From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #28 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Thursday, March 5 1998 Volume 01 : Number 028 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Target conditions, etc [RQ-RULES] RE: Target conditions [RQ-RULES] Repost: RQ4 Stuff, part 2 [RQ-RULES] Repost: RQ4 Stuff, part 3 [RQ-RULES] Other Tidbits 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: Thu, 5 Mar 1998 14:38:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Target conditions, etc RU>I'm reminded that the 'negative' wording given in the RQ3 magic book has RU>interesting effects. Suppose you capture a site from an enemy cult that RU>has an enchantment protecting its doors, which attacks any non-member of RU>the cult that enters. By the way the rule is worded, you can broaden the RU>target condition so that members of your cult are also -not- attacked. This is an INCORRECT reading of the enchantment rules. The number of safe or legal users of an enchantment can NEVER be made larger, only smaller, ie: restrictions can be added but not removed! RU>A related question - has anyone come up with a complete rationale of how RU>Detect Enemy spells work? Can someone register as your enemy if he doesn't RU>know you exist? If not, the spell doesn't detect sentries when you're RU>sneaking into a camp. I always play that the test subject must be thinking of physical attack or harm to a party member to detect as an enemy. They don't have to know you are just around the corner, but it helps. A hungry animal that doesn't sense you is not an enemy until it sees, hears, or smells you. A spy is only intent on getting information and getting away; no enemy. RU>Another test case: I'm having truce talks with an enemy tribe. Do the RU>opposing leader's guardsmen register as enemies if they intend to keep the RU>truce, even though they fully intend to kill me as soon as the truce is over? By this test, yes, they are enemies. A Warding might not Disrupt them until they decide to start the attack (this could go either way based on subjective interpretation of intent). RU>In Land of Ninja, a whole scenario depends on a trusted retainer who is RU>plotting the downfall of his lord. Any reason why he wouldn't have RU>detected as an enemy? By this test, an economic or political attack would not register, but an assassination would. Bob Stancliff *************************************************************************** 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, 5 Mar 1998 18:13:04 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: Target conditions Andrew Barton: >I'm reminded that the 'negative' wording given in the RQ3 magic book has >interesting effects. Suppose you capture a site from an enemy cult that >has an enchantment protecting its doors, which attacks any non-member of >the cult that enters. By the way the rule is worded, you can broaden >the target condition so that members of your cult are also -not- >attacked. This gives you an enchantment that doesn't protect against the >original owners, but does work just as well for you against all other >intruders as it did for the previous inhabitants. I beleve the conditions described in RQ3 were user conditions, I don't think there are any rules in RQ3 regarding automatic activation of attack spells. Warding is the only thing in the rules that can do this. With user conditions, each condition excluded a category of users, such as "non-initiates of Orlanth", so the enchantment would be inoperable for them. For an activation condition, this system would need to be reversed, so you specify a category of person that *does* cause the enchantment to be active. Otherwise, your trick would indeed work, you could add an additional exclusion that prevents your own group from being able to activate the enchantment. In fact, if activation conditions work the same way as other conditions, the original users could no longer add conditions, because they are excluded from accessing the enchantment! Clearly this is ridiculous, that the only people that can mess about with a protective enchantment are the people that it is protected against, the modus operandi of the conditions must be partially reversed, so that the condition specifies both "Who is attacked by" and "Who cannot mess with" the enchantment. If you do create an enchantment that attacked someone walking through a door, what would it's chance of activaiton be? What would it use to overcome the target's MPs? Would it have an MPME attached to it? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://ourworld.compuserve.com/homepages/phibbs +--------------+ | Philip Hibbs +---------------------------------------------+ | What immortal hand or eye dare frame thy perfect symmetry? | +------------------------------------------------------------+ *************************************************************************** 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, 05 Mar 1998 15:52:49 -0500 From: Tal Meta Subject: [RQ-RULES] Repost: RQ4 Stuff, part 2 From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU Subject: RQIV Survey (Damage) RQIV Damage Bonus, Weapon Damage, Armor and Hit Location Proposals MELEE WEAPONS Damage AP A% P% SR ENC STR DEX Cost Notes 1H Swinging 1H Axe Hatchet 1d6 6 15 10 2 0.5 5 9 10 Battleaxe 1d8 8 10 5 2 1 7 9 50 1H Dagger Knife 1d3 3 15 10 3 0.2 0 0 5 Easy Dagger 1d4 4 15 10 3 0.5 0 0 15 Easy Main Gauche 1d4 6 10 15 3 1 0 9 50 Easy 1H Flail Grain Flail 1d6 4 10 5 2 1 7 9 5 (vs. 3/4 Def) War Flail 1d8 6 5 5 2 2 9 11 100 (vs. 3/4 Def) 1H Mace Singlestick 1d4 4 15 10 2 0.5 7 7 3 Light Mace 1d6 6 15 5 2 1 9 7 25 Heavy Mace 1d8 8 15 5 2 2.5 13 7 40 1H Hammer Warhammer 2d4 6 15 5 2 2 9 9 60 1H Sword Shortsword 1d6 6 15 10 2 1 7 7 40 Sickle 2d3 5 10 10 2 1 7 9 30 Scimitar 2d4 8 10 10 2 1.5 7 9 60 Broadsword 1d8 8 10 10 2 1.5 9 7 60 Bastard Sword 1d8 9 10 10 2 2 13 7 125 1H Thrusting 1H Dagger Knife 1d4 3 15 10 3 0.2 0 0 5 Easy Dagger 1d4 4 15 10 2 0.5 0 0 15 Easy Main Gauche 1d4 6 10 15 2 1 0 9 50 Easy 1H Spear Javelin 1d4 4 10 5 2 1.5 5 7 30 Spear 1d6 6 10 5 2 2 7 7 15 Heavy Spear 1d8 8 10 5 2 2.5 9 7 30 1H Sword Shortsword 1d4 6 15 10 2 1 5 7 40 Scimitar 2d3 8 10 10 2 1.5 5 9 60 Broadsword 1d6 8 10 10 2 1.5 7 7 60 Lance Lance 1d10 8 5 5 0 3.5 7 7 75 2H Swinging 2H Axe Battleaxe 1d10 8 5 5 2 1 7 9 50 Scythe 1d10 6 10 10 1 2.5 9 9 10 Greataxe 2d6 8 10 10 1 2 13 9 75 Poleaxe 2d6 8 5 10 1 2.5 13 9 125 2H Flail Military Flail 1d10 8 5 5 1 2.5 13 11 120 (vs. 3/4 Def) 2H Mace Quarterstaff 1d8 8 10 15 1 1.5 9 7 5 Heavy Mace 1d10 8 10 10 2 2.5 13 7 40 War Maul 2d6 9 10 10 1 3 13 9 50 Troll Maul 2d8 10 10 10 1 5 17 7 50 2H Hammer Great Hammer 1d10 8 10 10 1 2.5 11 9 100 2H Sword Swordstick 1d10 8 10 15 1 2 7 13 75 Bastard Sword 1d10 9 10 10 2 2 13 7 125 Great Sword 2d6 9 10 5 1 3.5 11 13 250 2H Thrusting 2H Spear Javelin 1d6 4 15 15 2 1.5 5 7 30 Spear 1d8 6 15 15 1 2 9 7 15 Heavy Spear 1d10 8 15 15 1 2.5 11 7 30 Pike 1d10 10 15 5 0 3.5 11 7 50 2H Sword Swordstick 1d8 8 5 15 1 2 7 13 75 Great Sword 1d10 9 5 5 1 3.5 11 13 250 Fist Fist Fist 1d3 3 30 30 3 0 0 0 NA Easy Cestus +1 5 30 30 3 1 9 0 25 Easy Claw 1d4 5 15 15 3 1 7 9 50 Easy Kick Kick 1d4 3 15 5 3 0 0 0 NA Grapple Grapple 1d4 3 30 30 3 0 0 0 NA MISSILE WEAPONS Damage AP A% P% ENC(m) STR DEX Cost Notes Blowgun Blowgun 1d3 2 5 5 .5(.05) 0 9 25 Easy Bow Short Bow 1d6 3 5 5 .5(.05) 9 9 75 4 Nomad Bow 1d8 4 5 5 .5(.05) 13 9 200 5 Crossbow Light Crossbow 1d6 4 30 5 3.5(.05) 9 7 100 Easy Med. Crossbow 1d8 5 30 5 5(.05) 11 7 200 Easy Heavy Crossbow 1d10 6 30 5 8(.05) 13 7 300 Easy Javelin Dart 1d6 3 15 5 0.5 7 9 15 Javelin 1d8 4 15 5 1.5 9 9 30 Ataltl +2 4 5 5 0.5 7 9 15 Launcher Lasso Rope Special NA 5 NA 1 9 11 75 Pole Special 4 15 5 3 9 9 50 Sling Sling Stone 1d6 NA 5 NA .1(.05) 5 11 NA Sling Bullet 1d8 NA 5 NA .1(.1) 5 11 0.1 Staff Sling Stone 1d8 4 15 5 1.5(.1) 7 9 NA Bullet 1d10 4 15 5 1.5(.2) 7 9 0.5 Throw Rock 1d3 NA 15 NA 0.5 5 11 NA Easy Thrown Axe Throwing Axe 1d6 5 15 5 0.5 9 11 40 Thrown Knife Throwing Knife 1d4 4 5 5 0.2 5 11 40 Shuriken 1d3 NA 5 NA 0.1 0 13 10 *************************************************************************** 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, 05 Mar 1998 19:11:57 -0500 From: Tal Meta Subject: [RQ-RULES] Repost: RQ4 Stuff, part 3 From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU Subject: RQIV Survey (Damage) RQIV Damage Bonus, Weapon Damage, Armor and Hit Location Proposals SHIELDS Damage AP A% P% SR ENC STR DEX Cost Notes Small 1d3 8 5 15 3 2 5 7 50 Assumes wood. Medium 1d4 10 5 20 3 4 7 7 75 Leather: -1 AP Large 1d6 12 5 25 3 6 9 7 100 and 1/2 cost Bronze: +1 AP and 2x cost Footnotes for Melee Weapon, Missile Weapon and Shield Tables Using a 1H weapon 2H adds 2 to effective STR. Can trade excess STR for DEX, 2 to 1 to meet DEX minimum. For each point of STR or DEX below weapon minimum, -10 to skill. [This set of changes is meant to bring weapon damage to slightly more realistic levels, at the same time simplifying and speeding the calculation of weapon damage by simplifying the number and kind of dice rolled. Weapon AP have been adjusted to take into account the slightly reduced damage done by weapons.] ARMOR Area Protected Type Material AP ENC Cost Legs Greaves Leather 1 1 15 Heavy Leather 2 2 20 Cuirboilli 3 2 40 Bronze Scale 5 9 125 Bronze 6 7 600 Trews Leather 1 1 15 Bronze Ringmail 4 3.5 70 Bronze Brigandine 5 8 150 Bronze Chainmail 5 7 300 Abdomen Skirts Leather 1 .5 5 Heavy Leather 2 1 10 Linen 3 2 8 Bronze Scale 5 4 50 Bronze Chainmail 5 3 120 Chest Byrnie Leather 1 .5 8 Heavy Leather 2 1 12 Bronze Ringmail 4 2 40 Bronze Chainmail 5 4 160 Curiass Linen 3 2 12 Cuirboilli 3 1 24 Bronze Brigandine 5 4.5 90 Bronze Scale 5 5 70 Bronze 6 4 320 Doublet Bronze Chainmail 6 6 240 Abdomen and Chest Hauberk Leather 1 1 15 Heavy Leather 2 2 20 Linen 3 3.5 20 Bronze Ringmail 4 3.5 70 Bronze Brigandine 5 8 150 Bronze Scale 5 9 130 Bronze Chainmail 5 7 280 Arms Sleeves Leather 1 .5 8 Bronze Ringmail 4 2 40 Bronze Chainmail 5 4 160 Vambraces Heavy Leather 2 1 12 Cuirboilli 3 1 24 Bronze Brigandine 5 4.5 90 Bronze Scale 5 5 70 Bronze 6 4 320 Head Hood Leather 1 .5 4 Bronze Ringmail 4 2 20 Bronze Chainmail 5 4 80 Open Heavy Leather 1 1 6 Helm Cuirboilli 2 1 12 Bronze Scale 4 4 30 Bronze 5 3 120 Closed Bronze Scale 5 5 35 Helm Bronze 6 4 160 Footnotes for Armor Table Cuirboilli, Bronze Ringmail, Bronze Brigandine, Bronze Scale, Bronze Chainmail and Bronze Plate armor has padding already taken into account in its AP and ENC values. Overlapping armor has little effect normally - if the lighter of the overlapping armors has at least 3 AP, add 1 AP to value of the heavier armor, but make sure to count the full ENC of the overlapping armor. Two pieces of hard armor (greaves, curiass, vambraces, open or closed helm) may not be overlapped. Armor must be properly designed to take full advantage of overlaps, and most Gloranthan cultures do not have the level of technology to do so. More advanced forms of armor exist in the advanced cultures of the West and among the Mostali. These include bronze platemail (7 AP, 30 ENC and 3000L for a full suit) and bronze full plate armor (8 AP, 25 ENC and 7000L for a full suit). They are not normally available in other parts of Glorantha. [These armor values are slighly reduced to take into account the slight reduction in weapon values, bringing them in line with RQ2 armor values.] HIT LOCATION TABLE Melee, Missile and Spell Hit Location Table for Humans and Humanoids D20 Location Description 19-20 Head Neck and head 16-18 Left Arm Entire left arm and shoulder 13-15 Right Arm Entire right arm and shoulder 11-12 Chest Rib cage and collarbone 07-10 Abdomen Groin to just under the rib cage 04-06 Left Leg Left leg from foot to groin level 01-03 Right Leg Right leg from foot to groin level Footnote to Hit Location Table The table is laid out so that one can roll 1D10 for blows from below, and 1D10+10 for blows from above. [A single table, which should speed and simplify the rolling of hit locations. The table is also laid out to make it easy to remember - splitting the body in half (abdomen/chest) along the die half (10/11). A similar merging of melee and missile hit location tables would occur with non-humans.] *************************************************************************** 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, 05 Mar 1998 19:49:13 -0500 From: Tal Meta Subject: [RQ-RULES] Other Tidbits I also rather liked this bit, and used it in my game... From: gharris@jade.tufts.edu (George W. Harris) Subject: Changes to the Strike Rank Calculation Method As most of you probably know, when one attacks with a melee or missile weapon and when a spell takes effect are in a large part determined by one's Dex and Siz strike rank modifiers. The underlying assumtion of this mechanic is that the more dextrous one is the sooner one acts, and the larger one is the quicker one lands a blow in melee. I am not going to contest these assumtions, but rather try and streamline how they are implemented. Characteristic Dex Strike Siz Strike Rank Modifier Rank Modifier 1-5 5 4 6-9 4 3 10-15 3 2 16-19 2 1 20+ 1 0 Ordinarily, when one is using a missile weapon (or casting a spell), one acts on Dex Strike Rank (plus the magic points in the spell), and when one is using a melee weapon, one acts on the sum of Dex Strike Rank and Siz Strike Rank and Weapon Strike Rank. These are the main uses of the Dex/Siz Strike Rank table. However, there are two things that should strike you about this table: One: It is not an even progression. The steps alternate in size between four and six, rather than being a constant five. Two: Siz Strike Rank alone is never used for anything, but is only used in conjunction with Dex Strike Rank. The first item is easy to fix. Just make the intervals 1-4, 5-9, 10-14, 15-19, 20+. As for the second, I propose replacing the Siz Strike Rank column with a combined Dex+Siz Strike Rank column to be used for figuring melee strike rank. As the table stands, someone with a Dex 10 and Siz 10 would have a melee strike rank of 5. However, someone with Dex 9 and Siz 11 would have a melee strike rank of 6, as would someone with Dex 11 and Siz 9. Since, the way the system is structured, Siz and Dex are equally important in figuring melee strike rank, this result doesn't seem proper. Therefore, I propose using the following table for figuring melee strike rank: Combined Siz+Dex Melee Strike Rank 2-4 9 5-9 8 10-14 7 15-19 6 20-24 5 25-29 4 30-34 3 35-39 2 40+ 1 The advantages of this table are that it eliminates the standard optimal breakpoints for Siz and Dex, and also regularizes the progression. One could complain that it is undesirable for a table to use the sum of two characteristics, but as the damage bonus table already does this, that objection doesn't stand. Of course, one would still use the Dex Strike Rank table to figure strike ranks for spells and missile weapons. *************************************************************************** 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 #28 ************************************ *************************************************************************** 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. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.