From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V2 #104 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Tuesday, June 29 1999 Volume 02 : Number 104 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Avalon Hill Re: [RQ-RULES] Avalon Hill [RQ-RULES] Spirits, spirit magic and fetch Re: [RQ-RULES] Avalon Hill Re: [RQ-RULES] Spirits, spirit magic and fetch Re: [RQ-RULES] Spirits, spirit magic and fetch [RQ-RULES] DMD - Nola for RQ/Greyhawk 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, 25 Jun 1999 16:40:22 -0400 From: Joseph Elric Smith Servant to Arioch Subject: Re: [RQ-RULES] Avalon Hill hey is it my imagination or did they like jack the prices up on all the games? ken Julian Lord wrote: > Has everyone seen the little cosmetic changes at : > > http://www.avalonhill.com/ ? > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 25 Jun 1999 18:00:07 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Avalon Hill Joseph Elric Smith Servant to Arioch wrote: > > hey is it my imagination or did they like jack the prices up on all the games? Everything except the RQ Classics package. I wonder how many of those they have left? - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 25 Jun 1999 05:54:45 -0600 From: "Emmanuel Ponette" Subject: [RQ-RULES] Spirits, spirit magic and fetch Hi, I've been thinking about it for a long time and I still can't make up my mind. Here is the problem: When you cast a disrupt on an ennemi, you have to beat his resistance by comparing the magic points. OK, for 2 humans, the mean MP mak it fair. But what about a spirit (like a ghost, or an elemental) that can have very high POW and therefore very high MP. Does that mean that the spell never works on them? And what about the fetch (or any allied spirit) with a high POW, they can cast spells with nealy no chance to fail (except on a 96-00) and with no chance to resist. I had the same problem with magic point storing object (or POW sprit), but then I decided that they can use these MP but for the resistance, it is the MP of the person which counts, not the total with all the MP. I need some help here. Thanks Manu *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 26 Jun 1999 01:45:00 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Avalon Hill Tal Meta : > Joe Arioch : > > > > hey is it my imagination or did they like jack the prices up on all the games? > > Everything except the RQ Classics package. I wonder how many of those > they have left? Well, if Hasbro is optimistic that it can make money from RuneQuest, that gives me some optimism, too. But I'm a starry-eyed idealist; more likely they're just doing all they can to recoup their investment cash. If HW is successful, they'll have a few extra sales, I imagine ... I'm happier with this more professional attitude than with AH's old "let's dump all of our RQ boxes on the market at discount prices!" thingy ... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 26 Jun 1999 01:46:53 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Spirits, spirit magic and fetch Manu : Ah ... it's "I hate the RQ Resistance Table" time ... yippee !! > I've been thinking about it for a long time and I still can't make up my mind. > Here is the problem: When you cast a disrupt on an ennemi, you have to beat > his resistance by comparing the magic points. OK, for 2 humans, the mean MP > mak it fair. But what about a spirit (like a ghost, or an elemental) that can have > very high POW and therefore very high MP. Does that mean that the spell never > works on them? Supposedly, the scale of POW is logarithmic, and a POW 22 spirit has (roughly) 9 times more magical strength than a POW 14 spellcaster, and this guy's spells only have 10% chance of working, if both characters are at full strength (worked out as a proportion of magical power held by the two characters). I don't like this either !! The RQ3 errata sheet made some changes to use of the Resistance Table when stats are high, but I don't like these changes. The thing is that overcoming MPs with a spell is supposed to be easier for people with much experience than for those with little. It should ideally be some form of opposed resolution, with bonuses for high MPs and high spellcasting/spell resistance. Unfortunately, this would require an almost complete overhaul of the RuneQuest magic system. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 25 Jun 1999 20:44:55 -0400 From: "Bob Stancliff" Subject: Re: [RQ-RULES] Spirits, spirit magic and fetch > Manu wrote: > ... for 2 humans, the mean MP make it fair. But what about > a spirit (like a ghost, or an elemental) that can have very > high POW and therefore very high MP. Does that mean that > the spell never works on them? The resistance table is set up to give a 5% chance of success when the POW difference is 10 to 19 and 1% from 20+. This is why very powerful spirits are dangerous. > And what about the fetch (or any allied spirit) with a high POW, > they can cast spells with nealy no chance to fail (except on a > 96-00) and with no chance to resist. The theoretically unlimited POW of a fetch is one of the reasons why a shaman is a dangerous Rune Level opponent. It makes the shaman virtually immune to attack spells and if he discorporates, the fetch is able to cast spells in the physical world. I also think that a fetch can cast spells through the shaman's eyes like an allied spirit. An allied spirit is not nearly so tough. It has a POW in the same range as a normal person or ghost and has to make POW gain rolls at very low percents to get a decent POW. They never add to the POW of the allied human and are hardly more than a familiar in abilities. As long as there is a MP vs. MP check there is some chance to resist, but it can get pretty low when you are dealing with a 30 POW spirit or fetch. The lesson is 'run away when it is noticeably bigger than you'! > I had the same problem with magic point storing object (or > POW sprit), but then I decided that they can use these MP, > but for the resistance, it is the MP of the person which counts, > not the total with all the MP. None of these ever add to the POW of the possessor, you have corrected that misunderstanding. About the only other things that help the situation are Spirit Supporting crystals that boost spirit combat attack and defense, and the defensive spells for spirit combat. None of these help defense vs. spells, but there is a different crystal that has that power. Bob Stancliff (stanclif@ufl.edu) http://commnections.com/upgrades *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 29 Jun 1999 12:55:04 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Nola for RQ/Greyhawk Gods of the Touv NOLA Runes: Truth, Fire, Harmony, Fertility Nola is the Sun Goddess, the Healer, Nurturer and Revealer. Cult in the World Nola was the first born daughter of Uvot, and the mother of Breeka and Xanag. Nola brings warmth to all of creation, driving away the cold and shedding light where darkness pervades. Nola's worshippers typically rise early each morning, so as to greet their Lady when she rises in the east, but celebrate their High Holy Day on the 1st of Mining. Temples to Nola are typically built of stone, often on a bluff facing east, so as to be the first building touched by the Sun each day. Priests of Nola are known by their elaborate copper and gold headresses and collars. Even the maces they weild are often plated with gold, to symbolize the sun. Lay Membership Requirements: Since Nola is seen as the Nurturer, she is often worshipped by mothers and those who care for the sick or injured in her aspect as the Healer. Skills taught by this cult include: Sing, Speak Languages, First Aid, Lores (Human, Olman, Poison, Spirit, Touv, World), Read/Write, Treat (Disease, Poison), Devise, Listen, Scan, Smell, Taste, Ceremony, and Mace attack/parry. Initiate Membership Requirements: Standard. Initiates of Nola serve their communities as both as healers and as counselors, helping to nurture both the bodies and spirits of their fellow man back to health. Spirit Magic: Countermagic, Ease Pain, FireMace, Ignite, Light, Protection, Sustain. Priesthood/Shamans Requirements: Standard for shamans. Nola's priests and shamans both strive to uphold the same ideals they served as initiates, though on a grander scale. Virtues for Nola's priesthood include Altruistic, Energetic, Spiritual, and Social. Common Divine Magic: all. Special Divine Magic: Accelerate Growth, Clear Sight, Cloud Clear, Command (Healing Spirits, Salamanders), Gloaming, Heal Body, Increase Temperature, Restore Health to INT, Restore Vision, Resurrect, Summon (Healing Spirits, Salamanders), Sunspear, Truespeak. Shamanic Taboos No Hide Soul No Possession No Self-Resurrection Runic Affinities Only Associated Gods Berna: provides Regrow Limb Uvot: provides Bounty - -- talmeta@cybercomm.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta (note change!) Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V2 #104 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.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.