From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #44 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 Wednesday, April 12 2000 Volume 03 : Number 044 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: RE: [RQ-RULES] Spirit Spells RE: [RQ-RULES] Spirit Spells [RQ-RULES] Re: RuneQuest Rules Digest V3 #43 [RQ-RULES]werebeasts [RQ-RULES] Re: Rick meintz email [RQ-RULES] Drowning and stuff RE: [RQ-RULES] Drowning and stuff Re: [RQ-RULES] Drowning and stuff Re: [RQ-RULES] Drowning and stuff [RQ-RULES] Sandy's Sorcery rules - duration ? RE: [RQ-RULES] Sandy's Sorcery rules - duration ? [RQ-RULES] Sandy's Sorcey rule - duration (2) Re: [RQ-RULES] Sandy's Sorcey rule - duration (2) RE: [RQ-RULES] Drowning and stuff RE: [RQ-RULES] Sandy's Sorcey rule - duration (2) RE: [RQ-RULES] Sandy's Sorcey rule - duration (2) 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: Sun, 9 Apr 2000 19:48:47 -0400 From: John F Pare Subject: [RQ-RULES] Re: Hi All I am looking for a gaming group in DOver or Delaware or vacinity. If interested or know of someone who is, please let me know. Pyremius@juno.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. ------------------------------ Date: Mon, 10 Apr 2000 12:07:36 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Spells >Okay Philip, why did you hit the PC so hard for >sharing clan magic with a stranger? I had already warned her several times that there were strict cultural taboos against sharing magical secrets with strangers. She ignored me, and sold it for 100 pennies to someone she met in an inn. 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: Mon, 10 Apr 2000 12:08:39 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Spirit Spells >How do you handle jumping in level >of variable spells? In RQ3, you don't need to learn the intervening spell levels. 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: Mon, 10 Apr 2000 08:39:07 -0400 From: Frederic Moulin Subject: [RQ-RULES] Re: RuneQuest Rules Digest V3 #43 >From Bob Stancliff then Philip Hibbs > >You are so abusive to your players... this is crass. > You make a lot of assumptions, most of which are not true IMO. >Okay Philip, why did you hit the PC so hard for sharing clan magic with a >stranger? Well... do you know who that stranger was? What his motives were? What his powers were??? Maybe it was a powerful shaman sent to weaken the tribe, maybe it was a test of faith... How can you judge a GM and his campaign with the few informations Philip provided the list??? One of the fun part of RQ is that NPCs are not just "a 2 HD monster". If you like that kind of RPG, I suggest AD&D. The test of a good campaign and GM is done by his players through their willingness to come back and play time after time. Maybe Philip's player were just feeling a bite overconfident, and needed a little reminder that life in Prax isn't vacation. At least, it wasn't "The Land of Fonrit"... right Philippe (Krait) On the other hand... one may want to avoid GM with Philip or any related spelling in their first name... it's usually a bad omen ;-) Frederic *************************************************************************** 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, 11 Apr 2000 12:50:07 +0300 From: a9801187@myy.helia.fi Subject: [RQ-RULES]werebeasts Hi all! Question about werebeasts. Deluxe RQ has rules & stats for werewolves. Does enybody have stats fo other werebeast, such as bears, tigers etc. I play in Glorantha, using RQ3 and house rules. Are all the werebeasts in Glorantha hsunchen people using Divine spells or are there other, such as bearwalkers like cursed Telmori etc. How about voluntary shapechangers? Thanks!! Mikko *************************************************************************** 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, 11 Apr 2000 14:15:12 +0000 From: "PHELIM MURNION" Subject: [RQ-RULES] Re: Rick meintz email Rick Meints has a site (glorantha.co.uk) with a list of stuff for sale but no contact email !!! Do I have to HQ to get in touch with him! Can anybody help? Phelim Murnion *************************************************************************** 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, 11 Apr 2000 21:54:42 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] Drowning and stuff Hey gang, Lately I've been wondering about the Asphyxiation/ Drowning Rules. The RQ2 Rules allow an unsurprised Character to automatically hold his breath the 1st melee (allright!). Holding it the 2nd-5th melees requires CONx5. Holding it the 6th requires CONx4. Holding it the 7th requires CONx3. Holding it the 8th requires CONx2.Holding it the 9th-15th requires CONx1. Holding it the 16th+ requires a 05% roll, unless CON is lower than 5. In the RQ3 Rules, an unsurprised Character can hold his breath the 1st melee with a successful CONx10; with the CON multiplier being reduced by 1 for each additional melee, until reduced to CONx1 for the 10th and later melees. I'm working from the assumption that the Joe Average human has a CON 10 (even though 3D6 has a 10.5 average); iallowing for the _typical_ CONx5 roll to be at the 50% mark. Looking at RQ2, it seems to me that the Rules don't really _want_ a Character to hold his breath much beyond the 5th melee(1 minute) [the 50% mark]; and becoming increasingly more difficult and unlikely at the 9th (a little more than 1&3/4 minutes) and later melees, and getting almost impossible after the 16th melee(a little more than 3 minutes) [05% or less]. The RQ3 Rules don't really _want_ a Character to hold his breath much beyond the 6th melee (a little more than 1 minute) [the 50% mark]; becoming increasingly more difficult and unlikely at the 10th ( 2 minutes) and later melees. So, most Characters should be able to hold their breath's for about a minute without any problems; with an apparent upper limit ranging from around 2 to 3 minutes, and the occasional longer duration. How does this stack up against Real World abilities in breath-holding? Does anyone know if this apparent 2-3 minute duration seems accurate? Just how long _can_ a person hold his breath anyhow? Guinness Book anyone? -Ken- *************************************************************************** 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: Wed, 12 Apr 2000 01:22:40 -0400 (EDT) From: Terje Tollisen Subject: RE: [RQ-RULES] Drowning and stuff Most RW people can not hold thair breath for 2 minutes. Time your slef. As for extrems, like the world record, it involves more then just sucking in some air and hold it. It is a test of mind controll just as mush as pure CON. Lowering the heart rate is one known technuqie. If you want to have characters being able to let them hold thair breath for a long time, I'd consider giving them a aeperat skill, reflecting the fact that it is not just about having a good general health. I don't have any examples of how long people can manage to hold thair breath, but if the brain goes without oxygen for about 4 minutes (conditions apply) it will start getting damaged. Therefore, slowing down the heart is a "good" option. - -Terje Tollisen ______________________________________________ FREE Personalized Email at Mail.com Sign up at http://www.mail.com/?sr=signup *************************************************************************** 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: Wed, 12 Apr 2000 09:19:41 +0100 (BST) From: Graham J Robinson Subject: Re: [RQ-RULES] Drowning and stuff On Tue, 11 Apr 2000 MurfNMurf@aol.com wrote: > How does this stack up against Real World abilities in breath-holding? >Does anyone know if this apparent 2-3 minute duration seems accurate? Just >how long _can_ a person hold his breath anyhow? Guinness Book anyone? > I used to do a lot of swimming, and could at that stage hold my breathe for around a minute to 90 seconds, so I would say the rules are reasonably accurate on this. I'm probably well below that now. Its also a LOT easier to hold your breath under water than on the surface - the pressure of the water focuses the mind nicely. If you are into lots of rules, perhaps a penalty would be in order if there is no clear danger to taking a breathe... Graham - -- Graham Robinson. Dept. Computing Science, Glasgow. gjr@dcs.gla.ac.uk http://www.dcs.gla.ac.uk/~gjr "Tip of the day: You can hurt yourself if you run with scissors." The MS Word Tip Wizard (apparently) *************************************************************************** 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: Wed, 12 Apr 2000 11:58:36 +0300 (EET DST) From: Olli-Pekka Kantola Subject: Re: [RQ-RULES] Drowning and stuff On Tue, 11 Apr 2000 MurfNMurf@aol.com wrote: > The RQ3 Rules don't really _want_ a Character to hold his breath much > beyond the 6th melee (a little more than 1 minute) [the 50% mark]; becoming > So, most Characters should be able to hold their breath's for about a > minute without any problems; with an apparent upper limit ranging from around > 2 to 3 minutes, and the occasional longer duration. Try running or jumping for more than a one minute without breathing... The rules suddenly seem pretty generous! Then again if you just lie around holding your breath, the rules seem awkward. Olli Kantola *************************************************************************** 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: 12 Apr 2000 12:21:15 +0200 From: Alain RAMEAU Subject: [RQ-RULES] Sandy's Sorcery rules - duration ? I just noticed that "Duration" was no longer a Basic Art ? How to deal with spell duration now, such as boost damage or boost armor ? Alain. *************************************************************************** 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: Wed, 12 Apr 2000 11:42:40 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Sandy's Sorcery rules - duration ? >I just noticed that "Duration" was no longer a Basic Art ? >How to deal with spell duration now, such as boost damage or boost armor ? There is no duration. Temporal spells last as long as the sorceror maintains them in his "presence", which he has a limited capacity. 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: 12 Apr 2000 12:38:43 +0200 From: Alain RAMEAU Subject: [RQ-RULES] Sandy's Sorcey rule - duration (2) After a further look at the rules, I think I found the answer to my previous question : a spell remain active aslong a the Sorcerer has enough presence to maintian it ? Is that right ? But this brings me to another question : What if the sorcerer and the guy whose weapon benefit from the boost damage spell get separated. How the distance affect the capacity to maintain the spell ? Alain. *************************************************************************** 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: Wed, 12 Apr 2000 08:06:25 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Sandy's Sorcey rule - duration (2) Alain RAMEAU wrote: > > After a further look at the rules, I think I found the answer to my previous > question : a spell remain active aslong a the Sorcerer has enough presence to > maintian it ? > Is that right ? Yes. > But this brings me to another question : > What if the sorcerer and the guy whose weapon benefit from the boost damage > spell get separated. How the distance affect the capacity to maintain the spell Range only applies at the time of spell casting (except for certain, special cases) - afterwards the target and caster can separate to any range. - -- 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: Wed, 12 Apr 2000 08:11:54 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Drowning and stuff > So, most Characters should be able to hold their breath's for about a >minute without any problems; with an apparent upper limit >ranging from around >2 to 3 minutes, and the occasional longer duration. > > How does this stack up against Real World abilities in >breath-holding? >Does anyone know if this apparent 2-3 minute duration seems >accurate? Just >how long _can_ a person hold his breath anyhow? Guinness Book anyone? > > -Ken- When I was a teen-ager in High School, 60 seconds was my limit and I might be breathing water very soon after, if I didn't surface. The best surface divers in the world can barely beat 2 minutes. Stancliff *************************************************************************** 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: Wed, 12 Apr 2000 13:12:33 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Sandy's Sorcey rule - duration (2) >What if the sorcerer and the guy whose weapon benefit from >the boost damage spell get separated. How the distance affect >the capacity to maintain the spell ? According to the rules as writ, the sorceror needs to incorporate enough Range into the spell, otherwise it stops when he goes beyond 10m. When it was a touch spell, there was no problem, but in making it ranged actually introduces this restriction. However, take a look at my "discussions" page: http://www.snark.freeserve.co.uk/sscomments.html#SPRange here it is for those without web access: Philip Hibbs: I feel that there is a need for two types of ranged spell: Those that are fully ranged, ie they stop working when the target is out of range, and those that are ranged when cast, but are not limited by range thereafter. At present, all ranged spells are in the former category. This is fair enough for spells like Dominate, it would be unreasonable to be able to dominate a wolf at 10m range, and have it run to the next town and eat someone. However, is it right that if you Palsy an opponent, then run away, that they can instantly get up and run after you? Or that you cannot Haste your companion so that they can run quickly to the other side of town with a message? Sandy Petersen: Suggestions on how to distinguish? Perhaps active or transient spells require you to be in range, but not passive spells? Philip Hibbs: Bob Stancliff suggests that the spell's Range is actually centered on the target rather than the caster, as that is the 'business end'. This would allow all spells to stay in existence regardless of where the sorceror is, but like you suggest, Active spells would become Inactive, and Transient spells would disappear. This solves most problems. 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: Wed, 12 Apr 2000 13:17:20 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Sandy's Sorcey rule - duration (2) >Range only applies at the time of spell casting (except for >certain, special cases) - afterwards the target and caster can >separate to any range. OK, I just found the rule: "An active spell needs sufficient Range to keep the target within its effect." So, active spells are limited to the casting range, passive spells are not. For example, "Dominate" needs sufficient range at all times, "Haste" does not. "Boost" is touch, but I'm sure it used to be ranged in an earlier version of Sandy's. 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. ------------------------------ End of RuneQuest Rules Digest V3 #44 ************************************ *************************************************************************** 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. 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