From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #46 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Tuesday, March 17 1998 Volume 01 : Number 046 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] NPC's Re: [RQ-RULES] Other Settings Re: [RQ-RULES] The Temple of Heads Re: [RQ-RULES] My 2 clacks Re: [RQ-RULES] Repost: RQ4 Stuff, part 3 [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #44 [RQ-RULES] Spell Re: [RQ-RULES] Re: NPC Re: [RQ-RULES] Re: NPC Re: [RQ-RULES] The Temple of Heads Re: [RQ-RULES] The Temple of Heads Re: [RQ-RULES] Sorcery Re: [RQ-RULES] Sorcery Re: [RQ-RULES] Sorcery 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: Mon, 16 Mar 1998 12:19:21 +1100 From: Cory Davis Subject: [RQ-RULES] NPC's sorry to get in to this so late but all the temple of heads stuff happened on the weekend and I only read about it just now, I think that Notchet would be a good site for such a temple, I mean so many more varied and interesting heads to take, and the largest library in the world to raid and all the Lankhor Mhy cultists to wage war against. I also thought that a Krarsht complex in either Notchet or Karse would be pretty cool *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 00:39:31 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Other Settings JULIAKIR wrote: > THE SOLARIAN SCHOOL > YOROCIOUS-SEEKER > Guardian of Yelm's gate. Strange as it may seem, I actually have a semi-immediate use for this... my next planned campaign is a RQ/Greyhawk crossover, and with a little tweaking, Seeker would make an excellent Pholtus. allen wallace wrote: > Comments? > Allen > Sorcerers additionally gain the sorcery spell, Earthwall > Sorcerers additionally gain the Inter spell Hmm? Very nice.... but what do the above spells look like? I can see I'm going to have to dig out a few more of my cults.... , *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 09:18:30 -0800 (PST) From: jarold davis Subject: Re: [RQ-RULES] The Temple of Heads >> It is safer if we restrict ourselves to RQ3 >> (probably with the erata sheet), and nothing else. > >As I believe Leon suggested, Sandy's Sorcery is freely available, and is >far less broken than the system presented in RQ3. If that's aceptable to >enough people, I'm willing to fly with it. > > > >> Temple of Heads in Dorastor!!! All those wonderful >> Thanatari running around weilding unheard of and arcane powers.... >> what more could you ask for? > Here here! On 2 counts, I certainly agree. That should allow everyone to convert stats, etc., to their own house rules without too much trouble. I'm working on a Sorcery variant that's a cross between Sandy's and RQ3...ooops, I didn't mean to say that! . I suggest keeping with RQ3 sorcery. Not everyone has access to RQ4 sorcery rules. The Uleria temple also appeals to me. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 11:59:27 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] My 2 clacks At 11:12 PM 3/5/98 -0600, you wrote: >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? > > In my game I use the rules as stated in RQ3. I like the fact that they are so deadly because: 1. It makes all the players think b4 they act. 2. It makes them think about the future and plan for it instead of the gm just throwing events and scenarios at them. IMG it seems that they become more their characters than the players. 3. It makes them realise the advantages of doing non-battle roleplaying that can get them more rewards. Yes I realise that the rules are off but I also feel that this then can also be used to bond the group of roleplayers and make them more imterested in the game. I am taking the rules that are posted into consideration, but am not sure if I will use them. Just my opinions. BTW you all were busy for the week that i was gone. I came back to 140 postings from just you all. Man am i behind. Ahh well back to reading all of them. Oh and sorry if this is a bit late, I still do not know if these discussions are going on...guess i will find out as i continue to read. Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 11:59:30 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Repost: RQ4 Stuff, part 3 At 04:05 PM 3/6/98 -0800, you wrote: >Am I the only one bothered by the ratio of damage between a fist attack >and weapon attacks? The RQ4 lists make it worse, now a fist still does 1d3 >as compared to that shortsword at 1d4. How does anyone else justify or >correct this. I'm leaning towards lethal and non lethal attack types. Non >lethal attacks will do fatigue damage except on specials and crits. > > Allen I agree. IMHO I play the fist damage as non lethal unless it is augmented by martial arts. Since I consider martial arts lethal battle skills. I also half all armor coverage except the heavier armor types such as plate etc when a fist attack happens, since they are like blunt weapons. But again this is only for lighter armors. Hope it helps. Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 18:01:06 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] RE: RuneQuest-Rules-Digest V1 #44 Tal Meta: >Sorcery Arts > Bloodbath ... the caster annoint himself with the blood of >a 'worthy' opponent that he himself killed in combat It would seem reasonable for the blood used to come from a foe of a power appropriate to the task being performed. For example, using a minor opponent's blood would do for one's personal maintenance spells. 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: Mon, 16 Mar 1998 13:39:42 -0500 From: "Choinski, Burt" Subject: [RQ-RULES] Spell Yea, I know too little, too late. :) Threw this one at my group who was taking on a crazed Shaman and his zombie horde. Shaman had this spirit spell in his battle staff (a heavy quarterstaff rienforced with bronze, AP18): ICESTAFF 4 pts, temporal, touch This spell causes the surface of the weapon to take on an icy sheen, and whisps of frozen vapor will flow ffrom it to the ground. The use of such weapon so spelled requires thick hand coverings to avoid frostbite (2 damage per turn, metal hand armor has 1/2 effectiveness). When the weapon hits it inflicts a blast of arctic cold upon the victim, for 3d6 damage (adding personal damage bonus). If the damage done is greater than the AP of the weapon there is a 5% chance per point over that the weapon will shatter from the cold. If it does not break the AP will be lowered by 1. The user may pull his damage to reduce tha chance of breakage. This spell may only be cast on crushing weapons. - --------------------------------------------------------- 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: Mon, 16 Mar 1998 15:43:34 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Re: NPC At 07:53 PM 3/12/98 EST, you wrote: >Sure, if you were thinking of some kind of Rules List Joint Effort like > the spells, we could have a go at some kind of group of NPCs that go > well together. > > Actually this is exactly that I was thinking. In fact, how about a > joint effort in building a community, be it a temple complex or a > village, somewhere in Glorantha in an unset area. It is a hell of a > project but may just work, at least it will be fun. >> I agree and would like to be a part of that. IMHO to do this what we need to do is figure out what this place is and a why players would go there. Once we have a consensus on that why not have the members here who are interested design one aspect of the town each and then all of us can incorporate them into a useable workable town. What do you all think? Mike *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Mar 1998 15:57:44 -0600 From: "Michael A. Pastorello" Subject: Re: [RQ-RULES] Re: NPC >How about some other opinions. This is not going to work with just >three or four people. With three or four we will have a difference of >opinion, with more we can have a consensus. Well Leon I am still trying to catch up with all the postings but my opinion is this: Use the RQ3 rules to make the characters including spells. Of course all of us have made up spells to make our campaigns better and if they are used include a write up of the new ones. In this way we can compile new spells as well as the new characters. From there, those that use Sandy's rules can post the character under both sets of sorcery rules, or the people that want to use it can convert them. My other question is I use Nicks quick char generation in my game. Most people use a quick generation method...should we agree on one of them or just use generation rules as per the RQ3 players book. Hope this made sense. Mike *************************************************************************** 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, 17 Mar 1998 01:07:32 -0500 From: remster@interport.net Subject: Re: [RQ-RULES] The Temple of Heads jarold davis wrote: > >> It is safer if we restrict ourselves to RQ3 > >> (probably with the erata sheet), and nothing else. > > > >As I believe Leon suggested, Sandy's Sorcery is freely available, and is > >far less broken than the system presented in RQ3. If that's aceptable to > >enough people, I'm willing to fly with it. > > > > > > > >> Temple of Heads in Dorastor!!! All those wonderful > >> Thanatari running around weilding unheard of and arcane powers.... > >> what more could you ask for? > > > Here here! On 2 counts, I certainly agree. That should allow everyone to > convert stats, etc., to their own house rules without too much trouble. I'm > working on a Sorcery variant that's a cross between Sandy's and RQ3...ooops, > I didn't mean to say that! . I suggest keeping with RQ3 sorcery. Not > everyone has access to RQ4 sorcery rules. > > The Uleria temple also appeals to me. I wish I had access to the RQ4 draft. Now that RQ4 is a dead issue, I'd hope that someone would be willing to part with it, but most I've asked have been very protective of their playtest versions. Yes, Sandy's is far less broken. I think it makes a great dandy system for universal personal low magic, as I was always of the opinion that Battle Magic a la RQ2 was a 'lesser sorcery'. Now, I know better that Gloranthan magic is much more cultural than I had previously thought. However, i still feel that different cultures don't need different rules, some disagree with me. To all MGF. To check out my thoughts, check out my Low Magic rules on Jane William's web page,at http://homepages.nildram.co.uk/~janewill/gloranth/rules/rqlowmagic.htm (many thanks to Jane Williams for hosting me!) The page also includes a link to Sandy's rules. Tell me what you think! Chris Bell remster@interport.net *************************************************************************** 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, 17 Mar 1998 09:53:25 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] The Temple of Heads I really don`t see the problem with which system to use. *RQ4 is not in common use, and most people don`t have it, so that`s out. *Many seem concerned if we are to use RQ3 or Sandy`s sorcery system. But if we are to make a Temple of Heads, there will not be much sorcery magic around. So if everybody can live with RQ3 divine magic system, everybody should be fine. If not, those who can`t should give us all a better divine magic system to go by. *The little sorcery magic that will occur will not have a major effect anyway, so lets keep to RQ3. One can always redo it for personal use, and since it will be so little of it that will not be much work. In conclusion I suggest we just go for RQ3!!! So, if anybody still think the system debate should go on, please give a better solution. - -Terry Tollisen ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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, 17 Mar 1998 09:43:54 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Sorcery RU>> >As I believe Leon suggested, Sandy's Sorcery is freely available, and is RU>> >far less broken than the system presented in RQ3. If that's aceptable to RU>> >enough people, I'm willing to fly with it. Would someone clarify the position on why RQ3 sorcery is broken? I have allowed a small amount in my game and it has some definite power. Also, why is Sandy's better? RU>I wish I had access to the RQ4 draft. Now that RQ4 is a dead issue, I'd hoped RU>that someone would be willing to part with it, but most I've asked have been very RU>protective of their playtest versions. RU>Chris Bell Chris, I didn't keep a copy of the original I worked from, but my modified version is on my web page. Bob Stancliff (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: Tue, 17 Mar 1998 08:54:42 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Sorcery > Would someone clarify the position on why RQ3 sorcery is broken? I >have allowed a small amount in my game and it has some definite ower. >Also, why is Sandy's better? I would have to say that the sorcery system as presented in RQ3 is unbalanced. It is possible, for example, for a begining character with high Int an minimal skills to cast a high intensity spell and make it last for a significant period of time. In such a situation it would not be uncommon for a party to wander around with a Damage Boosting Intensity 6, Duration 12 (i am not sure how long this is since i do not have my books with me at this time, but i think it is at least a couple of days) on all of their weapons! Or even improved stats for all to the next break point which will last for a year (Duration 16). I have been playing with the RQ4 version of sorcery, and not altogether familiar with Sandy's rules; there are significant differences between the two. However, Sandy does address this problem as well as making sorcery more usable to none sorceror characters. Others can better explain this. 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: Tue, 17 Mar 1998 15:48:52 -0800 (PST) From: allen wallace Subject: Re: [RQ-RULES] Sorcery These are the two sorcery spells I left out of the Terra cult. Sorcery Earthwall ranged, temporal Earthwall requires 1 MP of enchanted earth as a consumed component. Creates a wall of hard packed earth 2 meters tall, 1/2 meter thick at the top,and 2 meters thick at the base. The length of the wall is 1 meter per intensity. The wall must be formed on an earth or stone surface. When the spell expires all that remains is the now unenchanted earth cunsumed in the casting. Inter ranged, instant Inter can only be gained through initiation to Terra If the caster overcomes the targets MP the earth literally swallows that individual up. The spell buries up to 2 size per intensity. If the spell is of insufficient intensity to fully affect the target, a proportionate part of the target is buried, starting with the feet. The effective grip strength is twice the intensity. The target is buried at a depth of 1 meter per point its size was exceded by . Allen *************************************************************************** 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 #46 ************************************ *************************************************************************** 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.