From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #87 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 Monday, July 9 2001 Volume 04 : Number 087 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Shields n' other thoughts [RQ-RULES] Multiple actions Re: [RQ-RULES] Multiple actions Re: [RQ-RULES] Shields n' other thoughts Re: [RQ-RULES] More spells for criticism : Spiritwrap Re: [RQ-RULES] More spells for criticism : Cloud of Magic Re: [RQ-RULES] More spells for criticism : Reflection Of The Death Rune Re: [RQ-RULES] More spells for criticism : Reflection Of The Harmony Rune Re: [RQ-RULES] More spells for criticism : Rune of the Tiger Re: [RQ-RULES] More spells for criticism : Tenebrous (Weapon) Re: [RQ-RULES] More spells for criticism : Spider Climb and Knock Re: [RQ-RULES] Wintery 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: Mon, 09 Jul 2001 17:30:06 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Shields n' other thoughts I'd say Scan roll, though I'm not sure what they'd do... By RQ rules, you only get two actions per round. Thus, for the dagger-wielder, he'd have to skip his parry to be able to attack with a second weapon... So he'd give up a parry against his opponent's primary weapon for a surprise attack with a secondary weapon. Not really worth it, is it? ? Jeremy > A last thought, has anyone come up with a rule for faking opponents in > melee with hidden weapons or techniques? The classic dagger-behind-the-targe > of the Scots is a good example, would an opponent require a Search roll to > be allowed a parry of the surprise dagger? > > Jim Lawrie > > ******** *************************************************************************** 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, 9 Jul 2001 12:52:41 +0300 From: "Mikko Korhonen" Subject: [RQ-RULES] Multiple actions Hi, just wondering: How do you guys handle multiple attacks in combat? Let's say character has 100% in both right hand scimitar and left hand dagger. Rules give two actions per melee round(attack once/parry once, attack twice, parry twice), no matter how fast the character is. If character divides his attack%, he gets two attacks with 1/2 chance. How about if he attacks with both weapons with divided attack%? Basically he then gets four attacks? Any house rules? I'm using RQ3 rules, with Sandy Petersen's Sorcery rules. Sandy's rules give spell Haste to lower character's DEX SR with 1 for every 2 intensities. It doesn't limit how low it can go. It says, however, that the character's action can not take less than 1 strike rank. Anyway, with enough intensities character has negative SR modifier(!), and can attack 10 times in one meleeround... This us of course quite high power campaign. Any house rules for this one? Cheers, Mikko Korhonen *************************************************************************** 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, 09 Jul 2001 12:08:04 +0200 (CEST) From: Emmanuel Ponette Subject: Re: [RQ-RULES] Multiple actions En réponse à Mikko Korhonen : > Hi, > > just wondering: How do you guys handle multiple attacks in combat? Let's > say > character has 100% in both right hand scimitar and left hand dagger. > Rules > give two actions per melee round(attack once/parry once, attack twice, > parry > twice), no matter how fast the character is. If character divides his > attack%, he gets two attacks with 1/2 chance. How about if he attacks > with > both weapons with divided attack%? Basically he then gets four attacks? > Any > house rules? If I remember well, you can divide your attack(s) if you have more than 100% for hitting more than on opponent at the same time. It like slashing at 2 opponents at the same time. Or a good house rule could be that you don't allow you PC to have more than 100% ;-) > > I'm using RQ3 rules, with Sandy Petersen's Sorcery rules. Sandy's rules > give > spell Haste to lower character's DEX SR with 1 for every 2 intensities. > It > doesn't limit how low it can go. It says, however, that the character's > action can not take less than 1 strike rank. Anyway, with enough > intensities > character has negative SR modifier(!), and can attack 10 times in one > meleeround... This us of course quite high power campaign. Any house > rules > for this one? Your SR doesn't give you the number of attacks (except for spell and missiles but you have 3SR between each action), therefore with a SR1, you hit fast but not more often. I don't agree with the negative SR. My minimum is 1 (or at least it is the way I understood it, and it is powerfull enough...) > > > Cheers, > > Mikko Korhonen Cheers Manu - ------------------------------------------------- This mail sent through Tiscalinet Webmail (http://webmail.tiscali.be) *************************************************************************** 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, 9 Jul 2001 21:20:00 +1000 From: "Jim Lawrie" Subject: Re: [RQ-RULES] Shields n' other thoughts > I'd say Scan roll, though I'm not sure what they'd do... > > By RQ rules, you only get two actions per round. Thus, for the dagger-wielder, > he'd have to skip his parry to be able to attack with a second weapon... So > he'd give up a parry against his opponent's primary weapon for a surprise attack > with a secondary weapon. > > Not really worth it, is it? > > ? > > Jeremy What if they don't attack with the 'onhand' weapon? Jim again > > > A last thought, has anyone come up with a rule for faking opponents in > > melee with hidden weapons or techniques? The classic dagger-behind-the-targe > > of the Scots is a good example, would an opponent require a Search roll to > > be allowed a parry of the surprise dagger? > > > > Jim Lawrie > > > > ******** > > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** 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, 9 Jul 2001 12:43:25 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Spiritwrap > > Spiritwrap > > Variable spirit magic spell, temporal, passive > > For each point in this spell the subject > suffers the effects > > of uncomfortable temperatures as if the > temperature was 5°C > > less extreme. Thus under 3 points of this spell > –5°C would > > affect the character as if it was 10°C and 65°C > as if it was > > 50°C. > > I just do not see this spell as being used too > much. As spirit magic > its duration is fairly short plus to be of any > benifit you would have > to cast it at a very high level. Make it sorcery > and 10°C per intensity > and it would be worth while. 10°C per intensity means that Intensity 4 will be sufficent for comfort from around -30 to 60°C. Intensity 8 and one can swim in boiling water without discomfort. Intensity 36 and one could try to swim in liquid helium without discomfort. I'm almost tempted to make it a longer than usual duration but 5°C per point, the question would come what duration is too long an hour? a day? Adam *************************************************************************** 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, 9 Jul 2001 12:43:26 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Cloud of Magic > Date: Thu, 05 Jul 2001 13:35:07 -0400 > From: "Leon B Kirshtein" > > Cloud of Magic > > Variable spirit magic spell, ranged, 5m radius per point > > area effect, temporal, passive > > Within the area of effect of this spell, the > visibility of > > magical phenomena is reduced by formless swirls > of mana. The > > visibility of gross effects, such as the > presence of spirits > > or spells running is reduced by 50% and detail > examination > > of magical fields is prevented. > > I assume you are trying to prevent people > examining your spirits and > magic in combat. > I would go for a set area, > something like a Darkwall > or Lightwall and make it a 2pt or 3pt spell or > make it variable effect > one person/spirit and each point would reduce > search/scan skill by 10% > per point. I do like the idea of this spell. The original idea came from Brust's Pheonix Guard. And I want a volume effect thus the variability effecting radius rather than the one-way screen the walls give. The point being that it blinds both sides. The wall effect has potential as an alternative spirit spell. The variable effect and target version feels more like a Sorcery version using multispell for the number of targets and the skill reduction being 10% per intensity. Adam *************************************************************************** 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, 9 Jul 2001 12:43:29 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Reflection Of The Death Rune > Date: Thu, 05 Jul 2001 13:35:07 -0400 > From: "Leon B Kirshtein" > > Reflection Of The Death Rune > > 2 point divine magic spell, temporal, passive, > nonstackable > > reusable > > Humakt (Sword), Yanfal Tarnils (Scimitar), > Babesta Gor(Axe), > > Zorak Zoran(Maul) > > This spell temporarily provides a normal weapon > of the type > > appropriate to the casters god. The weapon > disappears at the > > end of the duration or if it leaves the casters > possession > > Unless the weapon is going to count as magical > for purposes of killing > such things as Gorps and Werewolves, it should > only be a 1pt spell. I think the best way round is the weapon should count as rune metal for the purpose of damaging creatures so subject. So it would hurt werewolves but not gorp. > Although ZZs have a 'soft spot' for blunt weapons > they are not really > associated with Mauls, Kigor Litor is, she does > give out True Maul to > her worshipers. I thought Maul was ZZ's form of the Death Rune, having checked the requirements for Death Lord, it should be mace. > You may wish to add > Yelm/Lodril(Spear) and Orlanth(Sword), > and Aldria(Bow and Arrows???) Aldrya would be Axe IIR the myth on early uses of death. But I'd be disinclined to give it to these cults or Kygor Litor directly because they have no death rune. Orlanthi getting it from association with Humakt at some temples or KL from some ZZ temples would be appropriate. Adam *************************************************************************** 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, 9 Jul 2001 12:43:31 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Reflection Of The Harmony Rune > Date: Thu, 05 Jul 2001 13:35:07 -0400 > From: "Leon B Kirshtein" > > Reflection Of The Harmony Rune > > 1 point divine magic spell, temporal, passive, reusable > > Uleria (Harp), Donander, Drogasi(Bagpipes) > > This spell temporarily provides a normal > musical instrument > > of the type appropriate to the casters god. The > instrument > > disappears at the end of the duration . > > How about duration = duration of the preformance? Good Idea. then it fits with the Dancing and drumming spells. Adam *************************************************************************** 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, 9 Jul 2001 12:43:32 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Rune of the Tiger > Date: Thu, 05 Jul 2001 13:35:07 -0400 > From: "Leon B Kirshtein" > > > > Rune of the Tiger > > Spirit magic enchantment > > Each point of permanent POW sacrificed with > this enchantment > > increases the size of dice used for unarmed > combat damage > > caused by the subject by one step on this list > 1d3 - 1d4 - > > 1d6 – 1d8 – 1d10 – 1d12[maximum]. Martial arts > double the > > improved dice type, when relevant. > > Make this a stackable divine magic and have it > add the base damage per > point 1d3 - 2d3 - 3d3 - 4d3. Or leave it as > spirit spell but make it > variable. > > I just can't see someone walking around all the > time with hands which > do 1d12 and be able to use them for anything else > execept combat. Don't > trip ... It souldn't be any worse than tripping with Ironhand 6 running. Just try to avoid pounding shop counters to get service until you've got used to tapping them more gently. Adam *************************************************************************** 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, 9 Jul 2001 12:43:33 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Tenebrous (Weapon) > Date: Thu, 05 Jul 2001 13:35:07 -0400 > From: "Leon B Kirshtein" > > Tenebrous (Weapon) > > 2 point divine magic spell, temporal, passive, reusable > > Humakt (Sword), Black Fang(Dagger) Zorak Zoran(Maul) > > This spell obscures the target weapon such that > it cannot be > > parried unless the defender makes a greater > level of success > > on a scan roll than the success of the casting. > A separate > > scan check is made for each attack with this weapon. > > Humakt would never give out such a spell. What about the Humakt cults/Aspects that have an emphasis on the unstopability of death rather than honour? > I seem > to remeber a Humakti > quest were you are supposed to turn down an > Invisiable Sword. Does any > one remeber this? > > It also seems a bit too sutle for ZZs. Possibly. If I could work out the appropriate weapons, Annilla, Subere and Xemella would all feel sort of appropriate. Adam *************************************************************************** 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, 9 Jul 2001 12:43:23 +0100 From: "Adam Benedict Canning" Subject: Re: [RQ-RULES] More spells for criticism : Spider Climb and Knock > > Spider Climb > > Variable spirit magic spell, temporal, passive > > This spell adds 5% per point to the subject’s > Climb skill. > > I would pump this spell up to give at least +10% > per point to make it > on par with other spells of this type (maybe even +15%). > > Knock > > Variable spirit magic spell, temporal, passive > > This spell adds 5% per point to the subject’s > Devise or Open > > Locks skill. > > Again make it +10% per point. I forgot these don't add a damage bonus as well so +10% per point is a reasonable change. Adam *************************************************************************** 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, 9 Jul 2001 06:25:16 -0700 From: "Steve Perrin" Subject: Re: [RQ-RULES] Wintery stuff This is a multi-part message in MIME format. - ------=_NextPart_000_003D_01C1083F.EB41BB80 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Nowhere near that easy in reality. Most people caught in avalanches = cannot casually push and stretch enough to give themselves any room at = all. Not to mention that all that snow, even if only a few feet thick, = is very heavy and would fall into any space given the slightest = opportunity. Unfortunately, this doesn't make the suggested spell any more useful, = except in games run by GMs who want the party to get out of the = situation, anyway. Maybe what's needed is a variation on Ignite called Melt, which can be = controlled to create an air passage to the surface... Steve Perrin ----- Original Message -----=20 From: Jeremy Martin=20 To: runequest-rules@lists.ient.com=20 Sent: Monday, July 09, 2001 2:24 AM Subject: Re: [RQ-RULES] Wintery stuff I did that to a friend a long time ago. He casually pushed and = stretched enough to give himself a little room, pulled off his pendant = and looked at which way it was hanging. Then he dug the other way.=20 I was impressed...=20 Thus, I wouldn't think that there would be much need, as the people = who might need it surely have simpler ways to figure this out. Well, = maybe not how deep...=20 Jeremy=20 =20 MurfNMurf@aol.com wrote:=20 Hi gang,=20 In Saturday night's game the whole bunch of characters, as well as = the=20 Sorcerer's 3 Familiars, the Awakened Animal, the Trickster God's = Allied=20 Spirit inhabiting a donkey, and our heavily loaded sled _all_got = caught in=20 first a small rockslide (wherein my character Yevgainni the Satyr = only took=20 1pt of damage-whew!); then, after digging out, a pretty big = avalanche a short=20 while later.=20 Everyone ended up taking a pretty serious drubbing, in addition to = being=20 buried at all angles in at least several meters of snow (Yevgainni = was the=20 least damaged at having an arm, a leg, & his head knocked down by = half, and=20 the other leg reduced to zero HP, as well as being buried in only 1m = of snow).=20 Anyhow, this situation made me think of a nice little spell that'd = be=20 handy for Arctic/Mountianeering types:=20 Orient (for want of a better name)=20 3MP=20 Touch, Passive, Instant.=20 When cast, the recipient's Spirit either discorporates just long = (like a=20 second or two?) enough to get above the snow, _or_ he is just able = to=20 magically sense both which general direction is up, and how far it = is to the=20 surface.=20 -Ken-=20 - ------=_NextPart_000_003D_01C1083F.EB41BB80 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Nowhere near that easy in reality. Most = people=20 caught in avalanches cannot casually push and stretch enough to give = themselves=20 any room at all. Not to mention that all that snow, even if only a few = feet=20 thick, is very heavy and would fall into any space given the slightest=20 opportunity.
 
Unfortunately, this doesn't make the = suggested=20 spell any more useful, except in games run by GMs who want the party to = get out=20 of the situation, anyway.
 
Maybe what's needed is a variation on = Ignite called=20 Melt, which can be controlled to create an air passage to the=20 surface...
 
Steve Perrin
----- Original Message -----
From:=20 Jeremy Martin
To: runequest-rules@lists.ient= .com=20
Sent: Monday, July 09, 2001 = 2:24 AM
Subject: Re: [RQ-RULES] Wintery = stuff

I did that to a friend a long time ago.  He = casually=20 pushed and stretched enough to give himself a little room, pulled off = his=20 pendant and looked at which way it was hanging.  Then he dug the = other=20 way.=20

I was impressed...=20

Thus, I wouldn't think that there would be much need, as the people = who=20 might need it surely have simpler ways to figure this out.  Well, = maybe=20 not how deep...=20

Jeremy
 =20

MurfNMurf@aol.com wrote:=20

  Hi=20 gang,
  In=20 Saturday night's game the whole bunch of characters, as well as=20 the
Sorcerer's 3=20 Familiars, the Awakened Animal, the Trickster God's = Allied=20
Spirit inhabiting a = donkey, and=20 our heavily loaded sled _all_got caught in
first a small rockslide = (wherein my=20 character Yevgainni the Satyr only took
1pt of damage-whew!); then, = after digging=20 out, a pretty big avalanche a short
while later. =
  Everyone ended up = taking a pretty=20 serious drubbing, in addition to being
buried at all angles in at = least several=20 meters of snow (Yevgainni was the
least damaged at having an = arm, a leg,=20 & his head  knocked down by half, and =
the other leg reduced to zero = HP, as well=20 as being buried in only 1m of snow).
  Anyhow, this situation = made me=20 think of a nice little spell that'd be
handy for = Arctic/Mountianeering=20 types:=20

Orient (for want of = a better=20 name)
3MP
Touch, Passive, Instant.
When cast, the recipient's = Spirit either=20 discorporates just long (like a
second or two?) enough to get = above the=20 snow, _or_ he is just able to
magically sense both which = general=20 direction is up, and how far it is to the
surface.=20

 -Ken-=20

 

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