From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #125 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, October 26 2001 Volume 04 : Number 125 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] spirit combat when there is an odd number of combatants? Re: [RQ-RULES] spirit combat when there is an odd number of combatants? Re: [RQ-RULES] spirit combat when there is an odd number of combatants? Re: [RQ-RULES] spirit combat when there is an odd number of combatants? [RQ-RULES] Re: Magic points Re: [RQ-RULES] Re: Magic points [RQ-RULES] Intellect Spirits Re: [RQ-RULES] spirit combat when there is an odd number of combatants? Re: [RQ-RULES] Intellect Spirits RE: [RQ-RULES] living crystals [RQ-RULES] Re : Magic Points for Sorcerers Fwd: [RQ-RULES] Magic points 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, 25 Oct 2001 09:22:44 -0700 From: Brad Furst Subject: [RQ-RULES] spirit combat when there is an odd number of combatants? What happens in spirit combat when there is an odd number of combatants? This might happen if two shamans (e.g., the teacher-shaman and the student-assistant-shaman on a field trip) were hunting a spirit, or if Cormac encountered _two_ disease spirits bound to a skull by broos at the ruined farmhouse. Does the second attacker automatically succeed, when the singleton spirit defends against the first attacker? Does the single defender get an additional Action in order to defend against the additional attacker? 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: Thu, 25 Oct 2001 09:39:32 -0700 From: "Steve Perrin" Subject: Re: [RQ-RULES] spirit combat when there is an odd number of combatants? My take on this, which is reflected in my Quest Rules, is that the defender always gets a defense. The actual RQ3 rules may vary. Steve Perrin - ----- Original Message ----- From: "Brad Furst" To: Sent: Thursday, October 25, 2001 9:22 AM Subject: [RQ-RULES] spirit combat when there is an odd number of combatants? > What happens in spirit combat when there is an odd number of > combatants? This might happen if two shamans (e.g., the > teacher-shaman and the student-assistant-shaman on a field trip) were > hunting a spirit, or if Cormac encountered _two_ disease spirits > bound to a skull by broos at the ruined farmhouse. > > Does the second attacker automatically succeed, when the singleton > spirit defends against the first attacker? > > Does the single defender get an additional Action in order to defend > against the additional attacker? > > > 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: Thu, 25 Oct 2001 09:58:00 -0700 From: Brad Furst Subject: Re: [RQ-RULES] spirit combat when there is an odd number of combatants? >My take on this, which is reflected in my Quest Rules, is that the defender >always gets a defense. The actual RQ3 rules may vary. So, for you, the singleton gets one defensive action if one attacker, two defensive actions if two attackers, 3 for 3, etc.? Do you indeed allow multiple attackers in spirit combat? > > What happens in spirit combat when there is an odd number of >> combatants? This might happen if two shamans (e.g., the >> teacher-shaman and the student-assistant-shaman on a field trip) were >> hunting a spirit, or if Cormac encountered _two_ disease spirits >> bound to a skull by broos at the ruined farmhouse. >> >> Does the second attacker automatically succeed, when the singleton >> spirit defends against the first attacker? >> >> Does the single defender get an additional Action in order to defend > > against the additional attacker? 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: Thu, 25 Oct 2001 10:52:33 -0700 From: "Steve Perrin" Subject: Re: [RQ-RULES] spirit combat when there is an odd number of combatants? Yep. But defense rolls of any kind are never degraded because of multiple attackers. I figure having multiple attackers is its own penalty. Steve Perrin www.perrinworlds.com/SPQR.html - ----- Original Message ----- From: "Brad Furst" To: Sent: Thursday, October 25, 2001 9:58 AM Subject: Re: [RQ-RULES] spirit combat when there is an odd number of combatants? > >My take on this, which is reflected in my Quest Rules, is that the defender > >always gets a defense. The actual RQ3 rules may vary. > > So, for you, the singleton gets one defensive action if one attacker, > two defensive actions if two attackers, 3 for 3, etc.? > > Do you indeed allow multiple attackers in spirit combat? > > > > > What happens in spirit combat when there is an odd number of > >> combatants? This might happen if two shamans (e.g., the > >> teacher-shaman and the student-assistant-shaman on a field trip) were > >> hunting a spirit, or if Cormac encountered _two_ disease spirits > >> bound to a skull by broos at the ruined farmhouse. > >> > >> Does the second attacker automatically succeed, when the singleton > >> spirit defends against the first attacker? > >> > >> Does the single defender get an additional Action in order to defend > > > against the additional attacker? > > 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: Thu, 25 Oct 2001 20:21:08 +0200 From: Julian Lord Subject: [RQ-RULES] Re: Magic points Mikko : > in my Western Glorantha campaign players are users of sorcery. To be able to > cast all their spells they need a whole lot of crystals, magic point matrices > etc. This brings out a problem. To me the idea of allmighty Magus being able > to cast only one or two spells without their trinkets seems more and more > odd. Has anyone used some other system for Magic points? > > Basically, with max POW of 21 even a very talented Adept is capable of > casting only few spells without access to their matrices. Which brings > another question: how do atheists/monotheists raise their Max Pow? Or do > they? For a theist this could be doen via HeroQuest, and spirit talkers have > their fetches and legion of spirits, but how about those poor sorcerers and > wizards? It doesn't seem rational for them to use spirits to power their > spells... Treat MPs and POW as two separate characteristics. Let POW go up and down as previously (to avoid the headache of changing those well-entrenched rules). Allow several methods for increasing your MP stat by +X points above POW : * Turn 1 POW into 1D3 MP without the matrix hassle usually attached * Treat your MP number as if it were a RQ skill, with your Magic Bonus as basic "skill bonus". Roll 1D100 as usual. Frex, you have 57 MPs and a +12 Magic Bonus. You perform a worthy magical feat. Roll D00 +12 hoping to get better than 57, for +1D6 to your MPs. (My favourite option : not as munchkinish as it sounds) * Spend 1 POW to turn any MP storage device into the same number of MP stat. (perhaps -1 or -1D3) (varying results according to enchantment skill) * And really, ANY other fun method for justifying MP increase... Julian Lord *************************************************************************** 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: Thu, 25 Oct 2001 12:52:19 -0600 From: Stephen Posey Subject: Re: [RQ-RULES] Re: Magic points Julian Lord wrote: > Treat MPs and POW as two separate characteristics. > > Let POW go up and down as previously (to avoid the headache of changing > those well-entrenched rules). > > Allow several methods for increasing your MP stat by +X points above POW : > > * Turn 1 POW into 1D3 MP without the matrix hassle usually attached > > * Treat your MP number as if it were a RQ skill, with your Magic Bonus as basic > "skill bonus". Roll 1D100 as usual. Frex, you have 57 MPs and a +12 Magic Bonus. > You perform a worthy magical feat. Roll D00 +12 hoping to get better than 57, > for +1D6 to your MPs. (My favourite option : not as munchkinish as it sounds) > > * Spend 1 POW to turn any MP storage device into the same number of MP stat. > (perhaps -1 or -1D3) (varying results according to enchantment skill) > > * And really, ANY other fun method for justifying MP increase... Stormbringer and Elric! allow open ended POW (and hence MP) increase. Is there anything that breaks if that were generally permitted in RQ? I can see gaining an increase above normal "human max" perhaps requiring some moderately special circumstance (e.g. a critical success in spirit combat or other POWxPOW contest); but not necessarily to the level of a Hero Quest or such. Stephen Posey slposey@concentric.net *************************************************************************** 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: Thu, 25 Oct 2001 12:18:03 -0700 From: Brad Furst Subject: [RQ-RULES] Intellect Spirits Of all the Intellect Spirits, free or bound, which characters may encounter, what proportion of them are "empty" and what proportion have spells already stored in them? Of all the _bound_ Intellect Spirits which characters may encounter (captured from an enemy, loaned from an ally), what proportion of them are "empty" and what proportion have spells already stored in them? Can a character transfer the knowledge of a spell from an Intellect Spirit to his own memory (assuming INT is available)? How is this done? By quick concentration? By lengthy ceremony? Resistance rolls? Can I "teach" you my spell (perhaps losing myself?), for example, by putting it into a bound Intellect Spirit, giving you the binding-matrix containing that Intellect Spirit, and then you taking the spell from that Intellect Spirit? Can knowledge of a skill be stored in an Intellect Spirit? 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: Thu, 25 Oct 2001 17:37:43 -0400 From: Tal Meta Subject: Re: [RQ-RULES] spirit combat when there is an odd number of combatants? Brad Furst wrote: > > So, for you, the singleton gets one defensive action if one attacker, > two defensive actions if two attackers, 3 for 3, etc.? > > Do you indeed allow multiple attackers in spirit combat? I would probably use a more Stormbringer-like ruling, that defense against a second attacker is at a lessened percentage (-20% ?) progressively, for more than 2 or three. - -- talmeta@optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - i am the voice inside your head *************************************************************************** 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: Thu, 25 Oct 2001 17:44:27 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Intellect Spirits Brad Furst wrote: > > Of all the Intellect Spirits, free or bound, which characters may > encounter, what proportion of them are "empty" and what proportion > have spells already stored in them? I guess it depends on whether or not you want them to have a certain spell or not. My players found full intellect spirits loaded with sorcerous "Impede Swimming" and "Damage Resistance (Kick)" spells to be of dubious utility.... > Of all the _bound_ Intellect Spirits which characters may encounter > (captured from an enemy, loaned from an ally), what proportion of > them are "empty" and what proportion have spells already stored in > them? Unless recently captured, why would the Intellect spirit be empty? > Can a character transfer the knowledge of a spell from an Intellect > Spirit to his own memory (assuming INT is available)? How is this > done? By quick concentration? By lengthy ceremony? Resistance > rolls? This one, I'm not certain of. I'd say a control spell would be necessary, even on a bound spirit. > Can I "teach" you my spell (perhaps losing myself?), for example, by > putting it into a bound Intellect Spirit, giving you the > binding-matrix containing that Intellect Spirit, and then you taking > the spell from that Intellect Spirit? By the rules, you wouldn't lose your skill in a sorcery spell this way, merely lose access to it for casting purposes. But otherwise, yes. > Can knowledge of a skill be stored in an Intellect Spirit? Technically, no. But you can always invent a "skill spirit". - -- talmeta@optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Isn't it scary that doctors call what they do "practice"? *************************************************************************** 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: Thu, 25 Oct 2001 23:57:25 +0200 From: "Pontus Amberg" Subject: RE: [RQ-RULES] living crystals There's some info about Magical Crystals in the Elder Secrets Of Glorantha box. Attuning is a concentrated effort taking a whole day. To see if it is successful the character matches his POW vs. the POW of the crystal and if he overcomes the crystal he is attuned to it. If he fails he will lose 1D3 POW, but he can try again. As soon as a crystal is attuned it glows. It is normally only possible to be attuned to 1 powered crystal at a time. Shamans can use 2 by attuning 1 to their fetch. A living crystal can be unattuned at any time by simple concentrating on it for a minute or so. /Pontus *************************************************************************** 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, 26 Oct 2001 10:04:07 +0200 (CEST) From: karamo@freesurf.fr Subject: [RQ-RULES] Re : Magic Points for Sorcerers This is the main reason for using Sandy's Petersen new sorcery rules. The duration aspect for example is far less costly now. Another solution is to have your sorcerer possessing many bound magic spirits or magic point matrices. Finally, you can allow a POW higher than 21 (as per normal POW increase rules but 5% chance of increase beyond that point only). Alain ____________________________________ Date: Thu, 25 Oct 2001 09:13:58 +0300 From: "Korhonen Mikko" Subject: [RQ-RULES] Magic points Hi all, in my Western Glorantha campaign players are users of sorcery. To be able to cast all their spells they need a whole lot of crystals, magic point matrices etc. This brings out a problem. To me the idea of allmighty Magus being able to cast only one or two spells without their trinkets seems more and more odd. Has anyone used some other system for Magic points? Basically, with max POW of 21 even a very talented Adept is capable of casting only few spells without access to their matrices. Which brings another question: how do atheists/monotheists raise their Max Pow? Or do they? For a theist this could be doen via HeroQuest, and spirit talkers have their fetches and legion of spirits, but how about those poor sorcerers and wizards? It doesn't seem rational for them to use spirits to power their spells... Cheers, Mikko Korhonen *************************************************************************** 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, 26 Oct 2001 07:36:42 -0700 From: Brad Furst Subject: Fwd: [RQ-RULES] Magic points From: "Korhonen Mikko" >in my Western Glorantha campaign players are users of sorcery. To be able to >cast all their spells they need a whole lot of crystals, magic point matrices >etc. This brings out a problem. Is this somehow unique to sorcerers? I don't think so. The same limitation exists for spirit magic users. >To me the idea of allmighty Magus being able >to cast only one or two spells without their >trinkets seems more and more odd. Is the difficulty related to the high MP cost of the manipulated spells, compared to the smaller range of costs (usually 1 to 4 points) for spirit magic spells? >Has anyone used some other system for Magic points? You are currently using RQ3 book rules for sorcery, yes? Or, are you using Sandy's variant? Or, something else? Either way, the sorcery spells can last longer than a day, so the sorcerer casts a big spell today, and then after regenerating MP casts another big spell 24 hours later. This process repeats. A 15-point sorcery spell, without the aid of any stored MP should be quite sufficient when augmented by another 15-point spell the next day, and the next day. That's why critics of RQ3 sorcery claim that RQ3 sorcery is broken: too powerful for too long. 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. ------------------------------ End of RuneQuest Rules Digest V4 #125 ************************************* *************************************************************************** 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.