From andrew at crashbox.com Fri Jun 7 01:09:05 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Thu, 6 Jun 2002 08:09:05 -0700 Subject: [RQ-Rules] Die rolls congealing Message-ID: Y'all, I've been working on my homebrew of RQ for many years, as I suppose many of you are. I know Steve Perrin's has become quite successful! One of the things I am attempting to do is to put multiple die rolls into one. Now, you may not agree with my rational for why I do this, or whether I should do this. Those desires aside, I'd like some more ideas on where I can use this. Rationale: -Randomizer's show random circumstances due to environment. -To make things interesting there should be one randomizer in a process. (e.g. skill usage) -The randomizer can be xDy. (So 2D6 would be considered ONE randomizer.) -There only needs to be one randomizer. -I want the player to roll to keep it fun for them, and less work for me. Example: Let's say for an initiative roll that each player rolls 1D6 and adds it to DEX. To simplify things I have the player roll 2D6-7 and add it to his DEX. This is numerically proportional to each side adding 1D6. Obviously this breaks down if it is one good guy vs two bad guys, but we'll deal with that later. What other ideas can people see that might simplify combat under this model? Once again, I'm not asking for wether or not you'd use the model (I've already decided I will) I am simply looking for other places that would benefit from such usage. Thanks in advance. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From steve at perrinworlds.com Fri Jun 7 10:23:16 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 6 Jun 2002 17:23:16 -0700 Subject: [RQ-Rules] Die rolls congealing References: Message-ID: <002801c20db9$8524fda0$6401a8c0@surfcity.net> My RQ co-author Steve Henderson and I came up with a system we called S&S (for Steve and Steve, but feel free to think of it as Swords and Sorcery) in which you rolled standard RQ %ile dice, but the one's digit also showed how successful you were (i.e. damage). There were no hit points, just wounds, heavy wounds, etc. Another system that I have been toying with gets away from RQ %iles altogether and assigns a die for every variable. Thus, a character has a die for his STR, a die for his weapon, and a die for his skill level with the weapon. He rolls that against the opponent's DEX die, armor die (if any) and skill die (if any). How much damage is done is a percentile of the initial hit points (everyone starts at 100) created by the difference between the attack and defense results (of course, anything below 0 is no effect). So a character may have a 1d6 STR, a 1d8 weapon and a 1d10 skill. He rolls those dice, and matches them against the target's 1d6 DEX, 1d10 armor, and 1d6 defensive skill. Haven't actually tried a full game of this, but it does compress everything into one roll. Steve Perrin, game experimenter at large www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Thursday, June 06, 2002 8:09 AM Subject: [RQ-Rules] Die rolls congealing > Y'all, > > I've been working on my homebrew of RQ for many years, as I suppose > many of you are. I know Steve Perrin's has become quite successful! > > One of the things I am attempting to do is to put multiple die > rolls into one. Now, you may not agree with my rational for why I do > this, or whether I should do this. Those desires aside, I'd like > some more ideas on where I can use this. > > Rationale: > -Randomizer's show random circumstances due to environment. > -To make things interesting there should be one randomizer in a > process. (e.g. skill usage) > -The randomizer can be xDy. (So 2D6 would be considered ONE randomizer.) > -There only needs to be one randomizer. > -I want the player to roll to keep it fun for them, and less work for me. > > Example: > > Let's say for an initiative roll that each player rolls 1D6 and > adds it to DEX. To simplify things I have the player roll 2D6-7 and > add it to his DEX. This is numerically proportional to each side > adding 1D6. Obviously this breaks down if it is one good guy vs two > bad guys, but we'll deal with that later. > > What other ideas can people see that might simplify combat under this model? > > Once again, I'm not asking for wether or not you'd use the model > (I've already decided I will) I am simply looking for other places > that would benefit from such usage. > > Thanks in advance. > -Andrew > -- > /*----------------------------------------------------------------- > mailto:andrew at crashbox.com http://www.crashbox.com > -----------------------------------------------------------------*/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From kruch7 at cox.net Fri Jun 7 12:12:21 2002 From: kruch7 at cox.net (J Elric Smith Mormon minion of Arioch) Date: Thu, 6 Jun 2002 22:12:21 -0400 Subject: [RQ-Rules] Die rolls congealing References: <002801c20db9$8524fda0$6401a8c0@surfcity.net> Message-ID: <01a801c20dc8$c20f5440$8cfbfea9@hr.cox.net> AH well for me I like all the dice roiling guess I have been playing to long, though if you want to speed it up you could roll all your dice at once I guess like a couple of my players do, you could have your % dice you location dice and damage dice all in one roll. Ken who prefers the drama , of you've been hit now lets see how hard. :) Gygax is to Gaming what Kirby was to comic Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Steve Perrin" To: Sent: Thursday, June 06, 2002 8:23 PM Subject: Re: [RQ-Rules] Die rolls congealing > My RQ co-author Steve Henderson and I came up with a system we called S&S > (for Steve and Steve, but feel free to think of it as Swords and Sorcery) in > which you rolled standard RQ %ile dice, but the one's digit also showed how > successful you were (i.e. damage). There were no hit points, just wounds, > heavy wounds, etc. > > Another system that I have been toying with gets away from RQ %iles > altogether and assigns a die for every variable. Thus, a character has a die > for his STR, a die for his weapon, and a die for his skill level with the > weapon. He rolls that against the opponent's DEX die, armor die (if any) and > skill die (if any). How much damage is done is a percentile of the initial > hit points (everyone starts at 100) created by the difference between the > attack and defense results (of course, anything below 0 is no effect). So a > character may have a 1d6 STR, a 1d8 weapon and a 1d10 skill. He rolls those > dice, and matches them against the target's 1d6 DEX, 1d10 armor, and 1d6 > defensive skill. > > Haven't actually tried a full game of this, but it does compress everything > into one roll. > > Steve Perrin, game experimenter at large > www.perrinworlds.com/SPQR.html > > > ----- Original Message ----- > From: "Andrew O. Mellinger" > To: > Sent: Thursday, June 06, 2002 8:09 AM > Subject: [RQ-Rules] Die rolls congealing > > > > Y'all, > > > > I've been working on my homebrew of RQ for many years, as I suppose > > many of you are. I know Steve Perrin's has become quite successful! > > > > One of the things I am attempting to do is to put multiple die > > rolls into one. Now, you may not agree with my rational for why I do > > this, or whether I should do this. Those desires aside, I'd like > > some more ideas on where I can use this. > > > > Rationale: > > -Randomizer's show random circumstances due to environment. > > -To make things interesting there should be one randomizer in a > > process. (e.g. skill usage) > > -The randomizer can be xDy. (So 2D6 would be considered ONE randomizer.) > > -There only needs to be one randomizer. > > -I want the player to roll to keep it fun for them, and less work for me. > > > > Example: > > > > Let's say for an initiative roll that each player rolls 1D6 and > > adds it to DEX. To simplify things I have the player roll 2D6-7 and > > add it to his DEX. This is numerically proportional to each side > > adding 1D6. Obviously this breaks down if it is one good guy vs two > > bad guys, but we'll deal with that later. > > > > What other ideas can people see that might simplify combat under this > model? > > > > Once again, I'm not asking for wether or not you'd use the model > > (I've already decided I will) I am simply looking for other places > > that would benefit from such usage. > > > > Thanks in advance. > > -Andrew > > -- > > /*----------------------------------------------------------------- > > mailto:andrew at crashbox.com http://www.crashbox.com > > -----------------------------------------------------------------*/ > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jmiller at capital-engineering.com Sat Jun 8 04:58:04 2002 From: jmiller at capital-engineering.com (Jerry Miller) Date: Fri, 7 Jun 2002 11:58:04 -0700 Subject: [RQ-Rules] BRS.... Message-ID: <000001c20e55$41ca4820$2c00000a@w2kjmiller> STEVE, I KNOW 'RUNEQUEST' CANNOT BE PUBLISHED ANYMORE AFTER THE FIASCO WITH AH, BUT, IS THERE ANY CHANCE TO REVIVE THE BASIC ROLE-PLAY SYSTEM (AS USED IN ELRIC !, COC, ETC..) AND CREATE A 'UNIVERSAL SYSTEM'? FOLLOWING THE MAILING LIST, I SEE PEOPLE HAVE ADAPTED THE BASIC MECHANIC FOR EVERYTHING FROM SCI FI TO MODERN AS WELL AS THE CLASSIC FANTASY... THIS MAYBE THE WRONG PLACE TO ASK, BUT I COULD THINK OF WHERE ELSE TO TOSS THE TOPIC OUT? From steve at perrinworlds.com Sat Jun 8 10:44:02 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 7 Jun 2002 17:44:02 -0700 Subject: [RQ-Rules] BRS.... References: <000001c20e55$41ca4820$2c00000a@w2kjmiller> Message-ID: <009501c20e85$9673b5c0$6401a8c0@surfcity.net> Check out my Quest Rules at www.perrinworlds.com/SPQR.html They owe as much to Basic Role Playing as RQ. Right now they are oriented towards fantasy, but if I can get my base life halfway secure I can start the conversions. There seems to be a problem getting the download of the first chapter off the website, but I think I've corrected the problem. Please check it and see for yourself. Steve Perrin ----- Original Message ----- From: "Jerry Miller" To: Sent: Friday, June 07, 2002 11:58 AM Subject: [RQ-Rules] BRS.... > STEVE, > > I KNOW 'RUNEQUEST' CANNOT BE PUBLISHED ANYMORE AFTER THE FIASCO WITH AH, > BUT, IS THERE ANY CHANCE TO REVIVE THE BASIC ROLE-PLAY SYSTEM (AS USED IN > ELRIC !, COC, ETC..) AND CREATE A 'UNIVERSAL SYSTEM'? > > FOLLOWING THE MAILING LIST, I SEE PEOPLE HAVE ADAPTED THE BASIC MECHANIC FOR > EVERYTHING FROM SCI FI TO MODERN AS WELL AS THE CLASSIC FANTASY... > > THIS MAYBE THE WRONG PLACE TO ASK, BUT I COULD THINK OF WHERE ELSE TO TOSS > THE TOPIC OUT? > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From peterm at maranci.net Fri Jun 14 04:44:54 2002 From: peterm at maranci.net (peterm at maranci.net) Date: Thu, 13 Jun 2002 14:44:54 -0400 (EDT) Subject: [RQ-Rules] Human variation? Message-ID: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> I was working up some items for the found items section of the Chaos Project on my site, and got sort of stuck on a concept. One of the items was "A (human) dwarf beating the crap out of a guy" (from a real-world experience that a friend of mine just had), and I realized that I'd never seen stats for non-racial dwarves for RQ - nor for any other RPG. In fact, there are a lot of human extremes that simply aren't included in the 8-18 SIZ range and other characteristics. Yet some of those could be really interesting to play, or use as NPCs. GURPs Ads/DisAds cover some of them, but that's not the same. So I started thinking about working up a pre-birth table to calculate exeptional possibilities. So what sort of possibilities can everyone think of? So far I've come up with dwarfism, midgetism, giganticism (sp? on all these), high or low metabolism, autism, and now a whole lot more are pouring into my head: clubfeet, for example, and harelips. Not to mention ectomorph/endomorph/mesomorph body types. All of which would no doubt have some sort of in-game effect. Any ideas, anyone? Once the list of human extremes is relatively complete, the next step is working out the probabilities. Are there any doctors on the list? Anyone with access to statistics? I realize that modern-world statistics won't accurately reflect a fantasy world - we probably have much higher levels of autism now than in historical times, for example, although of course a "magic" world might well have different statistics from both. Jeeze, I'm starting to realize how huge this project could be. So many factors could be included! Extremes of intelligence, virtually every other characteristic, tendencies towards alcoholism, gambling, other addictive behavior, sexual orientation and drive, temperment (well, maybe that should be expressed through roleplaying), etc. I guess that's enough of my wacky ideas for right now! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From andrew at crashbox.com Fri Jun 14 05:11:40 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Thu, 13 Jun 2002 12:11:40 -0700 Subject: [RQ-Rules] Human variation? In-Reply-To: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> References: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> Message-ID: >I realized >that I'd never seen stats for non-racial dwarves for RQ - nor for any >other RPG. Harn has a good medical conditions chart that can be used during character creation. >So what sort of possibilities can everyone think of? Harn as also has hirsutism, sterility, ambidexterity, missing limbs, missing eyes, cauliflower ear, scars, pock marks, body odor, and hemophilia. There is more that I can't remember. >Any ideas, anyone? Once the list of human extremes is relatively complete, >the next step is working out the probabilities. Are there any doctors on >the list? Anyone with access to statistics? I realize that modern-world >statistics won't accurately reflect a fantasy world - we probably have >much higher levels of autism now than in historical times, for example, >although of course a "magic" world might well have different statistics >from both. Notice that some of these things from the Harn list are ones caused not by birth, but results of disease and whatnot. Disease results will obviously be more problematic later. Ars Magica also has a good list of these sorts of things in their Ads/Disads list. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From leonbk at yahoo.com Fri Jun 14 05:13:00 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 13 Jun 2002 12:13:00 -0700 (PDT) Subject: [RQ-Rules] Rules for spell research In-Reply-To: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> Message-ID: <20020613191300.61323.qmail@web14502.mail.yahoo.com> Has anyone come up with rules for characters researching a new sorcery spell? I have a several players asking me about it, but I do not remeber seeing anything like that for RQ. ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! - Official partner of 2002 FIFA World Cup http://fifaworldcup.yahoo.com From jellen at ameritech.net Fri Jun 14 05:17:50 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 13 Jun 2002 14:17:50 -0500 Subject: [RQ-Rules] Human variation? References: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> Message-ID: <000801c2130f$02ab1980$0dc14942@frkt5> Steve Perrin's SPQR includes a Benefits/Problems section that covers whatever medical condition(s) the player can imagine. The more disabling the condition, the more "credits" the player has for increasing the character's abilities. ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Thursday, June 13, 2002 2:11 PM Subject: Re: [RQ-Rules] Human variation? >I realized >that I'd never seen stats for non-racial dwarves for RQ - nor for any >other RPG. Harn has a good medical conditions chart that can be used during character creation. >So what sort of possibilities can everyone think of? Harn as also has hirsutism, sterility, ambidexterity, missing limbs, missing eyes, cauliflower ear, scars, pock marks, body odor, and hemophilia. There is more that I can't remember. >Any ideas, anyone? Once the list of human extremes is relatively complete, >the next step is working out the probabilities. Are there any doctors on >the list? Anyone with access to statistics? I realize that modern-world >statistics won't accurately reflect a fantasy world - we probably have >much higher levels of autism now than in historical times, for example, >although of course a "magic" world might well have different statistics >from both. Notice that some of these things from the Harn list are ones caused not by birth, but results of disease and whatnot. Disease results will obviously be more problematic later. Ars Magica also has a good list of these sorts of things in their Ads/Disads list. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From rico at ricosweb.com Fri Jun 14 05:29:56 2002 From: rico at ricosweb.com (Rich Allen) Date: Thu, 13 Jun 2002 13:29:56 -0600 Subject: [RQ-Rules] Human variation? In-Reply-To: <3695.216.118.190.11.1023993894.squirrel@140.186.45.27> Message-ID: <001501c21310$b3289160$cb0a0a0a@dohealth.com> > Any ideas, anyone? How about stuff like Albinoism? Deafness, blindness, etc. Rich