From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #46 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 Friday, May 4 2001 Volume 04 : Number 046 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Overlapping Spells Vs: [RQ-RULES] Linked Enchantments Re: Vs: [RQ-RULES] Linked Enchantments Re: [RQ-RULES] Overlapping Spells [RQ-RULES] Linked Enchantments RE: [RQ-RULES] Overlapping Spells Re: [RQ-RULES] Overlapping Spells [RQ-RULES] RQ to HQ conversion 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, 4 May 2001 08:31:26 -0700 From: Brad Furst Subject: [RQ-RULES] Overlapping Spells I am already familiar with some of the example rules for Overlapping Spells, such as when Bladesharp-4 and Damgae-Boost-6 are cast on the same weapon. In that case there remains +20% to hit but the damage is +6 (rather than +4+6=+10). Last evening there was some disagreement about two different sets of overlapping spells (and keep in mind that the spells were not cast munchkin-like, but rather cast in ignorance/innocence). Since one particular character in our party seemed to be the focus of the opponents' magical attacks, another character cast Countermagic-4 on him, unaware that Resist-Magic-8 was already in effect upon him. How do you resolve subsequent magic attacks? In the second situation, our character was headed in melee so another character cast Protection-4 upon him, unaware that Damage-Resist was already in effect upon him. How do you resolve incoming damage? If there had been no Protection then our usual expectation is to reduce incoming damage according to armor and then compare the remainder to the Damage-Resist intensity on the Resistance Table. Would you adjust your answers to the above if the spells had been cast in a different sequence? Brad Furst esoteric@teleport.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, 4 May 2001 18:41:56 +0300 From: "Mikko Korhonen" Subject: Vs: [RQ-RULES] Linked Enchantments If i read the rules correctly, enchantment conditions work 100% of time and are also instant. So in this light, your example would work just nicely. Nice bow ;) Cheers, Mikko - ----- Original Message ----- From: Brad Furst To: Sent: Friday, May 04, 2001 6:14 PM Subject: [RQ-RULES] Linked Enchantments > Consider a matrix (e.g. Firearrow), part of a Linked Enchantment with > a MP storage matrix and a condition that the spell goes off when the > ammunition (the arrow) touches the projector (the bow) with the spell > being fueled by the MP in the matrix. > > Is it necessary to make a normal roll for spirit magic according to, > for example, the POWx5 (plus magic bonus minus encumbrance) of the > character handling the linked matrices? Or can the spell in the > matrix itself cast at 100%? > > Brad Furst > esoteric@teleport.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. > *************************************************************************** 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, 4 May 2001 08:47:22 -0700 From: Brad Furst Subject: Re: Vs: [RQ-RULES] Linked Enchantments >If i read the rules correctly, enchantment conditions work 100% of >time and are also instant. So in this light, your example would work >just nicely. Nice bow ;) The archer thought it was nice, too, until the linked MP storage matrix was empty and the GM ruled that the spell continued to go off each time the bow was reloaded, all the while taking the MP from the archer instead. > > Consider a matrix (e.g. Firearrow), part of a Linked Enchantment with > > a MP storage matrix and a condition that the spell goes off when the > > ammunition (the arrow) touches the projector (the bow) with the spell > > being fueled by the MP in the matrix. Brad Furst esoteric@teleport.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, 04 May 2001 11:51:39 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Overlapping Spells Brad Furst wrote: > > Since one particular character in our party seemed to be the focus of > the opponents' magical attacks, another character cast Countermagic-4 > on him, unaware that Resist-Magic-8 was already in effect upon him. > How do you resolve subsequent magic attacks? Given the above order, Countermagic 4 would be tested first, then Resist 8. This one could be subject to some quibbling, though. > In the second situation, our character was headed in melee so another > character cast Protection-4 upon him, unaware that Damage-Resist was > already in effect upon him. How do you resolve incoming damage? If > there had been no Protection then our usual expectation is to reduce > incoming damage according to armor and then compare the remainder to > the Damage-Resist intensity on the Resistance Table. Actually, you test the total damage vs. the resist first, then if it passes, reduce it for armor. Since Prot4 acts like armor, I'd test the damage rolled vs the Resist 1st, and if it bypasses the resist, reduce it by armor+protection 4. > Would you adjust your answers to the above if the spells had been > cast in a different sequence? In the 1st case, yes, but not in the second. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** 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, 4 May 2001 11:58:19 -0400 From: Andrew Barton Subject: [RQ-RULES] Linked Enchantments > Consider a matrix (e.g. Firearrow), part of a Linked Enchantment with > a MP storage matrix and a condition that the spell goes off when the > ammunition (the arrow) touches the projector (the bow) with the spell > being fueled by the MP in the matrix. > Is it necessary to make a normal roll for spirit magic according to, > for example, the POWx5 (plus magic bonus minus encumbrance) of the > character handling the linked matrices? Or can the spell in the > matrix itself cast at 100%? I've always assumed that the enchantment was cast automatically in this situation. If not, enchantments placed to defend a site would always have to have a spirit bound into them to do the casting. For game balance reasons, it may be best not to allow this for Active spells. Andrew *************************************************************************** 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, 4 May 2001 13:00:12 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Overlapping Spells > I am already familiar with some of the example rules for Overlapping > Spells, such as when Bladesharp-4 and Damgae-Boost-6 are cast on the > same weapon. In that case there remains +20% to hit but the damage > is +6 (rather than +4+6=+10). You may well be right about this, but it is not the way I remember it. I thought the rule that you are referring to only applies to the same spell being cast again, not a spell from a different magic style. My group has always allowed the damages to add. > Since one particular character in our party seemed to be the focus of > the opponents' magical attacks, another character cast Countermagic-4 > on him, unaware that Resist-Magic-8 was already in effect upon him. > How do you resolve subsequent magic attacks? First you would have to see if the Resist Magic spell cancels the Counter Magic when it hits. IIRC Resist Magic augments your ability to resist the spell effect, so that would be done after the Counter Magic is tested to see if the spell even hits. > In the second situation, our character was headed in melee so another > character cast Protection-4 upon him, unaware that Damage-Resist was > already in effect upon him. How do you resolve incoming damage? Protection states that it is applied to the recipient after armor effects. This means that it would not help protect your armor suit when it is hit by acid damage, but it would help you after the armor is eaten through. Resist Damage says that it is checked before any other defense, so it might keep that acid from hurting your armor, but it isn't likely to be any help against an attack of 20+ damage. > If there had been no Protection then our usual expectation is to reduce > incoming damage according to armor and then compare the remainder to > the Damage-Resist intensity on the Resistance Table. I actually prefer this interpretation of Resist Damage, though I believe it violates the official rule. This way it protects against the damage that gets through your armor, and normal spell intensities are actually useful and can save your life. This just doesn't happen when it is checked first. > Would you adjust your answers to the above if the spells had been > cast in a different sequence? No. The spells and their special effects control when they are checked. 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: Fri, 4 May 2001 15:46:08 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Overlapping Spells - --part1_99.14436b5e.28246100_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/4/2001 8:39:36 AM Pacific Daylight Time, brad.furst@criticalpath.com writes: > > Since one particular character in our party seemed to be the focus of > the opponents' magical attacks, another character cast Countermagic-4 > on him, unaware that Resist-Magic-8 was already in effect upon him. > How do you resolve subsequent magic attacks? > > In the second situation, our character was headed in melee so another > character cast Protection-4 upon him, unaware that Damage-Resist was > already in effect upon him. How do you resolve incoming damage? If > there had been no Protection then our usual expectation is to reduce > incoming damage according to armor and then compare the remainder to > the Damage-Resist intensity on the Resistance Table. > > In both cases I would use the spirit magic spell to reduce in incoming damage, and then match the damage/effect against the Resist spells. - --part1_99.14436b5e.28246100_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/4/2001 8:39:36 AM Pacific Daylight Time,
brad.furst@criticalpath.com writes:



Since one particular character in our party seemed to be the focus of
the opponents' magical attacks, another character cast Countermagic-4
on him, unaware that Resist-Magic-8 was already in effect upon him.
How do you resolve subsequent magic attacks?

In the second situation, our character was headed in melee so another
character cast Protection-4 upon him, unaware that Damage-Resist was
already in effect upon him.  How do you resolve incoming damage?  If
there had been no Protection then our usual expectation is to reduce
incoming damage according to armor and then compare the remainder to
the Damage-Resist intensity on the Resistance Table.



In both cases I would use the spirit magic spell to reduce in incoming
damage, and then match the damage/effect against the Resist spells.
- --part1_99.14436b5e.28246100_boundary-- *************************************************************************** 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, 4 May 2001 16:35:50 -0400 From: Robert Stancliff Subject: [RQ-RULES] RQ to HQ conversion This is a general posting for the players in my RQ game that I am cross-posting to RQ rules FYI. It represents about 5 HW sessions and a through reading of the first two books. If you don't like it, delete it, it's not for everyone... I have been looking through my files recently and I reviewed the conversion I did for Haldane. I have to say that I thought the 1/3 skill conversion worked quite well. If the skill converted to less than 10, then I dropped it to 6, while 10 and 11 can either be kept as they are, or bumped up to 12. In either case, any ability would go to 12 with one hero point. I started the conversion by listing all of the abilities for the keywords that seemed to fit his current status: Heortling - Humakti - Warrior - Warband Leader. I tried to match this list to all of his current skills and converted the skills by dividing by three. If Hero Wars gave him an ability he hasn't studied, then I set it to 12. If he had a decent skill that wasn't represented, then I added a Hero Wars type ability for it. This gave him a fairly large ability list compared to our other Hero Wars characters, but not beyond believability for a long term character. To get good myth skills, which are necessary for Hero Questing, I added his Ceremony to his God Lore and converted the value. Since he has worked very hard on Ceremony and Enchant, this gave him a decent skill at mythic recreation. In general, stats can convert to an ability at about the same value (or a couple of points lower), but if there is a stat augmenting spell available, then the character should have some magic ability or source that will boost it too. When I converted the combat skills, I kept them all separate and set the category skill to the highest weapon skill. I did this with the understanding that every session I would try to use the next highest skill at some point and then I would invest a point to raise it to the category skill. Just for special effect, I was going to raise all of the lower skills by one to show that I am gradually training all of my skills to optimum levels. Eventually I would have put one hero point into every skill but the highest, and they would all be trained up to the same levels. This is similar to the rules for picking up a new weapon at a penalty to your skill and later investing a point to bring it up to your normal combat skill. When I set the edges for my equipment, I tried to judge the comparative values of the equipment, the unusual nature of the materials, and any extra armoring enchantments or unusual designs. I am generally willing to consider any value from 1 to 7, depending on the object. I had to create a framework for the Pavis cult, and I have realized that I failed to account for the healing ability used on Waha. Pavis appears to have a strong tie to the Harmony rune, which Greg claims to equate with healing, so I should add another feat there to cover Heal Body. He also has weak ties to Fertility and Stasis gained by his ties to the elves and dwarves. Each of these needs one or two feats, but should be simple or direct since they are minor runic links. My biggest displeasure was how I handled the affinity skills. I gave him affinity skills that I thought might be appropriate for a Hero Wars character that had been active in his cult for at least four years, but this value gave him access to far more magic than he has ever learned or used. When I did the conversion, he only knew 4 Warding from Pavis and 1 Truesword from Humakt. He also had two matrices with a combined total of 4 Truesword and 3 Shield. he has invested several other POW into enchantments, but I don't see those affecting his religious magic. I should probably give him a Tough ability to represent all of the Strengthening Enchantments. I am thinking that I should raise his affinity skills by two for each point of divine magic he has sacrificed for. That would have made him 25 with Pavis affinities (now 29) and 19 with Humakt affinities. It would be appropriate to say that he has neglected learning his god's magic in exchange for making magic items. It is also a possibility that I could raise his affinities by one for every two points of divine matrices he owns. This would give him another three points with his Humakt affinities. These changes make far more sense than the 26 skills I had originally given him in all of his affinities. If 'across the board' affinity increases are still too generous, then we could only add the points to the affinities for the spells he actually can use. Then I don't mind raising one affinity very high because the others will be much closer to the starting level. Note there are actually limits built into the HW magic system to limit one affinity from getting too much higher than the others. In my mind I kind of equate Acolyte with Devotee since in RQ an Initiate is not required to learn any spells but is likely to know a few, while an Acolyte is required to know a variety of spells. And in Hero wars an Initiate has a weak ability to use divine magic while a Devotee is not penalized casting spells with any of his feats. In both cases all of these statuses are considered to be less capable and experienced than a Priest, which has skill and affinity requirements listed. I especially hate the NPC rules that treat normal people like ignorant pieces of furniture. Under this system it is in Haldane's interest to list as many settlers around the Arm of Pavis tower as possible under the follower rules so that they can have clearly defined abilities which will be tied to his, and can rise in parallel. The problem is that very few of them actually follow him around, and that paying a point for each one is a joke. I need to look into the Warband concept and see how they gloss over this detail. There are 400 settlers the PC's try to protect and they don't deserve to be ignored. Just getting that many families together means you will end up with a couple of shrines and an Ernalda priestess along with something else. To allow for some competence, I have listed 40 of the Rubble residents as Hunter followers with an additional ability, and 40 of the settlers from Garhound as Farmer followers with a special ability. I will need to check the Thunder Rebels book to find a proper keyword to represent Farmer. the HW player book doesn't have one. By the same token, to give the ancestor and other bound ghosts a decent write-up I had to list them as followers with a magic keyword and a secondary skill. A lot of flexibility is required with the assignment of these keywords so that they don't overlap too much and waste effort between the different spirits. In RQ a spirit could learn any magic, but in this conversion process, it is better to divide the spells into affinities and re-divide them among all of the spirits so that each specializes. If I only count the five ghosts as followers for the purpose of Action Points, not the people, he still starts a battle with a huge AP number... as long as they have any abilities appropriate to the style of conflict. I suppose this is a stylized but functional way to interpret the effect of having so many spirits available to cast spells and attack foes. The assignment of loyalty level had to be interpreted in role-playing terms since we have no quantifiers for these. Haldane is most loyal to the things he appreciates the most, and the loyalties of his followers is related to how long they have known and worked with him. I believe that this gives a reasonable framework for interpreting our current characters in terms of the new system. There are still places where more agreement is appropriate. The most obvious has to do with special magic items, especially those outside the character's personal magic system. The game certainly allows for stolen powers, but the write-ups can be strangely different. Robert Stancliff stanclif@ufl.edu *************************************************************************** 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 V4 #46 ************************************ *************************************************************************** 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. 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.