From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #144 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Sunday, August 23 1998 Volume 01 : Number 144 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Herowars Ideas for the RQ system Re: [RQ-RULES] Herowars Ideas for the RQ system Re: [RQ-RULES] Herowars Ideas for the RQ system [RQ-RULES] Re: Spirit Plane Problem Re: [RQ-RULES] Re: Spirit Plane Problem [RQ-RULES] DMD - Zodal for RQ/Greyhawk 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, 21 Aug 1998 10:02:54 +0100 From: Pete Nash Subject: [RQ-RULES] Herowars Ideas for the RQ system Just before I shoot off on holiday I thought I'd drop this idea onto the rules list. Maybe I'll find some interesting answers when I get back... The two main attractions (in fact the only two core rules) of the Hero Wars system are the skill bidding system, and the handling of power levels from novice to demigodly. Whilst thinking about these nice rules, and the fact that some hardcore RQ fans might miss out on them, I came up with the following ideas so that they can be used for RQ too! MASTERY Ever since I saw the suggestion of comparing success levels in RQ on the fore-runner to this list a few years ago, I have been a fan and have used it in all my RQ based campaigns. Essentially (for those who don't know) it takes the success level of the aggressor and subtracts the success level of the defender and the resulting level is what happens. For example, if player 1 makes a critical sword roll and player 2 defends with a normal shield parry, then player 1 hits player 2 with a special sword hit. This is how Hero Wars works too. No more "You need a critical to defend against their critical" situations. Any successful defence/opposition will reduce the effectiveness of their attack. Now the bit I love from Hero Wars is where a level of "Mastery" is gained once you loop your skill. This free level adds to the success of your roll. I.e. If you roll a failure, your level of mastery will improve this to a success. Thus it is easy enough to say that when a character gets their skill over 100% then they remove 100 from it and gain a level of mastery. Meanwhile they build their skill percentage up from scratch again (maybe limited by needing to roll over a hundred for the skill improvement if you want to keep progression slow). Now all those RQ doesn't work well over 100% problems are removed, and you get a significant heroic character once one or two levels of mastery are under your belt. Also it is easy to convert all your existing characters too! (Although berserk and fanaticism spells might need some work if you don't like the idea of doubling mastery levels with them) ;-) Criticals and fumbles could be left as the limits for success differences, as I personally believe that hitting people every round with a crit is good enough. But for those who'd like to see bigger criticals then I'd suggest an extra roll of damage dice for each critical level, and maybe an extra roll on the fumble table for each fumble level. Its your choice! ACTION POINTS The second nifty HW rule is the bidding of skill action points. This doesn't convert to RQ so well but I've had a bit of a stab at it. a) One contestant bids a portion of their skill before rolling the resolution dice. b) If you win then you temporarily 'transfer' those skill points from your opponent to your skill. If you lose its vice versa. c) The two contestants will always use their _original_ skill level for the resolution rolls throughout the contest. The extra points won/lost just represent the balance of the competition. d) Whoever is reduced to zero first, looses. e) The extra points can only be used against the person you won them from and only in this contest. f) Skill bidding starts with the aggressor, and then alternates each round between the two contestants. The bidder must have enough skill points left to cover their bid. g) In the case of a tie (i.e. both contestants rolled successes) then the highest roll wins. h) After the contest is finished, _all_ skill wins/loses are forgotten about* The bidding becomes easier in RQ2 where you can make bids in multiples of 5%! This may seem to be an unnecessary set of rules, but it can make oratory/barganing/craftsmanship contests a lot more entertaining. * It is also perfect for hero quests where if you win or loose a competition on the heroplane then your skill gain/loss become permanent. Well guys what do you think? If nothing else it will be a guideline for converting HW supplements into RQ compatibility. ;-) Pete *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 21 Aug 1998 11:39:24 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Herowars Ideas for the RQ system Pete Nash wrote: > > MASTERY > > used it in all my RQ based campaigns. Essentially (for those who don't > know) it takes the success level of the aggressor and subtracts the > success level of the defender and the resulting level is what happens. > For example, if player 1 makes a critical sword roll and player 2 > defends with a normal shield parry, then player 1 hits player 2 with a > special sword hit. I know I'd seen this somewhere before, but seeing it fresh does make a difference. :) > Now the bit I love from Hero Wars is where a level of "Mastery" is > gained once you loop your skill. This free level adds to the success of > your roll. I.e. If you roll a failure, your level of mastery will > improve this to a success. This I like alot more, though. > Criticals and fumbles could be left as the limits for success > differences, as I personally believe that hitting people every round > with a crit is good enough. But for those who'd like to see bigger > criticals then I'd suggest an extra roll of damage dice for each > critical level, and maybe an extra roll on the fumble table for each > fumble level. Its your choice! Reminds me of the supercrit rules in heroquest rules. I personally doubt that I'll ever see players reach such a level where it becomes necessary, but you never know.... > ACTION POINTS > > This may seem to be an unnecessary set of rules, but it can make > oratory/barganing/craftsmanship contests a lot more entertaining. * It > is also perfect for hero quests where if you win or loose a competition > on the heroplane then your skill gain/loss become permanent. Yes, very much so. I had one occasion in a previous campaign where I ran a loose heroquest, and played in Leon Kirshtein's flavor of Heroquest at a con last year, but this sounds like an excellent mechanic for heroquesting. > Well guys what do you think? If nothing else it will be a guideline for > converting HW supplements into RQ compatibility. ;-) That it does. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 21 Aug 1998 19:12:54 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Herowars Ideas for the RQ system RU>Pete Nash wrote: RU>> RELATIVE SUCCESS LEVELS RU>> used it in all my RQ based campaigns. Essentially (for those who don't RU>> know) it takes the success level of the aggressor and subtracts the RU>> success level of the defender and the resulting level is what happens. I have been meaning to try this for some time now. I think that it will slightly reduce the number and severity of all specials. RU>> MASTERY RU>> Now the bit I love from Hero Wars is where a level of "Mastery" is RU>> gained once you loop your skill. This free level adds to the success of RU>> your roll. I.e. If you roll a failure, your level of mastery will RU>> improve this to a success. When you check the math, you will see that there is a big problem with this. The percents are very non-linear near the chosen break point. Skill 100% has Crit 5% and Special 20%, subtract 100% and you get 1% Crit, 5% Special and Success up to 95%! Note that these values are primarily due to the automatic 5% success and fail numbers. You can get fair results if you subtract 75% at 100%, but it is still not linear and the Special jumps from 20% to 25%. If you subtract 80% instead to adjust for this, you lose 1% on Crit. It is better to leave the percents as they are and add Relative Success Levels. RU>> Criticals and fumbles could be left as the limits for success RU>> differences, as I personally believe that hitting people every round RU>> with a crit is good enough. But for those who'd like to see bigger RU>> criticals then I'd suggest an extra roll of damage dice for each RU>> critical level, and maybe an extra roll on the fumble table for each RU>> fumble level. Its your choice! I strongly suggest a Skill/100 super crit value. It becomes a 1% role at 50% skill and stays there until 149%. By playing with Relative Success Levels, it is very likely to be reduced, but when it hits full strength, you basically eviscerate the guy or cut him in half. RU>Tal Meta wrote: RU>Reminds me of the supercrit rules in heroquest rules. RU>I personally doubt that I'll ever see players reach such a level where RU>it becomes necessary, but you never know.... I am pretty sure it was Steve Maurer. RU>> ACTION POINTS RU>> This may seem to be an unnecessary set of rules, but it can make RU>> oratory/barganing/craftsmanship contests a lot more entertaining. * It RU>> is also perfect for hero quests where if you win or loose a competition RU>> on the heroplane then your skill gain/loss become permanent. RU>Yes, very much so. I had one occasion in a previous campaign where I ran RU>a loose heroquest, and played in Leon Kirshtein's flavor of Heroquest at RU>a con last year, but this sounds like an excellent mechanic for RU>heroquesting. I'm sorry, but there just isn't that much need for this type of contest, and this rule only drags out the result. This rule is about the only thing that keeps a Hero War battle from being one or two rolls and finished. It adds abstract strategy to an abstract encounter, but standard Rune Quest isn't abstract in this sense. 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: Fri, 21 Aug 1998 20:58:58 -0400 (EDT) From: Dave Black Subject: [RQ-RULES] Re: Spirit Plane Problem Thanks for the excellent ideas! They certainly has given me lots to think about and, I suspect, a better understanding of Spirit magic. RU>- Dave wrote: RU>One of the characters in the group is a Shaman and he was aware before any RU>of the others of the approach of a spiritworld entity malevolent in nature. RU>The shaman however did not know what it was and so adopted a defensive RU>posture. The hellion on the other hand moved immediately to engage the RU>Shaman. Seeing it continue to approach the Shaman decided to move his spirit RU>away from his corporeal body (thinking to confuse the approaching 'thing'). RU>The hellion in response attacked the shaman's body on the Mundane Plane. The RU>attack was devastating and did about 43 hit points of 'damage'. The shaman RU>only had about half that number to begin with and had 23 Fatigue Points. > It has been a long time since I read the Helion writeup. Doesn't the >entropy attack have a MP resistance check or overcome a stat? The rules are poorly worded but you may be right. It does say "If the victim's CON x 5 roll is brought to zero via the hellion attack, the victim will become comatose..." I had thought that there was a way to test this sort of thing by randomly rolling percentile dice and having a result lesser than or equal to CON x 5. However, I can't find anything like that in the rules and besides, the character in question failed that particular test. >Wouldn't >Spirit Screen aid in defence? I would be VERY surprised if the Shaman >couldn't make a decent defense against a 'spirit' with a POW of around >20 to 25 since a shaman and fetch can easily have a defense of 30 to 40. The character had only the following spells: Bludgeon (1), Counter Magic (3), Dullblade (1), Bladesharp (2), Fire Arrow (2). This never actually 'made-it' to Spirit Combat to my way of thinking at the time. I'm still not sure it should. I see Spirit Combat as sort of a wrestling match. In this case the attack came from 10 metres away... It suddenly occurs to me that I completely discounted was the Shaman's fetch! That might provide an interesting avenue to pursue. >Questions: RU>1) Is the shaman truly dead since his spirit was not attacked only his body >RQ1 & 2 had a rule that the fetch could heal the Shaman's body for >several rounds (5?, 10?) after 'death' and it would seem to be >resurrected. In RQ3, a Daka Fal shaman can actually have Ressurrect as >a one-use spell and he or the fetch could try to bring him back with >that (although it is a ritual). Damn this is complicated! Isn't the fetch simply the conscious equivalent of the character's spirit on the spirit plane? Sounds like you understand the fetch to be a separate entity capable of independent action - much like a familiar would be for a magician. Interesting. So when the hellion first appeared the fetch would know about it immediately. The Shaman would be made aware of it by the fetch and would come to the spirit plane to investigate. When the hellion got within range and attacked the Magic Points used to power the entropic attack (5 Points) should have been matched against the combined Magic Points of the Shaman and the fetch (18). From the Resistance Table the hellion's chance for success would be 5%...right? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 22 Aug 1998 03:58:26 EDT From: KESmith502@aol.com Subject: Re: [RQ-RULES] Re: Spirit Plane Problem In a message dated 8/21/98 9:10:46 PM Eastern Daylight Time, dav_blak@cyberus.ca writes: << Damn this is complicated! Isn't the fetch simply the conscious equivalent of the character's spirit on the spirit plane? Sounds like you understand the fetch to be a separate entity capable of independent action - much like a familiar would be for a magician. Interesting. So when the hellion first appeared the fetch would know about it immediately. The Shaman would be made aware of it by the fetch and would come to the spirit plane to investigate. When the hellion got within range and attacked the Magic Points used to power the entropic attack (5 Points) should have been matched against the combined Magic Points of the Shaman and the fetch (18). From the Resistance Table the hellion's chance for success would be 5%...right? >> The fetch is totally seperate, but in some instances combined with the shaman. the fetch usually is the eyes and ears of shaman on the spirit plane. I don't remember the rules offhand but something like yards or meters per point of pow. The Heroes magazine had and article on running Shamans. It's RQ2 but can be easily converted. If you need to get a look let me know. keith *************************************************************************** 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, 23 Aug 1998 22:01:24 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Zodal for RQ/Greyhawk ZODAL Runes: Harmonyx2, Truth Zodal is the god of Mercy, Hope, and Benevolence. Cult in the World Son of Rao, Zodal of the White Hand is the ultimate pacifist of the Flannae pantheon. Zodal stands firmly behind the other members of the Bright side of the pantheon, offering his healing hands.to aid the others in their struggles, though he prefers not to become directly embroiled in them. Zodal's High Holy Day is the 25th of Planting, with services held every Godsday. Services to Zodal are held in churches and temples that double as hospitals in time of need. Zodal's faithful wear white trimmed in yellow, red, or entwined red and gold. Lay Membership Requirements: Zodal's cult appeals to everyone with an interest in healing, hope, or good works. Lay members are expected to assist the priests in their good works, distributing food to the poor, blankets to the cold, or giving shelter to travellers in need. Skills taught by the cult include Dodge, Swim, Sing, Animal Lore, Craft (various), First Aid, Human Lore, Plant Lore, World Lore, Devise, Listen, and Ceremony. Initiate Membership Requirements: In addition to the standard requirements, potential initiates are expected to take on vows of charity, chastity, and modesty. Initiates are encouraged to travel, so that they may put the skils and magic they are taught to the best use over the broadest area. Spirit Magic: Befuddle, Ease Pain, Heal, Hibernation, Sustain, Transfer Wound, Vigor. Acolyte Membership Requirements: as per Priests. Priesthood Requirements: In addition to the standard requirements, potential priests of Zodal must take a vow of vegetarianism, as well as total pacifism. They may not harm another living creature, even for food. Virtues for Zodal include: Altruistic, Calm, Spiritual, and Temperate. Common Divine Magic: all Special Divine Magic: Absorption, Banish Spirit, Bless Birth, Forget, Heal Body, Intervention, Regrow Limb, Restore (all except POW), Ressurect, Shield, Turn Undead Associated Gods Beory: provides Earthpower Pelor: provides Call Shanasse - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - *************************************************************************** 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 #144 ************************************* *************************************************************************** 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.