From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #58 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, April 7 1998 Volume 01 : Number 058 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] House Sorcery Rules [RQ-RULES] House Sorcery Rules [RQ-RULES] How does fatigue work?? [RQ-RULES] House Rules for Shields. 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: Fri, 3 Apr 1998 22:59:05 EST From: Delecti Subject: Re: [RQ-RULES] House Sorcery Rules In a message dated 98-04-02 22:35:55 EST, you write: << Most of my sorcery modifications bear pretty close to Sandy's system. The only major revisions I made were to the art of Permanence (instead of expending a point of POW to create a permanent effect, I require that the spell be tied to an active POW source (the caster, the target, a bound spirit, etc.) that simply ceases to regenerate a number of MP equal to the Permanence of the spell (i.e. if you cast a Resist Magic 6 Permanence 6 and tie it to a bound POW spirit (POW 12), it loses 6 MP and will not regenerate them while the spell is in effect). >> Thats good, I like that alot! Delecti, Lord of the Upland Marsh aka Scott Knowles RL, USA Coordinator for The Chaos Society http://members.aol.com/delecti/UpMarsh.html Delecti@aol.com http://members.aol.com/Glorantha/chaossoc.html ChaosSociety@juno.com "What if life actually *was* fair, and we somehow deserved all the truly awful things that happened to us?" -- Marcus Cole, Babylon 5 *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 5 Apr 1998 19:01:42 +0100 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] House Sorcery Rules Thought I'd put in my few Orbs on this conversation. I use Sandy Petersen's sorcery rules, with a few alterations. Arts are learnt as skills, and the maximum amount by which you can manipulate spells is limited by Arts/10. However, the skills are tickable and can be increased by experience, and you can get extra Art levels by using Summon, you can add a number of extra Levels of manipulation equal to Summon/10. This makes it better IMO, as it solves numerous problems. I also rule that all spells last until Presence is not devoted to them, and do not last 10 minutes as in Sandy's rules (I always thought that was a bit of a rules cheat, and VERY out of place), but this does not cause a problem as if you do not have Intensity then you can only cast an Intensity 1 spell, and only have 1 Presence anyhow. If you do have Intensity then you also have the High VOw and so also have extra Presence - unlike Sandy's rules you are not that powerful unless you devote yourself to sorcery in a BIG way. SO a warrior might have Boost Damage 500%, but may only have Intensity 34% and so can only cast repeated copies of Boost Damage 4 rather than a huge Boost Damage. I also rule that Treat WOunds heals 1 hit point per Intensity. Even with this my players still die quite often. Held spells take up no Presence, and go off even when unconsious. Most sorcerors have a Held Treat Wounds. Any with any sense that is. Nikk E. Nikk Effingham http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon *************************************************************************** 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, 06 Apr 1998 17:46:36 -0500 From: Thomas Cooper Subject: [RQ-RULES] How does fatigue work?? Still workin' on my campaign, trying to blend all the rules in. Anyone have ANY idea how RQ4 was going to work the "roll every 5 rounds for fatigue" rules? I'm trying to figure this out without ANY clues since I never ran RQ3, and only dealt with RQ2 rules saying you couldn't carry more encumbrance than STR+CON averaged. Any suggestions from you battle hardened veterans of the RQ3 'fatigue wars' ? Thanks! Thomas Cooper, Jr. thomas@onr.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, 6 Apr 1998 20:54:23 -0400 From: "James Bickmeyer" Subject: [RQ-RULES] House Rules for Shields. One thing that has always bugged me about the RQ combat system is when there is a shield on an arm and that arm is rolled the location hit. I have tried to deal with this with extra die rolls based on charts to represent shield coverage. I have based these charts off of AP and ENC. But I was never satisfied with any of the results from these attempts. Mostly because there is an extra roll of dice or chart to take into consideration. This weekend I decided on my next attempt to resolve this to my satisfaction. When the shield arm is rolled for the hit location the shield at that location will provided one half of its current AP to that locations for Armor. Any damage that exceeds half of the shields AP is then applied to the arm's armor and the arm's HP per normal rules. The shield may have its AP reduced if its full current AP is over come by the damage. I seem to remember somewhere in the rules that a slung shield provides half if its AP to the location it is slung at. This is what I am basing my newest house rule on. On a personal note; I just joined this digest and have been reading some the earlier postings. One of the good ideas I saw was a personal introduction on first posting. Hello my name is Jim. I got involved with gaming around 1977/78 playing everything from Tunnels and Trolls, to D&D, to Chivalry and Sorcery to Space Opera to several Home Grown things. When I was in the US Marines a buddy ran a RQ campaign and I was hooked. The rules allowed for everything I was looking for in a FRPG. I have been running RQ campaigns, for the most part, steady sense 1984. I have always enjoyed being the GM and now think of myself as the Storyteller. *************************************************************************** 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 #58 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. 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