From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #112 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 Thursday, September 27 2001 Volume 04 : Number 112 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Quickie character design system Re: [RQ-RULES] Quickie character design system Re: [RQ-RULES] Quickie character design system [RQ-RULES] Griffin Mtn reprint Re: [RQ-RULES] Quickie character design system RE: [RQ-RULES] Quickie character design system RE: [RQ-RULES] Quickie character design system [RQ-RULES] High percentages in combat. [RQ-RULES] Re:High % in combat 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: Wed, 26 Sep 2001 12:04:48 -0700 (PDT) From: Leon Kirshtein Subject: Re: [RQ-RULES] Quickie character design system > POW..................4 > > Divine — 10 points per point of spell This does not seem to be balanced, Why can't I buy two points of POW (for 8pts) and then sacrifice for Divine magic and still have 2pts more than if I bought Divine magic. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger. http://im.yahoo.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, 26 Sep 2001 15:49:34 -0400 From: "Paul Vissing Jr." Subject: Re: [RQ-RULES] Quickie character design system > I'm still working on writing up a "Basic RQ" rules pamphlet (in Word format at http://www.maranci.net/basicrq.doc ). Oddly enough almost no one has commented on it; I'm not sure why. Anyway, it's still a work in progress. This looks good to me. I'm glad that someone is taking the time, and trouble to do this ! > > I was writing up character creation and decided that some sort of character design system was needed. I wanted it to be fairly simple, flexible, and bare-bones; something that an intelligent GM and player could use to get the job done. > > I whipped up the following system today. It's based on some ancient character-design ideas from long ago. What do you think? > > > OPTIONAL CHARACTER DESIGN SYSTEM > > Each player receives 200 - 500 or more character design points to spend on their character (the GM determines the amount) All characteristics start at 11. Characteristics may be bought up or sold down at the costs listed below: > > Characteristic Per-point Cost > STR..................3 > CON..................2 > SIZ..................1* special > INT..................5 > DEX..................5 > POW..................4 > APP..................1 > > * - SIZ cost must be paid for each point of adjustment, up or down (since there are advantages to being large OR small). Therefore you cannot gain points for selling off SIZ. > > Characteristics cannot normally be increased or reduced beyond species maximums. If the GM wishes to permit exceptional characteristics, the cost is tripled for each additional point, i.e. to increase an 18 INT to 19 would cost 15 points. All characteristics must be approved by the GM in any case. > Skills: The remaining character design points are used to buy skills. The GM may chose to allow skills to be purchased on a point-for-point basis, or may rule that certain skills cost more or less (for example, if Dance skill is not likely to be extremely useful, the GM may decide that each character design point spent on the skill buys 2 or even 3 points of skill. Likewise, an attack skill might well cost 2 or three character design points per point of skill gained). The GM should assign reasonable maximums for starting skills. > > Spells: Each spell that the character knows at the start of the game must be purchased with character design points. Any sort of magic system can be grafted onto RQ, but if the standard system is used, here are some recommended costs: > > Divine - 10 points per point of spell > Spirit - 5 points per point of spell > Sorcery - 1 point per point of spell (but skill in the spell must be purchased separately) > > Special/Other: Additional means of customizing characters may be introduced by the GM. Advantages and Disadvantages from GURPS may be allowed, for example; these are fairly easy to incorporate into the rules, and the costs usually translate straight over without need for modification. > > A character might be customized in any number of logical ways, too. For example, it might be specified that a character has an unusually pleasant voice (increasing the base chance for Speak, Orate, and Fast Talk) while being completely unable to carry a tune (eliminating the Sing skill altogether). A GM might rule this a fair trade-off, or require some character design point cost to be paid. Almost anything imaginable can be put into the system quite easily. > > Wealth and Social Status: Even if the GURPS Ads/Disads system is not being used, there should be a character design point cost for high wealth and social status. Likewise, particularly low wealth and/or status might return some character design points for the player's use. > > Possessions: Finally, character design points can be used to purchase starting equipment. The GM determines the buying power of each point to suit their economic system. If the standard monetary system is used, 20 silver pennies per character design point would not be an unreasonable amount. > All character design points must be used up before the game begins. Points may NOT be saved up or transferred between players or characters. > > ->Peter Any rules ideas for the non-standard races. Centaurs ? Minotaurs ? Other ? So far it looks cool. You did this in one day ?!!! Wow ! Paul Vissing *************************************************************************** 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, 26 Sep 2001 12:57:23 +0000 (/etc/localtime) From: Brian Newman Subject: Re: [RQ-RULES] Quickie character design system Shouldn't characteristics start at a base that matches the racial averages, rather than at a fixed 11? *************************************************************************** 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, 26 Sep 2001 16:10:03 -0400 From: trentfs@ix.netcom.com Subject: [RQ-RULES] Griffin Mtn reprint I picked up the Moon Design Griffin Mountain reprint a few days back and have a couple questions/comments: 1) About 20pp near the end (starting in the River of the Damned section) have a 'ghost-image' of their backing page printed on them. The ghost-images are pale enough that the actual text is still legible, but it's annoying nonetheless. Is this flaw common to all copies (or an entire print-run) or is my copy defective? 2) Is anyone else disappointed not to have a reproduction of the actual poster-map? To be honest, my main reason for complaining is that my (second-hand) copy of the original GM didn't have the poster either, so I was hoping to finally get one, but I think it's a legit complaint since 1) all of the movement and encounter rules are based on hexes, with no mention of what scale a hex represents (though you can deduce it from other evidence -- I did), 2) many of the locations mentioned in the text aren't marked on the maps in the book but presumably are marked on the poster-map (though once again with a little effort and common sense you can deduce most/all of them), and 3) they already included a 12pp map-book, why not 16pp with an 11x17 reproduction of each poster? A nice move by Chaosium would be to put a download/printable reproduction of the poster-maps on their website, a la the LE map that's already there. All in all, though, small complaints about a great product. If you never had the original (or only had Griffin Island) this should be an absolute must-buy, and I'd recommend it pretty highly even to folks who have the original (store it in a safe place and use this one for reference and/or play). This is almost certainly my all-time fave RQ supplement, and still holds up remarkably well 2 decades later. Trent P.S. This probably should've actually gone to an appropriate somebody at Issaries or Moon Design, but I don't know who. Anybody got an appropriate 'customer response' email address for either group? *************************************************************************** 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, 26 Sep 2001 16:30:09 -0400 From: trentfs@ix.netcom.com Subject: Re: [RQ-RULES] Quickie character design system Brian Newman wrote: > Shouldn't characteristics start at a base that matches the racial averages, rather than at a fixed 11? Yes, I believe they should, especially considering that (in RQ3) even humans will have an average 13 INT & SIZ (and would thus, as it stands now, need to spend 12 pts to become average). Tying the base value to racial average also makes the system much easier to adapt to non-human races. Also, FWIW, a quick estimation shows that under this system an 'average' RQ3 character would cost approx. 250 pts: characteristics = 12 (see above); skills = 210 (7 years experience @ 30 skill points/year); magic = 13 (2 pt POW increase + 1 pt cult Spirit Magic); money = 10 (200p). This seems about right to me. 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: Wed, 26 Sep 2001 14:23:50 -0700 From: Stephen Perrin Subject: RE: [RQ-RULES] Quickie character design system This looks like a good place to announce that AlterEgo Software, makers of Creation Workshop, will be supporting my Quest Rules with a package that will allow players to create characters for Quest Rules. It's still in Alpha, and changing as I change the rules (new versions going out to subscribers tonight if I get my act in gear), but it should be very helpful when it's done. Sorry, it will not be part of the Quest Rules subscription, but the price online will be very reasonable for the specialized version, and you'll be able to buy the new version MetaCreator with Quest Rules as a package for about $25.00. Meanwhile, there have been some changes in Character Creation (the free chapter) for Quest Rules that came out of the effort to make them compatible with the character creation software--all for the better I assure you. Check them out at www.perrinworlds.com, follow the link to SPQR. Enjoy Steve Perrin - -----Original Message----- From: peterm/maranci.net@mail.maranci.net To: runequest-rules@lists.ient.com Sent: 9/26/2001 11:39 AM Subject: [RQ-RULES] Quickie character design system I'm still working on writing up a "Basic RQ" rules pamphlet (in Word format at http://www.maranci.net/basicrq.doc ). Oddly enough almost no one has commented on it; I'm not sure why. Anyway, it's still a work in progress. I was writing up character creation and decided that some sort of character design system was needed. I wanted it to be fairly simple, flexible, and bare-bones; something that an intelligent GM and player could use to get the job done. I whipped up the following system today. It's based on some ancient character-design ideas from long ago. What do you think? OPTIONAL CHARACTER DESIGN SYSTEM Each player receives 200 - 500 or more character design points to spend on their character (the GM determines the amount) All characteristics start at 11. Characteristics may be bought up or sold down at the costs listed below: Characteristic Per-point Cost STR..................3 CON..................2 SIZ..................1* special INT..................5 DEX..................5 POW..................4 APP..................1 * - SIZ cost must be paid for each point of adjustment, up or down (since there are advantages to being large OR small). Therefore you cannot gain points for selling off SIZ. Characteristics cannot normally be increased or reduced beyond species maximums. If the GM wishes to permit exceptional characteristics, the cost is tripled for each additional point, i.e. to increase an 18 INT to 19 would cost 15 points. All characteristics must be approved by the GM in any case. Skills: The remaining character design points are used to buy skills. The GM may chose to allow skills to be purchased on a point-for-point basis, or may rule that certain skills cost more or less (for example, if Dance skill is not likely to be extremely useful, the GM may decide that each character design point spent on the skill buys 2 or even 3 points of skill. Likewise, an attack skill might well cost 2 or three character design points per point of skill gained). The GM should assign reasonable maximums for starting skills. Spells: Each spell that the character knows at the start of the game must be purchased with character design points. Any sort of magic system can be grafted onto RQ, but if the standard system is used, here are some recommended costs: Divine - 10 points per point of spell Spirit - 5 points per point of spell Sorcery - 1 point per point of spell (but skill in the spell must be purchased separately) Special/Other: Additional means of customizing characters may be introduced by the GM. Advantages and Disadvantages from GURPS may be allowed, for example; these are fairly easy to incorporate into the rules, and the costs usually translate straight over without need for modification. A character might be customized in any number of logical ways, too. For example, it might be specified that a character has an unusually pleasant voice (increasing the base chance for Speak, Orate, and Fast Talk) while being completely unable to carry a tune (eliminating the Sing skill altogether). A GM might rule this a fair trade-off, or require some character design point cost to be paid. Almost anything imaginable can be put into the system quite easily. Wealth and Social Status: Even if the GURPS Ads/Disads system is not being used, there should be a character design point cost for high wealth and social status. Likewise, particularly low wealth and/or status might return some character design points for the player's use. Possessions: Finally, character design points can be used to purchase starting equipment. The GM determines the buying power of each point to suit their economic system. If the standard monetary system is used, 20 silver pennies per character design point would not be an unreasonable amount. All character design points must be used up before the game begins. Points may NOT be saved up or transferred between players or characters. ->Peter - -------------------------------------------------------------- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm - -------------------------------------------------------------------- mail2web - Check your email from the web at http://mail2web.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. *************************************************************************** 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, 27 Sep 2001 09:57:37 +0300 From: "Mikko Korhonen" Subject: RE: [RQ-RULES] Quickie character design system Hi, Nick Effingham's web site has his character creation rules on-line. They are point based and work very well.See http://members.xoom.com/wakboth/ . I've been using them for two campaigns, and both players and i are happy ;) Cheers, Mikko *************************************************************************** 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, 27 Sep 2001 08:40:26 -0700 From: "Andrew O. Mellinger" Subject: [RQ-RULES] High percentages in combat. Y'all, I'm probably going to fire up an my flavor of RQ game here pretty soon. As I was looking over all my old house rules and reviewing "weakness" I came across one of my old problems. What do people do when characters (many) have skills over 100%? Like when I've got a guy with 130% attacking a guy with 100% parry? - -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: Thu, 27 Sep 2001 12:58:17 EDT From: AAlanrichards@aol.com Subject: [RQ-RULES] Re:High % in combat Hi. I think this is the first time that I've posted to this list. Although I've been lurking for a while (terrible habit must get counselling) I use quite a different set of rules for combat which deal with high skills quite well without some of the complex add ons some people have used to reduce an opponent's skill. Briefly Characters have a single skill for each weapon not Attack and Parry Characters make an opposed weapon or Brawl roll Roll Result 99+ Fumble* > skill Failure = skill Near Miss < skill Partial Success <1/2 skill Full success <1/5 skill Critical success <1/100 Perfect Success * skills greater than 100% fumble on a 00 only. The combatant who gets the best result wins the contest (on a tie the highest skill wins) The loser's roll effects the winners roll Loser Effect Fumble +1 Fail 0 NM 0 Partial -1 Full -2 Critical -3 Perfect -4 This gives a net result Result Damage Near miss db only Partial roll weapon damage add db Full maximum weapon damage add db Critical ignore armour. maximum weapon damage add db Perfect target is dead There are a few more complicatiosn regarding types of weapon Regards Alan *************************************************************************** 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 #112 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. 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