From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #12 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Wednesday, March 21 2001 Volume 04 : Number 012 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars [RQ-RULES] RQ/DnD Re: [RQ-RULES] RQ/DnD Re: [RQ-RULES] RQ/DnD Re: [RQ-RULES] Hero Questing Re: [RQ-RULES] Familiars RE: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars [RQ-RULES] bookmarks/links: Sandy Petersen, authorship [RQ-RULES] Sorry. Re: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars Re: [RQ-RULES] Familiars 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, 19 Mar 2001 14:24:27 -0500 From: Robert Stancliff Subject: RE: [RQ-RULES] Familiars > Ken wrote: > I've been going over Sandy's Sorcery Rules, doing a > lil modifying, and getting them ready to drop into my > campaign. Anyhow, I was reading over the Discussion of > Sandy's Sorcery posted on the WWWeb, and came across a > statement by Sandy that artificial figurines are > reasonably popular Familiars among certain groups of > Sorcerers. > Well, that got me to wondering about just how a figurine > would move about. Once the INT and DEX and all had been > Enchanted into the Familiar, would the Familiar be able > to move about under its own power, or would it need to use > an Animate spell on itself or some such? The most obvious examples are in "Strangers in Prax". Macullous had a mechanical dog which may have maintained an animate spell or it may have been considered to be 'alive' and therefore to have the innate ability of movement... I can't recall which. Arlatan the Mage had a familiar in his staff and the write-up clearly said that it could maintain a Form/Set spell to move around if needed. These are worth reading for more description detail. 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: Mon, 19 Mar 2001 17:35:01 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Familiars MurfNMurf@aol.com wrote: > > Well, that got me to wondering about just how a figurine would move > Once the INT and DEX and all had been Enchanted into the Familiar, > Familiar be able to move about under its own power, or would it need > an Animate spell on itself or somesuch? The sorcerer in my recent campaign used a steel statue as his familiar, and it maintained a (Permanent) Intensity 1 Animate Steel on itself. It also liked to "sample" other metals, and kept leaving little piles of steel pellets behind... - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** 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: 20 Mar 2001 11:00:02 +0100 From: Alain RAMEAU Subject: [RQ-RULES] RQ/DnD Hi, Did any of you has some conversions rules to play DnD (3rd edition) in Glorantha. At first glance, I think conversion would be easier from RQ3 rules to DnD, rather than from HW rules from DnD (except maybe for the gods format, with Domains (i.e. Affinities" in HW) they are linked to, as DnD does). So far I have the various following points in mind : - - Characteritics should be straith forward, as they are very similar. The scale is somewhat different at high level, as RQ allows characteristics above 40 quite easily for very big or powerful creatures, while at DnD 40 seems a maximum. - - there are some missing characteristics : how to represent Wisdom from RQ ? How to deal with the absence of Power in DnD (which is covered in DnD by Wisdom (for the perception role of POW), Charisma (for the personnal magnetism), and Xp (for the sacrifice in creating magic items)). However, the role of POW as main characteristic for spirit is not covered in DnD, but may be a Magic Resistance ability (like in HW) could sort it out. - - the Size is treated differently in Dnd, through terms like large, tiny, colossal, ... A table of equivalency between the SIZ number and such terms could be made. - - the concept of Rune Lord could be dealt with by biclassing, the Cleric becoming wider than pure "healer" role, such the Priest in RQ, that could be biclassed with fighter (Orlanth), paladin (Humakt), Barbarian (Storm Bull), rogue (Eurmal) , and so on. Doing so would result in a Lord being less proficient in magic use, but good in combat, and a true priest of same level being good at magic, but not in combat. Other ideas welcome. Alain. *************************************************************************** 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, 21 Mar 2001 01:46:58 +1100 From: Bruce Probst Subject: Re: [RQ-RULES] RQ/DnD On 20 Mar 2001 11:00:02 +0100, Alain RAMEAU wrote: >Other ideas welcome. Well, since you asked: don't do it. Even (shudder) RoleMaster is better than D&D (any edition). (I can never resist a straight line.) - ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au ICQ 6563830 Melbourne, Australia MSTie #72759 "We're getting into a whole weird area here." ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ *************************************************************************** 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, 20 Mar 2001 13:01:17 -0500 From: trentfs@ix.netcom.com Subject: Re: [RQ-RULES] RQ/DnD Alain Rameau wrote: > Other ideas welcome. The upcoming (at least as of last I knew) d20 books for Elric! and Call of Cthulhu should give some ideas on statistical conversions. As for representing inanities like character class and alignment in Glorantha, you got me. It's things like that made me stop playing D&D all those years ago... Trent *************************************************************************** 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, 20 Mar 2001 10:25:48 -0800 From: Brad Furst Subject: Re: [RQ-RULES] Hero Questing >Like a number of RQ pages I've seen recently the one quoted here refers >to some material attributed to Sandy Petersen but the links to the >material are broken; does anyone know a good current link to his stuff? > >Stephen Posey >slposey@concentric.net Did you get an answer to this yet? Brad Furst Esoteric [A Working Title] esoteric@criticalpath.com (503)-265-1253 *************************************************************************** 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: Sun, 21 May 2000 11:57:15 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Familiars Tal Meta wrote: > MurfNMurf@aol.com wrote: > > > > Well, that got me to wondering about just how a figurine would move > > Once the INT and DEX and all had been Enchanted into the Familiar, > > Familiar be able to move about under its own power, or would it need > > an Animate spell on itself or somesuch? > > The sorcerer in my recent campaign used a steel statue as his familiar, > and it maintained a (Permanent) Intensity 1 Animate Steel on itself. It > also liked to "sample" other metals, and kept leaving little piles of > steel pellets behind... > And in Griffin Island, they had a ring with a spirit bound into it as a familiar. It could move at 1 by rolling itself, though I don't imagine it would be able to navigate up stairs or such... However this begs a couple more questions. Would a relatively inanimate familiar be able to cast spells on its own, or is it more of an INT and POW pool for it's master? Would you allow the ring to cast spells? What if the aforementioned steel statue familiar had a Dispel cast on it and couldn't move? Would the intelligent creature inside be able to cast Animate again, or would it have to wait for it's master to cast the spell? Would the familiar be able to cast spells at all? Animate [substance] is an active spell, requiring constant concentration by someone. How could it concentrate on moving (and gesturing for the spell) while concentrating on casting a new spell? Some thoughts... Jeremy the Wandered *************************************************************************** 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, 21 Mar 2001 09:14:40 -0500 From: Robert Stancliff Subject: RE: [RQ-RULES] Familiars > However this begs a couple more questions. Would > a relatively inanimate familiar be able to cast > spells on its own, or is it more of an INT and POW > pool for it's master? I would certainly allow it to learn to cast spells without hands. The rules discuss people who have lost arms relearning spell casting, animals can cast spells moving something besides hands, so a moving ring must be able to move something. Personally, I don't consider motions to be required, only subconsciously inserted to improve personal focusing. 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: Wed, 21 Mar 2001 09:47:53 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Familiars Jeremy Martin wrote: > > However this begs a couple more questions. Would a relatively inanimate > familiar be able to cast spells on its own, or is it more of an INT and POW > pool for it's master? Would you allow the ring to cast spells? Yes. It could roll itself about, flex it's circle, whatever. > What if the aforementioned steel statue familiar had a Dispel cast on it and > couldn't move? Would the intelligent creature inside be able to cast Animate > again, or would it have to wait for it's master to cast the spell? We allowed it to move without animate steel active; it used that spell primarily to shift forms (most of the time it looked like a metal gargoyle statue). Most of the time it maintained animate steel anyway, and simply left it passive when not required. Since the spell was technically being maintained by his master (using SP's rules), to dispel it they'd have to overcome the master... who was a spirit creature in the first place (I could go into detail on the Nephar, if folks would like - they're a Nephiliim-type spirit I brought over into RQ for my campaign....) - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** 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, 21 Mar 2001 11:23:46 -0800 From: Brad Furst Subject: [RQ-RULES] bookmarks/links: Sandy Petersen, authorship Sandy's Sorcery circa 1998 http://www.glorantha.to/~tome/lib/ssr_e1.htm Sandy's Sorcery circa 1997 http://www.pensee.com/dunham/glorantha/sorcery.html Sandy's Sorcery circa 1996 http://www.kerofin.demon.co.uk/game/sorcery/ Comments and Discussions on Sandy's Sorcery http://www.snark.freeserve.co.uk/sscomments.html including Sandy's Saints, Shamans, and Mystics http://www.snark.freeserve.co.uk/docs/index.html Brad Furst esoteric@teleport.com *************************************************************************** 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, 21 Mar 2001 16:03:50 -0800 From: "Greatdragon13" Subject: [RQ-RULES] Sorry. This is a multi-part message in MIME format. - ------=_NextPart_000_0028_01C0B220.85026C40 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I only have one copy=20 Dan - ------=_NextPart_000_0028_01C0B220.85026C40 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
I only have one copy
Dan
- ------=_NextPart_000_0028_01C0B220.85026C40-- *************************************************************************** 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: Thu, 22 Mar 2001 12:01:33 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Familiars Tal Meta wrote: > Jeremy Martin wrote: > > > > However this begs a couple more questions. Would a relatively inanimate > > familiar be able to cast spells on its own, or is it more of an INT and POW > > pool for it's master? Would you allow the ring to cast spells? > > Yes. It could roll itself about, flex it's circle, whatever. > > > What if the aforementioned steel statue familiar had a Dispel cast on it and > > couldn't move? Would the intelligent creature inside be able to cast Animate > > again, or would it have to wait for it's master to cast the spell? > > We allowed it to move without animate steel active; it used that spell > primarily to shift forms (most of the time it looked like a metal > gargoyle statue). Most of the time it maintained animate steel anyway, > and simply left it passive when not required. Since the spell was > technically being maintained by his master (using SP's rules), to dispel > it they'd have to overcome the master... who was a spirit creature in > the first place (I could go into detail on the Nephar, if folks would > like - they're a Nephiliim-type spirit I brought over into RQ for my > campaign....) I've read through your website and know all about Nephar and your campaign (and recognized the Lost Caverns). I've always wanted to congratulate you on an interesting site and campaign. I gather from recent comments that the game ended? So, to get back on topic, you feel that a statue familiar would be able to move about in the statue naturally as part of the familiar-making process? I guess since you're giving it DEX and STR, that should give it movement? How do you work out CON or AP for a hunk of metal? Jeremy *************************************************************************** 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: Thu, 22 Mar 2001 12:11:01 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Familiars Robert Stancliff wrote: > > However this begs a couple more questions. Would > > a relatively inanimate familiar be able to cast > > spells on its own, or is it more of an INT and POW > > pool for it's master? > I would certainly allow it to learn to cast spells without hands. > The rules discuss people who have lost arms relearning spell casting, > animals can cast spells moving something besides hands, so a moving ring > must be able to move something. > Personally, I don't consider motions to be required, only > subconsciously inserted to improve personal focusing. > Bob Stancliff That would make sense. I have always included it (as an old D&D player) more as a way to control wizards. If the local sherrif wants to bring in a mage, I don't want him to have to kill the guy - binding hands is much simpler. It seems like a ring familiar that can cast its spells or yours and doesn't really move or any such thing is a little dangerous / imbalancing. On the other hand, you're losing all the scouting and fighting capabilities. If bound spirits can be made into familiars, what about one bound into a matrix tattoed on the sorcerors arm? I'm full of questions, aren't I? ;-) Jeremy *************************************************************************** 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, 21 Mar 2001 23:32:40 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Familiars Jeremy Martin wrote: > > I've read through your website and know all about Nephar and your campaign (and > recognized the Lost Caverns). I've always wanted to congratulate you on an > interesting site and campaign. I gather from recent comments that the game ended? Thanx; yes, we finally ended it. Time for someone else in the group to take up the GM torch for awhile. I'm planning on running the adventure they didn't go on at a convention next month, though. Maybe in a year or two we'll return to it. Still have to get around to posting the maps for the extended Caverns, though. (Want to do them properly in DD2, the only part of the core CC2 family I lack...) > So, to get back on topic, you feel that a statue familiar would be able to move > about in the statue naturally as part of the familiar-making process? I guess > since you're giving it DEX and STR, that should give it movement? How do you work > out CON or AP for a hunk of metal? We treated it like a sword, so far as hit points, armor points, and CON went. It had a 15 CON, which translated into 15 AP, and if it took 16 points of damage, it lost both an AP and a HP. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** 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 V4 #12 ************************************ *************************************************************************** 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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