From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #88 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, April 29 1998 Volume 01 : Number 088 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Err, oops. Re: [RQ-RULES] DMD - Pelor for RQ/Greyhawk RE: [RQ-RULES] Spirit Combat Ticks [RQ-RULES] FW: Crystals & Storage [RQ-RULES] Downtime RE: [RQ-RULES] Lerning spells RE: [RQ-RULES] Learning spells [RQ-RULES] POW gain & High Skill Attackes. [RQ-RULES] Divine Magic and INT Re: [RQ-RULES] Divine Magic and INT, Feints, Spirit Combat [RQ-RULES] DMD - Kord for RQ/Greyhawk [RQ-RULES] Treasure Tables 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, 27 Apr 1998 20:56:21 -0400 From: Tal Meta Subject: [RQ-RULES] Err, oops. Last post was supposed to read: Mayaheine for RQ/Greyhawk. Sorry. :) *************************************************************************** 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, 27 Apr 1998 20:55:04 -0400 From: Tal Meta Subject: Re: [RQ-RULES] DMD - Pelor for RQ/Greyhawk Sixteenth, and no end in sight.... MAYAHEINE Runes: Light, Death Mayaheine was once the mortal daughter of Pelor, but as she grew to adulthood, she felt the blood of her divine sire coursing through her, and it called her first to the Heropath, and through that fire to her heritage as a member of her Father's Court, and finaly to stand as his right hand, and be his steady Sword. She serves her Bright Father as the active Protector to his more passive stance, and as She-Who-Survives. Cult in the World Though a young cult, Mayaheine has the backing of one of the world's oldest and best-established ones, that of Pelor. While her followers are also cast in a Protective role, when there is questing to be done, it generally falls upon the sholders of the followers of Mayaheine to do it, while Pelor's faith remains to hold the walls. Lay Membership Requirements: Lay members of Mayaheine's cult assist those of Pelor's (indeed, as the two cults often share the same temples, they are likely to be the same people) in their giving aid to the needy. But where the followers of Pelor are reactive, the followers of Mayaheine believe in taking the fight to their enemies, over waiting for it to ocme to them. Skills taught include Sing, First Aid, Listen, Scan, Ceremony, 1H Sword attack/parry, 2H Sword attack/parry (for use of the bastard sword), as well as Longbow attack and Shield parry. Initiate Membership Requirements: Standard, but Initiates of Mayaheine are generally required to be Initiates of Pelor as well (though in areas where this cult has established temples of it's own this is less common). Mayaheine's initiates belong to the Sword of Light, an auxilleriary to the Knights of Pelor. Whereas the Knights remain in their own communities to protect them, the Swords will ride forth to relieve communities under seige nearby. Spirit Magic: Bladesharp, Endurance, Fireblade, Firearrow, Heal, Light, Speedart, Strength. Acolyte Membership Requirements: Mayaheine does not offer this level of service. Priesthood / Rune Lords Requirements: Mayaheine's priests are also Rune Lords. Must have 90% in both sword attacks, shield parry, and Longbow attack. Virtues for Mayaheine are the same as for Pelor, i.e. Altrusitic, Energetic, Loyal, Prudent, and Warlike. Common Divine Magic: all Special Divine Magic: Shield, Sureshot, Truesword Associated Gods Pelor: provides Call Shanasse *************************************************************************** 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, 28 Apr 1998 09:19:05 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Combat Ticks >Not for resisting incoming spells, but if the combat was with a >spirit that had at least a 50% chance of winning against the >character, certainly. 50%? That's a bit severe, so in spirit combat, only one participant can get a POW tick? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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, 28 Apr 1998 11:03:00 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] FW: Crystals & Storage > Mr Cule (on the Glorantha Digest): > >"Pass the sorcerer your > >POW spirit binding: I need another Damage Boosting...." > > I am uncomfortable with this. I don't know why, but there should be a > reason why people don't share MP resources. > > How about these: > > Spirits need to be Controlled. Any fumbled Control spell cast on a crystal > releases the spirit. > > MP crystals and matrixes: Any MPs in a spell that originated from an > individual add to the caster's own MPs for the purposes of overcoming that > individual's MPs. > > On the surface, the last one only stops you lending stuff to people you > don't absolutely trust, but it would lead to ingrained cultural paranoia > against letting go of MP storage. > > > philip.hibbs@tnt.co.uk or phibbs@compuserve.com > http://members.tripod.com/~PhilHibbs/ > A single death is a tragedy > a million deaths are a statistic > Josef Stalin *************************************************************************** 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, 28 Apr 1998 13:37:02 +0000 From: "David Boatright" Subject: [RQ-RULES] Downtime I have a system for clan based downtime. It is split up into things like socializing, cult duties, work, training etc. It is also keyed to a merit system so if you spend more time than necessary in socializing or cult duties you will get recognised for it. *************************************************************************** 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, 28 Apr 1998 09:26:04 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Lerning spells RU>A question if I may. How much are you charging your players for spirit RU>spells? I have long ago abandoned the idea of using RQ3 prices for RU>magic and switched to one similar to RQ2. IMW, spirit spells cost 500L RU>per point cumilative, half price for cult members. So for example RU>Bladesharp 6 is 500+1000+1500+2000+2500+3000 or 10,500L. Based on this RU>most players generally walk around with 4pt spells, which are usually RU>bought from their on cult. RU>Leon Kirshtein The only real problem here is that you can't run an economy on these values. RQ2 valued a silver at $4 in 1980 money, which is now closer to $5. That would make a 1pt spell $2500 for the minor risk of summoning a small spell spirit. The 2pt spell comes to $7500, etc, which is a steep increase for only a gradual increase in risk. Either the summoners will not get enough customers to stay in business (and temples need money), or the economy will go bankrupt as cash flows to the summoners. I suggest that you either make the progression linear (500 + 500 + 500, etc) or you divide everything by 5 (100 + 200 + 300, etc). I still find these values high for this money system so lets look at the numbers... A summoning without ceremony takes about a day, ceremony adds another day to that, and the summoner needs to charge a figure that compensates him for his time, the danger of possession due to mistakes, and a modest markup due to the prestige of his business. At $5 / 1L, a summoner wanting to make $60,000 or 12,000L / year will need to make about 300L for each of 40 weeks. Since a summoning with ceremony and rest time afterwards will take two full days, only three can be done each week. Thus the summoner needs to average 100L per summoning; smaller spirits are quicker and cost less, larger spirits are more dangerous and cost more. Notice that this doesn't say how big an average summoned spirit is. The mechanics of summoning doesn't really care since only an hour is added per POW of the spirit, but to Command a larger spirit, a larger POW is required of the priest, thus the largest summonings need to be done by the priest with the biggest POW in the temple (more expensive) The same general arguments apply to shamen and sorcerers, but shamen expect a little less income per year due to the tribal standard of living, and sorcerers expect a little more due to the loss of study time and obligations to students. By analysis, this gives an economic value for spell teaching that is roughly 2 to 3 times greater than the RQ3 book. If your characters _still_ have too much money, then you are probably giving it away too quickly ;-) I admit that my characters are very deadly and quite rich, as they have finished nearly all of the published stories set in the River of Cradles. They now own the Arm of Pavis in the Rubble and they have major expenses for repair, construction, guards, and servants. One by one they are making acolyte in various cults and have to adventure less often. This game year I expect to give them the Cradle adventure from the Pavis box after which I will have to exile most of the Orlanthi and a couple of others. The game goes on... 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, 28 Apr 1998 06:47:22 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Learning spells IMW, spirit spells cost 500L >RU>per point cumilative, half price for cult members. So for example >RU>Bladesharp 6 is 500+1000+1500+2000+2500+3000 or 10,500L. Based on this >RU>most players generally walk around with 4pt spells, which are usually >RU>bought from their on cult. > > The only real problem here is that you can't run an economy on these >values. RQ2 valued a silver at $4 in 1980 money, which is now closer to >$5. I am not that conserned about the economy. The player characters do not care about it, and are only interested in what they can buy with the loot. This price gouging at its best and I am the first to admit it, however it works by keeping the characters in check and interested in their cult magic even if it is for the 50% discount. Besides, in my system a priest who teaches 6pt will only get to keep 10,500/2(cult discount)/2(cult tithe) or about 2,600L, which is not what unreasonable for his effort. Leon Kirshtein PS IMW most spirit magic is aquired from priests and not shamans. ______________________________________________________ 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, 28 Apr 1998 18:47:07 -0400 From: Gavin McIntyre Subject: [RQ-RULES] POW gain & High Skill Attackes. Phill Hibbs Wrote: >Does anyone give POW gain rolls for succeeding in Spirit Combat, or for >resisting incoming spells? Yes, I allow POW gain rolls, but only 1 per session, for Spirit Combat, Resisting Spells and for overcomming Foes, after all the party spend it all on Divine, Making Items etc anyway. Some time ago, ( sorry but i have only just caught up on the digest) people where talking about very high attack / parry skills. One answer ( or house solution) is to take an idea from GURPS, the Feint Skill. For this instead of an attack or parry you make a feint. You roll your attack and note by how much you made it by. Your opponent also rolls an attack to see if they recognise it. If they make the attack roll by less than you then they were folled and next round there parry is reduced by how much you maf=de you attack roll by. e.g. Both Att skills = 100% PC. A make a feint and rolls a 50...therefore made roll by 50% NPC B makes an attact to spot the feint..rolls 70, only making in by 30% so fails. next round PC A attackes and NPC B is at -50% to his parry. Had NPC rolled say 30 then he would have made his roll by 70 and would have seen the feint comming and been at no minuses. The attackes forgoes one of his actions as feint counts as an action. The Attact roll that the NPC makes is IN ADDITION to his legal moves and it is purely a mechanic to represent his skill is spotting a feint. This manouver can result in to combatants circling each other making feints & parrys until they feel that they have got the measure of their opponent. It aslo allows a really skilled swordsman to run rings around a novice. Any ideas / responce anyone ? Gavin McIntyre Gavin_McIntyre@compuserve.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, 28 Apr 1998 19:22:46 -0400 From: "James Bickmeyer" Subject: [RQ-RULES] Divine Magic and INT Spirit magic and sorcery take INT to remember. One point of INT for each point of spell or each sorcery spell. How about Divine magic? Does it take INT to hold the spell in memory? If so, does it translate in the standard 1 point of Divine to 3 points of other magic? *************************************************************************** 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, 28 Apr 1998 20:38:48 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Divine Magic and INT, Feints, Spirit Combat James Bickmeyer wrote: > > Spirit magic and sorcery take INT to remember. One point of INT for each > point of spell or each sorcery spell. How about Divine magic? Does it > take INT to hold the spell in memory? If so, does it translate in the > standard 1 point of Divine to 3 points of other magic? Nope! That's one of the advantages of Divine magic; no matter what your INT is, you can have tons of it if you've got the POW to spend. Gavin McIntyre wrote: > Some time ago, ( sorry but i have only just caught up on the digest) people > where talking about very high attack / parry skills. One answer ( or house > solution) is to take an idea from GURPS, the Feint Skill. For this instead > of an attack or parry you make a feint. We used feints in my game.... basically, anytime you rolled a parry that was two levels better than your opponent's attack (normal vs. fumble, special vs. failure, crit vs. success) AND you had a chance to attack after you parried the attack above, his parry against your attack is reduced by 50%. Hibbs, Philip wrote: > > >Not for resisting incoming spells, but if the combat was with a > >spirit that had at least a 50% chance of winning against the > >character, certainly. > > 50%? That's a bit severe, so in spirit combat, only one participant can get > a POW tick? Yes.. generally only the winner would earn the right to a tick. My players weren't so different from anyone elses', I suspect... challenge was all well and good, but when they could, they fought battles from positions of strength. Why reward them when there was no real possibility of failure? *************************************************************************** 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, 28 Apr 1998 20:43:31 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Kord for RQ/Greyhawk Seventeenth... (let's see if I get the header right this time, eh? KORD Runes: Chaos, Beast, Death Known by most as 'the Brawler', Kord is worshipped by many barbarian peoples of Suel blood. He is revered equally for his ferocity in battle as his skill in athletics. Kord is the son of Phalkon (Lord of the Air) and Syrul (Goddess of False Promises & Deceit). Cult in the World Kord is the barbarian god of berserkers, athletes, and monster slayers. In myths, he is portrayed as wearing a girdle of red dragon hide, boots made from the skin of a blue, and gauntlets wrought from the hide of a white. These three items are the source of his strength and his speed, though he lends them to others without diminishing himself. Lay Membership Requirements: Lay members of Kord's cult are expected to excell at the same things Kord is reputed to have done; be it feats of strength, skill, or combat. Skills taught include Climb, Dodge, Jump, Swim, Throw, Sing, Scan, Ceremony, and Greatsword attack/parry. Initiate Membership Requirements: Standard. Initiates of Kord are considered the elite troops of most barbarian tribes, feared for their battle-frenzy and their rages. Spirit Magic: Bladesharp, Coordination, Endurance, Fanaticism, Glamour, Strength, Vigor Acolyte Membership Requirements: Kord's acolytes need only devote 30% of their time and income to the cult, excluding trophies taken in battle, which are exempt from tithing. Priesthood / Rune Lords Requirements: Kord's priests are also considered Rune Lords. These individuals live for battle, or, if that is unavailable, competition. In times of peace, Kord's servants arrange large gaming events, where one can compete to be acknowledged the best of clan, tribe, or nation. Virtues for Kord include: Energetic, Proud, Rebellious, Reckless and Warlike. Common Divine Magic: all Special Divine Magic: Berserk, Command (Wolf, Horse), Truesword Associated Gods Phaulkon: provides Command Sylph *************************************************************************** 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, 28 Apr 1998 19:23:38 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Treasure Tables I'm probably going to get flamed into vapour now, but I have written up a set of random magic item tables for RQ/Glorantha. I was playing at the weekend, and the referee (who doesn't know much about Glorantha) wanted to "roll a random magic item", and the only table we could find was the Elder Secrets crystal table. So, I wrote this up, and he's happy, so I suppose someone else might like to have a look. Seriously, please look at it and let me know if you think I've got anything badly wrong. Don't forget to look at the "Weirdness" table at the end! philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** 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 #88 ************************************ *************************************************************************** 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. 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