From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #56 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 25 2001 Volume 04 : Number 056 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Losing limbs RE: [RQ-RULES] Losing limbs Re: [RQ-RULES] Losing limbs Re: [RQ-RULES] Losing limbs RE: [RQ-RULES] Losing limbs Re: [RQ-RULES] Training skills and attrbs. Re: [RQ-RULES] Training skills and attrbs. RE: [RQ-RULES] Training skills and attrbs. Re: [RQ-RULES] Training skills and attrbs. Re: [RQ-RULES] Training skills and attrbs. [RQ-RULES] Sandy Peterson's Sorcery 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, 20 May 2001 13:58:57 +1000 From: "Jim Lawrie" Subject: Re: [RQ-RULES] Losing limbs > Hi gang, > Aside from an obvious reduction in Movement, what do you think would be > the effects of a character missing a leg? > Stats would be affected, but which ones? > A friend uses a bit of mechanics in her RQ game, whereby a character is > unable to use his full damage modifier if he's had his lower half > incapacitated in combat, since he'd be unable to put his full force behind a > strike. Would something like this be apropos with a missing leg? > Any thoughts would be appreciated. > Thanks. > -Ken- I think that's official rules actually. I always say if you lose more than half your HP in one leg, your Move drops from 3 to 2, and if you lose more than half HP in both legs, you drop to a Move of 1. This is also for someone who is brought to 0HP in a leg, and 0HP in both legs is Move 0 unless you use your arms for movement, in which case it becomes Move 1. Then again, I like overinvolved rules! 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, 21 May 2001 11:08:40 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Losing limbs > Aside from an obvious reduction in Movement, what do you think > would be the effects of a character missing a leg? Stats would > be affected, but which ones? A friend uses a bit of mechanics > in her RQ game, whereby a character is unable to use his full > damage modifier if he's had his lower half incapacitated in > combat, since he'd be unable to put his full force behind a > strike. Would something like this be apropos with a missing leg? Hmmm, setting up rules for all of these special occasions can get cumbersome after a while, but it is appropriate to think about. the loss of a leg should at least do the following... Movement is at least 1/4 of before, probably less. If you are healthy otherwise, then you can get up and hop around for a short while (double fatigue costs, counts as running). Damage bonus is negated since you have to have a stable base for the bracing necessary to deliver powerful blows. A negative penalty might even be in order. The chance of knockback goes up against a person standing on one foot, though the amount of knockback is based on mass, which hasn't change as much, perhaps +1m. These don't apply to people still on the ground. Ride is halved if the leg is lost above the knee and halved again if you travel faster than a walk. Sneak is practically negated, at least -50% or 1/4. 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: Mon, 21 May 2001 15:16:35 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Losing limbs - --part1_8c.6eb89aa.283ac393_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/21/01 10:19:42 AM Central Daylight Time, Rob comments on missing legs: > Hmmm, setting up rules for all of these special occasions can get > cumbersome after a while, but it is appropriate to think about. the loss of > [snip] All very sound ideas Rob, thanks. I'm also wondering what anyone thinks of reductions to STR and DEX being associated with limb loss? If the character were hobbling around like Long John Silver, or reduced to practical immobility through losing both legs, what sorts of mods would anyone be handing out? The reason I'm suddenly so curious is that I'm filling in spots on my Special Feature Table (sort of a Chaotic Features Table on Steroids), and since there's both good and bad involved, I figured it'd be interesting to start a character out with a bad limp, or maybe missing a leg or something... Looking through my cryptic notebook, I ran across the following which I'm pretty sure I swiped from _somewhere_ (I'm thinking _Elric_, but it might've been _Privateers and Genmtlemen_): Losing 1D3 fingers reduces DEX-2, and reduces hand-related skills by 1/4. Losing a hand, or the hand and part of the arm, reduces STR by 1D3+3, knocks DEX to 1/4 originals, and all tasks requiring these parts are reduced by 1/2. Curiouser and curiouser, -Ken- Be Fian-valourous in your wounding exploits! - --part1_8c.6eb89aa.283ac393_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/21/01 10:19:42 AM Central Daylight Time, Rob comments on
missing legs:

Hmmm, setting up rules for all of these special occasions can get
cumbersome after a while, but it is appropriate to think about.  the loss of
a leg should at least do the following...
   


  [snip]
  
  All very sound ideas Rob, thanks.
  I'm also wondering what anyone thinks of reductions to STR and DEX being
associated with limb loss? If the character were hobbling around like Long
John Silver, or reduced to practical immobility through losing both legs,
what sorts of mods would anyone be handing out?
  The reason I'm suddenly so curious is that I'm filling in spots on my
Special Feature Table (sort of a Chaotic Features Table on Steroids), and
since there's both good and bad involved, I figured it'd be interesting to
start a character out with a bad limp, or maybe missing a leg or something...
  Looking through my cryptic notebook, I ran across the following which I'm
pretty sure I swiped from _somewhere_ (I'm thinking _Elric_, but it might've
been _Privateers and Genmtlemen_):
  Losing 1D3 fingers reduces DEX-2, and reduces hand-related skills by 1/4.
  Losing a hand, or the hand and part of the arm, reduces STR by 1D3+3,
knocks DEX to 1/4 originals, and all tasks requiring these parts are reduced
by 1/2.
  
  Curiouser and curiouser,
 -Ken-

  Be Fian-valourous in your wounding exploits!
  
- --part1_8c.6eb89aa.283ac393_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: Mon, 21 May 2001 15:18:09 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Losing limbs - --part1_7b.151324d1.283ac3f1_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/21/01 10:19:42 AM Central Daylight Time, Rob writes: > The chance of knockback goes up against a person standing on one > foot, though the amount of knockback is based on mass, which hasn't change > as much, perhaps +1m. Anyone have any idea just how _much_ a severed leg weighs? lol! - --part1_7b.151324d1.283ac3f1_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 5/21/01 10:19:42 AM Central Daylight Time, Rob writes:


The chance of knockback goes up against a person standing on one
foot, though the amount of knockback is based on mass, which hasn't change
as much, perhaps +1m.  


  Anyone have any idea just how _much_ a severed leg weighs? lol!
- --part1_7b.151324d1.283ac3f1_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: Mon, 21 May 2001 15:44:00 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Losing limbs The chance of knockback goes up against a person standing on one foot, though the amount of knockback is based on mass, which hasn't change as much, perhaps +1m. Anyone have any idea just how _much_ a severed leg weighs? lol! Rough estimate based on volume and concentrations of bone and muscle mass: 4% Head 8% x 2 Arms 15% x 2 Legs 30% Chest 20% Abdomen Arms and Abdomen might be slightly less and legs slightly more. Rules state that 6kg roughly equate to 1 SIZ, and when a limb is severed you can roll percent of limb lost... fun with calculators. 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: Tue, 22 May 2001 09:39:02 +0300 From: Veli-Matti Tornikoski Subject: Re: [RQ-RULES] Training skills and attrbs. Hi If anybody would care to go through in brief the the time and monay cost of stat and skill training, as they are in rq3 book? our group lost the book, and cant find one anywhere. I think they are out of print almost everywhere. Care to sell me a copy... :) By the way, what do GM's think about the Orlanth runelord in pavis, that is what swords can he handle with over 90% skill? Im thinking about what can he teach? I was thinkin of broad-, great- and shortwords.... cheers, Vekku ********************************************************************** ***** 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: Tue, 22 May 2001 06:45:10 -0400 From: "Telchur" Subject: Re: [RQ-RULES] Training skills and attrbs. Try pages.ebay.com they go up for auction alot. Also, you can download Talmeta's Version.. Very nicely modified, made for Greyhawk (AD&D) but adaptable to any setting... http://members.nbci.com/talmeta/runequest/campaign/index.htm - ----- Original Message ----- From: "Veli-Matti Tornikoski" To: Sent: Tuesday, May 22, 2001 2:39 AM Subject: Re: [RQ-RULES] Training skills and attrbs. > Hi > If anybody would care to go through in brief the the time and monay > cost of stat and skill training, as they are in rq3 book? our group > lost the book, and cant find one anywhere. I think they are out of > print almost everywhere. Care to sell me a copy... :) > > By the way, what do GM's think about the Orlanth runelord in pavis, > that is what swords can he handle with over 90% skill? Im thinking > about what can he teach? I was thinkin of broad-, great- and > shortwords.... > > > cheers, > Vekku > > > > > ********************************************************************** > ***** > 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. *************************************************************************** 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: Tue, 22 May 2001 10:46:11 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Training skills and attrbs. > If anybody would care to go through in brief the time and > money cost of stat and skill training, as they are in rq3 > book? Our group lost the book, and cant find one anywhere. > I think they are out of print almost everywhere. Care to > sell me a copy... :) STR, CON, DEX, and APP can be trained up by the number of points gained by the trainer (pick a number). This is the total increase ever, not the limit per trainer. Take your current stat and multiply by 25 to get the hours required before a check. Multiply your current stat by 5% to get the target number to roll over (>95% is automatic success). STR and CON are limited to the largest of the STR, CON, and SIZ values. DEX and APP are limited to (Starting Stat x 1.5 or the species max)! The stat gain roll is 1d3-1. My personal opinion is that stat training is way too hard. The time should be more like Stat x 20 hours and the target should be stat x 4%. In this world, people who spend that much time training almost always get a little better. For skills, the skill value in hours is needed, and the student is limited to the skill of the teacher. Check-box skills have a max of 75% training, and lore type skills have no limit except the teacher's ability and the funds of the student. I keep thinking the training roll is 1d6-1 and research is 1d6-2, but I am pretty certain that you can lose experience with training, so would that mean the training roll is 1d6-2 and research is 1d6-3?? If you are using the RQ3 official money values, then training probably costs 1 or 2 copper per hour. If your money system is based on the RQ1 & RQ2 money and modules, then it should cost 5 copper to 10 copper per hour. A teacher will usually have 4 to 16 students at a time. The more experienced the students, the fewer of them there will be and the more he will have to charge them for the training. 16 beginner students (<=25%) = base rates, 8 intermediate students (25% to 50%) = 2 x base rate, 4 advanced students (51% to 75%) = 4 x base rate, or 2 expert students (>75%) = 8 x base rates. > By the way, what do GM's think about the Orlanth rune lord in Pavis, > that is what swords can he handle with over 90% skill? I'm thinking > about what can he teach? I was thinking of broad-, great- and > shortsword.... I would expect Krogar Wolfhelm to be 1-hand sword, shield, and probably dagger and fist also. Garrath Sharpsword is more likely to have 2-hand sword, 1-hand sword, shield, and possibly also dagger, fist, and/or kick. Most of these will be masteries of parry and attack. Neither of these people are likely to have mastered shortsword since it is a Dara Happan cultural weapon not normally owned by Orlanthi. Either of them may have mastered spear or javelin since these are weapons carried by Orlanth. 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: Tue, 22 May 2001 23:32:41 +0800 From: Jeremy Martin Subject: Re: [RQ-RULES] Training skills and attrbs. > > I keep thinking the training roll is 1d6-1 and research is 1d6-2, > but I am pretty certain that you can lose experience with training, so would > that mean the training roll is 1d6-2 and research is 1d6-3?? > They're both 1d6-2, but if you take the point value instead of the roll, training adds 2 and research 1. Experience is 1d6 or 3%. Jeremy *************************************************************************** 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: Tue, 22 May 2001 12:53:28 -0400 From: trentfs@ix.netcom.com Subject: Re: [RQ-RULES] Training skills and attrbs. Jeremy Martin wrote: >> >> I keep thinking the training roll is 1d6-1 and research is 1d6-2, >> but I am pretty certain that you can lose experience with training, so would >> that mean the training roll is 1d6-2 and research is 1d6-3?? >> >They're both 1d6-2, but if you take the point value instead of the roll, >training adds 2 and research 1. Experience is 1d6 or 3%. Per the RQ3 Errata training and research both add 1. The difference is training is automatic while research requires an experience roll. Trent *************************************************************************** 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, 26 May 2001 11:04:21 +0800 From: Jeremy Martin Subject: [RQ-RULES] Sandy Peterson's Sorcery Hey all, Boost Damage is listed as Ranged, which got me thinking. What happens when the target of a Ranged spell leaves the set range? If the target comes back in range, does the spell reassert itself? For Boost Damage, casting it on a crossbow will be practically useless - you'd have to cast it on the missile if you wanted to fire it at someone, right? Then you'd need range for it to work beyond 10 meters... Thanks for your comments! Jeremy *************************************************************************** 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 #56 ************************************ *************************************************************************** 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.