From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #93 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Monday, October 2 2000 Volume 03 : Number 093 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Imbue addition, + magic item [RQ-RULES]Truestone Re: [RQ-RULES] Imbue addition, + magic item [RQ-RULES] Imbue rules Re: [RQ-RULES] Imbue rules - C&S magic [RQ-RULES] Another item Re: [RQ-RULES] Imbue rules Re: [RQ-RULES] Imbue rules 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: Thu, 28 Sep 2000 22:26:48 -0400 (EDT) From: Terje Tollisen Subject: Re: [RQ-RULES] Imbue addition, + magic item Peter Maranci : >... I've come up with another addition: Truestone (or the >magical equivalent in non-Gloranthan campaigns) can be imbued >with spells for a lower cost. Only the Imbue Enchantment >spell itself must be cast with POW; all other spells >imbued need only be cast normally, with magic points. Of >course, capacity is still an issue. It could be a possibility that the spell caster loses the knowledge of the spirit spell and must learn it again, just like an initiate would have to if he casts a divine spell into a true stone. Capacity should not be a problem if you treat it the same way as for divine spells. Jim: >How about would treating the "special" material, like >Truestone, as not needing the Imbue Enchantment spell. >The property of the spell is already in the Truestone or >Oerthblood. However, any spell cast into, will cost >power. I would say that the imbue spell is needed, as true stone only has the ability to store divine magic. The imbue spell would allow it store spirit spells as well. A small problem is that you can not enchant true stone in Gloreantha according to the RQ rules. If I am not mistaken, runes must be used to make an enchantment, and true stone is too hard to even leave a scratch in it. Of course, this is a minor inconvenience that a GM can just drop. - -Terry Tollisen, lurker ______________________________________________ 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.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 29 Sep 2000 07:20:40 +0200 From: St=?ISO-8859-1?B?6Q==?=phane FRANCOIS Subject: [RQ-RULES]Truestone > A small problem is that you can not enchant true stone in Gloreantha > according to the RQ rules. If I am not mistaken, runes must be used to make > an enchantment, and true stone is too hard to even leave a scratch in it. Of > course, this is a minor inconvenience that a GM can just drop. In RQ/Glorantha, adamant (refined Truestone) is unbreakable and will remain for eternity in it's present state. Truestone is probably difficult to work, but there's nothing saying it can't. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 29 Sep 2000 08:37:02 +0100 From: Philip.Hibbs@tnt.co.uk Subject: Re: [RQ-RULES] Imbue addition, + magic item >I hope I'm not boring everyone with these Imbue rules, >but I've come up with another addition: Truestone (or >the magical equivalent in non-Gloranthan campaigns) can >be imbued with spells for a lower cost. This may not be the forum for this, but in Glorantha, Truestone can't be manipulated magically. If you touch it, you obey it's rules, not vice versa. It takes a fantastic act of will to resist the magic-absorbing effects, and bending it to your will is the stuff of heroquests. IMO. 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.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 29 Sep 2000 11:08:18 -0400 From: "safety/maranci.net@mail.maranci.net" Subject: [RQ-RULES] Imbue rules * Julian Lord wrote: > Some people have ALL the luck ... > Peter, we have been swamped by a deluge of repeat RQ Dailies > since about the 23rd ... And they all came into my mailbox about five minutes after I wrote that. Funny old world, ain't it? > Cool !! But too expensive (see below). [snip] > So the total cost of a 4 step Bladesharp 4 should IMO be : [snip] > Total cost: 15 POW (if everything had been imbued in one session it > would only have cost 12 POW). Hmm…maybe. Let's see. A sword with a Bladesharp 4 matrix costs 4 POW. A one-shot full Imbue would cost 12 POW. Under the "Imbue every time" rule it would cost 18 POW. Using your "Imbue once , link after" rule it would cost 15 POW. The difference seems fairly small. I guess the best way to find out is to see how the cost works out in an actual game. Unfortunately, I won't be able to do that for a while… > I also believe that one should, generally speaking, be allowed to cast > spells on other spells to modify them. You mean, during regular casting? Not just enchanting, in other words? Hmm. I wonder why that issue never came up before? It's an interesting idea, and feels right. * Timothy Byrd wrote: > - - A 22 string harp would be a lap harp. You can get 25 string harps > that *in the case* work as carry-on luggage on an airplane. (See below > for more info.) An orchestral harp has 47 strings. Okay, confession time: I don't know anything about harps. Except for the curious bit of lore that due to the strains placed by the strings on the frame, harps have a limited lifespan. My thought was that the harp should be Really Big, portable but not easily so. 22 sounded like a big number of strings to me. Oops! > - -Minor thing to throw in: The shape of the sound box affects the > "directionality"of the sound. Very interesting! I was wondering if I should try to figure out the range of the harp, but realized that I had no clue. I thought that using Ironhand to make the harp louder was an interesting idea. The same thing should apply even more strongly to drums. I'm envisioning an enormous message drum with an Armoring-enchanted skin in Pamaltela, being pounded by a baboon hanging over the center of it on a vine with Ironhand 6… > - - What are the strings made of? Gut? Bronze? Silver? Gold? How easy > is it to get replacements, even if they aren't enchanted? That > breakage rate is immense, but I would keep it for game balance. Unfortunately the guestbook service I use for the Chaos Project limits entries to 1,000 characters, so I have to be very terse there (and it carried over to here). I'd say the strings are silver, that there are X replacements on hand, availability depends on tech level and location, etc. > - - What about tuning? Yeah, I actually thought of that. Couldn't fit it IN, but I thought of it. If I'd had space I'd have added a minus to skill until the string was tuned, and the time needed to tune it. Speaking of time, how realistic was my guess for time needed to change the string? Thanks for all the harp information! * Olli Kantola > Who would create an average of 5 potions of heal 4 for 6 POW? The same > aplies to recharging items. How about something like: > > POT^2*10 MPs for the batch. The amount of MPs channeled could be > Alchemy*MP. > > So Heal 4 would cost 160 MPs. With a skill of 75% that would cost 213 > MPs. With POW 14 that would take 17 days. With a skill of 90% and a POW > of 16 it would only take 11 days. I like the sound of this -- requiring many days of work to create potions or recharge an item. But I'm not sure I'm following your mechanics properly. Regarding magical materials like Truestone and Oerthblood: I was suddenly reminded of Chivalry & Sorcery, where you made a magic item out of many different substances and had to enchant their resistance down to zero. Resistance differed for different substances, and the more magical a substance, the less resistance it had. That was a pretty cool system. I wouldn't mind lifting the concept for RQ, but it might be too complicated. As I recall, it took me WEEKS of calculating to create a C&S magic staff. But when I finished, I really felt as if I'd created it, and that I understood it -- which is not a feeling I've had with any other RPG. I was looking for a little of that with the Imbue rules. =>Peter - -- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest Page! http://www.maranci.net/rq.htm - ------------------------------------------------------------------- This message has been posted from Mail2Web http://www.mail2web.com/ Web Hosting for $9.95 per month! Visit: http://www.yourhosting.com/ - ------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 29 Sep 2000 17:35:32 GMT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Imbue rules - C&S magic >Peter Maranci: > >Regarding magical materials like Truestone and Oerthblood: I was suddenly >reminded of Chivalry & Sorcery, where you made a magic item out of many >different substances and had to enchant their resistance down to zero. >Resistance differed for different substances, and the more magical a >substance, the less resistance it had. That was a pretty cool system. I >wouldn't mind lifting the concept for RQ, but it might be too complicated. >As I recall, it took me WEEKS of calculating to create a C&S magic staff. >But when I finished, I really felt as if I'd created it, and that I >understood it -- which is not a feeling I've had with any other RPG. I was >looking for a little of that with the Imbue rules. True, C&S had an excellent rules for this sort of thing. This reminded me of a story however. One of the characters in our group who was playing a sorceror convinced half of the party to kill the other half of the party for their body parts, because he figured out that they were worth more dead(as material components for magic items and rituals, check out the BRV of elf blood) then the treasure we found in the last three sessions. 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. Share information about yourself, create your own public profile at http://profiles.msn.com. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 29 Sep 2000 15:09:12 -0400 From: "safety/maranci.net@mail.maranci.net" Subject: [RQ-RULES] Another item Gold-Seeker (generic, 4 - 13 POW) History: This sort of hammer has been used by knowledgeable miners for many years. The techniques for creating them may have been originally developed by the dwarves. They come in varying powers, and Seekers for other metals are sure to exist Description: A well-made hammer, including some decoration in gold (or whatever metal it "seeks"). Powers: When used to hammer and beat out ore, this hammer detects even minute traces of gold ore and separates them out from rock. The effect of the Bludgeon is restricted to gold only, which ends up mashed into the underlying surface where it may be easily scraped up and collected. Spells Imbued: Detect Gold, Bludgeon 1-4 =>Peter - -- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest Page! http://www.maranci.net/rq.htm - ------------------------------------------------------------------- This message has been posted from Mail2Web http://www.mail2web.com/ Web Hosting for $9.95 per month! Visit: http://www.yourhosting.com/ - ------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 30 Sep 2000 16:54:32 +0300 (EEST) From: Olli Kantola Subject: Re: [RQ-RULES] Imbue rules On Fri, 29 Sep 2000, safety/maranci.net@mail.maranci.net wrote: > > Who would create an average of 5 potions of heal 4 for 6 POW? The same > > aplies to recharging items. How about something like: > > > > POT^2*10 MPs for the batch. The amount of MPs channeled could be > > Alchemy*MP. > > > > So Heal 4 would cost 160 MPs. With a skill of 75% that would cost 213 > > MPs. With POW 14 that would take 17 days. With a skill of 90% and a POW > > of 16 it would only take 11 days. > > I like the sound of this -- requiring many days of work to create > potions or recharge an item. But I'm not sure I'm following your > mechanics properly. A patch of Heal 3 potion costs me 3^2*10 MPs (or 3*3*10), thats 90 MPs. Now I'm a aprentice, I have alchemy 40%, but a POW of 16. In a single day I can put 15 points to my project, without fainting... No, wait it's really 16, how stupid of me. Due to my poor alchemy skill only 6,4 points are effective. 90/6,4=14,0625, so it takes me two weeks to produce 2D4 uses of potion/salve that heals 3 points on contact. A master (alchemy 110%, POW 17) would have done that in (90/(1.1*17) five days. A true master (alchemy 150%, POW 21 ...since he relies on potions, he needs POW) would have done this in (90/(1.5*21) 3. The difference between the master and the apprentice is that the master can manufacture potions of large POT (or intensity, if you will) without spending months at the project. Note that a common healing salve (POT 1) is very easy to make. Olli Kantola *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 2 Oct 2000 08:50:30 +0100 From: Philip.Hibbs@tnt.co.uk Subject: Re: [RQ-RULES] Imbue rules >A patch of Heal 3 potion costs me 3^2*10 >MPs (or 3*3*10), thats 90 MPs. Having a mechanism that uses up such ludicrously large amounts of MPs only serves to encourage players to boost up their available MPs to ridiculous levels, in my experience. 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.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #93 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.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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