From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #37 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Wednesday, March 11 1998 Volume 01 : Number 037 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Stat Training [RQ-RULES] Uleria & Chalana Arroy's Runes [RQ-RULES] RQ4 RE: [RQ-RULES] Shaking the tree--correcting myself Re: [RQ-RULES] Shaking the tree- Re: [RQ-RULES] RQ4 damage &HP RE: [RQ-RULES] RQ4 damage &HP RE: [RQ-RULES] RQ4 damage &HP Re: [RQ-RULES] RQ4 damage &HP Re: [RQ-RULES] RQ4 damage &HP&Unconsciousness RE: [RQ-RULES] RQ4 damage &HP [RQ-RULES] raising stats, RQIV shamens Re: [RQ-RULES] Fetch / Allied Spirit / Magic Spirit [RQ-RULES] Mastery of Runes 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, 11 Mar 1998 10:26:44 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Stat Training RU>Almost too much...the average "RQ3" dwarf with a CON of 1d6+12 would RU>have a max of 31! RU>I've decided to go with the "max roll + # of dice + 1 for every +3 of RU>add (round up)". So dwarven max RU>in this case would be 18+1+4, or 23. It seems clear to me that the species maxima rules date back to the earliest forms of the game when characters were generated by 3d6 for every stat. They are very humanocentric and didn't take into account all of the variant rolls, especially those assigned to other races. This is an area that needs a new system like that above. It seems to work much better. 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: Wed, 11 Mar 1998 15:25:08 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Uleria & Chalana Arroy's Runes >This discussion should move to the Glorantha-Digest. I agree. 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: Wed, 11 Mar 1998 10:38:38 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] RQ4 RU>I just signed up on this list today, so hi everybody. RU>I`ve seen bits and pieces about RQ4 around on the net, but never RU>found any real documentation. I know the next edition is supposed to RU>be RuneQuest:Slayer or something, but what about RQ4? Is it just a RU>testsystem that never made it to the marked, or is it a privat made RU>thing? I would appriciate if someone could tell me what it is, if RU>it`s any good, and where to get a copy. Thanks. Hi Terry, RQ4 is difficult to find, but some people have it on there web sites. Ask around for the 1994 version. Try Simon Phipps, David Dunham, and Steve Marsh. RQ4 is a dead project that will never see print. It ran from about 1992 to 1994 and the business realities that forced Chosium to split from Avalon Hill, where Avalon Hill got ownership of the name RuneQuest, basically made an upgrade impossible. Both companies are developing new games based on old ideas but making major changes to mechanics. I have a VERY modified version on my web page which represents my house rules; there were some items I felt strongly against and took back out. Also the sorcery system changes were never finished. Bob (Stancliff@commnections.com) (http:\\commnections.com\upgrades) *************************************************************************** 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 Mar 1998 11:01:08 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Shaking the tree--correcting myself RU>Chalana Arroy's runes are Fertility and Harmony. I had forgotten she had RU>Fertility. Evidently I was taking too narrow a view of the Fertility rune RU>below. RU>Uleria's runes, according to GoG, are Fertility and Infinity (!). Where did RU>I (and Bob) get the idea they were Fertility and Disorder? Where is the RU>Uleria & the Boggles story published, in one of the TOTRM issues? RU>Newton Hi Newton, my rebuttal just hit to postings. I hope they don't offend. I never said that Uleria was linked to Disorder, I said the Boggles were. I believe the tale of the Boggles is in 'King of Sartar' among the other ancient myths. 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: Wed, 11 Mar 1998 11:08:04 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Shaking the tree- RU>Uleria's High Holy Day is Godday, Disorder Week, Sea Season, RU>so your proposition is interesting (or too "God-Learner" ?) The texts say that the Gods Learners could never understand why Uleria's HHD was in Disorder week. That myth suggests a possible answer. RU>>Where is the RU>>Uleria & the Boggles story published, in one of the TOTRM issues? RU>Wyrm's Footprints. Thanks Frederic, I had forgotten where I got it from. RU>This discussion should move to the Glorantha-Digest. I will drop the discussion since I am not in the other group. My rebuttal today should wrap up my defense of my position. Anyone who wants to hear more can e-mail me. Bob (Stancliff@commnections.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: Wed, 11 Mar 1998 13:50:36 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RQ4 damage &HP Jim Gould wrote: > My original suggestion of doubling HPs applies to everything > living (PC's, NPC's, nonhumans, trees, gorp, etc.) I like doubling > simply because as a GM I want trivial mathematical operations when > I have to house-rules-convert an NPC on the fly. All IMG, of > course, your mileage may vary. And doubling is dead-easy, as in RQ3, it simply means adding CON+SIZ. I do believe I will start using that one, next time I start a campaign up. Leon Kirshtein wrote: > In RQ3 a character who is reduced to 0 general hit points is dead. > In RQ4 a character dies only then he is reduced the negative > amount of his total hit points. I used a house-rule that allowed you to go to your -CON in hp before dying, but that's more a holdover from AD&D (where my group almost collectively uses the same rule). > It is this along with reducing the damage of all weapons which > prolongs the characters life in any RQ4 based games. (Lots of > people go unconsious but usually live.) And most unconscious people bleed to death, unless given assisstance by their own side. :) *************************************************************************** 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 Mar 1998 19:12:34 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] RQ4 damage &HP Tal Meta: >I used a house-rule that allowed you to go to your -CON in hp >before dying, but that's more a holdover from AD&D (where my >group almost collectively uses the same rule). A less extreme possibility would be to allow people to go to minus their chest location hit points. 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: Wed, 11 Mar 1998 14:33:51 -0500 From: "Choinski, Burt" Subject: RE: [RQ-RULES] RQ4 damage &HP Tal Meta [SMTP:talmeta@cybercomm.net] || Jim Gould wrote: || > My original suggestion of doubling HPs applies to everything || > living (PC's, NPC's, nonhumans, trees, gorp, etc.) I like doubling || || And doubling is dead-easy, as in RQ3, it simply means adding CON+SIZ. I || do believe I will start using that one, next time I start a campaign up. I dunno, I do like the positive/negative break of unconsiousness even though if you go the RQ4 route and die at -HP you are effectively "doubling". || Leon Kirshtein wrote: || > In RQ3 a character who is reduced to 0 general hit points is dead. || > In RQ4 a character dies only then he is reduced the negative || > amount of his total hit points. || || I used a house-rule that allowed you to go to your -CON in hp before || dying, but that's more a holdover from AD&D (where my group almost || collectively uses the same rule). In yet another holdover for our game, we borrowed the name of DTV (Damage Tolerance Value) from Powers & Perils and it is a negative number that indicates the farthest negative you can go. We use (SIZ+CON+POW)/3 for DTV (POW added in as a "link" to the world and thus harder to be separated from). This is still under evaluation. || > It is this along with reducing the damage of all weapons which || > prolongs the characters life in any RQ4 based games. (Lots of || > people go unconsious but usually live.) || || And most unconscious people bleed to death, unless given assisstance by || their own side. :) In the few games so far we have had people disabled by the end of a fight, but through First Aid and Healing magics are nearly always back up to snuff. -- Burton ************************************************************************ *** To unsubscribe from this list send mail to majordomo@mpgn.com with the line - --------------------------------------------------------- Burton Choinski, Peritus Software Services Inc. bchoinski@peritus.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: Wed, 11 Mar 1998 12:40:25 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] RQ4 damage &HP >> In RQ3 a character who is reduced to 0 general hit points is dead. An interesting point. In RQ3 a character who is reduced to 0 general hit points dies on SR10. So in effect if the damage is taken earlier in the round and the character is healed to at least 1 hp, he is still alive. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Wed, 11 Mar 1998 12:34:21 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] RQ4 damage &HP&Unconsciousness >Tal Meta wrote: >And most unconscious people bleed to death, unless given assisstance by their own side. That is the point of role playing in a group. Your friends are there to save you then things go bad (and to argue with then the treasure is split up). Unconsciousness is the greatest life savior in most campaings. Being unconsious, in most cases, meens you are no longer being atacked and a quick Heal 2 will guaranty that you will not bleed to death. There had been many a times then my characters would have loved being unconcious instead of fighting a hopeless combat and praying to survive one more round, untill some help will arrive. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.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: Wed, 11 Mar 1998 16:13:20 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] RQ4 damage &HP There appear to be two distinct topics being discussed; Damage and HP's. A list of alternate weapon damages was offered to reduce the chance of maiming or severing limbs. A list of reduced armor values was also offered, which would be a mistake if you really want to reduce maiming, just reduce damage. Raising HP's will help this slightly, doubling total HP's would be quite significant. Various suggestions for raising HP's have been given to reduce the chance of characters dying. Under RQ4 this isn't a problem since you can go -1xHP's. Under RQ3 you should make characters buy Strengthening Enchantments (I suggest changing to 1d6+1 or 2d3 for balance) or increase HP's as above. My point is that the game provides a fix for people with enough money. Changing the rules isn't needed, but it is a quick fix for all characters, especially poor NPC's. Besides, if the NPC's start buying HP's by enchantments, the players will start as well. Don't bother making it too easy on them. 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, 12 Mar 1998 08:38:40 +1100 From: Cory Davis Subject: [RQ-RULES] raising stats, RQIV shamens Hi all In the raising Stats debate I have no problem with the maximums but I am more interested in how long people think it should take, I thought RQ II was too short but RQ III too long what does everyone else think ? Also how much should it cost, I thought both RQ II and II were a little cheap. On another note, I was very interested in the RQ IV weapon and armour revamp as it was very useful for those who never saw a copy of the playtest rules and I heard that RQ IV shamens were quite different to the previous rules with varying special skills and abilities, could someone please explain these things for me Thanx Cory *************************************************************************** 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 Mar 1998 17:42:52 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Fetch / Allied Spirit / Magic Spirit stancliff@commnections.com wrote: > > In my game, the fetch can throw Visibility to appear as a ghost > around the shaman. It can then fight any and all ghosts that try > to attack the shaman so that he is not distracted, but their MP's > no longer add together. It can also throw targeted spells when > visible since it can see the physical plane. This is an interesting rule, but doesn't that tend to make the shaman a lot more powerful? Normally the fetch is only visable on the Mundane when the shaman is discorporate, but this effectively doubles the shaman's firepower in a spellfest. On the converse, have you ever let a shaman go discorporate, manifest someplace, engage who they found there in spirit combat, possess them, and have them open the gate / release the prisoners / cut their own throats? > I have recently added that Discorporation frees the fetch portion > of the shaman to wander the spirit and physical planes instead of > the flesh portion. This makes the fetch/shaman combination much > more powerful, since the fetch fights spirit encounters, exorcises > possessions, and speaks for the shaman in the spirit world. This isn't unreasonable, but the fetches in my game have tended to be recycled animal spirits, and haven't been big on wandering too far away. But I have to ask; what happens to a fetch in the deep spirit plane that encounters something malign? Does it "get eaten", or come back at all? For that matter, how do y'all handle escape and evasion on the spirit plane? (i.e. getting away from something you "found" that you don't care to engage in spirit combat). > I have seen published material such as 'Strangers in Prax' > where the adept and familiar can access Pow sources on the other's > body. I am not sure this is legal under MindLink, but it is a > nice touch. If it applies here, it must also apply to cultists > with allies. With sufficiently high Intensty telepathy, mindlink-like effects become possible, but don't feel in too much of a rush to grant a familiar Mindlink with it's creator. One of the recurring themes in my last campaign was threats to the sorcerer's familiar, which were impossible to make story-worthy without collaboration with the player, due to the mindlink-like abilities I gave his. Being held prisoner? Easy... see the spot I'm looking at and teleport there. (There were times I wanted the familiar to be able to describe his surroundings, but not escape from them; letting the two of them see thru one another's eyes spoiled that soundly). > A spirit in a bind must have Second Sight to target spells, > but if released, a ghost may become visible at will and target > spells or enter spirit combat. Actually, this is something I'd forgotten all about. ;( Next time, I'm going to make them bring those spirits out to fight (and risk their loss!). > I play that magic spirits are souls ready to be (re)born, they > have no personality or memory, while ghosts are souls that have > already lived a life and have knowledge, spells, and skills left > over from their past. I like this idea, but it begs the question: when the spirit is reborn, what happens to the spells it knew? *************************************************************************** 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 Mar 1998 19:50:16 -0500 From: Tal Meta Subject: [RQ-RULES] Mastery of Runes Has anyone worked out exactly what it means to have mastered a rune? RQ2 sort of had a requirement for this, but I'm looking for effects / immunities / powers gained by mastery of a particular rune. Frex: Fred Parker has mastered the Death Rune. Does this: Make him immune to death? Give him the power to kill with a glance? Do his POW in damage? Give him the right to wear a nifty tatoo? This is kinda/sorta what I'm hoping RQ: Slayers will have an answer for, as they describe similar stuff in their "what the game will be" blurbs. And does the mastery of multiple runes create effects in and of themselves? (i.e. mastering death and spirit allows you to kill spirits with a glance?) Would you have to have mastered multiple runes to get an effect at all? (mastery & spirit gives you the ability to automatically command spirits you can see with pow vs. pow). *************************************************************************** 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 #37 ************************************ *************************************************************************** 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.