From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #104 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 23 2000 Volume 03 : Number 104 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Cultural Skill Base Chance Re: [RQ-RULES] Several Questions [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 [RQ-RULES] Various queries Re: [RQ-RULES] Various queries Re: [RQ-RULES] Various queries Re: [RQ-RULES] Various queries RE: [RQ-RULES] Various queries Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 [RQ-RULES] Return of the cultural base chance [RQ-RULES] Sorcery spell. [RQ-RULES] Rhino questions [RQ-RULES] Major update [RQ-RULES] RE: RuneQuest Rules Digest V3 #103 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, 20 Oct 2000 08:50:56 +0100 From: Philip.Hibbs@tnt.co.uk Subject: Re: [RQ-RULES] Cultural Skill Base Chance >If there's no detrimental effects worked into the background, >then whatever that particular positively modified background >is, it'll soon have _everyone_ playing one. Well, all the munchkins will be playing them, at least. 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, 20 Oct 2000 08:57:18 +0100 From: Philip.Hibbs@tnt.co.uk Subject: Re: [RQ-RULES] Several Questions >Truestone might resist Gorp pretty >well, but again given long enough >and enough Gorp it will probably succumb. Gorps are chaos, Truestone is pure law. I believe the gorp would die, and I don't think the truestone would be damaged. After all, The Block didn't explode, it just squashed the devil. 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, 20 Oct 2000 09:01:00 +0100 From: Philip.Hibbs@tnt.co.uk Subject: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 >> That seems a bit overly mechanistic to me. SPerrin: >Then again, this is a list about game mechanics. That doesn't mean that every problem must be solved by a game mechanic. Down that road lies rolemast^H^H^H^H^H^H^H^Hmadness. 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, 20 Oct 2000 10:25:29 +0200 From: Alexandre Lanciani Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 Philip.Hibbs@tnt.co.uk wrote: > SPerrin: > >Then again, this is a list about game mechanics. > > That doesn't mean that every problem must be solved by a game mechanic. > Down that road lies rolemast^H^H^H^H^H^H^H^Hmadness. No, D&D... Rolemaster at least uses the same mechanic for everything... ;) Though I'd agree that realism (i.e., consistency with the setting) is more important that game balance. - -- Regards, Alexandre. "Cinq Milliards de races d'hommes sur Terre, Est-ce assez pour croiser le fer...?" *************************************************************************** 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, 20 Oct 2000 08:09:26 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 In a message dated 10/20/00 1:51:44 AM Pacific Daylight Time, alexanl@tin.it writes: > > No, D&D... Rolemaster at least uses the same mechanic for everything... > ;) > > Actually, the new edition of D&D uses the same mechanic for just about everything... Steve *************************************************************************** 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, 20 Oct 2000 17:15:10 +0100 From: "Maximillian Cairnduff" Subject: [RQ-RULES] Various queries Hello all, I just joined the list a few days ago and have been pleasantly surprised at the level of activity going on. I hope you can help with the following queries. Firstly, I intend to start a fresh RQ game in the near future based in historical Japan. I have been totally unable to purchase Lands of Ninja (which I think was the Japan supplement) and would be grateful if anyone could help me out with RQIII stats for Japanese weaponry and creatures. Any suggestions are welcome. Secondly, I saw a post recently stating that the author didn't use strike ranks. How do other people find these work in practice? I would like to drop them as I find they slow things down too much but would appreciate any ideas on how others have done so. Lastly, my current RQ game is shortly to have Scorpion Men introduced into it (the player's starting region did not have them). While I have the core rules and Elder Secrets, I do not have anything describing how Scorpion Men absorb other races using the Rituals of Becoming and of Devouring, nor what those rituals actually are. Does anyone have any guidance on the cult of Bagog, Scorpion Man rune magic and their ecology? Thanks for any help you can provide. Best regards, Max Cairnduff Sent by Law Mail *************************************************************************** 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, 20 Oct 2000 13:14:39 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Various queries In a message dated 10/20/00 11:29:02 AM Central Daylight Time, Max wrote: << Firstly, I intend to start a fresh RQ game in the near future based in historical Japan. >> Hmmm, Speaking of Fuedal Japan, I ran across a pretty interesting article online a while back at _The Oracle_, I believe by Lee Gold. Had some pretty interesting info on a variety of different relationships for the period (as well as stuff on the Greeks (I think), and Vikings). -Ken- *************************************************************************** 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, 20 Oct 2000 13:22:55 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Various queries In a message dated 10/20/00 11:29:02 AM Central Daylight Time, Cairnduff@law.com writes: << I have been totally unable to purchase Lands of Ninja (which I think was the Japan supplement) >> Ebay has one for sale Land of Ninja box RuneQuest Avalon Hill OOP Item #467305651 *************************************************************************** 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, 20 Oct 2000 14:50:02 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Various queries In a message dated 10/20/00 9:29:02 AM Pacific Daylight Time, Cairnduff@law.com writes: > > Secondly, I saw a post recently stating that the author didn't use > strike ranks. How do other people find these work in practice? I > would like to drop them as I find they slow things down too much but > would appreciate any ideas on how others have done so. > > I (the author in question) just use Dexterity for Initiative, with each character getting two actions, one at Dex and one at DEX - 10, somewhat similar to what I did with Superworld. This is all detailed in the copies of my current rules on file with the listmeister. Or I could send you a copy over email. Contact me directly if that appeals to you. They are in Word '97 format, but I could put them in RTF if you like. Steve Perrin, giving it away because I can't sell it. *************************************************************************** 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, 20 Oct 2000 15:54:49 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Various queries > Secondly, I saw a post recently stating that the author > didn't use strike ranks. How do other people find these > work in practice? I would like to drop them as I find > they slow things down too much but would appreciate any > ideas on how others have done so. >Max Cairnduff Well, after you have run enough sessions and done all of the computations a few hundred times, you eventually get a clue that SR's are just a numeric means to determine the order of action for the round. They generally average out to a predictable sequence... SR1: Spirit combat SR1-3: Ready missile weapons & short spells SR4-7: Other combat actions & medium spells SR8-10: Second combat actions (if any) & long spells SR10: Targeted blows (if any) Most of your time will be spent in the SR4-7 section. Charging Lances go first, then Size, Dex, & Long Weapons matter most. Characters with all 3 go second, with any 2 go third, with any 1 go fourth, and with 'none of the above' go last. You can break ties by Dex, and simultaneous actions are allowed. A 2-hand weapon cannot attack and parry a simultaneous attack, the (or a) 2-hand attack has to be delayed until the other attack is resolved. The biggest problem with medium to high level games is that playing the knockback rules gives a big advantage to the first attack since the person knocked back might not have a target to hit anymore. This can be slightly alleviated by allowing longer weapons to attack two to three meters (based on type) so that the victim can still reach a nearby foe. Bracing is a defense, but is too penalizing for normal use. You could also rule that parried damage does not apply to knockback. Bob Stancliff *************************************************************************** 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, 21 Oct 2000 10:51:54 -0700 From: Alexandre Lanciani Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #103 Steve Perrin: >> No, D&D... Rolemaster at least uses the same mechanic for everything... >> ;) >> >> > Actually, the new edition of D&D uses the same mechanic for just about > everything... Yes, d20 + skill > difficulty level, isn't it? But... Hey! This is Rolemaster's system, too! (Actually Rolemaster uses d00 + skill bonus > 100 + difficulty modifier, but they do seem alike.) Btw, how many years late D&D is? Maybe twenty two (but you know it better than me, and better than anybody else probably)... - -- Regards, Alexandre. "Cinq Milliards de races d'hommes sur Terre Est-ce assez pour croiser le fer...?" *************************************************************************** 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: Sun, 22 Oct 2000 02:00:56 +1100 From: "Jim & Peta Lawrie" Subject: [RQ-RULES] Return of the cultural base chance Looking back on the input from the cultural bases question, I thought I might come up with a few 'starter additions' for diverse cultural backgrounds. These are based more on locality than actual careers, and would be added before occupational experience was figured. Primitive: All: (Boys) Animal Lore +20*, (Girls) Plant Lore +20* Swamp, river, island etc: Boat +20, Swim +30. Plains, tundra, deserts etc. Track +10, Sneak +20, Hide +20. Rainforests, forests, etc Conceal +10, Sneak +20, Hide +20. And so on, does this look workable? Jim Lawrie (*I'm basing this on australian aboriginal culture, it isn't a blanket statement.) *************************************************************************** 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: Sun, 22 Oct 2000 16:26:13 EDT From: MurfNMurf@aol.com Subject: [RQ-RULES] Sorcery spell. Hi gang, I've been fiddlin' with Sandy's Sorcery rules lately; actively trying to scare up more Sorcery spells from the WWWeb. Anyhow, I came up with a new Enchantment for Sorcerers, and thought you might enjoy it. It was _originally_ the Creat Mandala spell from the RQ Ninja book, and Create Sorcerer's Staff (I think that's right) from the old BRP Magicworld book. But I jammed 'em together into something I like: CREATE SORCERER'S STAFF Ritual Enchant A variation of the Create Familiar spell. With this ritual, a Sorcerer's Staff is made into a Familiar-like thing, but is not transformed into a Complete Creature. A Staff need not be an actual Staff. Sorcerers have been known to have jewels, wands, or even weapons encahnted in this way. If the Sorcerer created the object himself, the roll needed to create the Staff must be under both the Sorcerer's Enchant skill, and whatever Craft skill he used to create the object. If the Sorcerer uses an object created by a Craftsman, as opposed to created by himself, he must sacrifice 1 POW to attune the item. By using Multispell, this ritual permanently transfers 1 or more points from the Sorcerer's INT and/ or POW to the Staff. Unlike other Enchantments, a Sorcerer won't be able to add additional characteristics later, as the Staff will have been completed. For each point of the Sorcerer's INT, the Staff gains 2D6 INT. For 1 POW, the Staff will have a POW equal to the Sorcerer's. It regains MPs at the same rate as the Sorcerer. The Sorcerer and Staff have only the most minor of Telepathic links. The Sorcererer has a perpetual awareness of the approximate distance and direction of the the Staff within his POW in km The Sorcerer can use the Staff's INT to store spells, its MPs to cast spells, and its POW/ MPs to add to his own in resisting spells. To do this, the Staff must be in the Sorcerer's possession, or clearly within his Line-of-sight. The Staff is unable to cast spells by its own decision, but may be ordered to cast a particular stored spell at a given time or under certian circumstances. The Staff will do this even if the Sorcerer isn't present when these conditions are satisfied. A Sorcerer's Staff can do an additional D6 damage/POW point expended when a stricken target target's MPs are overcome by those of the Staff. Emotion-affecting spells will not affect the Staff, nor be transmitted to the Sorcerer. Only spells actually directed at destroying the Staff can affect it; assuming its MPs are overcome. A Sorcerer may have only a single Staff at any given time, and if he wishes to have a new one, must first destroy the old one. A Sorcerer's Staff has +1/2 AP, regardless of the material of the object.. If broken, or reduced to zero POW, the Staff become dead and useless. A Staff can have additional protective spells laid on it. *************************************************************************** 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, 23 Oct 2000 15:41:19 +1100 From: "Jim & Peta Lawrie" Subject: [RQ-RULES] Rhino questions Does anyone know the RQ3 statistics for Rhino's and Rhino-Rind? Just learned fact, Earthly Rhino's have a sprint speed equal to horses, although I'd say they wouldn't have the same endurance. Jim Lawrie *************************************************************************** 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, 23 Oct 2000 01:03:38 -0400 From: Peter Maranci Subject: [RQ-RULES] Major update My RuneQuest page has undergone a major update. All pages have been updated with a convenient runic navigation bar, the main page has been simplified and streamlined, and new sections have been added: Links (with comments/reviews), Site History, and a bio. Many other pages have been updated, including Chatter, which has a controversial cranky review of Hero Wars. Also new is "Blood Omen", an AD&D module by Alexander Wallis - the first module on the site that I didn't write, but with any luck not the last. If you haven't looked in on the site recently you've missed a lot of new material. The Chaos Project has been expanding almost daily, with over 40 magic items and tons of new chaos features and found items. I've also renamed the page "Pete's RuneQuest and Roleplaying!"; I'll continue to support RQ as always, but good roleplaying material for almost *any* system (and generic material) will be used if it shows up. The URL is http://www.maranci.net/rq.htm . ->Peter - ---------------------------------------------------------------------- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm *************************************************************************** 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, 23 Oct 2000 11:51:22 -0700 From: "First Name Last Name" Subject: [RQ-RULES] RE: RuneQuest Rules Digest V3 #103 Two quick questions: Detect Magic. In RQ2 this made all magic items within the range of the spell glow. As I recall, this was the only detection spell in which everyone could see the results; other spells caused glowing visible to the caster only. But in RQ3 this and all other Detect spells became much lamer-ahem-weaker, requiring the caster to use a dowsing stick and being pulled from one source to the next. This always seemed really stupid to me in the case of Detect Enemies in particular. Personally, if I'm about to discover that someone is my enemy I'm going to want something a lot bigger than a dowsing stick in my hands at the time. So what versions are being used out there? Is there some good reason that the spells were changed? Second question: I'd like to make a magic item that automatically "recharges" lost fatigue. But I'm not sure how to do this. I could have an Endurance matrix with a linked MP battery and the condition that it casts when the wearer goes below, say, five FAT (or whatever, for those who don't use the RQ3 fatigue system). That would cost at least four POW, as I read it, and I'm not sure how the spell would be aware of the fatigue level of the wearer. And what would the chance of success be? And if the wearer resists for some reason, does the spell try to overcome? With what POW? On the other hand, the item could be created with a spell spirit. I don't know if the spirit could simply be instructed to cast under certain circumstances, or if some Conditions would be necessary. But again I wonder how the spirit would perceive the fatigue state of the wearer. And would repeated dosings of Endurance have side effects? Would they make it impossible to sleep? This is the kind of stupid stuff I wonder about sometimes. Sigh. Anyway, any ideas would be appreciated. - ->Peter - -- Peter Maranci peter@maranci.net Woonsocket RI Pete's RQ & Roleplaying! http://www.maranci.net/rq.htm - ------------------------------------------------------------ - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** 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 #104 ************************************* *************************************************************************** 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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