From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #182 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, October 16 1998 Volume 01 : Number 182 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] BFRP Project Organisation Re: [RQ-RULES] Skill difficulties. [RQ-RULES] BFRP skills rules Re: [RQ-RULES] What to drop? [RQ-RULES] combat systems Re: [RQ-RULES] Game System Basic Outline Re: [RQ-RULES] category modifiers Re: [RQ-RULES] BFRP Character Generation Re: [RQ-RULES] BFRP Combat skill mechanics Re: [RQ-RULES] BFRP Project Organisation Re: [RQ-RULES] BFRP Designer [RQ-RULES] Roll Call RE: [RQ-RULES] Skill difficulties RE: [RQ-RULES] BFRP Project Organisation 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: Thu, 15 Oct 1998 13:44:18 -0700 From: "Dana and Cynthia Myers" Subject: Re: [RQ-RULES] BFRP Project Organisation >We have a number of potions here : >3) RuneQuest Lite based on the simplified game mechanics familiar to >Call of Cthulhu, Elric and Nephilim players. This would hark back to the >old days of Hawkmoon, Stormbringer and Worlds of Wonder, but updated for >the 90s. This seems to be the best, esp for web publication. If made modular "advanced" rules can always be added later. A few comments: * As this is a RQ lite, started so that those how liked RQ could keep playing, publishing, and drawing new people to the game; keeping the rules similar to RQ would seem to be the best bet. *Stats are good as they are, with the possible addition of a perception ability. Keeping the current range, I believe would help rather then hinder, as it would make RQ and BFRP directly convertible, as well the range is similar to AD&D. This may seem bad, but AD&D is the first game for most new gamers and would give something familiar. *Skills as a percentile system is one of the things that drew me over to RQ, along with no class/level restrictions. The ability for each skill to increase on it own, and for a character to have access to such a broad range of skills blows AD&D out of the water. Keeping it the same also eases conversion from RQ to BFRP. *The crit/fumble rules are fairly simple the way they are, a simple % of the skill. To make a lite version, why not simply drop all the tables telling exactly what the result is. Any gm, old or new will know what the meaning of fumble is and how to best fit it into the situation at hand. *Magic, In particular sorcery should stay linked to free INT. It is a direct link to the fact that wizardry is a knowledge based profession. I do like presence, but utilize it as a sort of mystic aura related to holding and maintaining spells. *For divine magic. I am partial towards the blessing/miracle idea that was mentioned earlier. If you want to go almost totally free form, such as the Mage system, that to would be nice. Perhaps more geared to elemental association, not spheres. Anyway just my 2 cents, and all just my opinion. Thanks, Dana *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 17:14:28 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Skill difficulties. > First, given the BRP experience method, "difficulty" is already partially > inherent in the defaults. This reflects cultural knowledge or intuitive ability of a skill, not difficulty of learning. > It's a matter of simple math to demonstrate > that greatest overall gain vs. use is when the skill is at 50%, and drops > off when it is further from this. This rule makes it hard to become a master by reducing the likelihood of gaining experience. The Difficulty changed the amount of experience gained for each successful roll. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 18:12:43 -0400 From: David Weihe Subject: [RQ-RULES] BFRP skills rules > From: "Hibbs, Philip" > >However, if you go with 5% increase, do we need to keep the > >percentile skills and roll 1d100 ? We could go for 1-20 skills > >and roll 1D20 (as per Hero Wars). > > No, skills won't just be in 5% increments, just maybe category modifiers. Better, make percentiles skills the default, and specify meta-rules for conversion to D20 for the very Rules-light partisans. As seemed to be agreed in previous discussions, the more modular this system, the better. This would imply allowing D20 category mods, as well. As long as using all the rules gives statistically better results people will use both paths (frex, RQ3 skill check improvements were slightly better using random results than fixed), and everyone will be happy. > Subject: [RQ-RULES] Game System Basic Outline > I've been playing with BRP mechanics for over 15 years. Here a synopsis > of my prefferences for a new core BRP style game system. > ------------------------ > Characteristics : Strength, Constitution, Size, Inteligence, Dexterity, > Perception, Psyche, Appearance. These are rolled on 2D6+3. I assume that Psyche takes over for Mana level (annoyingly referred to as Power in RQ3,which goes against my Physics training :-)? Also, a problem with 2D6+6 is that the range is now different from that used in BRP, RQ, or D&D. This means lots of annoying conversions for both old PCs and old expectations. Is there some way to get to the now-lost extremes, or perhaps does this just affect the initial stat, not species limits? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 19:30:57 -0400 From: Tal Meta Subject: Re: [RQ-RULES] What to drop? bjm10@cornell.edu wrote: > > The easiest way to answer "what to drop" is to say what I dropped back > when I did run RQ3: I vascillate between keeping and dropping the hit locations. Currently, my house rules blend somewhere between RQ & Elric!, making a hit location roll only when necessary to determine AP of the location struck (if uniform, this is ignored). Then, if sufficient damage is caused to qualify as a "major wound" (i.e. 40% of total hp lost) a roll is made to determine which location is thereby crippled. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 16 Oct 1998 10:15:15 +0000 From: "Ian Thomson" Subject: [RQ-RULES] combat systems Perhaps there should be 2 or 3 combat systems available, one with plenty of mechanics, and one with mininal (and one with medium)? Anyone designing a new combat system (and I guess the same applies for any aspect of the rules) why not call for existing fan versions and compile and review, to borrow the best bits, saves reinventing the wheel I volunteer my version of combat mechanics for this purpose at www.geocities.com/Area51/Dimension/5507/runeq.html not the most well presented piece in the world, but understandable and most importantly has served us beautifully in two campaigns (twas originally designed to be quicker and simpler than the more complex RQ combats available) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 20:37:50 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Game System Basic Outline Simon Hibbs wrote: > > [Why?] BRP is crying out for a Perception attribute and I just like the I've tinkered with Perception as a stat, but never seem to get around to utilizing it. Saw it first in Talislanta and always thought that that (and Speed!) were excellent things to have stats for. > Combat Sequence : Initiative is based on Dexterity for hand to hand > combat and melee, but Perception for spell casting and missile fire. The > character with the higher relevent attribute goes first. Second attacks I use something like this now, myself. > Combat Damage : Power is the average of STR and SIZ, while Toughness is > the average of CON and SIZ. In hand to hand combat, when you hit you > roll your Power versus the target's Toughness on the resistance table. > The amount you beat him by (if you do) gives you the seriousness of the > wound. In melee, weapons add to Power and armour adds to Toughness. > Specials and criticals give you bonuses on your Power, while parries and > the weapon's defence points to your Toughness. This is different... but I admit that I like it. I've been tinkering with a Sandy's Sorcery/BRP combat ssystem in the back of my mind for years, and this might be what I was missing. Example: A Gladiator has learned the skills of Close Combat 65% and Shortsword Parry 52%. He could add 7 to his Power in Close Combat, and 6 to his Toughness. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 20:40:32 -0400 From: Tal Meta Subject: Re: [RQ-RULES] category modifiers Simon Hibbs wrote: > > How about keeping the categories, but not claculating anything. You get > +15% in one category, +10% in another, +5% in another, +0% in two and > -5% in the last. You choose. This I really, really like. Even if it doesn't make BFRP, I'm snagging it for my own house system! :) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 21:18:45 -0400 From: Tal Meta Subject: Re: [RQ-RULES] BFRP Character Generation Hibbs, Philip wrote: > > I think what we really need is a third alternative, ie. a Really Good, Easy > Character Generation System. Any ideas? I'll chime in with support for the Elric! flavor; i.e. pick any 13 skills, and give yourself 20% + modifiers in each. You could work this in a "per 10 years experience", as well. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 21:26:51 -0400 From: Tal Meta Subject: Re: [RQ-RULES] BFRP Combat skill mechanics Simon Hibbs wrote: > > How about having special resuls when you roll doubles - 11, 22, 33, 44, > 55, etc. Doubles double damage. Unless you failed the roll of course, in > which case you're in Double Trouble! If nothing else, it's a good mnemonic. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 21:34:35 -0400 From: Tal Meta Subject: Re: [RQ-RULES] BFRP Project Organisation Hibbs, Philip wrote: > > No, nothing so organised. My intention at this stage is to work out who > wants to work on what, and what general level of detail we want to go to. As > for a 'final arbiter', I vote for ME! ME, ME, ME, ME, ME! :-) I think > several people had this idea at more-or-less the same time, so I can't claim > it was my idea, though. Phil, I second your nomination for Coordinator. :) (Based on the amount of actual work I've truly logged on the maps for the Temple project, I know better than to throw my hat in the ring. But I did manage to get a friend of mine who's a middling artist to draw a sketch of my liche from that project... when I get it scanned I'll mention it on here). - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 15 Oct 1998 21:51:39 -0400 From: Tal Meta Subject: Re: [RQ-RULES] BFRP Designer Hibbs, Philip wrote: > > Do you mean an email list specifically for BFRP development? That might be a > good idea. Don't look at me, folks; granted, it's a good idea, but I doubt MPGN will want to foster a list of that type (established RPGs are one thing...) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 16 Oct 1998 01:13:53 -0400 From: Tal Meta Subject: [RQ-RULES] Roll Call Are there any GMs in the NJ/NY/PA/MD area who would be interested in running Glorantha-based events (either RQ, HW, or any other flavor system) at a NJ convention I'm the RPG coordinator for in March of next year? If so, please contact me off-list for more information. Thanx. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** 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, 16 Oct 1998 09:04:33 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Skill difficulties >I want to be able to sit down with people I don't know, generate >characters from scratch in 30 minutes, including introducing them to >the game background and outlining the rules of play, and start playing. So you're only going to play MGF, or BODGERS, or the Clangers roleplaying game? I don't know of any commercial RPGs that have ever achieved that, and even Hero Wars doesn't do it. Except "The Extraordinary Adventures of Baron von Munchausen". >So long as the >player's can't say "Hang on, why can't I do so-and-so?" So if a player wants to use a whip to entangle the opponent's weapon, you want rules for it? Or should it have a meta-rules system that allows the referee to work out a balanced rules mechanic for all unusual situations? That's a bit of a tall order for a simple, "lite" games system. There will always be some things that the game system can't handle. For instance, Hero Wars has no divine intervention, and no sensible way of including it either. Greg sez that there's no DI in Glorantha, it's a RQ thing. >How about keeping the categories, but not claculating anything. You >get +15% in one category, +10% in another, +5% in another, +0% in >two and -5% in the last. You choose. I like it. >> In addition, you can add a critical success if the roll is exactly >> equal to the skill of the character (80% in the above example). >Hmmm..... that could work. Not for skills over 100, or even over 95 if we keep the 96-00 = auto failure. Also, that gives even masters a 2% chance of fumbling, which is quite bad. philip.hibbs@tnt.co.uk http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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, 16 Oct 1998 09:20:30 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] BFRP Project Organisation >Any gm, old or new will know what the meaning of >fumble is and how to best fit it into the situation at hand. I disagree with this specific, but generally I agree with your sentiments. >Your game rules will be very simple... "The referee will tell his story >any way he sees fit, oh yeah, you can roll some dice if you want." That puts off new referees, and young players. People like to buck the system, and use rules and die-rolls to foil the GM's evil plots. >"Who needs all of those weapon boosting spells... >Bladesharp and Fireblade is one too many". You know my opinion on that! Magic should be weird and strange, foreigners (including "Orlanthi Foreigners", ie those from the next valley) should have different, strange magics. philip.hibbs@tnt.co.uk http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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 #182 ************************************* *************************************************************************** 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 Hasbro/Avalon Hill Games. 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