From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #1 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, January 4 2000 Volume 03 : Number 001 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Steve's Rules [RQ-RULES] Christianism? [RQ-RULES] Steve's Rules--where? RE: [RQ-RULES] Sandy's address [RQ-RULES] Fatigue - a rehash of the rules (yet again) [RQ-RULES] Steve Perrin's Files RE: [RQ-RULES] Christianism? RE: [RQ-RULES] Christianism? Re: [RQ-RULES] Fatigue - a rehash of the rules (yet again) 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: Mon, 3 Jan 2000 10:51:50 PST From: Eric Yin Subject: Re: [RQ-RULES] Steve's Rules Matthew Barron writes: >I really quite like S Perrin's rules as well and am in the process of converting my campaign. Have these rules been put on the web yet? I'd be interested in seeing them. >To that end - some ideas I'm working on for combat. >Skills, Styles & Techniques >When someone picks up a weapon... they begin with only one effect possible... >Any other special effects... must be studied as Techniques... I am using a similar system for my house rules. Each technique increases the power of the combat skill that the technique is attached to. Thus, the fist attack skill starts with a basic effect of 1D3 damage, special effect of 2x damage, and critical effect of 2x max damage (or something like that). Techniques that increase the fist effects would be like Shaolin Red Fist, which increases the basic effect to 1D6 damage, or Bridging the Gap, which allows the fighter to perform a riposte. Other techniques would change the effects of specials and criticals. * . * * * . * . . * . * . * . * . * . * * . * Eric Yin* . * * . . * . * . * . Dept. of Pathology, USC * Pau hana! Now I go moi-moi . . eyin@hsc.usc.edu . * * . . * . . http://www-hsc.usc.edu/~eyin * . . * * * . * . ICQ: 12597587 * * * * * . * * * * . . . * * * . * * * . * . . * *************************************************************************** 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: Mon, 3 Jan 2000 14:16:07 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] Christianism? What, praytell, is "Christianism"? *************************************************************************** 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: Mon, 3 Jan 2000 14:18:24 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] Steve's Rules--where? I've missed the various postings telling us where--where can one find Steve's new RQ rules? Thanks *************************************************************************** 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, 4 Jan 2000 11:41:10 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Sandy's address >Does anyone have Sandy's e-mail address currently? AFAIK, it's SPetersen@EnsembleStudios.com Philip Hibbs http://www.snark.freeserve.co.uk/ 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 *************************************************************************** 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, 4 Jan 2000 12:05:56 +0000 From: aevans5@csc.com Subject: [RQ-RULES] Fatigue - a rehash of the rules (yet again) I have been thinking a lot of late about the RQ3 fatigue rules. As most of you are no doubt aware, they offer a rather unrealistic set of limitations to the average character. Consider an average chappie - I'll call him Scurf. He has a STR of 12, and a CON of 10, giving him 22 fatigue points. Under the current rules, if he were to engage in melee with no armour or other encumbrances save a sword (ENC 2) to fight with, he could last 20 melee rounds (22 - 2 ENC) or less than 4 minutes before becoming fatigued. He could last another 4 1/2 minutes before falling down exhausted, at which point he would be -22% in all skills, and -24% in Dodge. If Scurf were to try the same feat wearing light armour and carrying a few supplies (say a total of 10 ENC), then he would become fatigued after just 12 melee rounds (just over 2 minutes), and be out for the count within 7. After passing out with exhaustion, he would be as sprightly as a spring chicken again within 10 minutes, and ready to go through it all over again. How about other activities? OK, Scurf decides to go hiking. His total ENC is again 10. He can walk at MOVE 1 (about 2mph), a gentle amble, for a cost of one fatigue point per hour. Fourteen hours, and 28 miles later, he is a 0 fatigue points. He can go on walking for another 22 hours (44 miles) before passing out from exhaustion. Then, he can sit down for ten minutes, and be fully recovered, ready to walk another 70-odd miles. I could go on, but you are probably bored already. So what to do about it? Well, I know that a lot of people just ignore fatigue altogether, and that is a reasonable solution. But for those people who like to book keep, or who want to keep some kind of fatigue effect, I submit the following: - ----------------------------------------------------------------------------- ANDY'S FATIGUE RULES - -------------------- I have split the fatigue rating into two. I now have long-term fatigue (LTF), which is a rating based on CON. I also have short-term fatigue (STF), which is based on STR. Example: - -------- Scurf has 10 LTF points, and 12 STF points. Long Term Fatigue: - ------------------ LTF is used up when performing low-impact activities, such as walking, riding at a walking pace, resting, etc. If you can do it without perspiring, it uses LTF. Some sample rates of use: Walking at a rate of Move 1 (2mph) uses 1 LTF/hour Riding at a rate of Move 1 (2mph) uses 1 LTF/hour Resting uses 1 LTF/2 hours Driving a wagon at walking pace (Move 1) uses 1 LTF/hour When all positive LTF points are used up, the character will start to use negative LTF points. For every negative LTF points used, the character will suffer a 5% cumulative penalty to all skills and characteristic rolls. When a number of negative LTF points is reached equal to the CON of the character, there is a chance that that the character may fall down exhausted. At -CON LTF points, a CON x5 roll must be made. If it is failed, the character is exhausted, and passes out until LTF points rise to 0. At -CON+1 LTF points, the roll is CON x4, and so on, until at -CON+5 LTF points and below, the roll is CON x1. LTF points are only regained by sleeping (or by being otherwise unconscious). They are regained at a rate of CON/10 per hour. Example: - -------- Scurf has 10 LTF points. When he gets up in the morning, he can hike for 10 hours at move 1 (20 miles) before being fatigued. He can then sleep for 10 hours, and do it all again. If he started his hike at lunch time (he has been up and active for 4 hours), he could only manage 6 hours walking (12 miles) before feeling the effects. On a forced march, Scurf could walk for 20 hours before he was in danger of becoming exhausted. If he carried on anyway, making successively harder CON rolls, he might be able to stay on his feet for another couple of hours, but that would be his lot. He would have to sleep for a good 12 hours or so to get back to 0 LTF. Short Term Fatigue: - ------------------- STF is used when engaging in more strenuous activities. Running, swimming, and melee all use up STF. Some sample rates of use: Jogging at move 3 (6.5 mph) uses 1 STF/melee round Combat uses 1 STF/melee round Sprinting at move 5 (11 mph) uses 4 STF/melee round Swimming at move 1 (2 mph) uses 1 STF/melee round Galloping full tilt on horseback uses 1 STF/melee round (and the horse will use 4 STF/melee round) When all STF points have been used, the LTF score is reduced by one point, and STF points return to maximum. STF points are regained whenever engaging in an activity that does not expend them. For instance, walking, resting, etc. Some sample rates of regaining STFs: Walking/Riding 1 STF/minute Resting 2 STF/minute Alternatively, a ten-minute rest will regain all lost STF points. When falling to -CON LTF points or less, begin CON exhaustion rolls at CON x10 instead of CON x5 to simulate the higher adrenaline levels associated with strenuous activity. Examples: - -------- Scurf gets into a fight. He can scrap with the best of them for 12 melee rounds before his LTF is affected. If he really wants to, he can melee for 12x10=120 melee rounds before going to 0 LTF. If his fight is over in, say, 10 melee rounds, he can sit and admire his handiwork for five or six minutes, and get all his STF points back. His LTF in this case is unaffected. If the fisticuffs lasts for 15 melee rounds, he can still rest for a few minutes to regain his STF points, but he cannot regain the lost LTF until he manages to grab a little sleep. Scurf can fight at normal effectiveness (assuming he starts at full LTF) for up to 120MR (24 minutes). He can then carry on fighting (and incurring mounting skills penalties) for another 24 minutes before he begins to suffer from exhaustion. On average, if he really pushed himself, he might be able to carry on for another 10 minutes or so before passing out. He would then sleep the sleep of the dead for around 16 hours (until his LTF of -16 was raised back to 0). Even then, he would still feel tired, and any further activity would cause him to begin to suffer fatigue penalties again. Encumbrance and Fatigue: - ------------------------ A character is allowed to carry his STR+CON in encumbrance before becoming encumbered. Every point of encumbrance over this threshold reduces the maximum STF point score by one. The Dodge skill is still reduced by the full ENC points carried. Example: - -------- Scurf has just stolen a sack of flour from the warehouse down the road, and now the city watch are on to him. He decides to make a run for it. The flour weighs 20 kilos, but as it is awkward to carry, the gamemaster rules that its encumbrance is 25 ENC. Scurf is also wearing normal clothing with a soft leather jacket, and has a dagger in his belt. Say a total of 28 ENC. This amount of encumbrance is more than his allowance of 22, and so his STF score is reduced by 6 points to 6. Scurf finds the chase heavy going. He starts by sprinting (4 STF/MR), but after only 2 melee rounds, he begins to tire (his LTF starts dropping). He slows his pace to a jog (1 STF/MR), and finds he can now run for about 10 minutes before becoming fatigued, and losing skill points. After another ten minutes, he is in real trouble, and must begin making CON rolls to avoid exhaustion. Consequences of these Rules: - ---------------------------- In no particular order: The average bloke should be able to fight with a reasonable amount of armour/equipment for 120 melee rounds (24 minutes) before becoming fatigued. After a 20 mile hike, he will already be fatigued, and will begin to feel the effects almost immediately. The same average bloke, who has just woken from a refreshing sleep could fight hammer and tongs without rest for 48 minutes before becoming exhausted. At this point he would be -55% in all skills, and has to start making CON rolls starting at CON x10 to stop himself from passing out. After such a fight, the character would find it harder and harder to stay awake, until he either goes to sleep on purpose or passes out. A really tough SOB with STR and CON 18 each, could hammer away for 18x18=324MR (just over an hour) before suffering the effects of fatigue, and for a total of about two hours before becoming exhausted. He would be at -90% in all skills at this point, and would have to start making CON rolls if he carried on. Any character can keep going after he really should have stopped for rest or sleep, but he will pay for it in the end. If you are travelling, you don't want to get into a fight after a ten-hour hike. Likewise, if you have dispatched a band of trolls before breakfast, you may want to turn in early to prevent fatigue cutting in. Sleep deprivation is a real bastard. You can go on fighting in extremis for just that little bit longer because of the adrenaline rush. I am not sure what should happen when you hike encumbered. Perhaps someone could suggest a suitable effect? I am not sure if somebody carrying significantly less than STR+CON ENC should get a fatigue bonus. Any suggestions? - ------------------------------------------------------------------------------ If you have any suggestions or comments, I would be pleased to hear them. Constructive criticism is, as always, also welcome. Regards Andy. *************************************************************************** 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, 04 Jan 2000 09:58:21 -0500 From: Tal Meta Subject: [RQ-RULES] Steve Perrin's Files With Steve's permission, I've added his Runequest files to my website - they can be found at http://members.xoom.com/talmeta/runequest/rq.html - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta 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: Tue, 4 Jan 2000 16:37:41 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Christianism? >What, praytell, is "Christianism"? it's another way of saying "Christianity". If you mean it rhetorically, then smiley, dammit, smiley! :) Philip Hibbs http://www.snark.freeserve.co.uk/ 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. *************************************************************************** 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, 4 Jan 2000 16:39:24 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Christianism? - -ism: manner of action or behavior characteristic of a (specified) person or thing So, Christianism is a valid, but unusual, construct. Philip Hibbs http://www.snark.freeserve.co.uk/ 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. *************************************************************************** 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, 4 Jan 2000 10:56:40 -0800 From: "DCFitch1" Subject: Re: [RQ-RULES] Fatigue - a rehash of the rules (yet again) As I inderstand the Fatigue rules, Scurf wouldn't lose any Fatigue Points walking/hiking unless he performed this task "without appreciable rest," or if the GM rules that the terrain hiked proved to make things strenuos. I agree with a lot of your other points regarding Fatigue. And this is why I ignore this aspect of the rules. I think the Fatigue rule falls under the catergory of Rules Which Deter the Smooth Flow of the Game, and are thus best left out of a campaign. To me, engaging in the great events of a campaign should be the focus, not a lot of numbers crunching. Dan Fitch - -----Original Message----- From: aevans5@csc.com To: runequest-rules@lists.imagiconline.com Date: Tuesday, January 04, 2000 4:23 AM Subject: [RQ-RULES] Fatigue - a rehash of the rules (yet again) > > >I have been thinking a lot of late about the RQ3 fatigue rules. As most of you >are no doubt aware, they offer a rather unrealistic set of limitations to the >average character. > >Consider an average chappie - I'll call him Scurf. He has a STR of 12, and a >CON of 10, giving him 22 fatigue points. Under the current rules, if he were to >engage in melee with no armour or other encumbrances save a sword (ENC 2) to >fight with, he could last 20 melee rounds (22 - 2 ENC) or less than 4 minutes >before becoming fatigued. He could last another 4 1/2 minutes before falling >down exhausted, at which point he would be -22% in all skills, and -24% in >Dodge. > >If Scurf were to try the same feat wearing light armour and carrying a few >supplies (say a total of 10 ENC), then he would become fatigued after just 12 >melee rounds (just over 2 minutes), and be out for the count within 7. > >After passing out with exhaustion, he would be as sprightly as a spring chicken >again within 10 minutes, and ready to go through it all over again. > >How about other activities? OK, Scurf decides to go hiking. His total ENC is >again 10. He can walk at MOVE 1 (about 2mph), a gentle amble, for a cost of one >fatigue point per hour. Fourteen hours, and 28 miles later, he is a 0 fatigue >points. He can go on walking for another 22 hours (44 miles) before passing out >from exhaustion. Then, he can sit down for ten minutes, and be fully recovered, >ready to walk another 70-odd miles. > >I could go on, but you are probably bored already. > >So what to do about it? Well, I know that a lot of people just ignore fatigue >altogether, and that is a reasonable solution. But for those people who like to >book keep, or who want to keep some kind of fatigue effect, I submit the >following: > >--------------------------------------------------------------------------- - -- >ANDY'S FATIGUE RULES >-------------------- > > >I have split the fatigue rating into two. I now have long-term fatigue (LTF), >which is a rating based on CON. I also have short-term fatigue (STF), which is >based on STR. > >Example: >-------- >Scurf has 10 LTF points, and 12 STF points. > > >Long Term Fatigue: >------------------ > >LTF is used up when performing low-impact activities, such as walking, riding at >a walking pace, resting, etc. If you can do it without perspiring, it uses LTF. > >Some sample rates of use: > >Walking at a rate of Move 1 (2mph) uses 1 LTF/hour >Riding at a rate of Move 1 (2mph) uses 1 LTF/hour >Resting uses 1 LTF/2 hours >Driving a wagon at walking pace (Move 1) uses 1 LTF/hour > >When all positive LTF points are used up, the character will start to use >negative LTF points. For every negative LTF points used, the character will >suffer a 5% cumulative penalty to all skills and characteristic rolls. >When a number of negative LTF points is reached equal to the CON of the >character, there is a chance that that the character may fall down exhausted. >At -CON LTF points, a CON x5 roll must be made. If it is failed, the character >is exhausted, and passes out until LTF points rise to 0. At -CON+1 LTF points, >the roll is CON x4, and so on, until at -CON+5 LTF points and below, the roll is >CON x1. > >LTF points are only regained by sleeping (or by being otherwise unconscious). >They are regained at a rate of CON/10 per hour. > >Example: >-------- >Scurf has 10 LTF points. When he gets up in the morning, he can hike for 10 >hours at move 1 (20 miles) before being fatigued. He can then sleep for 10 >hours, and do it all again. > >If he started his hike at lunch time (he has been up and active for 4 hours), he >could only manage 6 hours walking (12 miles) before feeling the effects. > >On a forced march, Scurf could walk for 20 hours before he was in danger of >becoming exhausted. If he carried on anyway, making successively harder CON >rolls, he might be able to stay on his feet for another couple of hours, but >that would be his lot. He would have to sleep for a good 12 hours or so to get >back to 0 LTF. > >Short Term Fatigue: >------------------- > >STF is used when engaging in more strenuous activities. Running, swimming, and >melee all use up STF. > >Some sample rates of use: > >Jogging at move 3 (6.5 mph) uses 1 STF/melee round >Combat uses 1 STF/melee round >Sprinting at move 5 (11 mph) uses 4 STF/melee round >Swimming at move 1 (2 mph) uses 1 STF/melee round >Galloping full tilt on horseback uses 1 STF/melee round (and the horse will use >4 STF/melee round) > >When all STF points have been used, the LTF score is reduced by one point, and >STF points return to maximum. > >STF points are regained whenever engaging in an activity that does not expend >them. For instance, walking, resting, etc. > >Some sample rates of regaining STFs: > >Walking/Riding 1 STF/minute >Resting 2 STF/minute > >Alternatively, a ten-minute rest will regain all lost STF points. > >When falling to -CON LTF points or less, begin CON exhaustion rolls at CON x10 >instead of CON x5 to simulate the higher adrenaline levels associated with >strenuous activity. > >Examples: >-------- >Scurf gets into a fight. He can scrap with the best of them for 12 melee rounds >before his LTF is affected. If he really wants to, he can melee for 12x10=120 >melee rounds before going to 0 LTF. > >If his fight is over in, say, 10 melee rounds, he can sit and admire his >handiwork for five or six minutes, and get all his STF points back. His LTF in >this case is unaffected. > >If the fisticuffs lasts for 15 melee rounds, he can still rest for a few minutes >to regain his STF points, but he cannot regain the lost LTF until he manages to >grab a little sleep. > >Scurf can fight at normal effectiveness (assuming he starts at full LTF) for up >to 120MR (24 minutes). He can then carry on fighting (and incurring mounting >skills penalties) for another 24 minutes before he begins to suffer from >exhaustion. On average, if he really pushed himself, he might be able to carry >on for another 10 minutes or so before passing out. He would then sleep the >sleep of the dead for around 16 hours (until his LTF of -16 was raised back to >0). Even then, he would still feel tired, and any further activity would cause >him to begin to suffer fatigue penalties again. > >Encumbrance and Fatigue: >------------------------ > >A character is allowed to carry his STR+CON in encumbrance before becoming >encumbered. Every point of encumbrance over this threshold reduces the maximum >STF point score by one. > >The Dodge skill is still reduced by the full ENC points carried. > >Example: >-------- >Scurf has just stolen a sack of flour from the warehouse down the road, and now >the city watch are on to him. He decides to make a run for it. The flour >weighs 20 kilos, but as it is awkward to carry, the gamemaster rules that its >encumbrance is 25 ENC. Scurf is also wearing normal clothing with a soft >leather jacket, and has a dagger in his belt. Say a total of 28 ENC. > >This amount of encumbrance is more than his allowance of 22, and so his STF >score is reduced by 6 points to 6. Scurf finds the chase heavy going. He >starts by sprinting (4 STF/MR), but after only 2 melee rounds, he begins to tire >(his LTF starts dropping). He slows his pace to a jog (1 STF/MR), and finds he >can now run for about 10 minutes before becoming fatigued, and losing skill >points. After another ten minutes, he is in real trouble, and must begin making >CON rolls to avoid exhaustion. > >Consequences of these Rules: >---------------------------- >In no particular order: > >The average bloke should be able to fight with a reasonable amount of >armour/equipment for 120 melee rounds (24 minutes) before becoming fatigued. >After a 20 mile hike, he will already be fatigued, and will begin to feel the >effects almost immediately. > >The same average bloke, who has just woken from a refreshing sleep could fight >hammer and tongs without rest for 48 minutes before becoming exhausted. At this >point he would be -55% in all skills, and has to start making CON rolls starting >at CON x10 to stop himself from passing out. After such a fight, the character >would find it harder and harder to stay awake, until he either goes to sleep on >purpose or passes out. > >A really tough SOB with STR and CON 18 each, could hammer away for 18x18=324MR >(just over an hour) before suffering the effects of fatigue, and for a total of >about two hours before becoming exhausted. He would be at -90% in all skills at >this point, and would have to start making CON rolls if he carried on. > >Any character can keep going after he really should have stopped for rest or >sleep, but he will pay for it in the end. > >If you are travelling, you don't want to get into a fight after a ten-hour hike. > >Likewise, if you have dispatched a band of trolls before breakfast, you may want >to turn in early to prevent fatigue cutting in. > >Sleep deprivation is a real bastard. > >You can go on fighting in extremis for just that little bit longer because of >the adrenaline rush. > >I am not sure what should happen when you hike encumbered. Perhaps someone >could suggest a suitable effect? > >I am not sure if somebody carrying significantly less than STR+CON ENC should >get a fatigue bonus. Any suggestions? > >--------------------------------------------------------------------------- - --- > >If you have any suggestions or comments, I would be pleased to hear them. >Constructive criticism is, as always, also welcome. > > >Regards > >Andy. > > > >*************************************************************************** >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. ------------------------------ End of RuneQuest Rules Digest V3 #1 *********************************** *************************************************************************** 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.