From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Sat Mar 2 02:50:22 2002 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Fri, 1 Mar 2002 15:50:22 -0000 Subject: [RQ-Rules] More conversions Message-ID: <3C7FA33E.354.6E01C8@localhost> Just in case anyone is interested, I've added Orlanth Rex, Orlanth Thunderous and Babeester Gor conversions from Storm Tribes/Thunder Rebels to my webpage (http://www.crashbox.com/nikk/rqpage.htm), Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From MurfNMurf at aol.com Sat Mar 2 17:43:20 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 2 Mar 2002 01:43:20 EST Subject: [RQ-Rules] Ducks Message-ID: <6f.235d6b29.29b1ce88@aol.com> Hi gang, I'm sure some of you are familiar with the small assortment of Duck miniatures from years back. Does anyone know of a manufacturer who currently makes these? Thanks in advance :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From gavinmcintyre at blueyonder.co.uk Tue Mar 12 07:52:39 2002 From: gavinmcintyre at blueyonder.co.uk (Gavin McIntyre) Date: Mon, 11 Mar 2002 20:52:39 -0000 Subject: [RQ-Rules] Shamans Message-ID: <001d01c1c93e$d26b7ea0$0240180a@gavspc> Need a little help with Shamans. I have a shaman NPC ( baddie) and the party have come across him for the first time. Now I know that the shaman can materialise his fetch by going into a trance. Can he then send the fetch away from him self and use it like a short range scout. When the fetch met the party it started casting spell & drove them off. 1. Can a PC force the fetch into spirit combat and what happens if the PC wins 2. How far ( if its allowed) can the fetch go away from his shaman 3. Can anything "physically" hurt the fetch, say disruption or true sword and if so would you have its Hits = to its POW 4. If you can hurt the fetch what happens & does anything happen to the shaman Thanks Gavin From leonbk at yahoo.com Tue Mar 12 09:09:28 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 11 Mar 2002 14:09:28 -0800 (PST) Subject: [RQ-Rules] Shamans In-Reply-To: <001d01c1c93e$d26b7ea0$0240180a@gavspc> Message-ID: <20020311220928.82784.qmail@web14508.mail.yahoo.com> --- Gavin McIntyre wrote: > Need a little help with Shamans. > > I have a shaman NPC ( baddie) and the party have > come across him > for the first time. Now I know that the shaman can > materialise > his fetch by going into a trance. As far as I know the only way for a fetch to materialize is through a Visibility spell. > Can he then send the fetch away > from him self and use it like a short range scout. Possible, I guess, by I have never seen it done anywhere. > 1. Can a PC force the fetch into spirit combat and > what happens if the PC wins Unless the PC has some special means of starting spirit combat ('Attack Soul', Spirit Moss, etc), I do not think they can. If the PC manages to win then the spirit can be bound or sent away. > 2. How far ( if its allowed) can the fetch go away > from his shaman Not sure if he can in the first place. > 3. Can anything "physically" hurt the fetch, say > disruption or > true sword and if so would you have its Hits = to > its POW Nothing physical can touch a discorporate spirit. > 4. If you can hurt the fetch what happens & does > anything happen to the shaman You would have figure this one out yourself, since there are no rules for this as far as I know. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! http://mail.yahoo.com/ From epon0608 at freebel.net Tue Mar 12 20:01:01 2002 From: epon0608 at freebel.net (Emmanuel Ponette) Date: Tue, 12 Mar 2002 10:01:01 +0100 (CET) Subject: [RQ-Rules] Shamans In-Reply-To: <001d01c1c93e$d26b7ea0$0240180a@gavspc> References: <001d01c1c93e$d26b7ea0$0240180a@gavspc> Message-ID: <1015923661.3c8dc3cddccee@webmail.tiscali.be> I personnaly use Simon Phibbs' shaman rules and my shaman has a lot of fun. See at http://www.geocities.com/Area51/Rampart/1481/spirit2.html We added at that some rules from Sandy Petersen but I don't remember where. It should answer most of your questions. Cheers Manu En r?ponse ? Gavin McIntyre : > Need a little help with Shamans. > > I have a shaman NPC ( baddie) and the party have come across him > for the first time. Now I know that the shaman can materialise > his fetch by going into a trance. Can he then send the fetch away > from him self and use it like a short range scout. When the fetch > met the party it started casting spell & drove them off. > > 1. Can a PC force the fetch into spirit combat and what happens > if the PC wins > 2. How far ( if its allowed) can the fetch go away from his > shaman > 3. Can anything "physically" hurt the fetch, say disruption or > true sword and if so would you have its Hits = to its POW > 4. If you can hurt the fetch what happens & does anything happen > to the shaman > > Thanks > > Gavin > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > > ------------------------------------------------- This mail sent through Tiscali Webmail (http://webmail.tiscali.be) From DenT at scmb.co.za Wed Mar 13 20:58:31 2002 From: DenT at scmb.co.za (Den, Tony T) Date: Wed, 13 Mar 2002 11:58:31 +0200 Subject: [RQ-Rules] GM's shield Message-ID: <90C55DFA4C0AD611B4BE00D0B746FDBD09947D@scmbjhbmsg02.scmb.co.za> Hi there. I have started a new project on my web page - to create a Rune Quest Gamesmasters shield. I am aware that Judges Guild once published such an item years back, but have not seen any attempts for RQ3. Any suggestions would be appreciated. At present the project just contains a few tables from the rules which I have transcribed into word. any ideas for custom stuff to make a GM/Players life easy would be appreciated. You can view the project at my web page: (under projects) http://www.angelfire.com/realm/runequest/ Ave atque vale T?ny Den Disclaimer and Confidentiality Note. Everything in this e-mail and attachments relating to the official business of Standard Bank Investment Corporation(Stanbic) is proprietary to the company. It is confidential, legally privileged and protected by law. Stanbic does not own and endorse any other content. Views and opinions are those of the sender unless clearly stated as being that of Stanbic. The person addressed in the e-mail is the sole authorised recipient. Please notify the sender immediately if it has unintentionally reached you and do not read, disclose or use the content in any way. Stanbic can not assure that the integrity of this communication has been maintained nor that it is free of errors, virus, interception or interference. From DenT at scmb.co.za Mon Mar 25 20:37:58 2002 From: DenT at scmb.co.za (Den, Tony T) Date: Mon, 25 Mar 2002 11:37:58 +0200 Subject: [RQ-Rules] Site update Message-ID: <90C55DFA4C0AD611B4BE00D0B746FDBD099580@scmbjhbmsg02.scmb.co.za> Hi all. My site has been updated again. A new poll has been added as well as some new rules/weapons. http://www.angelfire.com/realm/runequest/ Ave atque vale T?ny Disclaimer and Confidentiality Note. Everything in this e-mail and attachments relating to the official business of Standard Bank Investment Corporation(Stanbic) is proprietary to the company. It is confidential, legally privileged and protected by law. Stanbic does not own and endorse any other content. Views and opinions are those of the sender unless clearly stated as being that of Stanbic. The person addressed in the e-mail is the sole authorised recipient. Please notify the sender immediately if it has unintentionally reached you and do not read, disclose or use the content in any way. Stanbic can not assure that the integrity of this communication has been maintained nor that it is free of errors, virus, interception or interference. From jurrubin at earthlink.net Tue Mar 26 03:24:29 2002 From: jurrubin at earthlink.net (David Smart) Date: Tue, 26 Mar 2002 00:24:29 +0800 Subject: [RQ-Rules] Site update Message-ID: <20020325162430.20359.qmail@earthlink.net> Den, Tony T posted: > > Hi all. My site has been updated again. A new poll has been added as well as > some new rules/weapons. > http://www.angelfire.com/realm/runequest/ > > Ave atque vale > T?ny Thanks! Nice weapons rules. David -- David Smart From DenT at scmb.co.za Tue Mar 26 20:15:25 2002 From: DenT at scmb.co.za (Den, Tony T) Date: Tue, 26 Mar 2002 11:15:25 +0200 Subject: [RQ-Rules] Role up questions Message-ID: <90C55DFA4C0AD611B4BE00D0B746FDBD0995B3@scmbjhbmsg02.scmb.co.za> Hi all I have been playing RQ for quite some time but recently we introduced some new players and the topic of rolling up came into debate. the problem is when its time to roll a character, we are usually in a hurry to start playing, so wizz through and cut corners and the characters end up being a bit lopsided. Maybe someone can clarify the following: Okay, you have rolled character and worked Agility etc modifiers out. Now you choose parents profession, which gives you an X1, X2 etc for certain abilities. Say your character is 20 and he left home at 17. and say his parents occupation allowed for an X2 in Orate and his communications modifier is 5. Then I would work his orate skill to be 2 x 2(17-15) + base% (05) plus modifier (5) = 14. Is that correct? Now say he went and worked in another trade for until he was twenty. He gets more bonuses for skills. So is he got an orate X1, it would mean adding another 1 percentile per year, so he would add 3 to his current orate score. but what about "new' skills. lets say his Human lore was at base, but his new career gives him human lore X1. Would you just add 3 to his base plus his knowledge modifier. Also, your attack modifier is same as manipulation. Will this apply to natural weapons as well (fist) or just to your melee and missile weapons? Ave atque vale T?ny Disclaimer and Confidentiality Note. Everything in this e-mail and attachments relating to the official business of Standard Bank Investment Corporation(Stanbic) is proprietary to the company. It is confidential, legally privileged and protected by law. Stanbic does not own and endorse any other content. Views and opinions are those of the sender unless clearly stated as being that of Stanbic. The person addressed in the e-mail is the sole authorised recipient. Please notify the sender immediately if it has unintentionally reached you and do not read, disclose or use the content in any way. Stanbic can not assure that the integrity of this communication has been maintained nor that it is free of errors, virus, interception or interference. From tom at zunder.org.uk Wed Mar 27 03:39:00 2002 From: tom at zunder.org.uk (Tom Zunder) Date: Tue, 26 Mar 2002 16:39:00 -0000 Subject: [RQ-Rules] D&D to BRP In-Reply-To: <20020326104403.CFE8D4BD46@thinbits.com> Message-ID: <3CA0A424.14058.171A701@localhost> When I convert D&D 3e to BRP (Stormbringer or RQ) then I do the following; Attack % = (plus to hit + 10) * 5 This means a totally average 1st level fighter would have 55-65% chance to hit, not far off a 1st level wizard actually. Thus is you have a +5 to hit, this equates to; (5 +10) * 5 (15) * 5 75% I then tend to assume that the character either has the same to parry (since in Stormbringer A% and P% are the same) or if they use a shield I assume that that is the same. If you wanted to try and confabulate it from AC then one could say that it is AC (minus the armour bonus) * 5 but that would penalise higher level characters, so it could be AC (minus armour bonus) plus level * 5. (or every level/2 for wizards/sorcerors/rogues/clerics) I personally think it's quicker and just as good to use the first method. This system does assume fairly high powered 1st level characters, which is okay for a high powered BRP game like Stormbringer. If you were playing RQ3 then you might want to use; Attack % = (plus to hit + 5) * 5 --- T H Zunder tom at zunder.org.uk ICQ:1521799 From steve at perrinworlds.com Wed Mar 27 04:41:32 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 26 Mar 2002 09:41:32 -0800 Subject: [RQ-Rules] Hey Steve P. References: <90C55DFA4C0AD611B4BE00D0B746FDBD0995B3@scmbjhbmsg02.scmb.co.za> <002e01c2f382$36eb8d20$8cfbfea9@hr.cox.net> Message-ID: <003101c1d4ed$782df520$6401a8c0@surfcity.net> There hasn't been much activity, I have been working on some other projects, but if a subscriber has not gotten the Critter chapter I did, please let me know. Steve ----- Original Message ----- From: "Joseph Elric Smith" To: Sent: Wednesday, March 26, 2003 2:26 AM Subject: [RQ-Rules] Hey Steve P. > Hey Mr. P I was one of the people who a subscription, with the auction for > 911 and it just dawned on me, yes I am slow, my email has changed so you > might no be able to send me the material. Well I am no longer > kruch7 at home.com, but am now kruch7 at cox.net > thanks > ken > > Gygax is to Gaming what Kirby was to comic > Alas poor Elric I was a thousand times more evil then you > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From FireDrakeK at aol.com Wed Mar 27 09:29:53 2002 From: FireDrakeK at aol.com (FireDrakeK at aol.com) Date: Tue, 26 Mar 2002 17:29:53 EST Subject: [RQ-Rules] Role playing Message-ID: <26.252d31ad.29d25061@aol.com> We have a player in my group. And not that he's a bad player, or anything ... but he is. he has trouble with tactics, and introduces new monsters in the middle of a battle because we've slaughtered all the others, but he makes the last monster too powerful and almost kills us. We took away GMing from him till he can figure it out, but he doesn't know how to role play. any general suggestions that i can give him? he plays the char like a robot --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From northerndm at hotmail.com Wed Mar 27 17:46:47 2002 From: northerndm at hotmail.com (Northern DM) Date: Tue, 26 Mar 2002 23:46:47 -0700 Subject: [RQ-Rules] [RQ Rules] Gods Message-ID: OK, I need some help. I'm using the Runequest rules as the basis for my campaign, a basic fantasy world. This means there are no cults and I need to convert the Divine Magic list to Gods. The problem I'm having is the list of generic Gods in the Magic Book is very small. For example, there is no Craft God (ie: smithing). Has anybody done something similar to what I am going to do and if so, is there a list of Generic Gods that I can use to figure out what Divine Spells go with what God depending on their portfolio. Thanks for any assistance, Northern DM _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. From jurrubin at earthlink.net Wed Mar 27 23:52:23 2002 From: jurrubin at earthlink.net (David Smart) Date: Wed, 27 Mar 2002 06:52:23 -0600 Subject: [RQ-Rules] Role up questions References: <90C55DFA4C0AD611B4BE00D0B746FDBD0995B3@scmbjhbmsg02.scmb.co.za> Message-ID: <3CA1C087.800805FA@earthlink.net> "Den, Tony T" wrote: > > Hi all > > I have been playing RQ for quite some time but recently we introduced some > new players and the topic of rolling up came into debate. the problem is > when its time to roll a character, we are usually in a hurry to start > playing, so wizz through and cut corners and the characters end up being a > bit lopsided. Maybe someone can clarify the following: > > Okay, you have rolled character and worked Agility etc modifiers out. Now > you choose parents profession, which gives you an X1, X2 etc for certain > abilities. Say your character is 20 and he left home at 17. and say his > parents occupation allowed for an X2 in Orate and his communications > modifier is 5. Then I would work his orate skill to be 2 x 2(17-15) + base% > (05) plus modifier (5) = 14. Is that correct? That's how I do it. > Now say he went and worked in another trade for until he was twenty. He gets > more bonuses for skills. So is he got an orate X1, it would mean adding > another 1 percentile per year, so he would add 3 to his current orate score. > but what about "new' skills. lets say his Human lore was at base, but his > new career gives him human lore X1. Would you just add 3 to his base plus > his knowledge modifier. Again, yes. > Also, your attack modifier is same as manipulation. Will this apply to > natural weapons as well (fist) or just to your melee and missile weapons? For me, it applies to natural as well. David Smart From talmeta at optonline.net Thu Mar 28 00:19:05 2002 From: talmeta at optonline.net (Tal Meta) Date: Wed, 27 Mar 2002 08:19:05 -0500 Subject: [RQ-Rules] [RQ Rules] Gods References: Message-ID: <3CA1C6C9.763F2962@optonline.net> Northern DM wrote: > > Has anybody done something similar to what I am going to do and if so, is > there a list of Generic Gods that I can use to figure out what Divine Spells > go with what God depending on their portfolio. As soon as my hosting service sorts themselves out, I'd recommend my RQ/Greyhawk project. I've done several whole pantheons of gods, with the various roles fleshed out (craft god, war god, magic god, fertility god, etc.). -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If the future isn't what it used to be, does that mean that the past is subject to change in times to come? From northerndm at hotmail.com Thu Mar 28 05:52:10 2002 From: northerndm at hotmail.com (Northern DM) Date: Wed, 27 Mar 2002 11:52:10 -0700 Subject: [RQ-Rules] [RQ Rules] Detect Enemy Message-ID: Clarification on how this spell works. If I cast Detect Enemy before sneaking into an enemy camp, does it pick up the sentries walking around the camp? I say no as the sentries do not know I am there. However, if the sentries hear something and become alerted, does Detect Enemy pick them up? I again say no as the sentries do not know what is making that sound. How about an ambush by bandits. The bandits are waiting for anybody to come down the trail and will attack the first person they see. Does Detect Enemy pick them up as they are not specifically intending to harm me but the first person around the bend. In this case, I say the spell warns me but just before the attack, not 100 m away. Thanks, Northern DM _________________________________________________________________ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx From northerndm at hotmail.com Thu Mar 28 05:59:57 2002 From: northerndm at hotmail.com (Northern DM) Date: Wed, 27 Mar 2002 11:59:57 -0700 Subject: [RQ-Rules] [RQ Rules] Fireblade Message-ID: Another clarification (guess whose group is getting back into Runequest). Fireblade seems a little powerful if cast on a dirk. A dirk does 1d4+2 damage and suddenly becomes 3d6 with the spell. That seems a little overbalancing. Has anybody done any changes about this or should I accept daggers with Fireblade able to do the same damage as a greatsword with Fireblade. Thanks, Northern DM _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. From leonbk at yahoo.com Thu Mar 28 06:15:40 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 27 Mar 2002 11:15:40 -0800 (PST) Subject: [RQ-Rules] [RQ Rules] Fireblade In-Reply-To: Message-ID: <20020327191540.13663.qmail@web14501.mail.yahoo.com> We always played it as a great equalizer. So even on a large needle a Fireblade would do 3d6. As a player I would not cast a Fireblade on a greatsword, unless I needed to do magical damage. A Bladesharp is much more effective. 3d6 = 10-11 damage vs 2d8+4 = 13 damage + 20% to hit. In addition, it is imposible to poison any blade with Fireblade cast on it. Leon Kirshtein --- Northern DM wrote: > Another clarification (guess whose group is getting > back into Runequest). > > Fireblade seems a little powerful if cast on a dirk. > A dirk does 1d4+2 > damage and suddenly becomes 3d6 with the spell. > That seems a little > overbalancing. > > Has anybody done any changes about this or should I > accept daggers with > Fireblade able to do the same damage as a greatsword > with Fireblade. > > Thanks, > > Northern DM > > _________________________________________________________________ > Get your FREE download of MSN Explorer at > http://explorer.msn.com/intl.asp. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Movies - coverage of the 74th Academy Awards? http://movies.yahoo.com/ From steve at perrinworlds.com Thu Mar 28 06:44:50 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 27 Mar 2002 11:44:50 -0800 Subject: [RQ-Rules] [RQ Rules] Detect Enemy References: Message-ID: <007901c1d5c7$dc5bdaa0$6401a8c0@surfcity.net> I always assumed that detect Enemy was a telepathic spell that picked up someone's awareness of the caster. So random guards do not register, but guards who have an immediate reaction to a broken twig would, even if they don't know who they are searching for. Similarly, a random ambush would have to be in line of sight for the ambushers to register on the spell. Steve Perrin ----- Original Message ----- From: "Northern DM" To: Sent: Wednesday, March 27, 2002 10:52 AM Subject: [RQ-Rules] [RQ Rules] Detect Enemy > Clarification on how this spell works. > > If I cast Detect Enemy before sneaking into an enemy camp, does it pick up > the sentries walking around the camp? I say no as the sentries do not know > I am there. > > However, if the sentries hear something and become alerted, does Detect > Enemy pick them up? I again say no as the sentries do not know what is > making that sound. > > How about an ambush by bandits. The bandits are waiting for anybody to come > down the trail and will attack the first person they see. Does Detect Enemy > pick them up as they are not specifically intending to harm me but the first > person around the bend. In this case, I say the spell warns me but just > before the attack, not 100 m away. > > Thanks, > > Northern DM > > _________________________________________________________________ > MSN Photos is the easiest way to share and print your photos: > http://photos.msn.com/support/worldwide.aspx > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Thu Mar 28 08:23:20 2002 From: jurrubin at earthlink.net (David Smart) Date: Thu, 28 Mar 2002 05:23:20 +0800 Subject: [RQ-Rules] Re: [RQ Rules] Detect Enemy Message-ID: <20020327212321.73459.qmail@earthlink.net> Northern DM posted: > > Clarification on how this spell works. > > If I cast Detect Enemy before sneaking into an enemy camp, does it pick up > the sentries walking around the camp? I say no as the sentries do not know > I am there. Agreed. > However, if the sentries hear something and become alerted, does Detect > Enemy pick them up? I again say no as the sentries do not know what is > making that sound. Agreed _unless_ the sentries intend to harm whatever is making the sound regardless of the maker's nature. I rule the spell to be "target inclusive" rather than "target specific". I.e. the spell warns if the caster is included in a group toward which harm is intended. If the sentries are just curious and choose to investigate, then no. > How about an ambush by bandits. The bandits are waiting for anybody to come > down the trail and will attack the first person they see. Does Detect Enemy > pick them up as they are not specifically intending to harm me but the first > person around the bend. In this case, I say the spell warns me but just > before the attack, not 100 m away. For me, I would rule the same as the second case above with the spell having full range. The bandits intend harm to a group and the caster is part of the group. It's the general "violent intent" emotional emanations that the spell picks up on, IMO. Note that this is not the same as someone being angry enough to kill if something pushes them over the edge. I rule there must be a conscious intent to cause harm. One way for murderous sentries to counter stealthy approach by someone is for they themselves to occasionally cast Detect Enemies while on duty. Because of the magic point cost over the period a sentry is on duty, they won't be able to keep it up constantly without a good number of matrixes. Rather, it would be used in a fashion similar to an occasional active sonar "ping" to spot an approaching submarine. Just my two silver pennies' worth. David -- David Smart From jurrubin at earthlink.net Thu Mar 28 08:31:19 2002 From: jurrubin at earthlink.net (David Smart) Date: Thu, 28 Mar 2002 05:31:19 +0800 Subject: [RQ-Rules] Re: [RQ Rules] Fireblade Message-ID: <20020327213119.11423.qmail@earthlink.net> Heh. I allow any edged hand weapon to have Fireblade cast on it. IMO, the flames run up and down the _edge_ of the blade, not the entire blade BUT I also tell the player to keep in mind just how far away from the flames his hand will be. I then allocate damage to that hand accordingly. Greatswords have a nice, long hilt. Dirks don't. David ----- Original Message ----- From: "Northern DM" Date: Wed, 27 Mar 2002 11:59:57 -0700 To: rq-rules at crashbox.com Subject: [RQ-Rules] [RQ Rules] Fireblade > Another clarification (guess whose group is getting back into Runequest). > > Fireblade seems a little powerful if cast on a dirk. A dirk does 1d4+2 > damage and suddenly becomes 3d6 with the spell. That seems a little > overbalancing. > > Has anybody done any changes about this or should I accept daggers with > Fireblade able to do the same damage as a greatsword with Fireblade. > > Thanks, > > Northern DM > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > -- David Smart From mcarthur at dstc.edu.au Thu Mar 28 11:02:43 2002 From: mcarthur at dstc.edu.au (Robert McArthur) Date: Thu, 28 Mar 2002 10:02:43 +1000 Subject: [RQ-Rules] [RQ Rules] Fireblade References: Message-ID: <3CA25DA3.DBB2CE78@dstc.edu.au> Northern DM wrote: > > Another clarification (guess whose group is getting back into Runequest). > > Fireblade seems a little powerful if cast on a dirk. A dirk does 1d4+2 > damage and suddenly becomes 3d6 with the spell. That seems a little > overbalancing. > > Has anybody done any changes about this or should I accept daggers with > Fireblade able to do the same damage as a greatsword with Fireblade. We never had problems with it because of its great downside - it's an active spell. ie. someone has to be concentrating on it all the time. Now, someone sitting in the background is almost always a suitable target for an arrow or two :-) Robert From pontus.amberg at telia.com Thu Mar 28 11:33:18 2002 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 28 Mar 2002 01:33:18 +0100 Subject: [RQ-Rules] [RQ Rules] Fireblade In-Reply-To: <3CA25DA3.DBB2CE78@dstc.edu.au> Message-ID: <000a01c1d5f0$2847dc70$b122d1d9@v8st8> Where is it stated that Fireblade is an active spell? /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Robert McArthur Skickat: den 28 mars 2002 01:03 Till: rq-rules at crashbox.com ?mne: Re: [RQ-Rules] [RQ Rules] Fireblade Northern DM wrote: > > Another clarification (guess whose group is getting back into Runequest). > > Fireblade seems a little powerful if cast on a dirk. A dirk does 1d4+2 > damage and suddenly becomes 3d6 with the spell. That seems a little > overbalancing. > > Has anybody done any changes about this or should I accept daggers with > Fireblade able to do the same damage as a greatsword with Fireblade. We never had problems with it because of its great downside - it's an active spell. ie. someone has to be concentrating on it all the time. Now, someone sitting in the background is almost always a suitable target for an arrow or two :-) Robert _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Thu Mar 28 12:02:17 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 27 Mar 2002 17:02:17 -0800 (PST) Subject: [RQ-Rules] [RQ Rules] Fireblade In-Reply-To: <3CA25DA3.DBB2CE78@dstc.edu.au> Message-ID: <20020328010217.52803.qmail@web14504.mail.yahoo.com> > We never had problems with it because of its great > downside - > it's an active spell. ie. someone has to be > concentrating on it > all the time. Now, someone sitting in the > background is almost > always a suitable target for an arrow or two :-) > > Robert This was true in RQ2 but is not so in RQ3. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Movies - coverage of the 74th Academy Awards? http://movies.yahoo.com/ From jurrubin at earthlink.net Thu Mar 28 14:38:17 2002 From: jurrubin at earthlink.net (David Smart) Date: Wed, 27 Mar 2002 21:38:17 -0600 Subject: [RQ-Rules] Role playing References: <26.252d31ad.29d25061@aol.com> Message-ID: <3CA29029.71E2ADC0@earthlink.net> FireDrakeK at aol.com wrote: > > We have a player in my group. And not that he's a bad player, or anything ... > but he is. he has trouble with tactics, and introduces new monsters in the > middle of a battle because we've slaughtered all the others, but he makes the > last monster too powerful and almost kills us. We took away GMing from him > till he can figure it out, but he doesn't know how to role play. any general > suggestions that i can give him? he plays the char like a robot Try having him script an adventure with a specified number of encounters, including monsters and loot. Have him first consider what he wants to accomplish with each encounter. Also, when he's running a specific character, suggest he make the character act like someone he knows. David