From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #16 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Monday, January 25 1999 Volume 02 : Number 016 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re Other Previous Experience [RQ-RULES] RE Limb Loss [RQ-RULES] Character starting experience 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, 21 Jan 1999 21:32:53 -0500 From: "Jim Bickmeyer" Subject: [RQ-RULES] Re Other Previous Experience Rich Allen wrote >. 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. Yes there is at least one skill we have decided not to use. There are more skills we have incorporated into play. The skill one skill I can remember that we decided not to use was, Maneuver. It is for moving around in a combat situation, engaging, and disengaging. I have dealt with it in the past with Dex rolls, Jump skill rolls, and GM desecration. The other skill we use. Some new one in the RQ4 rules include: Battle - Being able to determine how and what in the heat of a battle and making right decisions. Scout – Know how to scout and explore a type of terrain. Plains, Woods, Mountain…. Ventriloquism – Know any good jokes for a wooden dummy?, or the more fabled, thrown voice. There are some good, some not so good. We pick and chose. But it works for us. Jim Bickmeyer *************************************************************************** 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 22:47:06 -0500 From: "Jim Bickmeyer" Subject: [RQ-RULES] RE Limb Loss Philip wrote >It also says that if it can be healed to +HP before SR10, then it is not maimed > Does anyone have a sensible interpretation of these rules to offer? I deal with it by looking at the rules as; Within 10 SR of the wound occurring. This gives you a chance to get healed. It works for us, because I allow the actions that can not be finished in one MR, to be carried over and completed in the next. That means I ignore most of the book keeping at SR 10. For us, book keeping happen at the SR of the event. Jim Bickmeyer *************************************************************************** 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, 25 Jan 1999 11:53:05 +0000 From: Simon Hibbs Subject: [RQ-RULES] Character starting experience Rich Allen : > Just curious: do you have an alternate method for creating >characters than what's listed in the book? Or do you just allow >starting characters more than the 2d6+15 for starting age? I'd >really like to see some good rules for creating more powerful mid- >level characters. When I used to run straight RQ3 I usually used to give characters more than the basic starting experience. They usually got about 10 years experience after age 15 and some of that could be takes as 'quick' experience - 30 points per year spread as the player likes. Nowadays I use a home-grown character generation procedure based on Elric. I use the Elric game rules with the RQ3 magic system. Players get 400 or 500 skill points and from that they can also buy spells and POW points to build magic items. Note that in Elric skills over 100% are not so much of a problem, also the characters don't get initiate experience or whatever so they have to buy their spells from points, so it's not as generous as it sounds. >You must have missed my earlier post where I said we use a rule >that requires POW crystals to be attuned before they can be used, >and that the process of attuning them empties them of any >previous owner's MPs. This is an additional rule to fill a gap where >none exist, we're aren't changing an existing rule, because none >exist for this situation. That's fine for crystals, but enchantments do not have to be attuned. How do you get the MPs out of them? >> Perhaps in your game, but most sorcerers will get a POW check per >> session most of the time. That probably equates to a point of POW >every > >Do your adventures only last one session?...... In the ongoing RQ game in which I'm playing a shaman our sessions last from 6 to 12 hours, which is usually enough to get through an adventure, also some adventures have breaks along the way that allow experience checks. >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. Except where you've changed the rules to make magic less common or powerfull and more difficult to use, of course. >See above. We basically extend the attuning rules of crystals to >cover all MPME. YCMV. Ah! I see - what was that you said about playing within the rules as written? >> { We rule that MP's stored in a crystal (or any other magic point >> {matrix item) can only be used by the individual that put them there, >>{and only one person's MP's can be in an MPMatrix at a time >Once again, there is no rule to contradict this, so what rule are we >changing? We are adding rules to cover situations were none >exist, that's all. The rules state that anyone touching an enchantment can use it unless they are prevented by the enchantment's user restrictions. You require attunement, which is a change to the rules. You just said so, quoted four paragraphs above, for goodness sake. >How does 4d6+3 cover 35 POW spirits? Or 50 POW, or 100? I didn't say it does. I simply pointed out, as a 'by the way' side comment that there are printed stats for spirits more powerful than the average on those encounter tables. I did not say anything about 35 or 100 POW. However, if you want such spirits, what's so difficult about having them in your game? The section on spirits in the bestiary clearly states that there are many types of spirit for which no stats have been given, such as more powerful versions of listed spirits, intelligent elementals, etc. >My rule books (RQ3 Deluxe Edition) have no side bar examples of >summoning spells or rituals of any kind, and the rules themselves >very clearly state that enough extra MP's must be pumped into the >summon spell to cover the MP's of the summoned creature or that >summon spell automatically fails. You pump in the MPs, but that doesn't mean that to put in 15 MPs you need to know a 15 point spell. The rules for backing up spells with 'extra' magic points over and above the points of the spell are given in the relevant section on spell casting. Your copy of Deluxe edition doesn't have the side bar description of Nikolos summoning a Nymph? Interesting! It's in both the old boxed edition and in my all-in-one softback copy of the deluxe edition. 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. ------------------------------ End of RuneQuest Rules Digest V2 #16 ************************************ *************************************************************************** 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.