From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #109 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, November 7 2000 Volume 03 : Number 109 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Alchemy stuff Re: [RQ-RULES] Alchemy stuff Re: [RQ-RULES] Alchemy stuff [RQ-RULES] Magic in RQ1 and 2 Re: [RQ-RULES] Magic in RQ1 and 2 Re: [RQ-RULES] Magic in RQ1 and 2 Re: [RQ-RULES] Magic in RQ1 and 2 [RQ-RULES] RQ/AD&D conversion RE: [RQ-RULES] RQ/AD&D conversion RE: [RQ-RULES] Magic in RQ1 and 2 Re: [RQ-RULES] RQ/AD&D conversion Re: [RQ-RULES] Magic in RQ1 and 2 Re: [RQ-RULES] RQ/AD&D conversion 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, 06 Nov 2000 09:50:10 -0700 From: "Stephen Posey [TurboPower Software]" Subject: Re: [RQ-RULES] Alchemy stuff MurfNMurf@aol.com wrote: > > Hey gang, > I've recently been looking at the different version of RQ Alchemy > available on the WWWeb; hoping to boil the bits I like down into a handy > little Alchemy system. > Anyhow, a couple of the systems look to have missing tables, and I'm > wondering if anyone out there has a copy of these missing tables. I've > emailed both authors, but replies haven't really been forthcoming. > Thanks in advance, maybe :) > -Ken- > > Chris Johnson's Alchemy stuff is missing a Potency Table that lists > potency penalties at the various lab levels. In addition, the 3 tables under > the Availability of Labs header ( Potency Penalties and Selling Multipliers, > Lab cost in pennies, and Availability of Labs) are all missing as well. > > Pascal Legrand's Alchemy stuff is missing a table showing which operation > is necessary at which levels. There are also apparently a pair of tables > dealing with the different forms potions can be in (gas, paste,etc) that're > missing too. Oooh! I'd like to see what you've come up with (or, at least, URLs to get the stuff you're basing this on); I've been tinkering with some alchemy stuff myself and seeing others' take on it would likely prove illuminating. Stephen Posey slposey@concentric.net *************************************************************************** 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, 6 Nov 2000 12:50:29 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Alchemy stuff - --part1_db.bdac93e.27384965_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Here's what I've found. -Ken- < < < < - --part1_db.bdac93e.27384965_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit   Here's what I've found.
 -Ken-



  
RQ-Alchemy Johnson's  
  RQ-Alchemy Patterson's  
  RQ-Alchemy Phipp's  
  RQ-Alchemy Rameau's  
- --part1_db.bdac93e.27384965_boundary-- *************************************************************************** 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, 6 Nov 2000 13:12:55 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Alchemy stuff - --part1_17.d1a5270.27384ea7_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/6/00 12:01:48 PM Central Standard Time, MurfNMurf@aol.com writes: > > > > > > Here's what I've found. > -Ken- > Oops, I'd meant for the note with links to go to someone offlist. Sorry - --part1_17.d1a5270.27384ea7_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/6/00 12:01:48 PM Central Standard Time,
MurfNMurf@aol.com writes:







 Here's what I've found.
-Ken-


  Oops, I'd meant for the note with links to go to someone offlist. Sorry
- --part1_17.d1a5270.27384ea7_boundary-- *************************************************************************** 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, 7 Nov 2000 00:11:14 +0000 From: "Maximillian Cairnduff" Subject: [RQ-RULES] Magic in RQ1 and 2 Hi, can anyone let me know what the chances of success in RQ1 and RQ2 in casting spirit and rune magic were, and how they were calculated? I'm using RQ3 and am considering retrofitting the magic a bit. Thanks Sent by Law Mail *************************************************************************** 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, 6 Nov 2000 21:34:58 EST From: SPerrin@aol.com Subject: Re: [RQ-RULES] Magic in RQ1 and 2 - --part1_54.b7fdd32.2738c452_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/6/00 3:16:43 PM Pacific Standard Time, Cairnduff@law.com writes: > can anyone let me know what the chances of success in RQ1 and RQ2 in > casting spirit and rune magic were, and how they were calculated? > I'm using RQ3 and am considering retrofitting the magic a bit. > > As I recall, the magic just happened. There was no skill roll involved. Steve Perrin, who did not check his copies of RQ 1 and 2 for this answer - --part1_54.b7fdd32.2738c452_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/6/00 3:16:43 PM Pacific Standard Time,
Cairnduff@law.com writes:


can anyone let me know what the chances of success in RQ1 and RQ2 in
casting spirit and rune magic were, and how they were calculated?  
I'm using RQ3 and am considering retrofitting the magic a bit.



As I recall, the magic just happened. There was no skill roll involved.

Steve Perrin, who did not check his copies of RQ 1 and 2 for this answer
- --part1_54.b7fdd32.2738c452_boundary-- *************************************************************************** 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, 06 Nov 2000 20:12:44 -0700 From: Stephen Posey Subject: Re: [RQ-RULES] Magic in RQ1 and 2 Maximillian Cairnduff wrote: > > Hi, > > can anyone let me know what the chances of success in RQ1 and RQ2 in > casting spirit and rune magic were, and how they were calculated? > I'm using RQ3 and am considering retrofitting the magic a bit. I don't have RQ1 on hand to check, but I don't think there were any drastic changes between 1 and 2 in these particular areas. The relevant passage for Battle Magic (AKA Spirit Magic) from the RQ2 manual reads thusly: DID THE SPELL WORK? Some spells almost always work. Spells which a character casts upon himself, or spells cast on inanimate objects, or any healing spells, do not need to overcome resistance. Also, unconscious characters cannot resist a spell of any sort. However, a roll of 96-00 on D100 means the spell will fail. To find out if a spell was effective against a resisting target, compare the character's POW at the time of casting a spell against the target's POW at the same time. This time is determined by [the] strike rank the spell was cast on. [deleted description of formula equivalence of resistance table] ...As usual, a roll of 01-05 always succeeds, and a roll of 96-00 will always fail, no matter what discrepancy in POW may exist. Failure to overcome an opponent's resistance still means that the total POW points for the spell have been expended. (Chapter V: "Basic Magic", pp. 33) There really is no success roll for Rune Magic, it always succeeds in being cast (in effect it's already been "paid for"). The rules do say that a Rune Magic wielder may "back up" a Rune spell with extra characteristic POW for purposes of overcoming Countermagic, etc. For spell resistance purposes the caster's current POW is generally the criterion, but that can vary by Rune Spell. Some individual spells have various sorts of chance factors associated with them (e.g. the probability of properly interpreting a Divination), but that's not an indicator of spell success/failure per se. Is that what you needed to know? Stephen Posey slposey@concentric.net *************************************************************************** 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, 07 Nov 2000 04:41:27 -0500 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] Magic in RQ1 and 2 - --------------3E8758D54374C294C08A6F8C Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit that is correct. ken SPerrin@aol.com wrote: > In a message dated 11/6/00 3:16:43 PM Pacific Standard Time, > Cairnduff@law.com writes: > > > >> can anyone let me know what the chances of success in RQ1 and RQ2 in >> >> casting spirit and rune magic were, and how they were calculated? >> I'm using RQ3 and am considering retrofitting the magic a bit. >> > > As I recall, the magic just happened. There was no skill roll > involved. > > Steve Perrin, who did not check his copies of RQ 1 and 2 for this > answer - --------------3E8758D54374C294C08A6F8C Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit that is correct.
ken
 

SPerrin@aol.com wrote:

In a message dated 11/6/00 3:16:43 PM Pacific Standard Time,
Cairnduff@law.com writes:
 
 
can anyone let me know what the chances of success in RQ1 and RQ2 in
casting spirit and rune magic were, and how they were calculated?
I'm using RQ3 and am considering retrofitting the magic a bit.
 

As I recall, the magic just happened. There was no skill roll involved.

Steve Perrin, who did not check his copies of RQ 1 and 2 for this answer

- --------------3E8758D54374C294C08A6F8C-- *************************************************************************** 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, 07 Nov 2000 07:21:04 -0500 From: Peter Maranci Subject: [RQ-RULES] RQ/AD&D conversion I've been thinking about RQ to/from AD&D conversion mechanics, and one hitch is POW. Equating Wisdom with POW doesn't quite make sense, since only clerics are likely to have a high POW in that case and even high-level magic users aren't likely to have decent POW. So how about this: WIS converts into POW, plus one POW is added for each level of the PC above 1. Any POW above species maximum must be converted into RQ-appropriate enchanted (or imbued) magic items. More POW can be converted as well, of course, and I'd emphasize that having POW at species max blocks any chance of additional gain. Of course some RQ variants don't use species max, so that could be a whole new issue. Also, I'm still thinking about how to convert backwards from RQ to AD&D. Any ideas? ->Peter - ---------------------------------------------------------------------- Peter Maranci peter@maranci.net Woonsocket, RI The New Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm *************************************************************************** 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, 7 Nov 2000 08:26:30 -0500 From: "Bob Stancliff" Subject: RE: [RQ-RULES] RQ/AD&D conversion >I've been thinking about RQ to/from AD&D conversion mechanics, and one >hitch is POW. Equating Wisdom with POW doesn't quite make sense, since >only clerics are likely to have a high POW in that case and even >high-level magic users aren't likely to have decent POW. Either average wis and int or take the greater of the two. All wizards and priests have a need for higher pow in RQ. Bob Stancliff *************************************************************************** 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, 7 Nov 2000 08:37:51 -0500 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Magic in RQ1 and 2 can anyone let me know what the chances of success in RQ1 and RQ2 in casting spirit and rune magic were, and how they were calculated? I'm using RQ3 and am considering retrofitting the magic a bit. SPerrin@aol.com wrote: As I recall, the magic just happened. There was no skill roll involved. Steve Perrin, who did not check his copies of RQ 1 and 2 for this answer that is correct. ken I don't have my rules here either, but I was certain that RQ2 had casting %'s just like RQ3... battle magic cast at pow x 5% - enc and divine magic cast at 100% - enc. I have always allowed the magic bonus to be added in to both since the official % is too hard... I WANT magic to happen fairly often. Bob Stancliff *************************************************************************** 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, 7 Nov 2000 08:43:00 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] RQ/AD&D conversion - --part1_ae.cd9d9c5.273960e4_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Now if Steve could only find his original D&D-to-RQ conversion notes :) -Ken- - --part1_ae.cd9d9c5.273960e4_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit  Now if Steve could only find his original D&D-to-RQ conversion notes :)
 -Ken-
- --part1_ae.cd9d9c5.273960e4_boundary-- *************************************************************************** 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, 7 Nov 2000 08:52:08 EST From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Magic in RQ1 and 2 - --part1_d9.beb4910.27396308_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/7/00 7:48:12 AM Central Standard Time, Bob writes: > I don't have my rules here either, but I was certain that RQ2 had casting > %'s just like RQ3... battle magic cast at pow x 5% - enc and divine magic > cast at 100% - enc. I have always allowed the magic bonus to be added in > to both since the official % is too hard... I WANT magic to happen fairly > often. > Bob Stancliff > Hmm, I do this as well, Bob. "Since the official % is too hard?" I thought the above method _was_ the official method :) -Ken- - --part1_d9.beb4910.27396308_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 11/7/00 7:48:12 AM Central Standard Time, Bob writes:


I don't have my rules here either, but I was certain that RQ2 had casting
%'s just like RQ3... battle magic cast at pow x 5% - enc and divine magic
cast at 100% - enc.  I have always allowed the magic bonus to be added in
to both since the official % is too hard... I WANT magic to happen fairly
often.
Bob Stancliff

  Hmm, I do this as well, Bob. "Since the official % is too hard?" I thought
the above method _was_ the official method :)
 -Ken-
- --part1_d9.beb4910.27396308_boundary-- *************************************************************************** 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, 7 Nov 2000 18:37:07 +0200 (EET) From: Olli Kantola Subject: Re: [RQ-RULES] RQ/AD&D conversion On Tue, 7 Nov 2000, Peter Maranci wrote: > I've been thinking about RQ to/from AD&D conversion mechanics, and one > hitch is POW. Equating Wisdom with POW doesn't quite make sense, since > only clerics are likely to have a high POW in that case and even > high-level magic users aren't likely to have decent POW. Wisdom is overtly simplified IMO. Wisdom is life experience, knowledge, etc. These things can be seen in RQ characters in skills like world lore and the personality and nature of the character. 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. ------------------------------ End of RuneQuest Rules Digest V3 #109 ************************************* *************************************************************************** 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. 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.