From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #184 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 184 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Alternate damage rules. Re: [RQ-RULES] BFRP - Characteristics [RQ-RULES] BFRP Project Organisation RE: [RQ-RULES] BFRP - Characteristics [RQ-RULES] Character Generation [RQ-RULES] Request fof info and digest [RQ-RULES] game complexity RE: [RQ-RULES] BFRP Project Organisation [RQ-RULES] BFRP - Characteristics [RQ-RULES] BFRP - Characteristics [RQ-RULES] BFRP Weapon Damage RE: [RQ-RULES] BFRP Combat skill mechanics 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, 16 Oct 1998 10:37:27 +0100 From: Simon Hibbs Subject: [RQ-RULES] Alternate damage rules. I say : > 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. Tal Met : >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. I wasn't thinking of dividing skill by 5 to give the bonus. A Shortsowrd would give a flat +5 to Power for damage purposes. If you parry with it you get a flat +5 to Toughness against the parried blow. However, this could be how the crit* rules work. If you crit with a weapon attack, you add 1/5th your skill to your Power for that hit. If you crit a parry, you add 1/5th your skill to your Toughness (as well as the weapon bonus). *crit being used as a generic term for a good roll, however we decide to do that. Simon *************************************************************************** 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 10:42:28 +0100 From: "Paul Bestwick" Subject: Re: [RQ-RULES] BFRP - Characteristics Philip: >If we were to change the stat rolls, I'd prefer 2d6+3, like Simon suggested. >5-15 with average exactly 10, how far wrong can you go? But no, I say stick >with 3d6 and 2d6+3 for Siz and Int. Don't you mean 2d6+6 for Siz and Int ??? Paul Bestwick *************************************************************************** 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 10:43:27 +0100 From: Simon Hibbs Subject: [RQ-RULES] BFRP Project Organisation Tal Meta : >Phil, I second your nomination for Coordinator. :) Thirded, though I think we need to clarify what our mission statement is before that actualy means anything. I'll only contribute to something if I think I'm likely to actualy use the resulting system, or if I can use the stuff I contribute for my own projects too. I already roll a lot of my own rules anyway. Simon Hibbs *************************************************************************** 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 10:49:50 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] BFRP - Characteristics >>But no, I say stick >>with 3d6 and 2d6+3 for Siz and Int. >Don't you mean 2d6+6 for Siz and Int ??? DOH! 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 10:44:52 GMT From: mab@sdc1.bnsc.rl.ac.uk (Mystic Musk Ox) Subject: [RQ-RULES] Character Generation Hi, Ok, I rooted around in my directories and found this. It was sent to me by Liam McCauley around April 95, and was based on an earlier idea by someone called Colin (sorry, don't know last name). I didn't have anything to do with the idea or its execution, all the credit for that goes to Colin and Liam. I do have a copy of the original C code for generating the table, and it is configurable as to increment size, and as to whether left over time is carried forward to future training. I can post/send it if anyone is interested. cheers, Mark. - ---------------------------------------------------------------------- RuneQuest Previous Experience ============================= 1.Choose culture. 2.Choose parents occupation from culture. 3.Assign total of n points of training to skills required. (I use n = years over 15 * 2) 4.Consult table to find final skill percentage for each skill, depending on how you spend your points.. Final skill score after number of points training Base % 1 2 3 4 5 6 7 8 9 10 11 12 5% 29% 41% 50% 57% 64% 70% 75% 81% 85% 90% 94% 99% 10% 30% 42% 50% 58% 64% 70% 76% 81% 86% 90% 95% 99% 15% 32% 43% 51% 59% 65% 71% 77% 82% 87% 91% 95% 99% 20% 35% 45% 53% 60% 67% 72% 78% 83% 87% 92% 96% 100% 25% 38% 47% 55% 62% 68% 74% 79% 84% 89% 93% 97% 101% 30% 41% 50% 57% 64% 70% 76% 81% 86% 90% 95% 99% 103% 35% 45% 53% 60% 67% 72% 78% 83% 87% 92% 96% 100% 104% 40% 49% 56% 63% 69% 75% 80% 85% 90% 94% 98% 102% 106% 45% 53% 60% 66% 72% 78% 83% 87% 92% 96% 100% 104% 108% 50% 57% 64% 70% 75% 81% 85% 90% 94% 98% 102% 106% 110% Primitive Assistant Shaman - Summon, First Aid, Animal Lore, Plant Lore, World Lore, Ceremony, Enchant, 1H Spear or 1H Club or 2H Spear Attack, 2H Spear or Shield Parry or Dodge, 1 other. Fisher - Boat, Swim, Throw, Craft Wood, Scan, Animal Lore, Missile Weapon, 1H Spear or 1H Club Attack, 1H Spear or Club Parry or Dodge, 1 other. Hunter - Sneak, Throw, Listen, Scan, Track, Hide, Missile Weapon, Weapon Attack, Weapon or Shield Parry or Dodge, 1 other. Nomad Assistant Shaman - Summon, First Aid, Animal Lore, Plant Lore, World Lore, Ceremony, Enchant, Ride, 1H Weapon Attack, Shield Parry, 1 other. Crafter - Craft, Ride, Evaluate, Speak Own Language, Human Lore, Devise, Missile Weapon, 1H Weapon Attack, Shield Parry, 1 other. Herder - Ride, Scan, Animal Lore, Track, Plant Lore, Listen, Missile Weapon, 1H Weapon Attack, Shield Parry, 1 other. Hunter - Ride, Animal Lore, Scan, Track, Throw, Search, Missile Weapon, 1H Weapon Attack, Shield Parry, 1 other. Noble - Ride, Orate, Throw, Human Lore, Scan, Search, Missile Weapon, 1H Weapon Attack, Shield Parry, 1 other. Warrior - Ride, Scan, Animal Lore, World Lore, Conceal, Listen, Missile Weapon, 1H Weapon Attack, Shield Parry, 1 other. Barbarian Assistant Shaman - Ceremony, Summon, First Aid, Animal Lore, Plant Lore, World Lore, 1H Weapon Attack, Shield Parry or Dodge, 1 other. Crafter - Craft, Devise, Fast Talk, Evaluate, Human Lore, Speak Other Language, 1H Weapon Attack, 1H Weapon or Shield Parry, 1 other. Entertainer - Fast Talk, Orate, Sing, Human Lore, Sleight, Play Instrument, Conceal, 1H weapon Attack, 1H Weapon Parry or Dodge, 1 other. Farmer - Plant Lore, First Aid, Animal Lore, World Lore, Scan, Craft Wood, Devise, 1H or 2H Weapon Attack, 2H Weapon or Shield Parry or Dodge, 1 other. Fisher - Boat, Swim, Animal Lore, World Lore, Scan, Climb, Throw, 1H Spear Attack, 1H Spear Parry or Dodge, 1 other. Herder - Animal Lore, Scan, First Aid, Plant Lore, World Lore, Missile Weapon, 1H Weapon Attack, Shield Parry or Dodge, 1 other. Hunter - Track, Sneak, Animal Lore, Devise, Scan, Hide, Missile Weapon, 1H Spear Attack, 1H Spear Parry or Dodge, 1 other. Noble - Ride, Orate, Fast Talk, Evaluate, Human Lore, World Lore, Speak Own Language, 1H or 2H Weapon Attack, 2H Weapon or Shield Parry, 1 other. Priest - Orate, Read/Write Own Language, Ceremony, Human Lore, Speak Own Language, Enchant, Summon, 1H or 2H Weapon Attack, 2H Weapon or Shield Parry, 1 other. Warrior - Listen, Scan, First Aid, World Lore, Ride, Track, Missile Weapon, 1H or 2H Weapon Attack, 2H Weapon or Shield Parry, 1 other. Civilised Crafter - Craft, Devise, Evaluate, Secondary Craft, Fast Talk, Human Lore, Search, 2H Spear Attack, 2H Spear Parry, 1 other. Entertainer - Play Instrument, Huma Lore, Sleight, Sing, Conceal, Fast Talk, Orate, 1H Weapon Attack, 1H Weapon Parry or Dodge, 1 other. Farmer - Plant Lore, First Aid, Animal Lore, World Lore, Mineral Lore, Devise, Scan, 2H Long Weapon Attack, 2H Weapon Parry or Dodge, 1 other. Healer - First Aid, Plant Lore, Human Lore, Animal Lore, Mineral Lore, Devise, Search, 1H Weapon Attack, 1H Weapon Parry or Dodge, 1 other. Herder - Animal Lore, World Lore, Listen, Scan, First Aid, Devise, Missile Weapon, 1H Weapon Attack, 1H Weapon Parry or Dodge, 1 other. Merchant - Evaluate, Fast Talk, Huma Lore, Speak Own Language, Orate, Speak Other Language, Read/Write Own Language, 1H Weapon Attack, 1H Weapon Parry, 1 other. Noble - Ride, Fast Talk, Orate, Speak Own Language, Human Lore, World Lore, Speak Other Language, 1 H or 2H Weapon Attack, 2H Weapon or Shield Parry, 1 other. Priest - Orate, Speak Own Language, Human Lore, Read/Write Own Language, Ceremony, Enchant, Summon, 1H or 2H Weapon Attack, 2H Weapon or Shield Parry, 1 other. Sailor -Boat, Climb, Swim, Ship Handling, World Lore, Craft Wood, Scan, 1H Weapon Attack, 1H Weapon Parry or Dodge, 1 other. Scribe - Speak Own Language, Read/Write Own Language, Human Lore, World Lore, 1 other Lore, Craft, Read/Write Other Language, Dagger Attack, Dodge, 1 other. Soldier - First Aid, Human Lore, Ride, Throw, Listen, Scan, 1H Weapon Attack, Shield Parry, Missile Weapon or 2H Weapon Attack & Parry, 1 other. Thief - Climb, Evaluate, Conceal, Sleight, Hide, Devise, Sneak, Shortsword or Rapier Attack, Shortsword or Main Gauche Parry or Dodge, 1 other. *************************************************************************** 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 11:05:34 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Request fof info and digest Two small things : Where can I find the GURPS-Lite rules ? And can somebody send me digest #181, that I never received (?!). Thanks. Alain. alain.rameau@total.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: Fri, 16 Oct 1998 11:04:54 +0100 From: Simon Hibbs Subject: [RQ-RULES] game complexity Phil says : >>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've achieved this with both my current Gloranthan Lunar Agents campaign and the Star Trek game I run at a games club. Using a streightforward system it's fairly easy, at least for most types of character. How long does it take to roll 7 stats on 2D6, calculate a damage modifier and HP total and allocate 500 points to a list of skills? Magic is a bit more complicated, but that's why it takes 30 minutes as against 15. Maybe I'm being amitious with the bit about "including introducing them to the game background and outlining the rules of play", but I mean only in general terms. The rules for most things can be explained as they become necessery. >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? Both RQ3 and Elric have rules for entangling weapons, I assume that any game we produce would too, prefferably in a 'spot rules' format. >>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. It's a cross between the RQ3 method and the Elric method. In Elric you choose a general archetype - 'educated', 'tough' or whatever and that gives you +20% on a list of skills. Simon Hibbs *************************************************************************** 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 10:58:05 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] BFRP Project Organisation >Thirded, though I think we need to clarify what our mission >statement is before that actualy means anything. Ulp! OK, I'll see if I can work something out over the weekend. 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 11:24:08 +0100 From: Simon Hibbs Subject: [RQ-RULES] BFRP - Characteristics Alain : > I am happy with the current seven RQ characteristics. > > But may be we can roll them with 3D6+2, giving a range between 5 and > 20. This would mean that when I ask everyone to roll on their DEXx5%, some characters will always have 100% which is no fun (IMHO). It also means that nonhumans with higher than human stats will be well over 20. I realy don't see any benefits to this. Simon Hibbs *************************************************************************** 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 11:31:54 +0100 From: Simon Hibbs Subject: [RQ-RULES] BFRP - Characteristics Phil : >If we were to change the stat rolls, I'd prefer 2d6+3, like Simon suggested. >5-15 with average exactly 10, how far wrong can you go? But no, I say stick >with 3d6 and 2d6+3 for Siz and Int. I realy don't like 3D6, and neither do players. Lets face it, how many GMs actualy make their players roll on streight 3D6 for their attributes? I'd rather have 2D6+6 across the board than 3D6. That way I wouldn't feel bad about making players keep stats of 8. They still get 40% on a stat by 5 roll! I don't mind playign characters with a severe flaw now and then. What i don't like is having to play a character with a severe flaw when I don't want to - when it doesn't fit with what I want to do with that character. A characteristic of 3 is a severe flaw, but a stat of 8 is a weakness I can live with. Simon Hibbs *************************************************************************** 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 11:45:06 +0100 From: "Paul Bestwick" Subject: [RQ-RULES] BFRP Weapon Damage What are we suggesting the effects should be of a critical or special should be? Do we say that a special for a slashing or crushing weapons does no extra damage as per the official RQ3 rules? Do we revert to RQ2 idea of different rules for each damage type? Or do we amend it with some new ideas? My own is for removing the link to the weapon damage, but adding an extra damage dice based on the type of damage inflicted: Impale d8, slash d6, crush d4 ? I expect this to be shot down in flames, but I thought it worth throwing it in the pot. Re-visiting my idea of rolling an additional d20 to determine fumbles/specials/criticals is the idea that if a PC or NPC needs to make an aimed attack at an opponents vulnerable spot eye/mouth etc. then a player can sacrifice %to hit chance to increase their chance of a special perhaps -10% for a +1 chance to special. With the -10% is variable based on the difficulty of the task. Also it creates an interesting line in gifts/geases in that you could have a +1 chance to special on favoured cult weapons and -1 on all other weapons. This represents the gods blessing the use of his favoured weapons. Anyway comments please Paul Bestwick *************************************************************************** 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 11:56:39 GMT0BST From: Bruce Mason Subject: RE: [RQ-RULES] BFRP Combat skill mechanics > From: Simon Hibbs > 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! This could work quite well if fumbles were toned down somewhat. E.g. a double success = double damage (standard critical) but a double failure equals a standard mishap (aka fumble). Again the default might be automatic failure for your next action or somesuch. Then you could have 01 for double plus good success and 00 for double plus bad. It takes all the maths out of the system, which is nice. As I type this, the more I think about it the more I like it. I'm sure there are drawbacks but I'm enjoying the first flush of enthusiasm. - ---Bruce Bruce Mason, SOCAS, UWC. Research Associate: Hypermedia and Ethnography Email me for more information about this project or check the following url: http://www.cf.ac.uk/uwcc/socas/research/hyper/ *************************************************************************** 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 #184 ************************************* *************************************************************************** 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. 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.