47:11 +1100 From: "Jim & Peta Lawrie" Subject: [RQ-RULES] Newbie - Question 2 Hi list! I'm new here so I was just wondering if there's an FAQ list somewhere that I could look up, so I don't laboriously cover well trodden ground. (Remembers painful memories of the TML ) Cheers Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 3 Oct 2000 22:37:22 +0100 From: Michael Cule Subject: Re: [RQ-RULES] Lost Newbie In message <005101c02d5f$910c0140$c801a8c0@legion>, Jim & Peta Lawrie writes >Is the right address? > > (ahem) > > testing, testing, one, two, three. > > Jim For what? The address for an argument is right down the hall and Make Your Own Bondage Toys has moved to Wednesdays. - -- Michael Cule *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 03 Oct 2000 17:17:42 -0500 From: Jim Gould Subject: Re: [RQ-RULES] Lost Newbie At 10:37 PM 10/3/2000 +0100, you wrote: >In message <005101c02d5f$910c0140$c801a8c0@legion>, Jim & Peta Lawrie > writes >>Is the right address? >> >> (ahem) >> >> testing, testing, one, two, three. >> >> Jim > >For what? The address for an argument is right down the hall and Make >Your Own Bondage Toys has moved to Wednesdays. Bondage Toys to Wednesdays? But I'm tied up that day! Sorry, couldn't resist. - -- "Dammit" Jim Gould jgould@io.com http://www.io.com/~jgould http://www.britanniamanor.org Everyone thinks I'm psychotic, except for my friends deep inside the earth. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 4 Oct 2000 12:31:57 +1100 From: "Jim & Peta Lawrie" Subject: Re: [RQ-RULES] Lost Newbie >>Is the right address? >> >> (ahem) >> >> testing, testing, one, two, three. >> >> Jim > >For what? The address for an argument is right down the hall and Make >Your Own Bondage Toys has moved to Wednesdays. >-- >Michael Cule I got the address for the subscribe section, but not the actual list address! Have these topics been talked to death? Wind Lords, how do they become Chiefs with a 90% commitment to the cult (how do they afford a Dun?) Shield APs, I'm coming up with a table for three types of shield (light, medium and heavy) so you can have an 18AP Buckler or an 8AP Kite Shield, has this been done? The hit location table, why do you hit a leg 40% of the time? I've got an alternate table but no comments on it from the runequest2000@egroups.com list yet. Clarifications on the Sanctify spell, same deal, no feedback from them at all Also, it looks like you're supposed to sign your full name : ) Jim Lawrie http://www.geocities.com/Area51/Underworld/7031/RQ3.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 3 Oct 2000 22:10:27 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Lost Newbie In a message dated 10/3/00 6:56:08 PM Pacific Daylight Time, jimpeta@primus.com.au writes: > > Wind Lords, how do they become Chiefs with a 90% commitment to the cult (how > do they afford a Dun?) This actually belongs more on the Glorantha list, though I doubt Hero Wars has such rules (could be wrong). Anyway, my understanding is that commitment to the Orlanth cult as Wind Lord involves being a chief. That's part of the 90% commitment. Keep in mind that there is no real division between political and religious life. You have to stop thinking like an American. Orlanthi are Chiefs, it's part of being an Orlanthi. Some are far more warrior than chief, some are more priest than chief, but a Wind Lord, one who has attained the Rune Status of embodying Orlanth, is just about by definition a Chief. Leading a tribe is part of his duty to Orlanth. Quite frankly, however, I have no idea what you mean by a Dun. Is this a tithe for wealth, a house, what? Probably one of those Orlanth things that got added after I lost interest. > Shield APs, I'm coming up with a table for three types of shield (light, > medium and heavy) so you can have an 18AP Buckler or an 8AP Kite Shield, has > this been done? It has been thought of in one form or another. Too complex for a rules set, fine for house rules. > The hit location table, why do you hit a leg 40% of the time? Sheer practical experience with Society for Creative Anachronism fighting. In the days before extensive armor regulations, fighters always armored the thighs first, that's where the most colorful bruises were. If you just hold a shield, without trying to parry with it, most of the body and part of the head and arms is blocked. Bang, there goes the thigh... >I've got an > alternate table but no comments on it from the runequest2000@egroups.com > list yet. We created the missile weapon table to take care of situations where there was no shield. It should be used for all such instances. Actually, I think the hit location table I currently use is altered slightly, so that leg shots are only 30% of the blows. > Clarifications on the Sanctify spell, same deal, no feedback from them at > all > Hope this helps. Check out Talmeta's archives for my current version of the rules if you are looking for some other ideas. Steve Perrin, who remembers long discussions on many of these points... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 4 Oct 2000 14:15:07 +1100 From: "Jim & Peta Lawrie" Subject: Re: [RQ-RULES] Lost Newbie >> Wind Lords, how do they become Chiefs with a 90% commitment to the cult >>(how do they afford a Dun?) > >This actually belongs more on the Glorantha list, though I doubt Hero Wars >has such rules (could be wrong). Anyway, my understanding is that commitment >to the Orlanth cult as Wind Lord involves being a chief. That's part of the >90% commitment. Keep in mind that there is no real division between political >and religious life. You have to stop thinking like an American. Eek! How galling, I'm an Australian! Orlanthi are >Chiefs, it's part of being an Orlanthi. Some are far more warrior than chief, >some are more priest than chief, but a Wind Lord, one who has attained the >Rune Status of embodying Orlanth, is just about by definition a Chief. >Leading a tribe is part of his duty to Orlanth. > Quite frankly, however, I have no idea what you mean by a Dun. Is this a >tithe for wealth, a house, what? Probably one of those Orlanth things that >got added after I lost interest. It's a big hillfort. I'm not on that list I'm afraid, I'm not that interested in it. >> Shield APs, I'm coming up with a table for three types of shield (light, >> medium and heavy) so you can have an 18AP Buckler or an 8AP Kite Shield, >>has this been done? > >It has been thought of in one form or another. Too complex for a rules set, >fine for house rules. > >> The hit location table, why do you hit a leg 40% of the time? > >Sheer practical experience with Society for Creative Anachronism fighting. In >the days before extensive armor regulations, fighters always armored the >thighs first, that's where the most colorful bruises were. If you just hold a >shield, without trying to parry with it, most of the body and part of the >head and arms is blocked. Bang, there goes the thigh... It's funny that, because if you look at pre-norman armour there's rarely greaves. Gladiators and Hoplites are the only ones I can think of that wore them regularly. Is this list slanted towards a more post-saxon era? > >>I've got an >> alternate table but no comments on it from the runequest2000@egroups.com >> list yet. > >We created the missile weapon table to take care of situations where there >was no shield. It should be used for all such instances. Actually, I think >the hit location table I currently use is altered slightly, so that leg shots >are only 30% of the blows. > >> Clarifications on the Sanctify spell, same deal, no feedback from them at >> all >> > >Hope this helps. Check out Talmeta's archives for my current version of the >rules if you are looking for some other ideas. > > >Steve Perrin, who remembers long discussions on many of these points... Is that the only FAQ? I'm sort of reluctant to wade through a few sets of archives . . . Jim Lawrie, who just got here *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #94 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.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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