From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #16 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Friday, February 13 1998 Volume 01 : Number 016 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Elementals - (Fire attacks) Re: [RQ-RULES] Sorcery Spells Re: [RQ-RULES] Elementals [RQ-RULES] The Liche Re:[RQ-RULES] - (Fire attacks) Re: [RQ-RULES] Fire Attacks, Sunspear, & Sorcery [RQ-RULES] House Rules Re: [RQ-RULES] Fire Attacks, Sunspear, & Sorcery Re: [RQ-RULES] House Rules 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: Tue, 10 Feb 1998 23:27:11 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Elementals - (Fire attacks) JULIAKIR@aol.com wrote: > Thus for a three point divine spell you get about 5 points of > damage. I am for one, is not impressed. Thunderbolt is the Sunspear of the storm crowd, it's stackable, and it ignores armor. Granted, it does a d6 less than Sunspear, but who wouldn't trade an average 3 points of damage to ignore armor? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Feb 1998 22:19:37 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Sorcery Spells In a message dated 98-02-08 23:10:20 EST, you write: > I guess what I was asking was this: if you put a 12 Intensity Storage on your ring, is it full of mp already, or must you fill the freshly created storage with magic points? It is full of magic points. Once these are used, thats it. Remember since this is a spell, it can be dispelled, in which case the magic points are gone. Even with Storage Enchantment, the magic points can be dispelled. The enchantment however, is still good and can later be filled again. > Ah... under SS, sorcery spells have no duration, they are either instant or they take up a certain amount of Presence to maintain (indefinitely) once cast. So if your sorcerer had a Presence of 20, let's say, you could cast a 15 Intensiy spell and it would take up 15 points of Presence, until voluntarily dispelled. Any further spells you cast would have to have an intensity less than or equal to the 5 points of remaining presence. >> Well in this case, I would play that Storage would take presence to maintain unless cast into a Storage Device (created with a Storage Enchantment). Encumber on the other hand would not need maintainance if you want just the initial fatigue check, but will need to be maintained if you want the person to have the additional minuses for later. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Feb 1998 20:18:25 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Elementals jarold davis wrote: > > I'm sorting out some rules variants on these, but I'm > looking for some consistancy with 'magical fire attacks', and what > actually *are* 'magical fire attacks'. Dragonbreath seems to be > magical in origin, but 'normal fire' in its effect, as an example. > Feedback would be most welcome! Thinking about it, I'd tend to group magical fire attacks under the heading of general hp damage, and regular fire under the heading of locational hp damage. I'd rule dragon breath to be non-magical, but would rule dragonewt breath as magical (since that falls under the heading of dragon magic). Salamanders would be non-magical (the elemental's spirit animates an existing, natural fire, afterall) but sunspear, evoke fire, flameblade, etc., would all do general hp damage. Natural fire damage gets resisted by soft armors the first round, but not afterwards, magical fire just burns you if you fail a POW check vs the rolled damage of the fire (successes inflict half damage). This would require a few changes to existing descriptions, of course, but if you're looking for a Unified Fire Damage Constant, it's an idea. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Feb 1998 22:25:46 -0500 From: Tal Meta Subject: [RQ-RULES] The Liche Thought the following undead might be of interest... LICHE Characteristics Average STR 3d6x2 20-22 Move 5 CON 3d6x2 20-22 Hit Points 23 SIZ 2d6+6 13 Fatigue 21 INT 2d6+6 13 DEX 3d6+1d6 13-14 Hit Locations Points R Leg v / 8 The armor points of a liche's L Leg v / 8 bony extugement is equal to his Abdomen v / 8 former POW-3. Chest v / 9 R Arm v / 6 L Arm v / 6 Head v / 8 Weapon Attack% Damage Touch 75% 1d4+1d6+(3d6) MP drain Liche are undead monsters that are sometimes found in ancient, abandoned libraries. The ritual used for creating a lich resembles that used for creating a mummy in most respects, but the most important difference is that most liches are self-created. Liches lack POW, like all undead, and in nearly all cases are former sorcerers. The touch of a liche acts like that of a vampire, but drains magic points from it's victims at an accelerated rate. Liche resemble skeletons at first glance, but closer examination reveal that their flesh has drawn tightly against their bodies and has hardened tremendously. While most liches have had centuries to perfect their skills, it is rare that they have honed any skills except for their sorcery and their Lores. The average liche cares nothing for the living, and merely seeks to be left to it's studies. But woe betide those who seek out a liche, or unwittingly interrupt the silent studies of one! - -- talmeta@cybercomm.net - Former sysop / netgod, now 'net bum. Do I look like someone who cares what GOD thinks?! / I have no webpage. / Curiosity killed the cat... Loathesome rituals BROUGHT IT BACK! / Will work for cash. / Insert Nifty ASCII graphic here. / Give me Slack, or give me Food. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Feb 1998 09:35:13 -0800 (PST) From: jarold davis Subject: Re:[RQ-RULES] - (Fire attacks) At 10:32 PM 2/10/98 EST, JULIAKIR@aol.com wrote: >The one I have the most troble with is the Sunspear. > >1. Make it stackable >2. Have it do rolled damage minus armor to each location. > >My preference is the first. > I may have opened up a bigger can of worms than I thought :-). Sunspear seems like a good place to start rewriting things. I think we can still call Sunspear magical "fire", i.e. damage to total HP. However, what to do next. RQ3 has it doing 4d6 minus thinnest armor to total HP. Thunderbolt does 3d6 to total HP, ignoring any armor, CM protects. RQ2 CoP's Sunspear did 4d6 to CON, and assuming a POW vs.POW roll a possibility of no damage, and it was one-use. What about Sunspear doing 3d6 to total HP, ignoring armor with CM able to protect, with each 3 points stackable to hit additional targets. No saving rolls, as it were. Pretty much the same as Thunderbolt, though. Does make it more powerful, too. BTW, I like the idea of salamanders being 'natural' fire, with damage to all hit locations engulfed. My thoughts too. JD *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 11 Feb 1998 21:55:27 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Fire Attacks, Sunspear, & Sorcery jarold davis wrote: > I may have opened up a bigger can of worms than I thought :-). Easy to do, I think. > Sunspear seems like a good place to start rewriting things. I > think we can still call Sunspear magical "fire", i.e. damage to > total HP. However, what to do next. Well, how about the following: - - Sunspear - 3 Points - Ranged, Instant, Stackable, Reusable This spell works only in direct sunlight. When cast, a shaft of sunfire blasts one caster designated target. The target must be visible to the caster. Without needing to overcome magic points, a 1-meter-diameter cylinder of damage (per stacked spell) descends upon the target. Every living thing within the circle takes 3d6 damage to its total hit points. Neither armor nor spells which protect against physical damage will defend against this spell, though Countermagic or Resist Spells would work. - - > BTW, I like the idea of salamanders being 'natural' fire, with > damage to all hit locations engulfed. My thoughts too. I tie that back in with elementals having to form from elements present when they were summoned. I'm not 100% in that camp for bound elementals (I kinda like being able to manifest bound elementals out of nowhere). JULIAKIR@aol.com wrote: > Well in this case, I would play that Storage would take presence > to maintain unless cast into a Storage Device (created with a > Storage Enchantment). Encumber on the other hand would not need > maintainance if you want just the initial fatigue check, but will > need to be maintained if you want the person to have the > additional minuses for later. Well, IMG I don't really have a mechanism for fatigue checks (btw: how do you work those?) but I do have rules on combat and encumbrance. The important difference i saw between Encimber and Drain Stamina was that Drain Stamina would tire your opponent, but with rest he'd recover.... with Encumber, you could tire him out and KEEP him tired... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 12 Feb 1998 12:28:04 -0500 From: Gavin McIntyre Subject: [RQ-RULES] House Rules Hi all RQers This is my first posting to the list & I thought I would include a few House Rules. Some of these ( & I have loads more) I abrtained / adapted from a former Discussion group. 1) Lethal Hit the attacker may increase the damage done by 1 point for each 10% of decrease of his attack skill. For exemple, a 60% attacker can add +3 damages if he hits with only 30% attack. If the roll is above such reduced percentage (even if under the original attack skill), the attack is missed. The crit/spec chances go down as well This I find lets both players & NPC's get past high level of armour without the need for excessive magic or relying on Specials / criticals. 2) Divine spells are not extended enoughI feel so I have altered the spell as shown. Divine Extension should extend the duration of a spell by 4 times. Pts of Extension Duration of spell 0 15 min 1 1 hr 2 4 hr 3 16 hr 4 32 hr 5 Who cares! No one ever has 5 points or more Extension. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 13 Feb 1998 14:34:32 -0800 (PST) From: jarold davis Subject: Re: [RQ-RULES] Fire Attacks, Sunspear, & Sorcery Tal Meta wrote: >Sunspear - 3 Points - Ranged, Instant, Stackable, Reusable >This spell works only in direct sunlight. When cast, a shaft of sunfire >blasts one caster designated target. The target must >be visible to the caster. Without needing to overcome magic >points, a 1-meter-diameter cylinder of damage (per stacked >spell) descends upon the target. > >Every living thing within the circle takes 3d6 damage to its >total hit points. Neither armor nor spells which protect against >physical damage will defend against this spell, though >Countermagic or Resist Spells would work. >- Looks good to me, gives the old Sun fart some magical teeth. I'll use this description IMG. re: Juliakir and Tal Meta: >Well, IMG I don't really have a mechanism for fatigue checks (btw: how >do you work those?) Ugh, fatigue. I don't have any mechanics either, really. Depends on how intense a fight gets. I usually declare all characters involved in heavy hand-to-hand melee are -10% in all skills after 10 MR, -20% after 20 MR. Of course, if people get lulls in combat or fighting is sporadic, then I don't usually penalize skills. Fights rarely last 10 MR in a stretch, so it doesn't come up often. If a fight ever lasts 20 MR, both sides usually back off to catch their breath and wonder if there isn't a better way. Other thoughts? JD *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 13 Feb 1998 23:32:33 -0500 From: Tal Meta Subject: Re: [RQ-RULES] House Rules Gavin McIntyre wrote: > > This is my first posting to the list Welcome! > Lethal Hit I like this one... odds are I'll incorporate it into my game as well. > Divine spells are not extended enough This was never a problem in my last campaign... only 1 character showed any interest in divine magic at all... I posted a slew of house rules, myself, early on... While not exactly 'house rules', I did use Stormbringer's system for calculating hit points (CON + (1 for each point of SIZ over 13, or -1 for each point below 9)), as well as Stormbringer's parry rules (essentialy, could parry multople attacks per round at a -20% penalty per consecutive parry). Also saw occasional appearances from Stormbringer style demons, half because the party shaman kept going deep into the inner spirit plane, and half because one of their major opponents was the local high priest of Mabelrode... Also used CoC style SAN, and PGP style traits (not so much of either, really, but there were times they got used). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #16 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. 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