From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #29 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Friday, March 6 1998 Volume 01 : Number 029 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Re:Warding [RQ-RULES] Detect Enemies [RQ-RULES] Repost: RQ4 Stuff, part 3 [RQ-RULES] My 2 clacks [RQ-RULES] enchantments Re: [RQ-RULES] Truesword in RQ2 , damage in general RE: [RQ-RULES] enchantments [RQ-RULES] RQ4 Stuff, Part 2 [RQ-RULES] RQ4 Stuff, Part 1 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 14:05:12 +1000 (EST) From: Robert McArthur Subject: Re: [RQ-RULES] Re:Warding > > RU><< Question: would a person with enough CM up go undetected through a Wardin > RU>If the Warding does no damage, then the person is not detected. > RU>Leon > This is an interesting viewpoint, but I don't believe anything can > be 'undetected' through a Warding. You can only stop the damage. We always played (R2) that detection blank allowed you to get through. Of course one needed det.blank 8 to get through a warding 4 but it at least made it possible in the rules - ie. without fudging. I think it is MGF to have some sort of mechanism whereby wardings, esp. in temples, to be breached without it being known. After all, the temple spirit will be around to take a look at odd intervals I assume, although again for MGF the spirits are not always "awake"/on duty. Robert McArthur *************************************************************************** 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 20:58:07 EST From: Mmohrfield Subject: [RQ-RULES] Detect Enemies Adrew Barton asks about how the Detect Enemies spell works. I once asked a similar question on the old Rules Digest, and below is Sandy Petersens response. >>From: Sandy Petersen Date: Mon, 6 May 96 11:35:21 -0500 Subject: Re: sense assassin and other "bad" effects I force strict application of the Detect Enemies spell as described in RQ III. I.e., the user must hold a dowsing wand of some type, which then wobbles and leads the player in a non-straight path towards the nearest enemy within range. The "enemy" must be someone plotting immediate physical harm to the user. This usually keeps the spell from being too effective -- if you suspect enemies are ready to ambush you, and cast Detect Enemies, the players typically just start the spell and hold it enough to see whether or not enemies are present at all (they don't actually follow the wand out to the enemies). This lets them get their swords out before they are jumped, but doesn't actually prevent the ambush. I do not permit Detect Enemies to work in a civilized milieu unless the person it finds is, at that moment, plotting "immediate physical harm." Thus, a grouchy drunk looking for a fight won't be detected, nor will a treacherous bandit plotting to lead the party into an ambush (until quite near the ambush site). A bunch of Lunar guards who hate and wish to kill all Orlanthi won't be detected by an Orlanthi using this spell unless the Lunars are aware of his proximity. Etc.<< *************************************************************************** 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 22:33:22 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Repost: RQ4 Stuff, part 3 I will look over the armor and weapon tables you listed from RQ4, but I am convinced that even if you reduce weapon damage, you shouldn't reduce armor effect as well. With players being what they are, they will always manage to overcome the armor levels, even the old ones. Frankly the guy in the armor needs the break. 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 23:12:17 -0600 From: Jim Gould Subject: [RQ-RULES] My 2 clacks Something we've tried in our current campaign (RQ3) is a simple doubling of hit points, both by location and general. It seems to reduce the gratuitous dagger-decapitations while maintaining the dangerous flavor of the system. Any comments? Jim Gould jgould@io.com *************************************************************************** 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, 6 Mar 1998 16:24:04 +1000 (EST) From: Robert McArthur Subject: [RQ-RULES] enchantments It struct me today that enchantments really need a lot more work. For example, I think that the humakti (and others) gifts, at least some of them, are enchantments. How else do you explain a sword that can do double damage to