From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #63 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, April 7 1999 Volume 02 : Number 063 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Animated cadaverous limbs RE: [RQ-RULES] New Tips [RQ-RULES] Site of Tips ? RE: [RQ-RULES] Site of Tips ? Re: [RQ-RULES] Hero Points Re: [RQ-RULES] Animated cadaverous limbs RE: [RQ-RULES] Animated cadaverous limbs Re: [RQ-RULES] Re: Mysticism [RQ-RULES] New Tips Re: [RQ-RULES] Site of Tips ? Re: [RQ-RULES] Animated cadaverous limbs Re: [RQ-RULES] Site of Tips ? RE: [RQ-RULES] Re: BFRP [RQ-RULES] Double Bonus? Re: [RQ-RULES] Animated cadaverous limbs 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: Wed, 7 Apr 1999 09:59:47 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Animated cadaverous limbs Bob Stancliff : > But only if you watch it at all times... there is no sense >of touch... and if you watch the limb and not the >opponent, you will have a hard time hitting anything. If this was so, then it wouldn't be possible to form/set and animate skeletons and manipulate them with your full weapon percentage either, yet it is. If you're attacking someone, in most cases it shouldn't be a problem to keep both opponent and skeletal arm in view. >Add some Phantom Senses and it might work, but it would be >easier to regenerate the limb. According to the spell descriptions, all you need are form/set and animate to get your full weapon skill percentage. Regenerating the limb has two disadvantages : 1) It takes ages, whereas animating your severed cadaverous limb only takes as long as the casting time of the spell. 2) You get to cut the flesh (or at least your sleeve and glove) off your arm in front of people, as per Arnie in T2! 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: Wed, 7 Apr 1999 10:17:52 +0100 From: Ashley Munday Subject: RE: [RQ-RULES] New Tips Using fanaticism has always been a laugh on Runelords and other high parry opponents. Whats an extra 3% critical chance if you can't block? It's quite good if it affects someone's allied spirit. It has no interest in healing their master any more. Ash - -----Original Message----- From: simonh@msi-uk.com [mailto:simonh@msi-uk.com] Sent: 06 April 1999 17:29 To: runequest-rules@mpgn.com Subject: [RQ-RULES] New Tips New Tips : Sorcerers - If your arm is chopped off, don't bother with Regeneration spells. Simply boil off the flesh, attach the severed skeletal limb to the stump using straps and cast long duration multispelled Form/Set & Animate Bone on it. You instantly have a fully functional Skeletal Claw, which can handle your usual weapons at your full weapon skill percentage! Have a smith reinforce it with bronze for increase durability. Warriors - When on foot and faced with mounted opponents, simply cast fanaticism on them. Their weapon skills are limited by their Ride skill, so their attack chance is unlikely to be increased much, if at all. They do however lose the ability to parry or cast defensive magic, and can't dodge on horseback anyway! These handy tips have both recently proved handy and effective in play. 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. *************************************************************************** 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, 7 Apr 1999 10:25:24 +0200 From: Alain.RAMEAU@total.com (Alain RAMEAU) Subject: [RQ-RULES] Site of Tips ? Did somebody gather all the RQ Powergamer tips and put them on some web site ? The second tip proposed by Simon is very interesting. This make me think to a question : does the rule regarding Riding skill limitation apply also for weapon enhancing spells ? (the weapon enhancement by Fanatiscm is not directly a magical one, so I think the proposed tip would work, but I am concerned by true magic enhencement spells such as bladesharp, True Weapons, and the similar sorcery). Alain. www.btinternet.com/~karamo/rq.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: Tue, 6 Apr 1999 17:28:33 +0100 From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] New Tips New Tips : Sorcerers - If your arm is chopped off, don't bother with Regeneration spells. Simply boil off the flesh, attach the severed skeletal limb to the stump using straps and cast long duration multispelled Form/Set & Animate Bone on it. You instantly have a fully functional Skeletal Claw, which can handle your usual weapons at your full weapon skill percentage! Have a smith reinforce it with bronze for increase durability. Warriors - When on foot and faced with mounted opponents, simply cast fanaticism on them. Their weapon skills are limited by their Ride skill, so their attack chance is unlikely to be increased much, if at all. They do however lose the ability to parry or cast defensive magic, and can't dodge on horseback anyway! These handy tips have both recently proved handy and effective in play. 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: Wed, 7 Apr 1999 12:47:56 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Site of Tips ? I have a "Top Tips" page, the skeletal arm is there, and the fanatic horseman is going on too. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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, 7 Apr 1999 10:06:26 -0400 From: "Weihe, David" Subject: Re: [RQ-RULES] Hero Points From: Robert McArthur > Nikk Effingham wrote: > > Plus, as well as other funky things you can spend them at the end of any > > HeroQuest to gain the ability to invoke the HeroQuest. > > On a later HeroQuest you can use up this > > ability by summoning Gore and Gash to help you. > > Of course you should only do such a summoning if your god did - if you > summon Gore and Gash on a later quest in which your god didn't, then > you're off the track and into the wilderness. Unless your god "summoned aid from friends" or "called upon aid promised of old" at that point, in which case Gore and Gash are quite reasonable. Just because in the original Quest friends meant Orlanth's college roomies doesn't mean that your run can't use your personal friends, instead. Of course, if Gore and Gash would be too jarring, mythically (Orlanth using Them rather than a stolen sword to kill Yelm, frex) then it will mean going off "into the wilderness", but most Questers, even on experimental quests, know not to change the major elements too much. *************************************************************************** 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, 7 Apr 1999 10:11:56 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Animated cadaverous limbs > > But only if you watch it at all times... there is no sense > >of touch... and if you watch the limb and not the > >opponent, you will have a hard time hitting anything. > > If this was so, then it wouldn't be possible to form/set and animate > skeletons and manipulate them with your full weapon percentage either, > yet it is. If you're attacking someone, in most cases it shouldn't be > a problem to keep both opponent and skeletal arm in view. > When was the last time you tried to watch your arm while also watching something important (deadly) attacking you... that's VERY unbelievable. Normally the caster has the advantage of being separated so that he can see the target and the animate matter easily in his field of view; thus he gets his full skill. That doesn't apply to this example; reduced skill. > >Add some Phantom Senses and it might work, but it would be > >easier to regenerate the limb. > > According to the spell descriptions, all you need are form/set and > animate to get your full weapon skill percentage. > The implication is clearly that it is in front of you and visible. > Regenerating the limb has two disadvantages : > > 1) It takes ages, whereas animating your severed cadaverous limb > only takes as long as the casting time of the spell. > > 2) You get to cut the flesh (or at least your sleeve and glove) > off your arm in front of people, as per Arnie in T2! > I don't deny the visible impact, just the physical limitations. Bob Stancliff *************************************************************************** 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, 7 Apr 1999 15:21:14 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Animated cadaverous limbs >Normally the caster has the >advantage of being separated so that he can see the target >and the animate matter easily in his field of view; thus he >gets his full skill. That doesn't apply to this example; >reduced skill. >>According to the spell descriptions, all you need are >>form/set and animate to get your full weapon skill >>percentage. >The implication is clearly that it is in front of you and >visible. Okay, it may stretch the envelope a little, but it's definitely cinematic! How anybody could preclude this trick because of an arugable implication of the rules is beyond me. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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, 07 Apr 1999 10:35:00 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Re: Mysticism Nils Weinander wrote: > > 1. Orthodox mystic (the guy who spends a century > fasting and meditating on a mountain top). This > kind is quite boring as they only use their > passive powers as an increasing immunity and > invisibility to magic and phsyical forces. I've got at least 1 character who'd consider this a bargain, if it meant that the gods couldn't see him anymore. - -- talmeta@cybercomm.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, 7 Apr 1999 10:40:11 -0400 From: Andrew Barton Subject: [RQ-RULES] New Tips > cast long duration multispelled Form/Set & Animate Bone on it. Except that those are both Active spells. Anything that distracts the caster means he has to make INT x 3 or the spells stop working. And the real kicker ... casters trying to maintain an active spell can't fight or move at any speed. In my game, I'd allow a player to try to maintain an active spell while sleeping. When his character dreamed I think the results would put him off trying it again. Andrew *************************************************************************** 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, 7 Apr 1999 10:42:38 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Site of Tips ? > Did somebody gather all the RQ Powergamer tips and put them on some > web site ? There used to be a chapter of them... read the intro to RuneMasters. Many don't work any more, but this was one of them and it is still valid. > The second tip proposed by Simon is very interesting. This make me > think to a question : does the rule regarding Riding skill limitation > apply also for weapon enhancing spells ? (the weapon enhancement by > Fanatiscm is not directly a magical one, so I think the proposed tip > would work, but I am concerned by true magic enhencement spells such > as bladesharp, True Weapons, and the similar sorcery). After careful study of the wording of the combat rules, my players agreed that multipliers affect base skills and occur before any added or subtracted modifiers. Results may vary in your game. Thus a 60% base attack with +10% Manipulation/Attack bonus and +30% from Bladesharp 6 counts as a 100% modified skill and can be split into two attacks. The 60% attack skill is halved and the modifiers are added to each half giving two 70% attacks instead of two 50% attacks. This is interpreted just like Truesword doubling the base damage of a sword but not the modifiers to it. If the above character had received a Fanaticism instead, this would make the attack 130%, not 150%. If that attack was split, they would both be 85%. Bob Stancliff *************************************************************************** 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, 07 Apr 1999 10:39:18 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Animated cadaverous limbs Bob Stancliff wrote: > > I don't deny the visible impact, just the physical > limitations. Yeah, but Bob... sometimes its in the interest of MGF to bend the rules just a little.... :) - -- talmeta@cybercomm.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, 07 Apr 1999 10:41:33 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Site of Tips ? Alain RAMEAU wrote: > > Did somebody gather all the RQ Powergamer tips and put them on some > web site ? If nobody else has, I'll volunteer. - -- talmeta@cybercomm.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, 7 Apr 1999 15:40:02 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Re: BFRP >>( By the way; now that rules discussions have wandered away >>to [BFRP-Design], perhaps this list could switch from [RQ-RULES] >>to [RUNEQUEST] ? ) >Well, technically BFRP is a work-in-progress. What eventually emerges >from there should be RQ compatable, but won't necessarily be RQ. That's right, discussion of the RQ rules are not suitable for the BFRP list, unless the context is clearly whether they should or could be adopted or adapted *for* BFRP. Also, there is a lot of stuff going on there that RQ players seeking RQ rules clarifications would get badly confused by. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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, 7 Apr 1999 15:46:48 +0100 From: "Hibbs, Philip" Subject: [RQ-RULES] Double Bonus? >Thus a 60% base attack with +10% Manipulation/Attack >bonus and +30% from Bladesharp 6 counts as a 100% >modified skill and can be split into two attacks. The 60% >attack skill is halved and the modifiers are added to each >half giving two 70% attacks instead of two 50% attacks. No way does the cat mod get doubled! There is no RQ rules context in which the skill does not include the category modifier. Writing it down with cat mod excluded is purely a mechanism for avoiding having to rub out all the skills in a category if a characteristic changes. I don't think the bladesharp should apply to both either. This is my system: 1. Apply any multipliers to the skill 2. Add any modifiers due to circumstances 3. Apply any limiting factors, such as Ride skill 4. Add any bonus or penalty due to magic 5. If the chance is over 100, it may be split 6. Roll it Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. 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, 7 Apr 1999 10:55:18 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Animated cadaverous limbs > Okay, it may stretch the envelope a little, but it's definitely cinematic! > How anybody could preclude this trick because of an arugable implication of > the rules is beyond me. I suggested adding a Phantom Touch so that you could feel where it is. Then you wouldn't have to look at it. *************************************************************************** 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 #63 ************************************ *************************************************************************** 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.