From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #89 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 089 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Treasure Tables RE: [RQ-RULES] Treasure Tables [RQ-RULES] Spells costs / Treasure table Re: [RQ-RULES] Treasure Tables - Potions [RQ-RULES] Treasure Tables RE: [RQ-RULES] Treasure Tables Re: [RQ-RULES] Treasure Tables [RQ-RULES] Re: Treasure RE: [RQ-RULES] Re: Treasure Re: [RQ-RULES] Re: Treasure [RQ-RULES] Rewards at no risk Re: [RQ-RULES] Re: Treasure 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, 29 Apr 1998 10:00:41 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Treasure Tables > Seriously, please look at it and let me know if you think I've got anything > badly wrong. > I get some kinf of AD&D`ish from looking at it;-) But it can prove usefull I think. You seem to have balanced the chanses for rare items ok. But what is the potions supposed to be? Is there any rules covering the making of potions? Also, you have a typo at the beginning of table 3. "01-50 none" is listed twise. - -Terry Tollisen *************************************************************************** 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, 29 Apr 1998 09:03:18 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Treasure Tables >But what is the potions supposed to be? Is there any rules >covering the making of potions? RQ2 had rules for making potions & poisons. The tables (deliberately) do not cover everything, the finishing touches on a lot of items are left up to the referee. 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: Wed, 29 Apr 1998 10:08:59 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Spells costs / Treasure table Spell costs : I do not use high costs for learning spirit magic spells. i thing this is already limted by other factors : - the INT of the caster : if he wants to learn a Bladesharp 10, the brightest one (INT 18) will only have 8 points left for other spells. If you want to free your mind, you need to enchant items to stock spells. On enchantment costs, on the other hand, I use high costs : either payment in nature (sacrifying POW) or in money (something like 1500L/POW). - the POW of the spirit to fight : a cult spirit is something like 1D3POW/spell point (but the cult cannot teach all the spells, and for the cult's specific spells, it is not abnormal to rwech high levels). For other spells, they need a Shaman, who will need to find and fight a non-cult spirti, which would have something like 1D6POW/spell point. So a high risk for the shaman (in this case, it is not unfair to have him requesting extra money). Treasure Table. Hibbs, Philip Hibbs mention his treasure tables. I will have a look at them soon ! I reviewed mine recently, which are still available on my web page : http://www.btinternet.com/~karamo/rqgb.htm Unfortunately, the complete one (with scrolls, potions, enchanted items) are only available in French (word file to download). But there is not a lot of text, so I think that somebody with French basics + a good dictionnary could easily use them. I envisage to translate them in English, and may be to put some javascript/cgi-bin program on my web page to roll them directly on it. But I can't give any deadline for that (especially the program one)! Alain. *************************************************************************** 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, 29 Apr 1998 07:58:45 EDT From: JULIAKIR Subject: Re: [RQ-RULES] Treasure Tables - Potions >But what is the potions supposed to be? Is there any rules >covering the making of potions? This is that I use for rules on this topic. Note they are mostly not mine, but a compolation of things from the net and other sources. I claim little credit only. Leon Kirshtein Alchemy Potions are defined as being either magic or mundane. Magic potions either contain a spell, spirit or sorcery, or restore vital essence (MP), mundane potions are non-magical: poisons and antidotes, acids, Fatigue restorers etc. Potions have a 'Level' which for a magic potion is equal to the MP of the spell. A 'potion' is not necessarily a liquid in a bottle, it could be a pill, powder or ointment, whatever . To change a potion into a paste requires reduction of 3doses = 1paste, reduction to powder is 6doses = 1powder, reduction to solid is 9doses = 1solid. Potions are indivisible in strength. Putting a 'Heal-4' potion into two smaller bottles gives two bottles of colored water, not two 'Heal-2's. Alchemy as a skill Alchemy is a medium Lore Skill that can be acquired by training as per normal rules. A character can become an apprentice to a Master Alchemist. If done during previous experience this gives the normal benefits plus 6 weeks of tuition per year (see below). To be accepted as an apprentice a character must have positive modifiers in Knowledge, Reasoning, and Magic. Costs and times Taking a level 1 potion as base, costs of ingredients and time increase for higher levels according to the following table: Level 1 2 3 4 5 6 7 8 9 10 Multiplier x1 x3 x6 x10 x15 x21 x28 x36 x45 x55 Mundane potions are 20% of magic potions in cost and time. Sale prices are typically x10 ingredient price. Learning a Potion BASE: A level 1 potion takes 75L in ingredients and three weeks to learn. At the end of the learning time the student attempts his Alchemy Skill. Ceremony ritual can be used to increase the chance of success for a magic potion, but not for mundane learning. The person must know the spell he is trying to place in a potion. A student could seek tuition from another, in which case the tutor rolls instead. Master Alchemists cut learning time by 50% and charge typically 50L per week (doubling the cost). In this case the Master does not need to know the spell, he just needs to know how to make the potion. Making a Potion BASE: A level 1 potion costs 5L in ingredients and takes 1 day to make. Chance of success is as for learning. A Master Alchemist can check that potions are 'good' by inspection, alchemists of lesser ability have to try them out. Potions can however be made in batches with one roll for the whole batch. Fumble A fumble roll produces a potion with the opposite effect to that intended A fumble while learning means the student can reproduce the result, a fumble while making cannot however be repeated deliberately. EXAMPLE: Erasmus the Duck has Alchemy 37%, POW 11 and Ceremony/Spirit 40%. Knowing the spirit spell Farsee 1, he decides to try to learn how to make Farsee potions. After three weeks slaving over a hot cauldron he spends the final day chanting incantations adding to his chance of success: 37+8=45%. Swigging the foul tasting liquid Erasmus rushes to the window to find he can no longer read the inn sign opposite! His player has rolled 99% and Erasmus can now make Potions of Shortsightedness 1, a commodity of doubtful resale value. NOTES (1) A user can add MPs to a potion induced spell to enhance it's effect. (2) Fatigue boosters (pep pills) have a side effect - after hours equal to their level they wear off and the Fatigue levels are lost again. (3) A character taking another magic potion within an hour of taking the first runs a risk of confusing his body chemistry. If he cannot make a CONx3 save the potion has the reverse effect. (4) Mundane Heal 1 potions ca be made in the form of ointments, but cannot heal internal damage or magical damage (e.g. from a Disrupt). Apothecary as a skill. Apothecary is a medium Craft Skill that can be acquired by training as per normal rules. A character can become an apprentice to a Master Herbalist. If done during previous experience this gives the normal benefits plus 6 weeks of tuition per year . To be accepted as an apprentice a character must have positive modifiers in Knowledge, Reasoning, and Manipulation. Apothecary is a skill which measures the ability of a person to aplly the correct preparation method to obtain a proper drug or a potion from the materials at hand. Herb Lore is a complimentarary skill (Herb lore is equal to 1/5 of Plant Lore) Herb Lore: · Fumble - You have forgotten all critical information about this herb! You must regain knowledge from a safe and reliable source before effective use may be made of it. · Failure - You can't seem to recall most relevant informatio about this herb. If you have a sutable secondary information source, you may try again after consultation. · Success - You recall how this herb is to be processed and what properties it should have. · Special - Success plus you recall any side effects that this herb might have. · Critical - Special plus +25% on your Apothecary roll. Craft Apothecary: · Fumble - Not only do you waste all of your raw materials, you also break a vital piece of equipment. · Failure - Despite your best efforts, you fail to successfully prepare this compound. You may salvage 2%-20% of the raw ingredients. · Success - You succeed in the preparation.. · Special - Success plus you may increasse the potency by 10% or reduce any side effects by 20%. · Critical - Success plus you may increasse the potency by 25% or reduce any side effects by 50% *************************************************************************** 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, 29 Apr 1998 08:37:58 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Treasure Tables RU>philip.hibbs@tnt.co.uk or phibbs@compuserve.com Philip you flame flame flame Flame flame!! Flame FLAME flame flame!!! Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) Actually I kept a copy and printed it. You should adjust the table column widths and try to do left right tables to reduce the space. I don't know how much resolution you have for your screen, it affects readability. *************************************************************************** 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, 29 Apr 1998 13:45:32 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Treasure Tables Bob: >Flame FLAME flame flame!!! Ouch, ooh, that smarts. I expected most flames to come from the Glorantha Digest! >You should adjust the table >column widths and try to do left right tables to reduce the space. My HTML skills are limited. I don't think HTML is very good at doing tables side-by-side. As to how you can print them meaningfully, ie. with page breaks at the end of each table, I don't know! I think I might separate them into individual documents. *************************************************************************** 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, 29 Apr 1998 08:57:00 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Treasure Tables RU>usefull I think. You seem to have balanced the chanses for rare items RU>ok. But what is the potions supposed to be? Is there any rules RU>covering the making of potions? RU>-Terry Tollisen There was alchemist rules in RQ2, but they didn't make the change into RQ3. They are basically specialized sages or shamanic herb witches. Generally herbal extractions would give you bonuses to resistance vs disease (15-40% based on a Concoct skill). Poisons have potencies that reflect the damage done over several rounds (CON save for half damage) and antidotes have potencies that subtract from the poison potency. If you are not currently poisoned, the antidote will stay in your system for an hour (?) and reduce all poison attacks of the same or related type. Types are related to sources: Wyvern, Scorpion, Snake, Manticore, Mineral, Plant. I don't remember if that is the full list. I had some examples in a treasure list on my campaign page. The quality and quantity or the materials were modified by the Concoct skill to determine the Potency or bonus. I think there were also spell effect potions that were made like chemical enchants. You mixed a batch, enchanted it, cast the spell for the desired effect, spent a POW, and got about 2d3 doses, maybe a little more. The rules were never very extensive since NPC's were expected to do most of it. 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: Wed, 29 Apr 1998 16:14:20 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Re: Treasure Aha! Found the treasure tables : ) I think they're bloody good and very useful. Minor points: Table 3: There's a mistake, plus I think there should be less chance of the items having user conditions, like 75% of not having one, and only small chances of having them. I liked the Weirdness table too. Nikk Nikk Effingham eng7nje@leeds.ac.uk 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: Wed, 29 Apr 1998 16:29:43 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re: Treasure >I think there should be less chance of >the items having user conditions, like 75% of not having one, >and only small chances of having them. What does anyone else think? I think lots of enchanted items will have conditions. I envisage some large temples offering a service whereby members can bring along any enchanted items they have, and if they merit it, the temple will get someone to put a cult-only condition on it! One of my players (a sorceror) has several binding enchantments, some with INT spirits holding half of his spells. He has no conditions on them. He will soon learn his folly. 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: Wed, 29 Apr 1998 16:48:30 -0700 (PDT) From: allen wallace Subject: Re: [RQ-RULES] Re: Treasure I don't know why but the treasure chart didn't make it to my e-mail. I would be interested in getting a copy, Allen *************************************************************************** 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, 29 Apr 1998 19:47:03 -0400 From: "James Bickmeyer" Subject: [RQ-RULES] Rewards at no risk Tal Meta wrote Why reward them when there was no real possibility of failure? You really have a point. Don't the rules state that a skill check is received when making the skill is a critical situation that endangers them if they fail the skill roll. However, I think the 50% rule is too strict. It should be more a judgment, not set at equal or better. Sure I would consider not allowing the PC's any combat skill checks for attacking and beating four small boys. This is definitely no challenge, so no skill checks. Even if one of the lads manage to get lucky and do some damage. However, if the PC's were to enter into a fishing contest with the boys and win, I would consider giving fishing skill checks if the boys presented a challenge in their fishing abilities. What I am saying is that I don't believe there can be a hard and set rule for allowing skill checks, just that there must be a challenge. In combat skill or Power increases there must be a threat to the players to actually lose. I often use low skill opponents in large numbers. This is very dangerous to the PC's. Every skill roll they make, then, is critical and adds to their chance of survival. If they fight a spirit with low power (i.e. cult spirit) then there is no power check. However if I were to throw several low power spirits at them in an attrition of MP, then there would be a Power check. I just have to remember to be subjective. In addition, when the players have interacted with NPC's over a period of time and worked through some of human nature I give them a skill check on their Human Lore. I have also given checks for lore for being exposed to a culture or knowledge source in a way that gives them the chance to learn something. *************************************************************************** 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, 29 Apr 1998 20:48:02 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Re: Treasure RU>I don't know why but the treasure chart didn't make it to my e-mail. RU>I would be interested in getting a copy, RU>Allen Sorry Allen, it was on Philip's web page. You have to follow the link. 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. ------------------------------ End of RuneQuest Rules Digest V1 #89 ************************************ *************************************************************************** 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.