From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #199 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, November 9 1998 Volume 01 : Number 199 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] One Weapon Skills. [RQ-RULES] GURPS-like hit location table Re: [RQ-RULES] Separate attack/parry? [RQ-RULES] DMD - Geshtai for RQ/Greyhawk [RQ-RULES] DMD - Hajira for RQ/Greyhawk [RQ-RULES] Dagger parrying RE: [RQ-RULES] Dagger parrying Re: [RQ-RULES] GURPS-like hit location table Re: [RQ-RULES] November Pitch Re: [RQ-RULES] Dagger parrying 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, 6 Nov 1998 19:34:09 +0000 From: Michael Cule Subject: [RQ-RULES] One Weapon Skills. I think if you're going to use just one skill for each weapon I should say that you need to take into account the nature of the weapon. How about this. Weapons are either Attackers, Parryers or Both. If a Weapon is Both then use full weapon skill for both attacking and parrying. Examples might be quarterstaffs and two handed swords. If a Weapon is primarily an Attacker then use full weapon skill for attacking and half skill for parrying. An example might be a Broadsword. If a Weapon is primarily a Parryer then use full skill for parrying and half skill for attacking. An example might be a Shield. Some weapons might need special rules, for example fencing weapons but overall I think this is workable. Thoughts? - -- Michael Cule *************************************************************************** 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, 07 Nov 1998 03:39:20 +0100 From: Pedro Arnal Puente Subject: [RQ-RULES] GURPS-like hit location table Hello everybody I am preparing a campaign set in Normandy circa 1100 AD, and wondering what bits of RQ4 i'll let enter my house rules I have come to some interesting questions. Has anybody used a GURPS-like (or the GURPS one) hit location table? I would like to have some info before playtesting it. Many Thanks. ...por la destruccion de todo lo que es. *Saludos Mercenarios. Pedro Arnal Puente*** *ICQ: 10335335 * Correo-e: parnal@lander.es* *************************************************************************** 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, 7 Nov 1998 17:25:35 -0000 From: Sergio Mascarenhas Subject: Re: [RQ-RULES] Separate attack/parry? Simon makes a lot of arguments in favor of keeping attack and defense together within a single skill, to which I would like to had a further one: > Just becasue it's possible to categorise moves, or stages within > a manoeuvre, as being an attack or a defence, does not mean > there is any qualitative difference in the type of skill or technique > used to execute it. True. In fact, the best argument I've read so far in favor of separate attack and defense skills misses the point IMO. This argument stresses that there are people that are very effective at attacking or at parring, but not at the two. This is true, but I think that it's not because these people develop attack and parry like if they were separate skills, but for a completly different reason that has nothing to do with skills (at least, at a first approach). The reason why some people seem to be better at attacking, while other people seem to be better at defending is connected to how they deal with risk. Risk averse people try to avoid risk, so they favor deffense; risk 'seeking' people go for attack, at the cost of defense. This as to do with personality, not with skill. That's why I proposed a while ago the introduction of personality traits in BFRP*. One of those would be Courage. In combat, a Coward or Prudent character would have a skill penalty to attack and a bonus to defense; a Courageous or Imprudent character would have a penalty to defense and a bonus to attack. Sergio * I think that the fact that's is to be a development of BRP doesn't mean that we should not introduce rules for things that are missing from BRP. BRP does not have personality rules. IMO we should introduce BASIC personality rules. *************************************************************************** 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, 06 Nov 1998 23:35:42 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Geshtai for RQ/Greyhawk Gods of the Bakluni GESHTAI Runes: Water, Stasis Geshtai is the goddess of Lakes, Rivers, Wells, Streams, and Oasis. Cult in the World Geshtai was born of the love between stormy Qozamal and Hakuum of the sea; she serves both as the conduit between them and the source of life for mortal man. Geshtai's faithful observe the 28th of Fireseek as their High Holy Day, with lesser services on the 28th of Wealsun, Harvester, and Sunsebb. Services are held wherever water pools; cisterns, oasis, lakes, etc. Geshtai's priestesses typically wear chador of deep blue, and keffiyeh and agal of purest white, symbolizing the purity of the water they guard. Lay Membership Requirements: Geshtai has no dearth of lay worshippers; it can honestly be said that anyone who thirsts gives their thanks to her for the clean water that is her province. Skills taught by the cult include Boat, Swim, Sing, Craft: Pottery, First Aid, World Lore, Conceal, Listen, Scan, Taste, and Ceremony. Initiate Membership Requirements: Standard. Initiates of Geshtai are charged with maintain in the purity of their local water supplies, insuring that animals, laundry, and waste are all given back to the water properly. They also guard the cult cisterns, where water is stored against drought, as well as selected sacred oasis, that are neutral ground for all desert tribes. Spirit Magic: Detect Water, Hibernation, River Eyes, and Sustain. Priesthood Requirements: Standard. Known as the Water Bearers, Geshtai's priestesses take their duties very seriously, especially now that so much of their land is now dry steppe and desert. Geshtai's cult enjoys good relations with that of Ben-Hadar's, though they do not share spells with each other. Virtues for her priestesses include: Calm, Honorable, Joyous, and Prudent. Common Divine Magic: all Special Divine Magic: Breathe Water, Command Potameides, Guardian Undine, Pathway, Purify Water, Ride River Horse, Water Fist Associated Gods Hajira: provides Shield Hakuum: provides Command Undine Istus: provides The Sight Qozamal: provides Predict Weather - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Sun, 08 Nov 1998 18:30:15 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Hajira for RQ/Greyhawk Gods of the Bakluni HAJIRA Runes: Death, Mastery, Stasis Hajira is the god of persistance, courage, and bravery in war. Cult in the World Hajira is the son Zuoken and Jisarya, and brother to Xan Yae. He is one of Geshtai's many suitors, but the priests and their omens say that none have won her as yet. Where his sister Xan exemplifies physical mastery for the purpose of stealth, Hajira glorifies it for battle, preferably against a superior foe. He is the bright warrior of the desert, the scouring wind that hammers away until the enemy it is defeated. Hajira's followers observe the 15th of Goodmonth as their High Holy Day, with lesser observances on the days of major victories fought in Hajria's name in the local area. Temples to Hajira are built of dark stone, preferably situated on former battlefields. Hajira's priests wear scale armor decorated with alternating dark blue and silver scales, or in times of peace a soft silver-grey aba, followed by dark blue fez with a silver tassle. Lay Membership Requirements: Hajira's lay members are typically soldiers, mercenaries, and fighting men, though he also gains followers among those who must struggle against superior odds of any sort. Skills taught by the cult include Dodge, Leap, Maneuver, Ride, Throw, First Aid, Scan, Ceremony, Jambiya attack, Shortbow attack, and Khopesh attack/parry. Initiate Membership Requirements: In addition to the standard requirements, initiates of Hajira must have fought in and survived one battle against a numerically superior force (victory over that force is not required, merely that the battle have been fought), and must accept at least one of Hajira's gifts. In many military circles, being an initiate of this cult ensures advancement in rank, as well as a choice of the more select assignments. Spirit Magic: Bladesharp, Bow Meld, Fanaticism, Heal, Speedart, Strength, and Vigor. Acolyte Membership Requirements: as per Priests. Acolytes are expected to take on a new gift at this point, as well. Rune Lord / Priesthood Requirements: In Hajira's cult, Rune Lords must meet the higher requirememnts of both rune lords and priests. Known as farisans, they serve as the elite soldiery in the lands where they are common. Virtues for Hajira include: Energetic, Honorable, Loyal, and Warlike. Common Divine Magic: all Special Divine Magic: Courage, Living Blade, Morale, Oath, Shield, Weaponmight. Associated Gods Geshtai: provides Pathway Monahei: provides Heal Body Xan Yae: provides Reflection Zuoken: provides Mind Block - Minor Hajira's Gifts Hajira's Geasa Mastery of 1 weapon attack. Must foreswear all other weapons in favor of the chosen weapon (skills drop to 0%) Mastery of 1 weapon parry. Must foreswear the use of shields and armor, even spells that simulate their effects (shield, protection, etc.) Skill of Detect Ambush May never participate in an ambush. at 50% ** Raise STR to species maximum. Must sacrifice 1 POW to Hajira every year on High Holy Day, plus pay double tithing. doubled healing rate may never retreat from battle, even if sorely injured. bless specific weapon to do May never participate in a battle where the 2x damage (before armor). odds favor your side **Detect Ambush - This "passive" skill allows the user to automaticly detect the presence of an ambush, even if he is not actively searching for one. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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: Mon, 09 Nov 1998 09:48:39 +0000 From: Simon Hibbs Subject: [RQ-RULES] Dagger parrying bjm10 : >Whomever claimed that the spear, the short sword, or the dagger is >unsuited to parrying has simply studied under incompetent masters. They >are eminently suited to parrying--simply parrying in a different manner >than a simple SCA-style "put it in front o' me hed". I'm trying to imagine how much use a bowie knife would have been in parrying that spear..... hmmmmm. >Indeed, the dagger was a primary parrying implement in the Renaissance. >As for the spear, several Renaissance masters who describe its use >definitely describe parrying with it. Here bjm10 is talking about the Main Gauche (sp), a dagger that was specificaly designed for parrying. It had an enlarged cross guard and often also had a basket handle. The blade was also strengthened to withstand blows. This was hardly the average dagger. It was also only suitable for parrying rapiers, foils and such. It would have been pretty useless against a broadsword, spear, axe or indeed almost any other melee weapon. Are you seriously sugesting that the average dirk was a suitable parrying weapon? They often had the smallest of cross guards. In fact the cross guard on the vast majority of daggers is there purely to stop the user's hand slipping on to the bade. As for spears, they're perfectly effective at parrying other spears, but against swords, axes, etc I've seen numerous occasions where swordsmen have closed against spear and pikemen at the sealed knott and the spearmen were all slaughtered out of hand. (N.B. In fact most sealed knott pikes are much shorter than historical pikes, more like heavy 2 handed spears). 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: Mon, 9 Nov 1998 11:42:36 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Dagger parrying >I've seen numerous occasions where swordsmen have >closed against spear and pikemen at the sealed knott >and the spearmen were all slaughtered out of hand Yes, but to be fair, you're not allowed to kill the opposition with your pike in the SK. If they are determined to close with you, they can, with impunity. 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: Mon, 9 Nov 1998 08:50:11 -0500 From: "Bob Stancliff" Subject: Re: [RQ-RULES] GURPS-like hit location table > Has anybody used a GURPS-like (or the GURPS one) hit location table? > I would like to have some info before playtesting it. Sorry, I have played Champions hit location, but not GURPS. Bob Stancliff (stanclif@ufl.edu) 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: Mon, 9 Nov 1998 19:36:43 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] November Pitch The JG (Judges Guild I presume) Title 'Duck Pond'...I confess I've not heard of it.....good you give me some setails please? DomT - -----Original Message----- From: Tal Meta To: RuneQuest Rules Discussion List Date: 05 November 1998 16:38 Subject: [RQ-RULES] November Pitch >I've still got a few items that might be of interest to folks, so see >below... > >Prices listed do not include shipping. Unless otherwise indicated, all >items are used, but in VG - EX condition. A ""*"" after the price >indicates that multiple copies are available. > >AHG - 857 - RuneQuest Deluxe (Boxed) (EX) $20.00 >AHG - 85712 - Apple Lane (SW) $5.00* >AHG - 8571 - RuneQuest 3 PC's Box (SW) $15.00* > (This item contains books 1 & 2, plus dice, > Player's Notes, and RQ2 -> RQ3 Conversion) >AHG - 8572 - RuneQuest 3 GM's Box (SW) $15.00* > (This item contains books 3, 4, & 5, plus > map of Fantasy Europe & Play Aids) > >AHG - **** - Special! Take 8571 & 8572 for just - $25.00! > >AHG - 8575 - Character Sheets: Non-Human (SW) $5.00* >AHG - 8590 - Sun County (SW) $6.00* > >also see the GW section for RQ3 Hardcovers! > >CHA - 2005 - Basic Role Playing $5.00* >CHA - 2007 - thieves world boxed set (VG) $20.00 >CHA - 2015 - thieves world companion (MN) $14.00* > (see FASA section for thieves world modules) >CHA - 2102 - Stormbringer Companion $10.00 >CHA - 2106x - Hawkmoon Boxed Set (NM) $20.00 >CHA - 2107 - Shattered Isle $8.00 >CHA - 2111 - Rogue Mistress $15.00 >CHA - 2501 - Ringworld boxed set (VG) $66.00 >CHA - 2502 - Ringworld Companion (NM) $35.00* >CHA - 2907 - The Unknown East (SW) $15.00 >CHA - 3100 - Nephilim (Main Rulebook) $15.00* >CHA - 40?? - Creatures of Chaos 1 (NM) $10.00* >CHA - 4017 - Soloquest 1 (VG) $10.00 >FASA - T1 - Traitor $10.00* >FASA - T2 - The Spirit Stones $10.00 >FASA - T3 - Dark Assassin $10.00* >GW - 4614 - Basic RuneQuest Hardcover (NM) $20.00* >GW - 4628 - Advanced RuneQuest Hardcover (NM) $20.00* >GW - 4667 - Land of Ninja Hardcover - RQ3 (NM) $50.00 >JG - 380 - Duck Pond (for RQ) $15.00 >PAG - 1005 - Delta Green for CoC $24.00 >RMM - 0010 - TotRM #10 - Sea Special $9.00 > >Grading Guide >~~~~~~~~~~~~~ >SW - Shrinkwrapped >MN - Mint >NM - Near Mint >EX - Excellent >VG - Very Good >GD - Good >FR - Fair >PR - Poor > >Please e-mail me back if you're interested in anything, or have >questions, etc. > >-- >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. > *************************************************************************** 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, 9 Nov 1998 19:47:43 -0000 From: "Dom Twist" Subject: Re: [RQ-RULES] Dagger parrying >bjm10 : > >>Whomever claimed that the spear, the short sword, or the dagger is >>unsuited to parrying has simply studied under incompetent masters. >They >>are eminently suited to parrying--simply parrying in a different manner > >>than a simple SCA-style "put it in front o' me hed". > >I'm trying to imagine how much use a bowie knife would have been in >parrying that spear..... hmmmmm. > I've gone up against Spearmen carrying only a Scram (bought the same as a proper sized Bowie, which remember was made from a cut down sword originally!) and come out on top...if you can deflect the initial strike you have a fair chance of closing. If your oponent cant give ground he can end up in real probs. >>Indeed, the dagger was a primary parrying implement in the Renaissance. > >>As for the spear, several Renaissance masters who describe its use >>definitely describe parrying with it. > >Here bjm10 is talking about the Main Gauche (sp), a dagger that was >specificaly designed for parrying. It had an enlarged cross guard and >often also had a basket handle. The blade was also strengthened to >withstand blows. This was hardly the average dagger. It was also only >suitable for parrying rapiers, foils and such. It would have been pretty >useless against a broadsword, spear, axe or indeed almost any other >melee weapon. Broadsword and spear are certaily parry-able with a good dagger...axe's pose a certain amount of problems I'll admit...... >Are you seriously sugesting that the average dirk was a suitable >parrying weapon? They often had the smallest of cross guards. In fact >the cross guard on the vast majority of daggers is there purely to stop >the user's hand slipping on to the bade. That rather depends on the Smith who made it and the design doesnt it......beside that lack of suitability would be reflected in the AP of the weapon > >As for spears, they're perfectly effective at parrying other spears, but >against swords, axes, etc I've seen numerous occasions where swordsmen >have closed against spear and pikemen at the sealed knott and the >spearmen were all slaughtered out of hand. (N.B. In fact most sealed >knott pikes are much shorter than historical pikes, more like heavy 2 >handed spears). The main problem with parrying swords etc with a spear (or staff) is that the bstd fighting you tends to chop bits of your weapon...again AP! Thaz *************************************************************************** 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 #199 ************************************* *************************************************************************** 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.