From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #14 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, January 21 1999 Volume 02 : Number 014 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices RE: [RQ-RULES] extraneous magic points RE: [RQ-RULES] Stinkin Sorcerers an' stuff Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices [RQ-RULES] Regeneration... Re: [RQ-RULES] Other Previous Experience Re: [RQ-RULES] Other Previous Experience RE: [RQ-RULES] Other Previous Experience RE: [RQ-RULES] Regeneration... RE: [RQ-RULES] Regeneration... [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) [RQ-RULES] experience check frequency [RQ-RULES] Limb Loss 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: Tue, 19 Jan 1999 21:22:21 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices Rich Allen wrote: > > > Have you ever looked at the Sorcery rules Sandy Petersen wrote? (I > > forget if this question has already been asked). > > To be honest, I haven't done more than glance through them > quickly. I know we're probably in the minority here, but we like the I thought this was an illusion the first time, but has anyone else gotten 3-4 copies of this message? - -- 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: Wed, 20 Jan 1999 00:37:29 -0600 From: Jim Gould Subject: Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices > Rich Allen wrote: > > > > > Have you ever looked at the Sorcery rules Sandy Petersen wrote? (I > > > forget if this question has already been asked). > > > > To be honest, I haven't done more than glance through them > > quickly. I know we're probably in the minority here, but we like the > > I thought this was an illusion the first time, but has anyone else > gotten 3-4 copies of this message? > I got 3. ObRules content: Has anyone tried integrating the old Swordbearer magic system into RQ3? The power levels seem reasonably consistent, and it was a cool system ... I'm contemplating throwing a Swordbearer-style magician at my players just to see what happens. "Dammit" Jim Gould jgould@io.com "I don't care who's coming! He's killed my little pony!" *************************************************************************** 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, 20 Jan 1999 14:21:03 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] extraneous magic points >Also, if they happen to have a 20 Pow sylph stuck >in a box, they can mind link with the sylph and suck out the mp's. Stop what you are doing, and download GRIMOIRE.DOC from Craig's Glorantha Page: http://www.hccweb.demon.co.uk/glorantha/sandy.htm Full of useful tips and tricks for sorcerors, priests and shamans. Craig's page is, IMO, the latest version of Sandy's on the web. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 20 Jan 1999 16:52:34 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Stinkin Sorcerers an' stuff Wow, you guys have been busy while I've been off ill! Nice to see sorcery getting some quality talkin' time... Richard Ohlson: >Oh, and as an act of realism (and blatant game balancing) we play >that a matrix needs one point of power per stat, but it can only hold >up to 20 points of that stat. Realism? This is magic we're talking about ... :) I've seen this rule elsewhere, I think it's in Sandy's, and it might only be 10 points, I can't remember. >Now, in some games I've played in (but not the one I run) it's >been ruled that a two point matrix is a two point matrix, not >specifically an INT spirit matrix or a MAGIC spirit matrix I've seen it run that way, in fact I think I used to run it that way. Simon: >In glorantha we know that wizards are part of their church >hierarchy. Surely it's reasonable to assume that they might >gather together and pool resources to summon realy large >spirits, should they choose to do so? From Sandy's Grimoire: Summoning Halls are common in Fonrit and the West. Several magicians each cast 3-4 points of area enchantment, with appropriate spell matrices set to attack disembodied spirits within the enchantment. Hrestoli Colleges of Magic use Drain Soul matrices. All colleges use Dominate spell matrices. This makes the hall relatively safe and convenient to do summonings in. Tal: >So? Instead of a lion cub, choose a nymph, or some >other intelligent but incomplete creature. IMO, this is a great idea. Spend a few years consolidating your abilities by making matrixes, then go out for a cool familiar like a dryad or a chonchon. Hags make great Uz familiars. Magic spirits are also cool, as Arlaten demonstrates. RE: SotB >Hmm, that sounds very interesting. I guess I'll have to >track down a copy. Thanks! It's probably still available as part of a bargain bundle for about 20 quid, including SiP and LoT. If you're in the UK, try forge@wayland.powernet.co.uk and ask Roj if he can still get it. He's an old RQ hack, running a mail order RPG biz, and about to open a proper shop in Birmingham. On the subject of sorcerors and spirits, I think they would have problems sumoning and binding spirtits while off in theist lands, but back home they are tame, domesticated things that present little problem for them. Maybe the 10% chance of summoning a gribbly by mistake only applies when away from your own turf, no matter what school of magic you use. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 20 Jan 1999 16:22:13 -0600 From: "Rich Allen" Subject: Re: [RQ-RULES] Why Sorcerers Build Magic Point Matrices > I thought this was an illusion the first time, but has anyone else > gotten 3-4 copies of this message? Sorry, I'm having ISP/mail troubles. Hopefully they've been fixed now and you won't get multiple copies of my messages anymore! Rich *************************************************************************** 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, 20 Jan 1999 19:25:29 -0600 From: "Rich Allen" Subject: [RQ-RULES] Regeneration... Hopefully this question won't generate quite as much controversy! The errata to the Regenerate sorcerery spell seems to say that duration is no longer required. I say that because the sentence in the rule book that specifically mentions that the spell must have a duration long enough for the regeneration to take place is replaced by a sentence that doesn't mention duration at all. I think this is a good thing, mainly because in order to regenerate a 4 point limb before the errata, you needed to have 16 Free INT if cast within 10 melee rounds of the wound, and 18 Free INT if cast after that. Most human sorcerers would never be able to cast it!! It would now only take 4 Free INT for the spell, no matter when the spell is cast, with the length of time required for the regeneration process remaining the same as before. Is this correct? Does the errata remove the need for adding duration to the Regeneration sorcerery spell? Rich 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, 20 Jan 1999 19:30:30 -0600 From: "Rich Allen" Subject: Re: [RQ-RULES] Other Previous Experience > Rich Allen > >I'd really like to see some good rules for creating more powerful > >mid-level characters. > I didn't like the format, didn't flow. I had to reformat it in Word with > tables and it looks much cleaner. Stephen's was htm format. So if > someone wants my format, I would be willing to e-mail it to you. Just > contact me direct. Hi! I have a copy of the HTML version, but I'd really like a copy of your Word formatted version. I have read the RQ4 character generation rules, but they don't really fit in well with RQ3 unless you make the other skill changes discussed in RQ4. I'd rather have some way of creating RQ3 characters while remaining within the RQ3 rules. I found some ideas on expanding the point system as described in the players book. It looks promising. Rich 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, 20 Jan 1999 19:37:30 -0600 From: "Rich Allen" Subject: Re: [RQ-RULES] Other Previous Experience > Hi! I have a copy of the HTML version, but I'd really like a copy > of your Word formatted version. I have read the RQ4 character Damn! Sorry, that was supposed to go to Jim direct. *************************************************************************** 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, 21 Jan 1999 08:34:41 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Other Previous Experience Have you tried out Nikk Effingham's points based system? Try here: http://www.geocities.com/TimesSquare/Lair/7556/chargen.htm I've written a spreadsheet for it, available in Excel 5 or Psion 5 format. philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 21 Jan 1999 11:28:35 -0000 From: Ashley Munday Subject: RE: [RQ-RULES] Regeneration... Here are a couple of thoughts about healing and regeneration.... 1. I reckon that the intensity of the regeneration spell should determine the rate at which the limb grows back. An Intensity 20 spell would grow the limb back 20 times faster than a 1 intensity spell. The spell has to be kept going until the limb completely grows back ( taking Presence or pay up front duration as per the original '84 rules). 2. Treat Wound could work the same way - the target recovers 1 hit point per hour per intensity of spell. (I've used this and it seems to worked okay for us.) This is significantly weaker than most versions of treat wounds on the market though! 3. Am I the only person on the planet that dislikes the First Aid skill restoring hit points? Shouldn't first aid accelerate the natural healing rate (by preventing infection and it's ilk)? Think of an averagish man with 3 hit points on each arm. A moderately lucky first aider could restore it from being useless (0 hit points) to unhurt with one roll. Ash PS: I have no idea about the regeneration spell as written, but 4 magic points seems a bit cheap to restore a limb when a spirit magician can't do it! PPS: Some of my current campaign's house rules are on http://www.geocities.com/MotorCity/1853/HouseRules.htm *************************************************************************** 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, 21 Jan 1999 11:53:25 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Regeneration... Ash Munday >3. Am I the only person on the planet that dislikes the First Aid >skill restoring hit points ... Think of an averagish man with 3 hit >points on each arm. A moderately lucky first aider could restore >it from being useless (0 hit points) to unhurt with one roll. So? Rolling a 3 on the die roll could be interpreted as it merely having been dislocated, rolling a 1 or 2 indicates that it was something more serious that First Aid couldn't completely remedy. >PS: I have no idea about the regeneration spell as written, but 4 >magic points seems a bit cheap to restore a limb when a spirit >magician can't do it! Professional sorcerors should be considered on a par with priests or shamans, either of whom can regrow limbs given access to the right kind of deity or spirit cult. I reckon some healing spirits should be able to regrow limbs as an innate ability. I agree that it should be difficult, though. Rich Allen >in order to regenerate a 4 point limb before the errata, you >needed to have 16 Free INT if cast within 10 melee rounds >of the wound, and 18 Free INT if cast after that. Most >human sorcerers would never be able to cast it!! So? Most priests can't cast Regrow Limb either, you need to be in a cult like CA or XU. I'm all in favour of it being difficult to find a sorceror that can cast a spell big enough. Basically, it needs a matrix. Priests need to spend POW to get the spell, so why should sorcerors be able to get away with no POW expenditure at all? philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 21 Jan 1999 15:01:21 +0100 From: "Terje Tollisen" Subject: [RQ-RULES]Experience rolls(was: Why Sorcerers Build Magic Point Matrices) Rich Allen: > Do your adventures only last one session? Ours last, on average, > about five or six sessions. POW gain rolls, according to the rules, > can only be done when experience gain rolls are done, and that is > at the end of an adventure, after the character has had time to relax > and reflect on what happened during the adventure. I know, it > doesn't make sense, but it's in the rules, and we really do try to > play within the rules as written. I do not think the rules intended that experience is rolled so seldom. If your adventures last 6 seasons that is one full year. In effect the characters does not learn anything during a year. Yes, the rules says the characters should have some time off, to reflect and think, but I really don't see it that way. Besides, if an adventure last 6 seasons, are the characters out fighting monsters of busy conspiring against some evil count every single day? I bet they take a few days off now and then to relax. Or maybe they travel for a week or two to get somewhere. Let then roll for experience then. Even if the characters are really busy every single day it might be a good idea to let them roll for experience every two or three weeks anyway, just to get some advancements for the characters. Lest comer them to p party that are out on adventures/missions for the temple etc every other week. They would get to roll for experience too every other week, while your party that is out adventuring all year (and using their skills twice as much) only get to roll once a year. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsaasveien 99 0491 OSLO Norway ********************* *************************************************************************** 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, 21 Jan 1999 11:38:31 -0500 From: "Loren Miller" Subject: [RQ-RULES] experience check frequency I realize that the RQ3 rules state that the GM is to let player characters have experience checks at the end of an adventure. I've tried playing that way. I've also tried playing that the characters get experience checks at the end of each evening's play. In the end I come around to the RQ2 rule. Let the characters get experience checks when they have a week of free, non-adventuring time so that they can digest their experiences and learn from them. This rule encourages the players to play fairly fast instead of getting tediously deep into the minutae of their lives, because that way they get more experience checks. This rule also prevents characters from improving too quickly, since the passage of game time is necessary for them to gain experience. It strikes a good balance and that is why I like it. Cheers, Loren - -- +++++++++++++++++++++++23 Loren Miller "If men cease to believe that they will one day become gods then they will surely become worms." --Henry Miller, _The Colossus of Maroussi_ *************************************************************************** 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, 21 Jan 1999 16:44:00 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] Limb Loss Under "damage equals or exceeds twice limb location hits", it says that ti must be healed up to full HP within 10 melee rounds, or can never be recovered. Does this mean that Regrow Limb or Regenerate will not work? It also says that if it can be healed to +HP before SR10, then it is not maimed. Even if this happens on SR1, and someone with a DEX SR of 1 immediately changes their statement of intent to cast a heal spell instead, they can only cast Heal 2. Heal Would could do it, so long as you change the rule whereby divine spells go off on SR 1 to just having them take 1 SR to cast. Even in this case, with changing statement of intent, this only leaves 6 SR to pump 6 HP in with. Anyone with 4 HP in their limb is knackered. Does anyone have a sensible interpretation of these rules to offer? philip.hibbs@tnt.co.uk http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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 V2 #14 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. 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