<html><body><div>On the matter of Movement, in SPQR I set up a variable movement rate dependent on the character's STR and CON. The justification is that musculature and health is a better measure of movement than Dexterity, though some kind of SIZ modifier for really large (and small) SIZs should probably figure in somewhere.</div>
<div> </div>
<div>The actual reason, of course, is that STR and SIZ are used for damage, and CON and SIZ are used for Hit Points, so Speed provides a chance to use STR and CON together for the trifecta... ;)<BR></div>
<div>Idea just occurred to me. Add a classification for SIZ, which is to say volume, of a character/critter. Something relatively simple, like every 25 points of SIZ is a larger classification. 26-50 is SIZ Class 2, 51-75 is SIZ Class 3, etc. The SIZ class provides a divisor to incoming damage, to represent the sheer mass a blow needs to get through to hit a vital spot. This would cure the problem of giants and dragons who don't have enough hit points to actually stand up against a large group of PCs.</div>
<div> </div>
<div>Alternately, the Class could be a multiplier to the Hit Points in each location.</div>
<div> </div>
<div>Dang, I may have to get back to work on SPQR.</div>
<div> </div>
<div>Steve Perrin</div>
<BLOCKQUOTE style="PADDING-LEFT: 8px; MARGIN-LEFT: 8px; BORDER-LEFT: blue 2px solid" webmail="1">-------- Original Message --------<BR>Subject: Re: [Runequest] Charge! (.. and set)<BR>From: "Steve Perrin" <steve@limitedchaos.com><BR>Date: Sun, April 20, 2008 10:23 pm<BR>To: "RuneQuest Rules" <runequest@rpgreview.net><BR><BR>Mutants and Masterminds, a game I am playing a lot lately, increases the <BR>chance of hitting with a charge, but reduces the defensive abilities of the <BR>charger proportionately. That seems to work, but I would be more inclined to <BR>increase the damage (say by a set number per class of weapon: +1 for daggers <BR>and fists, +2 for one-handed weapons, and +3 for two-handed and couched <BR>weapons) and decrease the defensive action %ile by a corresponding amount <BR>(-10, -20, -30).<BR><BR>Just a bit of spitballing...<BR><BR>Steve Perrin<BR><BR>----- Original Message ----- <BR>From: "Lev Lafayette" <<A onclick="Popup.composeWindow('pcompose.php?sendto=lev_lafayette%40yahoo.com.au'); return false;" href="#Compose">lev_lafayette<B></B>@yahoo.com.au</A>><BR>To: "RuneQuest Rules" <<A onclick="Popup.composeWindow('pcompose.php?sendto=runequest%40rpgreview.net'); return false;" href="#Compose">runequest<B></B>@rpgreview.net</A>><BR>Sent: Sunday, April 20, 2008 8:24 PM<BR>Subject: Re: [Runequest] Charge! (.. and set)<BR><BR><BR>><BR>> Sure... I have a future post on the static 3m movement<BR>> rate for humans..<BR>><BR>> Reducing the chance to hit seems to be a fair rule and<BR>> that could also be applied for set weapons as well..<BR>> I'm not sure what percentage to use tho'. Perhaps a<BR>> flat -20%?<BR>><BR>><BR>><BR>> Lev<BR>><BR>> --- Peter Maranci <<A onclick="Popup.composeWindow('pcompose.php?sendto=pmaranci%40gmail.com'); return false;" href="#Compose">pmaranci<B></B>@gmail.com</A>> wrote:<BR>><BR>>> This immediately raised in my mind the whole issue<BR>>> of movement. It STILL<BR>>> bothers me that every human moves at a rate of 3 -<BR>>> that's simply not<BR>>> realistic!<BR>>><BR>>> Speaking of realism, what are the drawbacks of<BR>>> charging (apart from the<BR>>> danger of running into a set weapon, of course)? I<BR>>> suspect the biggest<BR>>> drawback is loss of control. This should probably be<BR>>> reflected as a<BR>>> reduction in the chance to hit...possibly not a flat<BR>>> percentage, but a<BR>>> percent of the chance to hit, i.e. the charger must<BR>>> roll under 50% of their<BR>>> skill. That seems a bit too harsh, but if I said 90%<BR>>> instead, I would<BR>>> (justly) be accused of making things too<BR>>> complicated.<BR>>><BR>>> ->Peter<BR>>><BR>>> On Sun, Apr 20, 2008 at 8:00 PM, Lev Lafayette<BR>>> <<A onclick="Popup.composeWindow('pcompose.php?sendto=lev_lafayette%40yahoo.com.au'); return false;" href="#Compose">lev_lafayette<B></B>@yahoo.com.au</A>><BR>>> wrote:<BR>>><BR>>> ><BR>>> > The rules for charging in most editions of RQ are<BR>>> > acceptable, but certainly can be improved. The<BR>>> > following is for RQ 3rd but could easily be<BR>>> adapted<BR>>> > for RQ 1st and 2nd editions and probably RQ AiG.<BR>>> I'll<BR>>> > have to double-check MRQ because it uses a<BR>>> radically<BR>>> > different Strike Ranks system.<BR>>> ><BR>>> > The basic rule of thumb is that when charging it<BR>>> is<BR>>> > the additional velocity that causes extra damage.<BR>>> The<BR>>> > greater the velocity, the greater the damage<BR>>> caused.<BR>>> ><BR>>> > To charge a character must move and attack in a<BR>>> > straight line, which means no deviations more than<BR>>> 60<BR>>> > degrees at any time during the charge.<BR>>> ><BR>>> > To charge a character must also build up<BR>>> sufficient<BR>>> > momentum. This requires a mimimum of their DEX SR<BR>>> plus<BR>>> > 1 in movement. Characters with really quick<BR>>> reflexes<BR>>> > (e.g., DEX 20+) can take off and charge with a<BR>>> single<BR>>> > SR. Others are a bit slower.<BR>>> ><BR>>> > The damage bonus caused by a charge is equal to<BR>>> the<BR>>> > character's (Move/3)*1d4. A human who charges (Mv<BR>>> 3)<BR>>> > will do 1d4 bonus damage with their weapon. A<BR>>> horse<BR>>> > charge (Mv 10) will do an additional 3d4.<BR>>> ><BR>>> > When facing 'set' weapons (e.g., spears, pikes<BR>>> etc) a<BR>>> > successful hit means the damage bonus is used<BR>>> against<BR>>> > the charger.<BR>>> ><BR>>> > These are notes I scribbled on the tram this<BR>>> morning<BR>>> > whilst reflecting on running the joust tournament<BR>>> > yesterday for the Sun County supplement's scenario<BR>>> > "Garhound's Contest". Please comment on any<BR>>> glaring<BR>>> > mistakes that I may have overlooked prior to<BR>>> having my<BR>>> > morning coffee.<BR>>> ><BR>>> > All the best,<BR>>> ><BR>>> ><BR>>> > Lev<BR>>> ><BR>>> ><BR>>> ><BR>>> ><BR>>><BR>> ____________________________________________________________________________________<BR>>> > Be a better friend, newshound, and<BR>>> > know-it-all with Yahoo! Mobile. Try it now.<BR>>> ><BR>>><BR>> <A href="http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ" target=_blank><a href="http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ">http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ</a></A><BR>>> ><BR>>> > _______________________________________________<BR>>> > Runequest mailing list<BR>>> > <A onclick="Popup.composeWindow('pcompose.php?sendto=Runequest%40rpgreview.net'); return false;" href="#Compose">Runequest<B></B>@rpgreview.net</A><BR>>> ><BR>>><BR>> <A href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net" target=_blank><a href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net">http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net</a></A><BR>>> ><BR>>><BR>>> -- <BR>>> Peter Maranci - <A onclick="Popup.composeWindow('pcompose.php?sendto=pmaranci%40gmail.com'); return false;" href="#Compose">pmaranci<B></B>@gmail.com</A><BR>>> Pete's RuneQuest & Roleplaying!<BR>>> <A href="http://www.runequest.org/rq.htm" target=_blank><a href="http://www.runequest.org/rq.htm">http://www.runequest.org/rq.htm</a></A><BR>>> The Diary of An Invisible Man:<BR>>> <A href="http://bobquasit.livejournal.com/" target=_blank><a href="http://bobquasit.livejournal.com/">http://bobquasit.livejournal.com/</a></A><BR>>> > _______________________________________________<BR>>> Runequest mailing list<BR>>> <A onclick="Popup.composeWindow('pcompose.php?sendto=Runequest%40rpgreview.net'); return false;" href="#Compose">Runequest<B></B>@rpgreview.net</A><BR>>><BR>> <A href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net" target=_blank><a href="http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net">http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net</a></A><BR>>><BR>><BR>><BR>><BR>> <BR>> ____________________________________________________________________________________<BR>> Be a better friend, newshound, and<BR>> know-it-all with Yahoo! Mobile. 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