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Subject: RuneQuest Rules Digest V3 #110
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RuneQuest Rules Digest Monday, November 13 2000 Volume 03 : Number 110
RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved.
TABLE OF CONTENTS
Re: [RQ-RULES] RQ/AD&D conversion
Re: [RQ-RULES] RQ/AD&D conversion
Re: [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] Spellcasting Chances (was: Magic in RQ1 and 2)
Re: [RQ-RULES] Magic in RQ1 and 2
RE: [RQ-RULES] Magic in RQ1 and 2
[RQ-RULES] HTML Free and thinking about bows
Re: [RQ-RULES] HTML Free and thinking about bows
[RQ-RULES] Conversions
RULES OF THE ROAD
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2. Use an appropriate Subject line.
3. Learn the art of paraphrasing: Don't just quote and comment on a
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4. No anonymous posting, please. Don't say something unless you're ready
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Date: Tue, 7 Nov 2000 12:54:35 EST
From: SPerrin@aol.com
Subject: Re: [RQ-RULES] RQ/AD&D conversion
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In a message dated 11/7/00 4:27:27 AM Pacific Standard Time,
peter@maranci.net writes:
> 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.
>
>
This is approximately what I did when I was converting to a crossover RQ/AD&D
game based on RQ mechanics.
Steve Perrin, trying to remember how he converted an AD&D 1stE bard to RQ for
his recent campaign...
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In a message dated 11/7/00 4:27:27 AM Pacific Standard Time,
peter@maranci.net writes:
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.
This is approximately what I did when I was converting to a crossover RQ/AD&D
game based on RQ mechanics.
Steve Perrin, trying to remember how he converted an AD&D 1stE bard to RQ for
his recent campaign...
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Date: Tue, 7 Nov 2000 12:54:37 EST
From: SPerrin@aol.com
Subject: Re: [RQ-RULES] RQ/AD&D conversion
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In a message dated 11/7/00 5:51:35 AM Pacific Standard Time,
MurfNMurf@aol.com writes:
>
>
> Now if Steve could only find his original D&D-to-RQ conversion notes :)
> -Ken-
>
>
As I've told Ken, they were never in electronic format, so they would have to
be transcribed (and undoubtedly fixed). But I probably have them around
somewhere...
Steve
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In a message dated 11/7/00 5:51:35 AM Pacific Standard Time,
MurfNMurf@aol.com writes:
Now if Steve could only find his original D&D-to-RQ conversion notes :)
-Ken-
As I've told Ken, they were never in electronic format, so they would have to
be transcribed (and undoubtedly fixed). But I probably have them around
somewhere...
Steve
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Date: Tue, 07 Nov 2000 13:28:24 -0500
From: Tal Meta
Subject: Re: [RQ-RULES] RQ/AD&D conversion
I dunno which of you started it, but can everybody check their email
settings, and make sure you're not sending HTML to the list? Thanx...
- --
talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine
ICQ - 12594453
AIM - talmeta
Homepage -
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Date: Tue, 7 Nov 2000 13:35:23 -0500
From: "nimbus"
Subject: RE: [RQ-RULES] RQ/AD&D conversion
>I've been thinking about RQ to/from AD&D conversion mechanics,
If only I had an as easy way to convert my new gold piece loving role
playing group.
nim, lurker, who wonders if there are any decent RQ groups in the
Philadelphia area...
- --- nimbus109@earthlink.net
- --- EarthLink: It's your Internet.
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Date: Tue, 7 Nov 2000 15:53:44 -0500
From: "Bob Stancliff"
Subject: RE: [RQ-RULES] Magic in RQ1 and 2
>> 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.
>> 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- ( translated from HTML ;>). )
While my memory is not a precise tool... I recall
that the RQ3 rule for spirit magic states 'POW x 5%', but
in an example of spell casting, the magic bonus is added
in. This is one of the little rules discrepancies that
makes the game so interesting to argue about.
Bob Stancliff
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Date: Tue, 7 Nov 2000 14:06:14 -0800
From: "Timothy Byrd"
Subject: Re: [RQ-RULES] RQ/AD&D conversion
> Steve Perrin, trying to remember how he converted an AD&D 1stE bard
to RQ for
> his recent campaign...
I think you counted on repeatedly succeeding with your Realtime
Improvisation skill... (Given Steve's dice luck, and his observed
success rate, his skill level must be pretty darn high...)
How many bards were in that game, anyway?
- -- Tim
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Date: Tue, 07 Nov 2000 17:47:14 -0500
From: trentfs@ix.netcom.com
Subject: RE: [RQ-RULES] Spellcasting Chances (was: Magic in RQ1 and 2)
Bob Stancliff wrote:
> While my memory is not a precise tool... I recall
>that the RQ3 rule for spirit magic states 'POW x 5%', but
>in an example of spell casting, the magic bonus is added
>in. This is one of the little rules discrepancies that
>makes the game so interesting to argue about.
I'm pretty sure I've seen both methods used in different official sources (i.e. NPC stats of various modules). In my own games I've always gone with straight POWx5, not adding Magic Bonus, but not subtracting ENC either. This makes it much easier to keep track of, and improvise NPCs from, and is, I suspect, the method most GMs eventually settle upon in the heat of play. I don't believe I required rolls at all for Divine Magic, but then my campaigns were always low-level enough that it was rarely used anyway.
Trent
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Date: Tue, 7 Nov 2000 18:36:14 EST
From: MurfNMurf@aol.com
Subject: Re: [RQ-RULES] Magic in RQ1 and 2
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In a message dated 11/7/00 3:03:48 PM Central Standard Time, stanclif@ufl.edu
writes:
> > -Ken- ( translated from HTML ;>). )
>
Translated from HTML? What the heck is HTML, and how do I get rid of it?
-Ken-
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In a message dated 11/7/00 3:03:48 PM Central Standard Time, stanclif@ufl.edu
writes:
> -Ken- ( translated from HTML ;>). )
Translated from HTML? What the heck is HTML, and how do I get rid of it?
-Ken-
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Date: Wed, 8 Nov 2000 08:47:54 -0500
From: "Bob Stancliff"
Subject: RE: [RQ-RULES] Magic in RQ1 and 2
>> -Ken- ( translated from HTML ;>). )
> Translated from HTML? What the heck is HTML, and how do I get rid of it?
> -Ken-
Under the button of your e-mail menu bar there should be a choice
called , and somewhere in there is a selection for e-mail format.
Yours is set to and can be changed to .
Stancliff
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Date: Wed, 8 Nov 2000 21:02:25 EST
From: MurfNMurf@aol.com
Subject: [RQ-RULES] HTML Free and thinking about bows
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Hi gang,
As it turns out, through no fault of my own, I _was_ indeed the culprit
HTMLing the list. I discovered that AOL wouldn't allow me to change settings
myself, so I had to go to AOL's Online Help. The mysterious AOL Djinn told me
that this annoying HTML thing is a really pretty common glitch associated
with AOL. Anyway, he somehow fixed the problem, and now I'm HTML free! :)
Anyway, after noticing the improved damage that bows do in CoC a while
back, It got me to wondering about bows in RQ, and in the different flavors
of BRP games in general. It seems that each game apparently has a _different_
take on them...
CoC (the 20's book, at least) gives 3 different bow weight examples, doing
1D8+1, 1D8+1D4, and 1D8+1D6.
RQ2 gives a Selfbow at 1D6+1, Composite bow at 1D8+1, and an Elf bow at
1D8+1.
RQ3 gives a Shortbow at 1D6+1, Longbow at 1D8+1, and Composite bow at
1D8+1.
Stormbringer gives a Selfbow at 1D8+1, Desert bow at 1D10+2, and
Melnibonean Bone bow at 2D6+1.
I'm thinking about using either the CoC or Stormbringer damages instead of
the RQ ones; making the Shortbow do 1D8+1, Composite bow do 1D10+2, and the
Longbow do 2D6+1, but I'm curious as to what the other BRP-related games (the
ones I don't own) use. Anyone know what Elric, Hawkmoon, Ringworld, or the
old BRP itself uses?
Does anyone else use alternate missle damage?
Any input is, as usual, greatly appreciated.
-Ken-
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Hi gang,
As it turns out, through no fault of my own, I _was_ indeed the culprit
HTMLing the list. I discovered that AOL wouldn't allow me to change settings
myself, so I had to go to AOL's Online Help. The mysterious AOL Djinn told me
that this annoying HTML thing is a really pretty common glitch associated
with AOL. Anyway, he somehow fixed the problem, and now I'm HTML free! :)
Anyway, after noticing the improved damage that bows do in CoC a while
back, It got me to wondering about bows in RQ, and in the different flavors
of BRP games in general. It seems that each game apparently has a _different_
take on them...
CoC (the 20's book, at least) gives 3 different bow weight examples, doing
1D8+1, 1D8+1D4, and 1D8+1D6.
RQ2 gives a Selfbow at 1D6+1, Composite bow at 1D8+1, and an Elf bow at
1D8+1.
RQ3 gives a Shortbow at 1D6+1, Longbow at 1D8+1, and Composite bow at
1D8+1.
Stormbringer gives a Selfbow at 1D8+1, Desert bow at 1D10+2, and
Melnibonean Bone bow at 2D6+1.
I'm thinking about using either the CoC or Stormbringer damages instead of
the RQ ones; making the Shortbow do 1D8+1, Composite bow do 1D10+2, and the
Longbow do 2D6+1, but I'm curious as to what the other BRP-related games (the
ones I don't own) use. Anyone know what Elric, Hawkmoon, Ringworld, or the
old BRP itself uses?
Does anyone else use alternate missle damage?
Any input is, as usual, greatly appreciated.
-Ken-
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Date: Wed, 08 Nov 2000 20:33:26 -0700
From: Stephen Posey
Subject: Re: [RQ-RULES] HTML Free and thinking about bows
> Hi gang,
> Anyway, after noticing the improved damage that bows do in CoC a
> while back, It got me to wondering about bows in RQ, and in the
> different flavors of BRP games in general. It seems that each
> game apparently has a _different_ take on them...
>
> CoC (the 20's book, at least) gives 3 different bow weight
> examples, doing 1D8+1, 1D8+1D4, and 1D8+1D6. RQ2 gives a
> Selfbow at 1D6+1, Composite bow at 1D8+1, and an Elf bow at
> 1D8+1. RQ3 gives a Shortbow at 1D6+1, Longbow at 1D8+1, and
> Composite bow at 1D8+1.
>
> Stormbringer gives a Selfbow at 1D8+1, Desert bow at 1D10+2, and
> Melnibonean Bone bow at 2D6+1.
>
> I'm thinking about using either the CoC or Stormbringer damages
> instead of the RQ ones; making the Shortbow do 1D8+1, Composite
> bow do 1D10+2, and the Longbow do 2D6+1, but I'm curious as to
> what the other BRP-related games (the ones I don't own) use.
> Anyone know what Elric, Hawkmoon, Ringworld, or the old BRP
> itself uses?
Original BRP only lists "BOW" at 1D6+1
SuperWorld (the full game) also only lists "BOW", but at 1D8+2
Elric says:
Bow, Melnibonean Bone 2D6+1 + 1/2 db
Bow, Desert Recurved 1D8+1 + 1/2 db
Bow, Hunting 1D6+1 + 1/2 db
The Spot Rules for Combat section under "Extended Range" also says "At
more than double base range, halve the damage done by the missle".
Under "Point-Blank Range" it says "A fumble at point-blank range does
minimum damage for the weapon". Those are the only spot rules that
appear to apply to DAMAGE from arrows, all the other modifiers are to
chance to hit.
I don't have Hawkmoon or Ringworld on hand to check, sorry.
> Does anyone else use alternate missle damage?
The Damage Bonus add that the Elric rules include reminds me of my own
impulse to adapt the Bow rules from Aftermath! to BRP/RQ. Those rules
rate bows by their "pull", and ranges and damage are determined by that
in relation to the strength of the character using the bow.
Stephen Posey
slposey@concentric.net
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Date: Mon, 13 Nov 2000 21:01:03 +1100
From: "Jim & Peta Lawrie"
Subject: [RQ-RULES] Conversions
With all this conversation about D&D™©® conversion, I realised that the
Dark Sun™©® setting translates well into RQ, I even worked out a few
Parental Occupations for it and it seems okay.
I ran a D&D™©®/RQ3 game a few years back, the players were all humanoids
in the Porpherio's Garden™©® scenario, they had an absolute blast being
nasty to all the nice lil' critters. We used a Cave troll sans regeneration
for the stats for an Ogre, and the player secretly only 'remembered' the
last seven words of any conversation (his INT was 7). It was definitely a
drink beer and be silly game.
Some of the standard monster fare from (that game™©®) turn out pretty
horrific in RQ though, try working out a Beholder . . . 10AP body and a
Sever Spirit each round from just *one* of it's eyes. . .
Jim, who'll stop rambling now.
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End of RuneQuest Rules Digest V3 #110
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