From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #49 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, May 2 2000 Volume 03 : Number 049 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Fatigue RE: [RQ-RULES] Fatigue Re: [RQ-RULES] Fatigue RE: [RQ-RULES] Fatigue Re: [RQ-RULES] gunpowder, etc. Re: [RQ-RULES] gunpowder, etc. Re: [RQ-RULES] gunpowder, etc. Re: [RQ-RULES] gunpowder, etc. [RQ-RULES] All about Peru [RQ-RULES] Re: Old RQ Scenario [RQ-RULES] stats [RQ-RULES] RQ:AiG Questions Re: [RQ-RULES] stats Re: [RQ-RULES] Old RQ Scenario RE: [RQ-RULES] stats 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, 30 Apr 2000 11:58:41 MST From: "Northern DM" Subject: [RQ-RULES] Fatigue Okay, here is the problem (or maybe it's my problem!). I use RQIII and I'm having a fit using the fatigue system. Namely, I keep forgetting to have my players use it so it ends up being redundant. Add that as GM, I have enough problems without keeping track of the NPCs fatigue. End result, fatigue is not used. Does anyone use a different system that is not so bookkeeping intensive? Thanks, The Northern DM ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.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: Sun, 30 Apr 2000 13:11:50 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Fatigue We don't use fatigue at all _during_ combat. Use it to figure max weight carried, etc., then after a battle everyone can figure out how tired they got. Call it the adrenalin factor, if you need a reason; bottom line is that it's just easier that way. This works for us because the vast majority of battles are more like skirmishes. Five or six PCs against a like number of foes, with plenty of time after the battle to regroup, rest up, whatever. If your group is into running battles where the PCs fight it out, run around, fight some more, run some more, etc. without much pause between then you're probably better off using the rules as written. Rich > -----Original Message----- > From: owner-runequest-rules@lists.imagiconline.com > [mailto:owner-runequest-rules@lists.imagiconline.com]On Behalf Of > Northern DM > Sent: Sunday, April 30, 2000 12:59 PM > To: runequest-rules@lists.imagiconline.com > Subject: [RQ-RULES] Fatigue > > > Okay, here is the problem (or maybe it's my problem!). > > I use RQIII and I'm having a fit using the fatigue system. > Namely, I keep > forgetting to have my players use it so it ends up being redundant. Add > that as GM, I have enough problems without keeping track of the NPCs > fatigue. End result, fatigue is not used. Does anyone use a different > system that is not so bookkeeping intensive? > > Thanks, > > The Northern DM > ________________________________________________________________________ > Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.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: Sun, 30 Apr 2000 20:49:39 +0100 From: Michael Cule Subject: Re: [RQ-RULES] Fatigue In message <20000430185841.69733.qmail@hotmail.com>, Northern DM writes >I use RQIII and I'm having a fit using the fatigue system. Namely, I keep >forgetting to have my players use it so it ends up being redundant. Add >that as GM, I have enough problems without keeping track of the NPCs >fatigue. End result, fatigue is not used. Does anyone use a different >system that is not so bookkeeping intensive? I'm using a variant of the GURPS rules mingled with stuff from RQ 4. Roughly like this. Every six rounds (so that you can use a d6 to 'count down') during combat (or other strong exercise) you must roll against your CON to avoid being penalised in all your skills. Up to half your STR you are unencumbered. Roll CON x 5%. Up to your STR you are lightly encumbered. Roll CON x 4%. Up to STR x 2 you are moderately encumbered. Roll CON x 3%. Up to STR x 3 you are heavily encumbered. Roll CON x 2%. Up to STR x 4 you are Overencumbered. Roll CON x 1%. If you fail a CON roll you gain fatigue levels. You drop a fatigue level for each full turn you do nothing. Fatigue Class Penalty Normal No Penalty Tired 5% Penalty Weary 10% Penalty Exhausted Skills + Move Halved AND 20% Penalty Incapacitated CONx1% to act as Exhausted. Only trouble is I'm tending to forget to use even this system... - -- Michael Cule *************************************************************************** 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: Sun, 30 Apr 2000 16:09:12 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Fatigue >Okay, here is the problem (or maybe it's my problem!). >I use RQIII and I'm having a fit using the fatigue system. >Namely, I keep >forgetting to have my players use it so it ends up being redundant. Add >that as GM, I have enough problems without keeping track of the NPCs >fatigue. End result, fatigue is not used. Does anyone use a different >system that is not so bookkeeping intensive? Common issue, but if you approach it from another side, it almost goes away... Have Fatigue computed for all of your NPC's before combat and try to keep them positive if it is appropriate to the scenario. Then, when combat starts, determine the current status of the PC's Fatigues. If all of the values are positive, then the two lowest values tell you how many rounds you can ignore fatigue before it can have any meaningful affect on the combat. Generally, unless the spread between the two lowest is notable, you can ignore the first person to go negative, but when the second person does, it is time to start assigning penalties. There is a good chance that the battle will be over by then, since most combats are over in about 5 to 8 rounds. Fatigue usually only matters if someone is so encumbered that their Fatigue starts negative. Bob 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: Mon, 01 May 2000 01:31:34 -0500 From: James Welch IV Subject: Re: [RQ-RULES] gunpowder, etc. I am currently running a RQ game set in Harn. We reconceptualized the original setting to put it into an era roughly equivalent to the Renaissance. Thus there is the use of gunpowder in the form of early muskets and pistols. We have a pistol doing d10 damage, taking two rounds to reload, and a musket doing 3d6 damage, taking three rounds to reload. Therefore, they are deadly, but not very accurate. Any more "official" rules governing such things? There are cannon, as well, but I just basically make a judgment on what they do on the rare occasions they're put to use (usually against structures). Also, I'm looking for a little more information about the Harnic gods and goddesses. They don't seem to fit neatly into the standard archetypes. I've been developing them on my own, in collaboration with the players. I've also checked out some of the stuff done by the Harnic Religious Team, but I can't seem to find any specific cult spells for the various deities (although I've made up a couple). Any ideas on where else to look? Thanks, Astor *************************************************************************** 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, 1 May 2000 04:57:09 -0400 (EDT) From: Terje Tollisen Subject: Re: [RQ-RULES] gunpowder, etc. There are some rules for guns and sutch used by dwarfes. I believe they are in the Elder Races book. The gods on Harn do have some archtypeish feauters, but they have many aspects. They give power depending on who worships them, and how they are worshipped. But in generall you have a war god (Aghrick), the Death god (Morgath), god for knowledge and wisdom (often worshipped by members of the Shek Pvar)(Save-Knor)and so on. Also, demons any other things like tht are quite important (like the, Phergas, master of the underworld(Burgahi)). The magic system is different from RQ, so I don't think you will find cult spells per se. I think priests use rituales mostly. The best way to learn about the gods would be to buy the book Gods on Harn(or something in that manner). Sorry, but I have no web referances. - -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: Mon, 1 May 2000 13:05:31 +0100 From: Michael Cule Subject: Re: [RQ-RULES] gunpowder, etc. In message <390D24C3.D12DCE3E@prismnet.com>, James Welch IV writes >Also, I'm looking for a little more information about the Harnic gods and >goddesses. They don't seem to fit neatly into the standard archetypes. I've >been >developing them on my own, in collaboration with the players. I've also checked >out some of the stuff done by the Harnic Religious Team, but I can't seem to >find >any specific cult spells for the various deities (although I've made up a >couple). Any ideas on where else to look? HARNMASTER Religion would seem to be the obvious place. It's quite generic and the stuff about 'invocations' should be easily RuneQuest- able. - -- Michael Cule *************************************************************************** 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, 1 May 2000 07:52:22 -0700 (PDT) From: dabick@excite.com Subject: Re: [RQ-RULES] gunpowder, etc. From Astor; > I am currently running a RQ game set in Harn. We reconceptualized the original > setting to put it into an era roughly equivalent to the Renaissance. Thus there > is the use of gunpowder in the form of early muskets and pistols. We have a > pistol doing d10 damage, taking two rounds to reload, and a musket doing 3d6 > damage, taking three rounds to reload. Therefore, they are deadly, but not very > accurate. Any more "official" rules governing such things? There are cannon, as > well, but I just basically make a judgment on what they do on the rare occasions > they're put to use (usually against structures). I think the reload of your early muskets is too quick. If the enemy charged there was no chance to reload and get a second shot off. Thus the muskets became expensive clubs. I think the reload should be more like 6/MR to reload. Remember, you had to use two types of powder, a wad of cloth, and the bullet. Get all that in the gun properly, in not too little or too much powder, while your life is most likely under threat. From what I have seen and done, the old black powder was not as easy to reload as a crossbow. I do have to say, I don't know Harn. It is possible the guns they have are more advanced than what I am thinking. Are they use burning wicks or flintlocks to ignite the powder in the flash pans? Jim _______________________________________________________ Get 100% FREE Internet Access powered by Excite Visit http://freelane.excite.com/freeisp *************************************************************************** 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, 01 May 2000 12:34:54 -0500 From: Antonio Subject: [RQ-RULES] All about Peru If you need information about Peru, country of south america, visit this pa= ge:=20 http://members.tripod.com/inca_land Guia Internet Antonio Zarate *************************************************************************** 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, 2 May 2000 15:48:00 +0000 From: "PHELIM MURNION" Subject: [RQ-RULES] Re: Old RQ Scenario I have a review of "Shadow on the Bordelands" that mentions that two of the scenarios in it had already been published in White Dwarf. I have one: "A Tale to Tell" but the other one is called (I think) "Dyskunds caverns". Does anyone know what issue of WD that appeared in? Phelim Murnion School of Business & Humanities Galway-Mayo Institute of Technology Dublin Road Galway phone: 353 91 753161 email: phelim.murnion@gmit.ie *************************************************************************** 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, 2 May 2000 18:10:13 +0300 From: Mikko.Korhonen@info3.helia.fi Subject: [RQ-RULES] stats Hi all! Just wondering: How do you handle very high stats? I am currently running high-magic campaign set in Glorantha (West Genertela), and the players have access to different kinds of stat-boosting magics. Basically, does anybody have house-rules to stats over racial maximum. Any bonuses exept the normal skill & damage bonuses. For example, how does DEX 26 reflect ? Thanks Mikko Korhonen *************************************************************************** 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, 2 May 2000 09:57:14 -0600 From: "Fiorito, David" Subject: [RQ-RULES] RQ:AiG Questions Ok. Now that I have gotten a copy (complete 1993 draft) of the rules I was wondering if there are any glaring problems that I should know about. Comments? Cheers, Dave Fiorito *************************************************************************** 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, 02 May 2000 10:21:59 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] stats >From: Mikko.Korhonen@info3.helia.fi >How do you handle very high stats? I am currently running high-magic >campaign set in Glorantha (West Genertela), and the players have access >to different kinds of stat-boosting magics. Multispelled Neutralize Magic 1. This will really 'do a number' on any character who relies too much on precast spells. >Basically, does anybody have house-rules to stats over racial maximum. We do not allow spells to increase stats to more than x2 current level >Any bonuses except the normal skill & damage bonuses. For example, how does >DEX 26 reflect? Nothing really, except the character with the highest DEX will go first if SR are equal. Leon Kirshtein www.geocities.com/leonbk/ "No good deed shall go unpunished." ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.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: Tue, 2 May 2000 18:12:32 +0100 From: "Meirion Hopkins" Subject: Re: [RQ-RULES] Old RQ Scenario It was in White Dwarf 51. It was called 'The Black Broo Of Dyskund'. The version in SotB is improved and better integrated into 'Living Glorantha', the original had no specific locality or relation to any other scenario. Meirion - ----- Original Message ----- From: PHELIM MURNION To: Sent: Tuesday, May 02, 2000 4:48 PM Subject: [RQ-RULES] Re: Old RQ Scenario > I have a review of "Shadow on the Bordelands" that mentions that > two of the scenarios in it had already been published in White > Dwarf. I have one: "A Tale to Tell" but the other one is called (I > think) "Dyskunds caverns". Does anyone know what issue of WD > that appeared in? > > Phelim Murnion > School of Business & Humanities > Galway-Mayo Institute of Technology > Dublin Road > Galway > > phone: 353 91 753161 > email: phelim.murnion@gmit.ie > > *************************************************************************** > 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: Tue, 2 May 2000 15:21:56 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] stats >How do you handle very high stats? I am currently running high-magic >campaign set in Glorantha (West Genertela), and the players have access >to different kinds of stat-boosting magics. Basically, does anybody have >house-rules to stats over racial maximum. Any bonuses except the normal >skill & damage bonuses. For example, how does DEX 26 reflect ? >Mikko Korhonen In general, I would like to change the stat training rules so that they do not get so hard so fast, but I have yet to see something I like. We have a house rule that says: if your size is 16+ and your Str and Dex are 10+ over the required Min, then you can use that weapon as if it were the next smaller size. Example: use a Great Sword as a Bastard Sword to gain one-hand use, or use a Bastard Sword as a Broad Sword to gain thrust for Impale. I allow the increased stats to modify the Category Modifiers for skills. This can have a big effect over time with normal training when the player is using long duration Str and Dex raising spells. Bob 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. ------------------------------ End of RuneQuest Rules Digest V3 #49 ************************************ *************************************************************************** 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.