From leonbk at yahoo.com Tue Oct 1 00:59:02 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 30 Sep 2002 07:59:02 -0700 (PDT) Subject: [RQ-Rules] Online database In-Reply-To: <9d.2d8821fc.2aaab47e@aol.com> Message-ID: <20020930145902.85934.qmail@web14506.mail.yahoo.com> Hi, I have made several major updates to the online database: http://onview.comtecnet.com/RQ/default.asp Added Specialists to the sorcery rules page. I have made specialist more like the D&D version, in that they specialize more by the type of school and are not as restricted as in the original Sandy's sorcery. Reshufled the sorcery spells to fit with the specialist schools. Added more Divine magic spells. (Still have a lot to go here.) Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? New DSL Internet Access from SBC & Yahoo! http://sbc.yahoo.com From jurrubin at earthlink.net Wed Oct 2 02:09:52 2002 From: jurrubin at earthlink.net (David Smart) Date: Tue, 01 Oct 2002 09:09:52 -0700 Subject: [RQ-Rules] New BRP, plus new magic item Message-ID: On Mon, 30 Sep 2002 11:02:09 +0200 Gianni wrote: > Hello all > > The Chaosium web site says the new BRPS booklet > is out. Unfortunately, based > on what is available here: > http://www.chaosium.com/forms/BRP_Character_Sheet.pdf, > I think it is a mere > reprint of the 1980/1981 booklet :-( > > Gianni > webmaster of basicrps.com And going to the www.chaosium.com page and clicking the BRP graphic pulls up the D20 Cthulhu page. Then again, these problems may be a result of Chaosium losing their DSL service without warning. I hope. David From Nick.Middleton at invensys.com Wed Oct 2 17:39:16 2002 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Wed, 2 Oct 2002 08:39:16 +0100 Subject: [RQ-Rules] (no subject) Message-ID: >> Hello all >> >> The Chaosium web site says the new BRPS booklet >> is out. Unfortunately, based >> on what is available here: >> http://www.chaosium.com/forms/BRP_Character_Sheet.pdf, >> I think it is a mere >> reprint of the 1980/1981 booklet :-( >> >> Gianni >> webmaster of basicrps.com > >And going to the www.chaosium.com page and clicking the BRP graphic pulls up >the D20 Cthulhu page. Then again, these problems may be a result of Chaosium >losing their DSL service without warning. I hope. > >David Well, Chasoium have _repeatedly_ said they will not be dropping BRP, so I doubt we should read too much into that (other than Dustin(?) is having a hard time ;) ). As for BRP being just a reprint of the '80's original, well they said they were doing it more for fun than anything else (and perhaps to find a home for the cover art for the cancelled Straights of Chaos?). Personally I hope they follow it up by re-releasing, in similar format, the components of Worlds of Wonder (Do Chaosium own the rights?) and then follow it up with further similar booklets on other genre's (Horror World, Spy World, Cowboy World). I think it would do quite well fo them and would boost BRP in the market place, with out requiring the sort of large scale committment that an extensive re-launch/re-write of BRP would need (and which is beyond Chaosium scope I suspect). Nick Middleton (who still has his notes on why you can't bind a Stormbringer first edition Demon into a Future World Blaster rifle!!) 'You know, it used to take a lot of talent and the right sort of upbringing to be polite and have filthy manners, now it just takes a computer.'???????? Commander Nathan Spring ISPF From gianni at basicrps.com Wed Oct 2 18:26:48 2002 From: gianni at basicrps.com (Gianni) Date: Wed, 2 Oct 2002 10:26:48 +0200 Subject: [RQ-Rules] (no subject) References: Message-ID: <004a01c269ed$739addd0$0902600a@otvfrap043> Hello all Personally I hope they follow it up by re-releasing, in similar format, the components of Worlds of Wonder (Do Chaosium own the rights?) >> They do. Gianni webmaster of basicrps.com From jellen at ameritech.net Thu Oct 3 08:01:31 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Wed, 2 Oct 2002 17:01:31 -0500 Subject: [RQ-RULES] Dumping Strike Ranks Message-ID: <016d01c26a5f$4444eb80$6fc46c40@frkt5> For that matter, SIZ seems to be much less useful to a Troll once the Duck has closed to within a meter or so. --J, still unsure about SRs ----- Original Message ----- From: "Robert Stancliff" To: Cc: "Dan Lackey (E-mail)" ; "Glenn Kirkconnell (E-mail)" ; "Jay Cook (E-mail)" ; "Mark McDowell (E-mail)" ; "Richard Katsaros (E-mail)" ; "Tony Flegert (E-mail)" Sent: Friday, April 13, 2001 9:15 AM Subject: RE: [RQ-RULES] Dumping Strike Ranks > I do feel that someone suitably fast, WITH Coordination > spells AND a fast weapon probably should attack twice as > often as some small bloke with a shortsword. > Jeremy But why is the long weapon considered 'faster'? It has more mass, is harder to control, and harder to change direction of travel. The smallest, lightest weapon is truly the 'fastest'. The long weapon only has a reach advantage as long as the opponent holds back. If he can get to his weapon's normal reach, there is no advantage to the long weapon. It is better to say that lances and pikes must attack 3 or more meters to get WSR=0. WSR=1 weapons must be able to attack 2 meters, and WSR=2 weapons must attack 1 meter. If an opponent is inside your weapon reach, then the WSR is set to 4. In some cases you could change your fighting style with the weapon such as using your WSR1 long spear as a WSR2 quarterstaff. At close range many one-hand weapons can be used for short clubbing attacks at WSR4. Stancliff From steve at perrinworlds.com Thu Oct 3 14:03:46 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 2 Oct 2002 21:03:46 -0700 Subject: [RQ-RULES] Dumping Strike Ranks References: <016d01c26a5f$4444eb80$6fc46c40@frkt5> Message-ID: <004801c26a91$fd411be0$6401a8c0@surfcity.net> Just to repeat something I've said on this list before. I invented Strike Ranks. I don't use them any more. Steve Perrin www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "J and/or Ellen" To: "RQ Group" Sent: Wednesday, October 02, 2002 3:01 PM Subject: RE: [RQ-RULES] Dumping Strike Ranks > For that matter, SIZ seems to be much less useful to a Troll once the Duck > has closed to within a meter or so. > > --J, still unsure about SRs > > ----- Original Message ----- > From: "Robert Stancliff" > To: > Cc: "Dan Lackey (E-mail)" ; "Glenn Kirkconnell (E-mail)" > ; "Jay Cook (E-mail)" ; "Mark > McDowell (E-mail)" ; "Richard Katsaros (E-mail)" > ; "Tony Flegert (E-mail)" > Sent: Friday, April 13, 2001 9:15 AM > Subject: RE: [RQ-RULES] Dumping Strike Ranks > > > > I do feel that someone suitably fast, WITH Coordination > > spells AND a fast weapon probably should attack twice as > > often as some small bloke with a shortsword. > > Jeremy > > But why is the long weapon considered 'faster'? It has more mass, > is harder to control, and harder to change direction of travel. The > smallest, lightest weapon is truly the 'fastest'. The long weapon only has > a reach advantage as long as the opponent holds back. If he can get to his > weapon's normal reach, there is no advantage to the long weapon. > It is better to say that lances and pikes must attack 3 or more > meters to get WSR=0. WSR=1 weapons must be able to attack 2 meters, and > WSR=2 weapons must attack 1 meter. If an opponent is inside your weapon > reach, then the WSR is set to 4. In some cases you could change your > fighting style with the weapon such as using your WSR1 long spear as a WSR2 > quarterstaff. At close range many one-hand weapons can be used for short > clubbing attacks at WSR4. > Stancliff > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From gianni at basicrps.com Thu Oct 3 16:54:24 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 3 Oct 2002 08:54:24 +0200 Subject: [RQ-RULES] Dumping Strike Ranks References: <016d01c26a5f$4444eb80$6fc46c40@frkt5> <004801c26a91$fd411be0$6401a8c0@surfcity.net> Message-ID: <004b01c26aa9$b5def3e0$0902600a@otvfrap043> Hello Steve > Just to repeat something I've said on this list before. I'm new to the list :-) > I invented Strike Ranks. > > I don't use them any more. What do you use? Something similar (e.g., 'initiative points'), or something entirely different? Regards, Gianni webmaster of basicrps.com From steve at perrinworlds.com Thu Oct 3 23:07:34 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 3 Oct 2002 06:07:34 -0700 Subject: [RQ-RULES] Dumping Strike Ranks References: <016d01c26a5f$4444eb80$6fc46c40@frkt5> <004801c26a91$fd411be0$6401a8c0@surfcity.net> <004b01c26aa9$b5def3e0$0902600a@otvfrap043> Message-ID: <004b01c26add$edd26320$6401a8c0@surfcity.net> I just use a Dex initiative system and give everyone two actions in a round. Actions are generally separated by 10 DEX points. Thus, if someone has a DEX of 14, he acts on 14 and 4. For small conflicts, I sometimes add a 2d6 roll to the DEX for variety. Magic costs DEX points to cast. If more than 10 DEX points are used by magic, no other actions can be taken. Each mana point of Folk (Battle) magic takes 3 DEX Points, each mana point of Sorcery takes 1 DEX point, each Divine Point of Divine Magic takes 5 DEX Points. The rest is in my rules set. See the website below. Steve www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "Gianni" To: Sent: Wednesday, October 02, 2002 11:54 PM Subject: Re: [RQ-RULES] Dumping Strike Ranks > Hello Steve > > > Just to repeat something I've said on this list before. > > I'm new to the list :-) > > > I invented Strike Ranks. > > > > I don't use them any more. > > What do you use? Something similar (e.g., 'initiative points'), or something > entirely different? > > Regards, > > Gianni > webmaster of basicrps.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 jellen at ameritech.net Fri Oct 4 13:14:18 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 3 Oct 2002 22:14:18 -0500 Subject: [RQ-RULES] Dumping Strike Ranks Message-ID: <008301c26b54$212cbc40$05512a41@frkt5> Still, you must admit that a Troll with a pike will probably get first strike when he's 15' or so from his Duck opponent--in fact, if the Troll could maintain that distance, he could poke away indefinitely while the Duck could do nothing more than parry/dodge and try to advance. Likewise, the Troll would be at a severe disadvantage if the Duck managed to close. It seems to me that SPQR should allow the Troll and Duck (sounds like a pub) to pit their Maneuver skills vs. each other's each round to see who gets the advantage. Is anyone using a system like this? --J, who's really pushing the limits of complexity for even *this* group ----- Original Message ----- From: "Steve Perrin" To: Sent: Wednesday, October 02, 2002 11:03 PM Subject: Re: [RQ-RULES] Dumping Strike Ranks Just to repeat something I've said on this list before. I invented Strike Ranks. I don't use them any more. Steve Perrin www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "J and/or Ellen" To: "RQ Group" Sent: Wednesday, October 02, 2002 3:01 PM Subject: RE: [RQ-RULES] Dumping Strike Ranks > For that matter, SIZ seems to be much less useful to a Troll once the Duck > has closed to within a meter or so. > > --J, still unsure about SRs > > ----- Original Message ----- > From: "Robert Stancliff" > To: > Cc: "Dan Lackey (E-mail)" ; "Glenn Kirkconnell (E-mail)" > ; "Jay Cook (E-mail)" ; "Mark > McDowell (E-mail)" ; "Richard Katsaros (E-mail)" > ; "Tony Flegert (E-mail)" > Sent: Friday, April 13, 2001 9:15 AM > Subject: RE: [RQ-RULES] Dumping Strike Ranks > > > > I do feel that someone suitably fast, WITH Coordination > > spells AND a fast weapon probably should attack twice as > > often as some small bloke with a shortsword. > > Jeremy > > But why is the long weapon considered 'faster'? It has more mass, > is harder to control, and harder to change direction of travel. The > smallest, lightest weapon is truly the 'fastest'. The long weapon only has > a reach advantage as long as the opponent holds back. If he can get to his > weapon's normal reach, there is no advantage to the long weapon. > It is better to say that lances and pikes must attack 3 or more > meters to get WSR=0. WSR=1 weapons must be able to attack 2 meters, and > WSR=2 weapons must attack 1 meter. If an opponent is inside your weapon > reach, then the WSR is set to 4. In some cases you could change your > fighting style with the weapon such as using your WSR1 long spear as a WSR2 > quarterstaff. At close range many one-hand weapons can be used for short > clubbing attacks at WSR4. > Stancliff > > _______________________________________________ > 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 steve at perrinworlds.com Fri Oct 4 14:27:47 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 3 Oct 2002 21:27:47 -0700 Subject: [RQ-RULES] Dumping Strike Ranks References: <008301c26b54$212cbc40$05512a41@frkt5> Message-ID: <008901c26b5e$8228b940$6401a8c0@surfcity.net> A Troll and a Duck and Broo come into a tavern. The tavernkeeper says, "What is this, a joke?" Anyway, if you want to get complex with Maneuver rolls in SPQR, you could certainly do that to figure out which fighter had the reach advantage in every round. But only if both have plenty of maneuvering room. I have seen people with pole arms keep others at bay and knock the spit out of them, and I've seen folks with short weapons run right up the pike shaft (avoiding point) and do a drum roll on the helm of the polearm guy. Definitely clashing Maneuver rolls. Steve Perrin, saving this discussion for the Skills chapter... ----- Original Message ----- From: "J and/or Ellen" To: "RQ Group" Sent: Thursday, October 03, 2002 8:14 PM Subject: Re: [RQ-RULES] Dumping Strike Ranks > Still, you must admit that a Troll with a pike will probably get first > strike when he's 15' or so from his Duck opponent--in fact, if the Troll > could maintain that distance, he could poke away indefinitely while the Duck > could do nothing more than parry/dodge and try to advance. Likewise, the > Troll would be at a severe disadvantage if the Duck managed to close. > > It seems to me that SPQR should allow the Troll and Duck (sounds like a pub) > to pit their Maneuver skills vs. each other's each round to see who gets the > advantage. Is anyone using a system like this? > > --J, who's really pushing the limits of complexity for even *this* group > > ----- Original Message ----- > From: "Steve Perrin" > To: > Sent: Wednesday, October 02, 2002 11:03 PM > Subject: Re: [RQ-RULES] Dumping Strike Ranks > > > Just to repeat something I've said on this list before. > > I invented Strike Ranks. > > I don't use them any more. > > Steve Perrin > www.perrinworlds.com/SPQR.html > > ----- Original Message ----- > From: "J and/or Ellen" > To: "RQ Group" > Sent: Wednesday, October 02, 2002 3:01 PM > Subject: RE: [RQ-RULES] Dumping Strike Ranks > > > > For that matter, SIZ seems to be much less useful to a Troll once the Duck > > has closed to within a meter or so. > > > > --J, still unsure about SRs > > > > ----- Original Message ----- > > From: "Robert Stancliff" > > To: > > Cc: "Dan Lackey (E-mail)" ; "Glenn Kirkconnell (E-mail)" > > ; "Jay Cook (E-mail)" ; "Mark > > McDowell (E-mail)" ; "Richard Katsaros (E-mail)" > > ; "Tony Flegert (E-mail)" > > Sent: Friday, April 13, 2001 9:15 AM > > Subject: RE: [RQ-RULES] Dumping Strike Ranks > > > > > > > I do feel that someone suitably fast, WITH Coordination > > > spells AND a fast weapon probably should attack twice as > > > often as some small bloke with a shortsword. > > > Jeremy > > > > But why is the long weapon considered 'faster'? It has more mass, > > is harder to control, and harder to change direction of travel. The > > smallest, lightest weapon is truly the 'fastest'. The long weapon only > has > > a reach advantage as long as the opponent holds back. If he can get to > his > > weapon's normal reach, there is no advantage to the long weapon. > > It is better to say that lances and pikes must attack 3 or more > > meters to get WSR=0. WSR=1 weapons must be able to attack 2 meters, and > > WSR=2 weapons must attack 1 meter. If an opponent is inside your weapon > > reach, then the WSR is set to 4. In some cases you could change your > > fighting style with the weapon such as using your WSR1 long spear as a > WSR2 > > quarterstaff. At close range many one-hand weapons can be used for short > > clubbing attacks at WSR4. > > Stancliff > > > > _______________________________________________ > > 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 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From tiberius at runequest.za.org Fri Oct 4 15:48:31 2002 From: tiberius at runequest.za.org (Tony Den) Date: Fri, 4 Oct 2002 07:48:31 +0200 (SAST) Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: <53131.196.8.112.21.1033710511.squirrel@mail.wack.co.za> I had better add my two denari here. I personally like strike ranks (and so does the other GM in my group) as they make it far easier to control a combat situation. IE: One doesn't have to deal with everyone clamoring at once. The points raised about long vs short weapons are valid. The very same reason is why the one time insignificant Roman Republics legionaries could massacre the until then unstoppable Macedonian phalanx, basically bring the enemy to close quarters where his long spear cannot be used and slit his belly with your gladius. Remember that rules can never really be a perfect presentation of reality without becoming too cumbersome to play. My suggestion would be to define what are close quarters. (Vis-?-vis, what weapons are "ranged" and what can only be used at close quarters) A player with a gladius facing say an Ogre with a halberd could state that he is moving to close quarters. To simplify this, it could be played that the ogre gets a strike (which could be parried) but the player with the close quarter weapon does not as he is out of range. Next round (or later in the same round, movement rank's allowing), the player will be at close quarters (unless he was knocked back/down or some other problem befell him while he was trying to move in close). Now the player has the advantage, while the ogre must either parry, while trying to move back in order to bring his weapon to bear or drop his weapon in favor of his fist/kick/head but/grapple/dagger etc. It adds an extra step to combat, but in a relatively simple way, enhances reality. its just an extra thing for the GM to remember when he does his reality checks. (to see if a player is trying to swing a great sword while edging down a 40 centimeter wide passage etc). Hope my two denari were well spent. -- Orcs are great, but the empire is eternal! From jellen at ameritech.net Fri Oct 4 21:12:37 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Fri, 4 Oct 2002 06:12:37 -0500 Subject: [RQ-Rules] Dumping Strike Ranks References: <53131.196.8.112.21.1033710511.squirrel@mail.wack.co.za> Message-ID: <00c401c26b96$f2e426a0$05512a41@frkt5> Excellent points, Tony. It's clear to me now that SIZ and weapon length help determine not who goes first but who goes at all. Now I just have to come up with a table, preferably based on existing SIZ and weapon categories. --J ----- Original Message ----- From: "Tony Den" To: Sent: Friday, October 04, 2002 12:48 AM Subject: [RQ-Rules] Dumping Strike Ranks I had better add my two denari here. I personally like strike ranks (and so does the other GM in my group) as they make it far easier to control a combat situation. IE: One doesn't have to deal with everyone clamoring at once. The points raised about long vs short weapons are valid. The very same reason is why the one time insignificant Roman Republics legionaries could massacre the until then unstoppable Macedonian phalanx, basically bring the enemy to close quarters where his long spear cannot be used and slit his belly with your gladius. Remember that rules can never really be a perfect presentation of reality without becoming too cumbersome to play. My suggestion would be to define what are close quarters. (Vis-?-vis, what weapons are "ranged" and what can only be used at close quarters) A player with a gladius facing say an Ogre with a halberd could state that he is moving to close quarters. To simplify this, it could be played that the ogre gets a strike (which could be parried) but the player with the close quarter weapon does not as he is out of range. Next round (or later in the same round, movement rank's allowing), the player will be at close quarters (unless he was knocked back/down or some other problem befell him while he was trying to move in close). Now the player has the advantage, while the ogre must either parry, while trying to move back in order to bring his weapon to bear or drop his weapon in favor of his fist/kick/head but/grapple/dagger etc. It adds an extra step to combat, but in a relatively simple way, enhances reality. its just an extra thing for the GM to remember when he does his reality checks. (to see if a player is trying to swing a great sword while edging down a 40 centimeter wide passage etc). Hope my two denari were well spent. -- Orcs are great, but the empire is eternal! _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From bakerdcraig at hotmail.com Sat Oct 5 01:45:24 2002 From: bakerdcraig at hotmail.com (Donald Baker) Date: Fri, 04 Oct 2002 15:45:24 +0000 Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: >From: "J and/or Ellen" >Reply-To: rq-rules at crashbox.com >To: >Subject: Re: [RQ-Rules] Dumping Strike Ranks >Date: Fri, 4 Oct 2002 06:12:37 -0500 > >Excellent points, Tony. It's clear to me now that SIZ and weapon length >help >determine not who goes first but who goes at all. Now I just have to come >up >with a table, preferably based on existing SIZ and weapon categories. > >--J > >----- Original Message ----- >From: "Tony Den" >To: >Sent: Friday, October 04, 2002 12:48 AM >Subject: [RQ-Rules] Dumping Strike Ranks > > >I had better add my two denari here. > >I personally like strike ranks (and so does the other GM in my group) as >they make it far easier to control a combat situation. IE: One doesn't >have to deal with everyone clamoring at once. > >The points raised about long vs short weapons are valid. The very same >reason is why the one time insignificant Roman Republics legionaries could >massacre the until then unstoppable Macedonian phalanx, basically bring >the enemy to close quarters where his long spear cannot be used and slit >his belly with your gladius. > >Remember that rules can never really be a perfect presentation of reality >without becoming too cumbersome to play. > >My suggestion would be to define what are close quarters. (Vis-?-vis, what >weapons are "ranged" and what can only be used at close quarters) A player >with a gladius facing say an Ogre with a halberd could state that he is >moving to close quarters. To simplify this, it could be played that the >ogre gets a strike (which could be parried) but the player with the close >quarter weapon does not as he is out of range. Next round (or later in the >same round, movement rank's allowing), the player will be at close >quarters (unless he was knocked back/down or some other problem befell him >while he was trying to move in close). Now the player has the advantage, >while the ogre must either parry, while trying to move back in order to >bring his weapon to bear or drop his weapon in favor of his fist/kick/head >but/grapple/dagger etc. > >It adds an extra step to combat, but in a relatively simple way, enhances >reality. its just an extra thing for the GM to remember when he does his >reality checks. (to see if a player is trying to swing a great sword while >edging down a 40 centimeter wide passage etc). > >Hope my two denari were well spent. > >-- >Orcs are great, but the empire is eternal! > > Hi all I was under the impression that the way the roman legions defeated the macedonian phalanxes was not by advancing to close quarters (as on the way there they had a habit of being poked full of holes) but by forcing the phalanxes to fight on battlefields where they couldn't maneouver and running around their flanks and reducing them to dog food. Remember, the greeks had their own version of sheild and shortsword drill...the phalanx tactics arose and dominated the mediterranean battlefields until BETTER tactics arose, not better weapons. Remember, the long spear was a favored INDIVIDUAL weapon of many veteran warriors throughout history as well, and remained in use in basically the same form up until the 15th-16th centuries. Larger, LONGER, weapons have a greater reach, but a person can parry/advance, parry/advance, parry/advance until the opponent can't retreat any more and at that point is inside their guard and reach and then they have the advantage. A FAST/AGILE person may be able to avoid or parry a thrust, out maneouver his opponent, and close before his opponent could react...maybe by contesting dex vs dex, but in this case then I wouldn't impose the penalties that the person with the longer weapon suffers when backed into a position where they can't maneouver, but rather have opponents average their weapon+size SR and both use that number, that way dex will determine sr but weapon and siz are not removed (that would allow extra actions). On a round where the dex Vs dex contest is failed combat would be figured normally, ie the character with the longer weapon has succeeded in opening range again. whaddya think? Keith _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com From rog_benham at hotmail.com Sat Oct 5 02:18:15 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 04 Oct 2002 17:18:15 +0100 Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: Rather than use DEX vs DEX, what about dodge vs weapon skill? >From: "Donald Baker" >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Dumping Strike Ranks >Date: Fri, 04 Oct 2002 15:45:24 +0000 > > > > >>From: "J and/or Ellen" >>Reply-To: rq-rules at crashbox.com >>To: >>Subject: Re: [RQ-Rules] Dumping Strike Ranks >>Date: Fri, 4 Oct 2002 06:12:37 -0500 >> >>Excellent points, Tony. It's clear to me now that SIZ and weapon >>length help >>determine not who goes first but who goes at all. Now I just have >>to come up >>with a table, preferably based on existing SIZ and weapon >>categories. >> >>--J >> >>----- Original Message ----- >>From: "Tony Den" >>To: >>Sent: Friday, October 04, 2002 12:48 AM >>Subject: [RQ-Rules] Dumping Strike Ranks >> >> >>I had better add my two denari here. >> >>I personally like strike ranks (and so does the other GM in my >>group) as >>they make it far easier to control a combat situation. IE: One >>doesn't >>have to deal with everyone clamoring at once. >> >>The points raised about long vs short weapons are valid. The very >>same >>reason is why the one time insignificant Roman Republics >>legionaries could >>massacre the until then unstoppable Macedonian phalanx, basically >>bring >>the enemy to close quarters where his long spear cannot be used and >>slit >>his belly with your gladius. >> >>Remember that rules can never really be a perfect presentation of >>reality >>without becoming too cumbersome to play. >> >>My suggestion would be to define what are close quarters. >>(Vis-?-vis, what >>weapons are "ranged" and what can only be used at close quarters) A >>player >>with a gladius facing say an Ogre with a halberd could state that >>he is >>moving to close quarters. To simplify this, it could be played that >>the >>ogre gets a strike (which could be parried) but the player with the >>close >>quarter weapon does not as he is out of range. Next round (or later >>in the >>same round, movement rank's allowing), the player will be at close >>quarters (unless he was knocked back/down or some other problem >>befell him >>while he was trying to move in close). Now the player has the >>advantage, >>while the ogre must either parry, while trying to move back in >>order to >>bring his weapon to bear or drop his weapon in favor of his >>fist/kick/head >>but/grapple/dagger etc. >> >>It adds an extra step to combat, but in a relatively simple way, >>enhances >>reality. its just an extra thing for the GM to remember when he >>does his >>reality checks. (to see if a player is trying to swing a great >>sword while >>edging down a 40 centimeter wide passage etc). >> >>Hope my two denari were well spent. >> >>-- >>Orcs are great, but the empire is eternal! >> >> > >Hi all > >I was under the impression that the way the roman legions defeated >the macedonian phalanxes was not by advancing to close quarters (as >on the way there they had a habit of being poked full of holes) but >by forcing the phalanxes to fight on battlefields where they >couldn't maneouver and running around their flanks and reducing them >to dog food. Remember, the greeks had their own version of sheild >and shortsword drill...the phalanx tactics arose and dominated the >mediterranean battlefields until BETTER tactics arose, not better >weapons. Remember, the long spear was a favored INDIVIDUAL weapon of > many veteran warriors throughout history as well, and remained in >use in basically the same form up until the 15th-16th centuries. > >Larger, LONGER, weapons have a greater reach, but a person can >parry/advance, parry/advance, parry/advance until the opponent can't >retreat any more and at that point is inside their guard and reach >and then they have the advantage. A FAST/AGILE person may be able to >avoid or parry a thrust, out maneouver his opponent, and close >before his opponent could react...maybe by contesting dex vs dex, >but in this case then I wouldn't impose the penalties that the >person with the longer weapon suffers when backed into a position >where they can't maneouver, but rather have opponents average their >weapon+size SR and both use that number, that way dex will determine >sr but weapon and siz are not removed (that would allow extra >actions). On a round where the dex Vs dex contest is failed combat >would be figured normally, ie the character with the longer weapon >has succeeded in opening range again. > >whaddya think? Keith > >_________________________________________________________________ >Chat with friends online, try MSN Messenger: >http://messenger.msn.com > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Send and receive Hotmail on your mobile device: ------------------------------------------ Click Here ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From jellen at ameritech.net Sun Oct 6 14:45:30 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Sat, 5 Oct 2002 23:45:30 -0500 Subject: [RQ-Rules] Removing Impaling Weapons Message-ID: <003e01c26cf3$32f27b40$a8bc1644@frkt5> RQ3's rules for removing an impaled weapon seem kludgy to me. Anyone have a better idea? How was it handled in RQ2? --J, on break from wrestling with strike ranks --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From soltakss at yahoo.com Mon Oct 7 08:59:26 2002 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 6 Oct 2002 23:59:26 +0100 (BST) Subject: [RQ-Rules] Poison Purge In-Reply-To: <20021006202002.690F44C1DC@thinbits.com> Message-ID: <20021006225926.91773.qmail@web9603.mail.yahoo.com> Subject: [RQ-Rules] Poison Purge spells Nikk Effingham asked, quite a while ago but I've only just joined the rules: > Are there any spells for getting rid of poison, being amazingly lethal > in RQ, I thought there might be some I've never noticed. I know > there's Neutralise Poison, but if you're not a Rokari, that doesn't > help. I remember Simon Phipps mentioned something about > Poison Purge spells. Any ideas? Or should I just come up with my > own and slot them in as part of the Healer cults? I did indeed write about the Poison Purge spell and I thought it was on my website. However, I've checked and it wasn't. It is now at . The spell was part of a minor cult that my PCs didn't know about, but they did find a magic item that gave them the Poison Purge spell. I have included the spells of the cult here, for those not interested in cults. Spirit/Battle Magic Poison Guard (Variable, temporal, Passive) When this spell is cast, it adds the number of points in the spell to the target's CON for the purposes of resisting against poison. So, Algar casts Poison Guard 6 before a combat with scorpionmen, for the next 5 minutes his CON of 13 is treated as being CON 19 when resisting poison. He is struck by a sting which injects POT 10 poison, the chance of overcoming his CON is (10 - 19) x 5 + 50 = 5% and fails with a roll of 20, so Algar takes 5 HP damage. He is struck again and the POT 15 poison has a (15 - 19) x5 + 50 = 30%, and rolls 40, so he takes 7 HP damage. Without Poison Guard, he would have taken 25 points of poison damage and would have been killed. Rune/Divine Magic Poison Purge (One point, Ranged, Non-Stackable, Instant, Reusable) When cast on a person who has been affected by poison, this allows the poison to be healed by the number of magic points cast with the spell. If there are multiple poison wounds, the healer decides which to heal first until the magic points are exhausted. So, Algar casts Poison Purge with 12 magic points on Andar, his companion, who has been struck by scorpionmen doing 7 and 8 points of poison damage, Algar heals the 8 point wound and as much of the 7 point wound as he can, in this case he heals 4 points of damage. If Poison Purge is cast before the poison has taken effect, it reduces the POT of the poison instead of the damage done. So, if Algar casts Poison Purge with 14 magic points on Drandar who has been hit by a scorpionman's sting with POT 18 venom, the Poison Purge reduces the venom's POT to 4, which does 2 points of damage when it fails to overcome Drandar's CON. The sharp-eyed amongst you may have worked out that the benefits of casting Poison Purge before the poison takes effect are not as great as when casting it after the poison has taken effect. There is a gamble to take as to whether to cast the spell early and hope the patient survives or later and cure more damage. In a combat situation, most will cast the spell early. When Poison Purge is cast with Cure Chaos Wound, it costs no magic points to cure all the poison affecting the patient, as long as the poison was caused by a chaotic foe. Poison Shield (Stackable, Ranged, Temporal, Reusable) This reduces the POT of any poison affecting the recipient of the spell by twice the number of points in the spell. So, Algar casts Poison Shield 3 when fighting some more scorpionmen, any poison affecting him for the duration of the spell will be reduced by 6 POT. I hope this helps. See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From soltakss at yahoo.com Mon Oct 7 09:59:37 2002 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Mon, 7 Oct 2002 00:59:37 +0100 (BST) Subject: [RQ-Rules] Alchemical Recipes Message-ID: <20021006235937.61179.qmail@web9608.mail.yahoo.com> I'm going through the archives, just looking to see if there's anything really interesting for me to comment on and I saw this: > Ken Murphy: > In a message dated 9/5/2002 12:03:30 AM Central Standard Time, J wonders: >> But I'm not sure that alchemy skills and weapon skills are analogous. For >> instance, suppose that Alky the Alchemist brews nothing but a specific >> recipe for Storm Bull Stout for 30 years. His Brew Beer skill would be in >> the triple digits, but why? I can see how a warrior who has wielded nothing >> but a scimitar would have little trouble with a broadsword, but why would >> Alky be such as wiz at concocting Pamalt Liquor, a beer he's never >> attempted to brew in his life? >> >> I know I'm splitting hairs, but that's what this group is for, right? >> > Heck, just because weapons are *appartently* category based [really? I > know that the category is listed rather than the weapon-proper on the > previous experience tables, but I thought that was more a case of the > specific weapon depending more on the GM's interpretation of the cultural > norms or player preference, rather than anything rulesy], rather than > weapon-specific, I don't think that sets *any* sort of precedence that > Alchemical Potions should be handled in a similar manner. It depends on the skills, clearly Brew (Beer) might be similar enough to Brew (Mead) to give a half chance. Also, depending on how the GM wants to define the skills, you could have Brew (Barley Beer), Brew (Stout), Brew (Lager), Brew (Mead) as separate, but similar, skills, but that's a bit extreme. Brew (Beer) and Brew (Wine) would probably not be that similar, but might give a 1/3 chance to use one skill to do the other. > I think you should *definately* keep each recipe seperate. One of the > systems I saw online [Phipp's maybe?] not only had each recipe being a > seperate recipe [you *know* what I mean], but also had the different mediums > as seperate recipes as well; so if Alky could brew Healing 20 in the standard > liquid potion form, knowledge of brewing the same Healing 20 in pill form > would require a *seperate* recipe. Yep, it was on mine at and the reasoning is as follows: I can make a Healing 20 potion, because I know that I need to powder up a unicorn horn, add the petals of the Arroin's Tears plant, mix in some fresh unicorn's blood and some wine. Now, that is a recipe as it contains the ingredients and the instructions on what to do. To make this into a pill form, I must not add the wine, but I can add crushed unicorn bone and some treacle and boil the ingredients for about an hour to render them down, then I put the tarry mixture into a mould and dry it in an oven for an hour, no longer as the potion will spoil. This is another recipe as it has different ingredients and diferent instructions. Someone may think they can make a pill using the potion recipe, but they wouldn't know that without the unicorn bone and treacle, the healing properties would be halved. > In the example given of Alky being a Brewmeister-Supreme at Storm Bull > Stout, yet not knowing the recipe for Pamalt Liquor; assuming he's had a > *sample* of the Pamalt, and succeeded with a Taste Analysis roll, I think > it'd be okay for him to *attempt* to brew up a batch---based soley on > research. Such early attempts *might* [and I'm going out on a limb with > *might* at such a low chance of success] taste okay. Eventually improving his > Pamalt-knockoff recipe, Alky might even get a product that tastes downright > *fine*, but it'll *never* be Pamalt-proper without Alky learning Pamalt's > recipe. Attempting a Pamalt knockoff without having ever obtained a sample > would, of of course, be downright impossible--strictly the realm of > Alchemical Divination, if you ask me:) Yes, I agree. Putting it into rules-speak, if Alky had Brew Beer 120% and knew the Storn Bull Stout recipe, then he could brew that beer extremely well. However, to brew up Pamalt's Liquor he would have to succeed in Taste Analysis, perhaps using his Beer Lore/Plant Lore to identify the main ingredients. Then he would have to use his knowledge of other beers to work out how to use those ingredients to make the liqour, then it's a matter of trial and error until he gets a god result. So, he would use his Brew Beer skill until he gets a critical roll to make a similar beer to Pamalt's Liquor. I am not sure whether it would be possible to make an exact copy unless he can get hold of the original recipe. After all, brewers nowadays guard their recipes closely as their beers are different to any others. You can make a beer that tastes similar to Guinness, for instance, but it would not be the same unless it had the same ingredients and was made in the same way. If it had similar ingredients and was made in a similar way then it would be a similar drink, but not the same. In most cases it doesn't matter. Do I care whether a Healing Potion is Grumper's Gash Remover or Arroin's Aid? They both act as a Healing Potion and as long as they are strong enough it is not important. It all depends on how detailed you want to be. Do you want to separate the categories of Healing Potion to the different kinds of Healing Potion? I wouldn't, so there would be different recipes but the effects would be the same. See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From leonbk at yahoo.com Mon Oct 7 23:47:43 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 7 Oct 2002 06:47:43 -0700 (PDT) Subject: [RQ-Rules] Poison Purge In-Reply-To: <20021006225926.91773.qmail@web9603.mail.yahoo.com> Message-ID: <20021007134743.8124.qmail@web14505.mail.yahoo.com> --- Simon Phipp wrote: > Poison Guard (Variable, temporal, Passive) > > When this spell is cast, it adds the number of > points in the spell to the target's CON for the > purposes of resisting against poison. It should be clarified that this spell is stackable with Vigor and other CON Boosting magic. Otherwise, I do not see a point to it. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From tiberius at runequest.za.org Tue Oct 8 16:52:22 2002 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 8 Oct 2002 08:52:22 +0200 (SAST) Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: <1226.155.239.194.243.1034059942.squirrel@mail.wack.co.za> Keith wrote -snip- I was under the impression that the way the roman legions defeated the macedonian phalanxes was not by advancing to close quarters (as on the way there they had a habit of being poked full of holes) but by forcing the phalanxes to fight on battlefields where they couldn't maneouver and running around their flanks and reducing them to dog food. Remember, the greeks had their own version of sheild and shortsword drill... - snip - You have a point re the superior tactics. I do not know everything about the whole lehgion vs phalanx scenario, although I do know that the objective was to break up the tight phalanx and engage in individual close quarters combat, to negate the power of the long spear. Remember the macedonians basically took the phalanx from the Greeks, and just added a much longer spear, the whole concept of remaining in a tight formation remained. But as you say, the Romans would have had to use superior tactics and chosen terain well to break up the phalanx. I am sure well flung pilum's played a part aswell. Vis stand a distance, throw your missile weapons and then think about geting closer to finish the enemy off. -- Orcs are great, but the empire is eternal! From tiberius at runequest.za.org Tue Oct 8 16:55:05 2002 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 8 Oct 2002 08:55:05 +0200 (SAST) Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: <1230.155.239.194.243.1034060105.squirrel@mail.wack.co.za> J wrote -snip- Excellent points, Tony. It's clear to me now that SIZ and weapon length help determine not who goes first but who goes at all. Now I just have to come up with a table, preferably based on existing SIZ and weapon categories. -snip- Good idea re the table. Let me know if you have any success. If you like, you could always register on my site and post it there. (http://www.runequest.za.org) Ciao Tony -- Orcs are great, but the empire is eternal! From bick10 at attbi.com Wed Oct 9 04:06:24 2002 From: bick10 at attbi.com (bick10 at attbi.com) Date: Tue, 08 Oct 2002 18:06:24 +0000 Subject: [RQ-Rules] Dumping Strike Ranks Message-ID: <20021008180632.BBAG17080.rwcrmhc51.attbi.com@rwcrwbc69> Here is what at least one historian author believes. I am paraphrasing. During Phillip I and Alexander?s time the Macedonian phalanxes armor became lighter than that of the traditional heavy Hoplite's. Thus they were able to operate as a pinning force and maneuver across various terrains easier. (I think) It was Phillip II that used the Macedonian phalanxes with heavy armor, slowing them down. In the description of battles that I read of Phillip I and Alexander?s they used the phalanxes to pin the center and break the flanks with Calvary. So if we want to discuss Roman tactics vs Phalanxes tactics we need to know whose phalanxes and when. It is possible that Phillip I or Alexander could have defeated Rome using their earlier tactics. But this is all "What If's". I would like to know, did Hannibal employ phalanxes against Rome? If so, how? What other forces did he employ and how did they get used? > Keith wrote > > -snip- > I was under the impression that the way the roman legions defeated the > macedonian phalanxes was not by advancing to close quarters (as on the way > there they had a habit of being poked full of holes) but by forcing the > phalanxes to fight on battlefields where they couldn't maneouver and running > around their flanks and reducing them to dog food. Remember, the greeks had > their own version of sheild and shortsword drill... > - snip - > > You have a point re the superior tactics. I do not know everything about > the whole lehgion vs phalanx scenario, although I do know that the > objective was to break up the tight phalanx and engage in individual close > quarters combat, to negate the power of the long spear. Remember the > macedonians basically took the phalanx from the Greeks, and just added a > much longer spear, the whole concept of remaining in a tight formation > remained. But as you say, the Romans would have had to use superior > tactics and chosen terain well to break up the phalanx. I am sure well > flung pilum's played a part aswell. Vis stand a distance, throw your > missile weapons and then think about geting closer to finish the enemy > off. From steve at perrinworlds.com Wed Oct 9 12:39:30 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 8 Oct 2002 19:39:30 -0700 Subject: [RQ-Rules] Dumping Strike Ranks References: <20021008180632.BBAG17080.rwcrmhc51.attbi.com@rwcrwbc69> Message-ID: <004401c26f3d$376d66c0$6401a8c0@surfcity.net> As I recall feebly, at the time of the Rome-Carthaginian war just about everyone in the Med was using Phalanxes of one sort or another, including the Romans. The typical Legionnaire tactics may have developed by Hannibal's time, but I don't think so. Of course, the tactics of the legionnaires weren't really described anywhere until Caesar did it, as I remember. Steve Perrin, wearing a very motheaten military historian hat ----- Original Message ----- From: To: Sent: Tuesday, October 08, 2002 11:06 AM Subject: Re: [RQ-Rules] Dumping Strike Ranks > Here is what at least one historian author believes. I > am paraphrasing. > > During Phillip I and Alexander's time the Macedonian > phalanxes armor became lighter than that of the > traditional heavy Hoplite's. Thus they were able to > operate as a pinning force and maneuver across various > terrains easier. (I think) It was Phillip II that used > the Macedonian phalanxes with heavy armor, slowing them > down. In the description of battles that I read of > Phillip I and Alexander's they used the phalanxes to pin > the center and break the flanks with Calvary. > > So if we want to discuss Roman tactics vs Phalanxes > tactics we need to know whose phalanxes and when. It is > possible that Phillip I or Alexander could have defeated > Rome using their earlier tactics. But this is all "What > If's". > > I would like to know, did Hannibal employ phalanxes > against Rome? If so, how? What other forces did he > employ and how did they get used? > > > > > Keith wrote > > > > -snip- > > I was under the impression that the way the roman > legions defeated the > > macedonian phalanxes was not by advancing to close > quarters (as on the way > > there they had a habit of being poked full of holes) > but by forcing the > > phalanxes to fight on battlefields where they couldn't > maneouver and running > > around their flanks and reducing them to dog food. > Remember, the greeks had > > their own version of sheild and shortsword drill... > > - snip - > > > > You have a point re the superior tactics. I do not > know everything about > > the whole lehgion vs phalanx scenario, although I do > know that the > > objective was to break up the tight phalanx and engage > in individual close > > quarters combat, to negate the power of the long > spear. Remember the > > macedonians basically took the phalanx from the > Greeks, and just added a > > much longer spear, the whole concept of remaining in a > tight formation > > remained. But as you say, the Romans would have had to > use superior > > tactics and chosen terain well to break up the > phalanx. I am sure well > > flung pilum's played a part aswell. Vis stand a > distance, throw your > > missile weapons and then think about geting closer to > finish the enemy > > off. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From steve at perrinworlds.com Wed Oct 9 16:09:46 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 8 Oct 2002 23:09:46 -0700 Subject: [RQ-Rules] Dumping Strike Ranks References: <20021008180632.BBAG17080.rwcrmhc51.attbi.com@rwcrwbc69> <004401c26f3d$376d66c0$6401a8c0@surfcity.net> Message-ID: <003901c26f5a$94fddc80$6401a8c0@surfcity.net> I suppose I should point out that I am feebly recalling what I have read. I'm not that old... ----- Original Message ----- From: "Steve Perrin" To: Sent: Tuesday, October 08, 2002 7:39 PM Subject: Re: [RQ-Rules] Dumping Strike Ranks > As I recall feebly, at the time of the Rome-Carthaginian war just about > everyone in the Med was using Phalanxes of one sort or another, including > the Romans. The typical Legionnaire tactics may have developed by Hannibal's > time, but I don't think so. Of course, the tactics of the legionnaires > weren't really described anywhere until Caesar did it, as I remember. > > Steve Perrin, wearing a very motheaten military historian hat > > ----- Original Message ----- > From: > To: > Sent: Tuesday, October 08, 2002 11:06 AM > Subject: Re: [RQ-Rules] Dumping Strike Ranks > > > > Here is what at least one historian author believes. I > > am paraphrasing. > > > > During Phillip I and Alexander's time the Macedonian > > phalanxes armor became lighter than that of the > > traditional heavy Hoplite's. Thus they were able to > > operate as a pinning force and maneuver across various > > terrains easier. (I think) It was Phillip II that used > > the Macedonian phalanxes with heavy armor, slowing them > > down. In the description of battles that I read of > > Phillip I and Alexander's they used the phalanxes to pin > > the center and break the flanks with Calvary. > > > > So if we want to discuss Roman tactics vs Phalanxes > > tactics we need to know whose phalanxes and when. It is > > possible that Phillip I or Alexander could have defeated > > Rome using their earlier tactics. But this is all "What > > If's". > > > > I would like to know, did Hannibal employ phalanxes > > against Rome? If so, how? What other forces did he > > employ and how did they get used? > > > > > > > > > Keith wrote > > > > > > -snip- > > > I was under the impression that the way the roman > > legions defeated the > > > macedonian phalanxes was not by advancing to close > > quarters (as on the way > > > there they had a habit of being poked full of holes) > > but by forcing the > > > phalanxes to fight on battlefields where they couldn't > > maneouver and running > > > around their flanks and reducing them to dog food. > > Remember, the greeks had > > > their own version of sheild and shortsword drill... > > > - snip - > > > > > > You have a point re the superior tactics. I do not > > know everything about > > > the whole lehgion vs phalanx scenario, although I do > > know that the > > > objective was to break up the tight phalanx and engage > > in individual close > > > quarters combat, to negate the power of the long > > spear. Remember the > > > macedonians basically took the phalanx from the > > Greeks, and just added a > > > much longer spear, the whole concept of remaining in a > > tight formation > > > remained. But as you say, the Romans would have had to > > use superior > > > tactics and chosen terain well to break up the > > phalanx. I am sure well > > > flung pilum's played a part aswell. Vis stand a > > distance, throw your > > > missile weapons and then think about geting closer to > > finish the enemy > > > off. > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From MurfNMurf at aol.com Thu Oct 10 09:22:31 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 9 Oct 2002 19:22:31 EDT Subject: [RQ-Rules] Yet *another* Sorcery spell Message-ID: <17d.fe6df04.2ad61437@aol.com> Hi gang, Well, I've *finally* gotten my Socery document to where I want it; *except* for 1 last spell that I'm having a heck of a time trying to flesh out. I found the following extremely vague spell description listed in my friend's house rules. On reading it, I thought it sounded pretty interesting. On asking her about the specifics, she told me she'd never bothered to work out any sort of mechanics for it, as it was *exceedingly* rare. Ethereal Structure Enchantment Ritual Enchantment This spell renders a structure ethereal; either permanently, or more typically, in a cycle of appearances and disappearances whose regularity is determined by the enchanting Sorcerer. Anyone have any idea for just how this thing might work, ruleswise? Thanks :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Thu Oct 10 23:42:44 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 10 Oct 2002 06:42:44 -0700 (PDT) Subject: [RQ-Rules] Yet *another* Sorcery spell In-Reply-To: <17d.fe6df04.2ad61437@aol.com> Message-ID: <20021010134244.88839.qmail@web14502.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > Ethereal Structure Enchantment > Ritual Enchantment > This spell renders a structure ethereal; either > permanently, or more > typically, in a cycle of appearances and > disappearances whose regularity is > determined by the enchanting Sorcerer. > > Anyone have any idea for just how this thing > might work, ruleswise? > Thanks :) > -Ken- Ken, What do you see this spell being used for? Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From MurfNMurf at aol.com Fri Oct 11 00:00:25 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 10 Oct 2002 10:00:25 EDT Subject: [RQ-Rules] Yet *another* Sorcery spell Message-ID: <12c.18d175ab.2ad6e1f9@aol.com> In a message dated 10/10/2002 8:44:35 AM Central Standard Time, Leon writes: > Ken, > > What do you see this spell being used for? > > Leon > Its purportedly for enchanting buildings and the like so that they're usually inaccessible to everyone but the enchanter, or whoever is defined by any conditions. Does that help any? -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Fri Oct 11 00:02:07 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 10 Oct 2002 10:02:07 EDT Subject: [RQ-Rules] Yet *another* Sorcery spell Message-ID: <12d.189aabaf.2ad6e25f@aol.com> In a message dated 10/10/2002 9:00:58 AM Central Standard Time, MurfNMurf at aol.com writes: > Its purportedly for enchanting buildings and the like so that they're > usually inaccessible to everyone but the enchanter, or whoever is defined > by > any conditions. > And by inaccessible, I mean that they're just *not there*. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Fri Oct 11 01:10:44 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 10 Oct 2002 08:10:44 -0700 (PDT) Subject: [RQ-Rules] Yet *another* Sorcery spell In-Reply-To: <12d.189aabaf.2ad6e25f@aol.com> Message-ID: <20021010151045.89143.qmail@web14508.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > > Its purportedly for enchanting buildings and the > like so that they're > > usually inaccessible to everyone but the > enchanter, or whoever is defined > > by > > any conditions. > > > > And by inaccessible, I mean that they're just > *not there*. > -Ken- It seems to me that if you want to enchant a whole building, the POW costs would be prohibitive. Take a look at other enchantments, they usually work on a limited mass or volume. What you could do with this spell is to make it into a non-moveable Extra-Dimensional pocket of some sort capable of holding POW x10 worth of SIZ similar to a 'Portable Hole' from D&D. Or, make it Temporal and movable holding Intensity of SIZ similar to a 'Bag of Holding' from D&D. ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From MurfNMurf at aol.com Sat Oct 12 00:23:43 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 11 Oct 2002 10:23:43 EDT Subject: [RQ-Rules] Yet *another* Sorcery spell Message-ID: <117.18f584a1.2ad838ef@aol.com> In a message dated 10/10/2002 10:12:25 AM Central Standard Time, Leon had some interesting ideas: > It seems to me that if you want to enchant a whole > building, the POW costs would be prohibitive. Take a > look at other enchantments, they usually work on a > limited mass or volume. Ya, aside from having access to some sort of sacrifice spell to absorb a victim's POW, it sure does seem pretty prohibitive POW-wise to do a building all at once. I was thinking it could be done in stages; sort of like the Imbue Enchantmwent rules; X amount of POW to activate the spell itself, then X amount of POW per as-yet-undetermined volume to be affected, and maybe an additional POW to keep the option of more-to-come. So it'd still be costly, but a Sorcerer could do the enchanting over time. The X amounts mentioned previously are the problem, I'm thinking :) > > What you could do with this spell is to make it into a > non-moveable Extra-Dimensional pocket of some sort > capable of holding POW x10 worth of SIZ similar to a > 'Portable Hole' from D&D. > > Or, make it Temporal and movable holding Intensity of > SIZ similar to a 'Bag of Holding' from D&D. > Hmmm....think think think think -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Sat Oct 12 00:47:07 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 11 Oct 2002 07:47:07 -0700 (PDT) Subject: [RQ-Rules] Yet *another* Sorcery spell In-Reply-To: <117.18f584a1.2ad838ef@aol.com> Message-ID: <20021011144707.25522.qmail@web14502.mail.yahoo.com> --- MurfNMurf at aol.com wrote: > I was thinking it could be done in stages; sort > of like the Imbue > Enchantmwent rules; X amount of POW to activate the > spell itself, then X > amount of POW per as-yet-undetermined volume to be > affected, and maybe an > additional POW to keep the option of more-to-come. > So it'd still be costly, > but a Sorcerer could do the enchanting over time. > The X amounts mentioned > previously are the problem, I'm thinking :) I just do not see a player character doing something like that. The cost, even for a small hovel, would be in the hundereds of points of POW range. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From MurfNMurf at aol.com Sat Oct 12 01:24:33 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 11 Oct 2002 11:24:33 EDT Subject: [RQ-Rules] Yet *another* Sorcery spell Message-ID: <177.10373113.2ad84731@aol.com> In a message dated 10/11/2002 9:49:53 AM Central Standard Time, Leon writes: > I just do not see a player character doing something > like that. The cost, even for a small hovel, would be > in the hundereds of points of POW range. > Well, I'd find it difficult to justify a cost of *hundreds* of POW to something like this----unless we're talking affecting something *huge*, like a castle or something. I guess it depends on what sort of POW cost you're assigning for a particular volume. The only volume related magic I could find notes on for inspiration is the stuff dealing with elementals, and IIRC, Steve Perrin's rules dealing with volume affecting Sotcery, and was thinking of a cost (after the initial 2 or 3 ) 1POW per X volume; but unsure of just how much volume would be affected. I was thinking maybe 1 POW per 27m3 (which, IIRC, is the volume of the original RQ2 1-POW-to-summon small elemental). But then Perrin's Sorcery rules had volume affected per level/MP; which I was thinking could pretty *easily* be turned into POW per listed volume. Of course, looking at the table below, *if* this were used to Ethereally enchant a volume of structure, level 1 would be pretty pointless :) 1 1m3 2 8 m3 3 27 m3 4 64 m3 5 125 m3 Ah, I just don't know what to do :( Anyone? :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Wed Oct 16 00:53:41 2002 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 15 Oct 2002 10:53:41 EDT Subject: [RQ-Rules] Anyone out there? Message-ID: <1a4.a442f6a.2add85f5@aol.com> Just wondering... -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From kruch7 at cox.net Wed Oct 16 01:26:17 2002 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Tue, 15 Oct 2002 11:26:17 -0400 Subject: [RQ-Rules] Anyone out there? References: <1a4.a442f6a.2add85f5@aol.com> Message-ID: <004201c2745f$350943f0$6f7ba8c0@kenneith93j41k> I am here, and I too am a Ken LOL Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: To: Sent: Tuesday, October 15, 2002 10:53 AM Subject: [RQ-Rules] Anyone out there? > Just wondering... > -Ken- > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From bakerdcraig at hotmail.com Wed Oct 16 01:59:38 2002 From: bakerdcraig at hotmail.com (Donald Baker) Date: Tue, 15 Oct 2002 15:59:38 +0000 Subject: [RQ-Rules] Anyone out there? Message-ID: >From: "Joseph Elric Smith Mormon minion of Arioch" >Reply-To: rq-rules at crashbox.com >To: >Subject: Re: [RQ-Rules] Anyone out there? >Date: Tue, 15 Oct 2002 11:26:17 -0400 > >I am here, and I too am a Ken >LOL >Ken > >Gygax is to Gaming what Kirby was to comics >Alas poor Elric I was a thousand times more evil than you >http://www.geocities.com/J_Elric_Smith/Index.html >----- Original Message ----- >From: >To: >Sent: Tuesday, October 15, 2002 10:53 AM >Subject: [RQ-Rules] Anyone out there? > > > > Just wondering... > > -Ken- > > > > > > --- StripMime Report -- processed MIME parts --- > > multipart/alternative > > text/plain (text body -- kept) > > text/html > > --- > > _______________________________________________ > > 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 hi Keith _________________________________________________________________ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx From jgould at io.com Wed Oct 16 02:11:55 2002 From: jgould at io.com (Jim Gould) Date: Tue, 15 Oct 2002 11:11:55 -0500 Subject: [RQ-Rules] Anyone out there? In-Reply-To: <004201c2745f$350943f0$6f7ba8c0@kenneith93j41k> References: <1a4.a442f6a.2add85f5@aol.com> Message-ID: <3.0.6.32.20021015111155.00a55e50@mail.io.com> At 11:26 AM 10/15/2002 -0400, you wrote: >I am here, and I too am a Ken >LOL >Ken There is more here than ye ken. -- "Dammit" Jim Gould jgould at io.com http://www.io.com/~jgould http://www.britanniamanor.org Everyone thinks I'm psychotic, except for my friends deep inside the earth. From gerall at chromebob.com Wed Oct 16 07:51:43 2002 From: gerall at chromebob.com (Gerall Kahla) Date: Tue, 15 Oct 2002 16:51:43 -0500 Subject: [RQ-Rules] Anyone out there? References: <1a4.a442f6a.2add85f5@aol.com> <3.0.6.32.20021015111155.00a55e50@mail.io.com> Message-ID: <3DAC8DEF.6080306@chromebob.com> Jim Gould wrote: > At 11:26 AM 10/15/2002 -0400, you wrote: > >>I am here, and I too am a Ken >>LOL >>Ken > > > There is more here than ye ken. I used to work with a Ken, does that count? -- (setq celestial-mechanic "Gerall Kahla") (setq gpg-key "http://chromebob.com/kahlage.gpg") (setq quote "Possunt quia posse videntur") (setq lfs-user-number 3966) From ericla at ultranet.com Wed Oct 16 16:28:51 2002 From: ericla at ultranet.com (Eric Leventhal Arthen) Date: Wed, 16 Oct 2002 02:28:51 -0400 Subject: [RQ-Rules] Anyone out there? In-Reply-To: <1a4.a442f6a.2add85f5@aol.com> Message-ID: <5.1.1.6.0.20021016022539.00a0dd80@pop.rcn.com> At 10:53 AM 10/15/02, you wrote: > Just wondering... > -Ken- I'm somewhat here. I'm looking forward to my regular RQ session next week, after about 6 weeks where 'one thing and another' kept getting in the way. ------ Eric Leventhal Arthen ericla at ultranet.com From DevinC at aol.com Fri Oct 18 14:33:15 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Oct 2002 00:33:15 -0400 Subject: [RQ-Rules] Greetings from beyond the grave! Message-ID: <49119645.2458D682.00047AF1@aol.com> Hello. I was a old time subscriber to the old RQ mailing list, and was one of the persons who started the great "scholars" versus "gamers" debate (in fact, I coined those two terms!). Needless to say, I left the mailing list in disgust as I watched the game I loved whither away under a lethal combination of over-analysis and lack of game support. In any case, I stumbled across this list and it seemed un-pedantic enough that I thought I'd give it a try. No, I don't play RQ anymore. I have gone over to the darkside (read: D&D 3rd edition), but I hold a fondness for all things RQ2,3 and Glorantha and I feel I can still offer good insight and advice as a result of my 9 year RQ campaign I ran. In addition, I still have hoarded away all my RQ2 and 3 stuff, so if anyone wants any info from them, let me know. Finally, you can check out my RQ site at: http://home.earthlink.net/~devinc/rq.htm Regards, Devin From gianni at basicrps.com Fri Oct 18 18:58:10 2002 From: gianni at basicrps.com (Gianni) Date: Fri, 18 Oct 2002 10:58:10 +0200 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> Message-ID: <000b01c27684$7bd962c0$8502600a@otvfrap043> Hey Devin > No, I don't play RQ anymore. I have gone over to the darkside (read: D&D 3rd edition) Just by curiosity (I dont wanna start a flame war!) -- how come you prefer D&D 3E to the Basic RPS? Gianni webmaster of basicrps.com From vesper at libra.seed.net.tw Fri Oct 18 19:35:46 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Fri, 18 Oct 2002 17:35:46 +0800 Subject: [RQ-Rules] Game Comparison References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> Message-ID: <3DAFD5F2.9DDD232E@libra.seed.net.tw> If I may step in on this one... I'm in the middle of learning D&D 3E, too. I go back and forth between D&D and RQ and have since '85 or so. We just finished a 1-year (real & game time) quest to recover a Dwarven artifact in RQ. RQ gives me a more realistic system. The skills you use get better; the combat is straight from the skill system; everyone has a little magic, but nobody is Fireballing an army to cinders. It kinda started when I saw 'Willow' and realized that the battle in the deserted castle could be broken into steps easily in RQ: "That's a Jump, that's a fumbled Jump, that's a missed Spot roll, ..." Not so with D&D. Also, you can be a warrior who dabbles in Magic with a little thieving thrown in. In D&D, though, that lack of detail is in some ways refreshing. That 1-year of questing left us looking for something a little easier to roll out. RQ battles take hours, D&D rarely over an hour. Also, all our RQ characters had 75% in combat skills after all that time - no matter the character vision, when push came to shove out came weapons and we all looked a little the same. And 3E, to me is a lot more 'Runequest-y'. There are skills and feats. You can have a character now with a couple levels of Sorcery, and some thieving feats (though limited and expensive) thrown in. But the 8th lvl Fighter will be the best fighter while the lvl 3/5 Fighter/Thief will look for the sneak attack and spend more time maneuvering and the Wizard will be throwing Fireballs. Also, D&D has spent the last 20 years with professional designers working out the kinks. Other than us and maybe a few other groups, the Basic RPG has been dead. I see this mostly in the very precise terminology in D&D now, while even basic RQ spells are up to debate. Heh, that's a mouthful... RQ is still my favorite system, and I love Greg's world and mythology. But I will have D&D around and probably spend time with each. My... Damn, that's gotta be at least a quarter-worth of thoughts... Sorry if I was too long-winded. Jeremy Gianni wrote: > Hey Devin > > > No, I don't play RQ anymore. I have gone over to the darkside (read: D&D > 3rd edition) > > Just by curiosity (I dont wanna start a flame war!) -- how come you prefer > D&D 3E to the Basic RPS? > > Gianni > webmaster of basicrps.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 gianni at basicrps.com Fri Oct 18 20:36:48 2002 From: gianni at basicrps.com (Gianni) Date: Fri, 18 Oct 2002 12:36:48 +0200 Subject: [RQ-Rules] Game Comparison References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> <3DAFD5F2.9DDD232E@libra.seed.net.tw> Message-ID: <000b01c27692$43894e90$8502600a@otvfrap043> Hey > And 3E, to me is a lot more 'Runequest-y'. It was *meant* to be RQ-ey. See http://www.casusbelli.com/mag/004/createurs/tweet.html > the Basic RPG has been > dead. Hm. Have a look at my web-site. I hope it'll leave you with a different impression! Gianni webmaster of basicrps.com From kruch7 at cox.net Fri Oct 18 21:07:55 2002 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 18 Oct 2002 07:07:55 -0400 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> Message-ID: <035601c27696$9c2cf840$6f7ba8c0@kenneith93j41k> Probably support, and the fact it is a lot of effort to support a group with an out of print out of date game, :) ken Who loves Runequest 2 so I have an even tougher time :) Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gianni" To: Sent: Friday, October 18, 2002 4:58 AM Subject: Re: [RQ-Rules] Greetings from beyond the grave! > Hey Devin > > > No, I don't play RQ anymore. I have gone over to the darkside (read: D&D > 3rd edition) > > Just by curiosity (I dont wanna start a flame war!) -- how come you prefer > D&D 3E to the Basic RPS? > > Gianni > webmaster of basicrps.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 gianni at basicrps.com Fri Oct 18 21:52:13 2002 From: gianni at basicrps.com (Gianni) Date: Fri, 18 Oct 2002 13:52:13 +0200 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> <035601c27696$9c2cf840$6f7ba8c0@kenneith93j41k> Message-ID: <000901c2769c$cc91fb10$8502600a@otvfrap043> > Probably support, and the fact it is a lot of effort to support a group with > an out of print out of date game, :) > ken > Who loves Runequest 2 so I have an even tougher time :) I play (as a player) RQ2 too. There's gaming material for a lifetime! G. From kruch7 at cox.net Fri Oct 18 22:15:54 2002 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 18 Oct 2002 08:15:54 -0400 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> <035601c27696$9c2cf840$6f7ba8c0@kenneith93j41k> <000901c2769c$cc91fb10$8502600a@otvfrap043> Message-ID: <03aa01c276a0$1b6bcdd0$6f7ba8c0@kenneith93j41k> Well their is the first time, but since I have been play runequest 2 since it first came out I have played much of the stuff several times with different gaming groups, :( it is my person al curse, but some day I'll figure out those sorcery rules and figure out how to bring it into 2nd edition :0 or wait till Steve gets fourth edition done :) ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gianni" To: Sent: Friday, October 18, 2002 7:52 AM Subject: Re: [RQ-Rules] Greetings from beyond the grave! > > Probably support, and the fact it is a lot of effort to support a group > with > > an out of print out of date game, :) > > ken > > Who loves Runequest 2 so I have an even tougher time :) > > I play (as a player) RQ2 too. There's gaming material for a lifetime! > > G. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jellen at ameritech.net Fri Oct 18 22:20:33 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Fri, 18 Oct 2002 07:20:33 -0500 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> <035601c27696$9c2cf840$6f7ba8c0@kenneith93j41k> <000901c2769c$cc91fb10$8502600a@otvfrap043> <03aa01c276a0$1b6bcdd0$6f7ba8c0@kenneith93j41k> Message-ID: <003c01c276a0$c1f06f80$9d512a41@frkt5> Steve's already written his take on sorcery. ----- Original Message ----- From: "Joseph Elric Smith Mormon minion of Arioch" To: Sent: Friday, October 18, 2002 7:15 AM Subject: Re: [RQ-Rules] Greetings from beyond the grave! Well their is the first time, but since I have been play runequest 2 since it first came out I have played much of the stuff several times with different gaming groups, :( it is my person al curse, but some day I'll figure out those sorcery rules and figure out how to bring it into 2nd edition :0 or wait till Steve gets fourth edition done :) ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gianni" To: Sent: Friday, October 18, 2002 7:52 AM Subject: Re: [RQ-Rules] Greetings from beyond the grave! > > Probably support, and the fact it is a lot of effort to support a group > with > > an out of print out of date game, :) > > ken > > Who loves Runequest 2 so I have an even tougher time :) > > I play (as a player) RQ2 too. There's gaming material for a lifetime! > > G. > > _______________________________________________ > 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 kruch7 at cox.net Fri Oct 18 22:25:04 2002 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 18 Oct 2002 08:25:04 -0400 Subject: [RQ-Rules] Greetings from beyond the grave! References: <49119645.2458D682.00047AF1@aol.com> <000b01c27684$7bd962c0$8502600a@otvfrap043> <035601c27696$9c2cf840$6f7ba8c0@kenneith93j41k> <000901c2769c$cc91fb10$8502600a@otvfrap043> <03aa01c276a0$1b6bcdd0$6f7ba8c0@kenneith93j41k> <003c01c276a0$c1f06f80$9d512a41@frkt5> Message-ID: <03bc01c276a1$635bad80$6f7ba8c0@kenneith93j41k> Oh I know, but I am still waiting for the total package, though I am working on trying to introduce it, I just have to figure it out my self so then I can explain it to my player :) Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "J and/or Ellen" To: Sent: Friday, October 18, 2002 8:20 AM Subject: Re: [RQ-Rules] Greetings from beyond the grave! > Steve's already written his take on sorcery. > > ----- Original Message ----- > From: "Joseph Elric Smith Mormon minion of Arioch" > To: > Sent: Friday, October 18, 2002 7:15 AM > Subject: Re: [RQ-Rules] Greetings from beyond the grave! > > > Well their is the first time, but since I have been play runequest 2 since > it first came out I have played much of the stuff several times with > different gaming groups, :( it is my person al curse, but some day I'll > figure out those sorcery rules and figure out how to bring it into 2nd > edition :0 or wait till Steve gets fourth edition done :) > ken > > Gygax is to Gaming what Kirby was to comics > Alas poor Elric I was a thousand times more evil than you > http://www.geocities.com/J_Elric_Smith/Index.html > ----- Original Message ----- > From: "Gianni" > To: > Sent: Friday, October 18, 2002 7:52 AM > Subject: Re: [RQ-Rules] Greetings from beyond the grave! > > > > > Probably support, and the fact it is a lot of effort to support a group > > with > > > an out of print out of date game, :) > > > ken > > > Who loves Runequest 2 so I have an even tougher time :) > > > > I play (as a player) RQ2 too. There's gaming material for a lifetime! > > > > G. > > > > _______________________________________________ > > 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 > _______________________________________________ > 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 Sat Oct 19 05:09:37 2002 From: jurrubin at earthlink.net (David Smart) Date: Fri, 18 Oct 2002 12:09:37 -0700 Subject: [RQ-Rules] Game Comparison Message-ID: On Fri, 18 Oct 2002 17:35:46 +0800 Jeremy Martin wrote: > If I may step in on this one... > My... Damn, that's gotta be at least a > quarter-worth of thoughts... Sorry if > I was too long-winded. Not long-winded at all, Jeremy. I'm always looking for good comparitive info on commercially supported game systems and RQ2/RQ3. I've saved quite a bit of money doing so. *grin* You've piqued my interest in the new D&D stuff despite my knee-jerk loathing for any "level"-based system. I've always found the skill system in RQ to be the most stream-lined, hence playable. Sounds like I need to take a peek at the new edition of D&D though. David Smart From AAlanrichards at aol.com Sat Oct 19 06:16:59 2002 From: AAlanrichards at aol.com (AAlanrichards at aol.com) Date: Fri, 18 Oct 2002 16:16:59 EDT Subject: [RQ-Rules] Not a Flame Message-ID: <68.27590f28.2ae1c63b@aol.com> My choice of words can sometimes suffer from typing faster than the speed of thought. So I'd better put that in first. RQ has not been supported for a while. But despite being an anally retentive rules tweaker I still much prefer RQ to D&D, decipher's LoTr game, Shadowrun, Star Wars, etc, etc. It may not have been updated but the core is still much more elegant. (IMHO) I find that many games get too wrapped up in small differences between very different rules and so any individually in characters is lost. Yes I know that eventually all BRp type characters will end up with reasonable weapon skills IF the campaign involves fighting. So? Merry and Pippin learned to fight after a long campaign involving fighting Luke Skywalker became a master swordsman after being immersed in a fighting campaign (And no doubt many more pertinent and interesting examples too) If PCs fight and are in a campaign where skills which are used improve then of course weapon skills will go up. If they need to notice things all the time then Perceptions kills will go up. And so on. When RQ characters merge e and become less well-defined I think it's because they are all forced into the same role in the campaign. WHICH IS NOT NECESSARILY A BAD THING. I believe it is more realistic than a Wizard who gains Half his XP (or EP or EXP) from Swordplay after his Magic points / Spells / Fatigue runs out and still ends up being a liability in combat. With his/her player pooing themselves at the thought of the next 'Appropriate level nasty'. Alan 'Rambling fool' Richards From leonbk at yahoo.com Sat Oct 19 06:46:56 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 18 Oct 2002 13:46:56 -0700 (PDT) Subject: [RQ-Rules] Not a Flame In-Reply-To: <68.27590f28.2ae1c63b@aol.com> Message-ID: <20021018204656.26470.qmail@web14501.mail.yahoo.com> --- AAlanrichards at aol.com wrote: > I believe it is more realistic than a Wizard who > gains Half his XP (or EP or EXP) from Swordplay > after his Magic points / Spells > / Fatigue runs out and > still ends up being a liability in combat. With > his/her player pooing > themselves at the thought of the next 'Appropriate > level nasty'. I guess my biggest problem with any level system (D&D3) is that the character has a limited number of skills in which he can progress and huge jump in power from moment to moment (oh boy I just killed an orc and now I am 5th level and can cast Fireballs). In RQ the character progression is much more gradual quantity of monsters killed does not equal immediate jump in power for characters. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From leonbk at yahoo.com Sat Oct 19 06:53:51 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 18 Oct 2002 13:53:51 -0700 (PDT) Subject: [RQ-Rules] Underwater City In-Reply-To: <20021018204656.26470.qmail@web14501.mail.yahoo.com> Message-ID: <20021018205351.58878.qmail@web14502.mail.yahoo.com> I probably should ask on the Glorantha list, but I want a broader audience. The players in my campaing are going to the city of Deeper. There is very little info official or unofficial, which I was able to find on it. I am going to be using the D&D supplement for the underwater city of Myth Nantar from their Forgoten Realms world as the basis for my version of Deeper. But, I am wondering if anyone has done any kind of a write up for it or any other underwater city? Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From leonbk at yahoo.com Sat Oct 19 06:57:52 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 18 Oct 2002 13:57:52 -0700 (PDT) Subject: [RQ-Rules] Underwater City - Dukars In-Reply-To: <20021018205351.58878.qmail@web14502.mail.yahoo.com> Message-ID: <20021018205752.82964.qmail@web14504.mail.yahoo.com> --- Leon Kirshtein wrote: > I am going to be using the D&D supplement for the > underwater city of Myth Nantar from their Forgoten > Realms world as the basis for my version of Deeper. > But, I am wondering if anyone has done any kind of a > write up for it or any other underwater city? > > Leon Oh by the way this is my version of the Dukar orders in my version of Deeper. Dukars The primary difference between others and Dukars are the coral skeletal implants of the latter through which all Dukar abilities stem. The coral implanted during the mysterious, initiation ceremonies provides the potential for a variety of powers taught by the order. Two types of Dukars exist, each with its own role: the Lorekeepers, who maintain the histories and knowledge of the past and present; and the Peacekeepers, who strive to maintain the peace and gather knowledge by exploring the depths. Requirements While the Dukars once welcomed all, time and the loss of much the orders? knowledge have claimed many of their abilities, both for training and for practical use. Thus, prospective Dukars today must meet specific criteria, though these are not quite as restrictive as the original prerequisites. Training and Advancement Folk aspiring to become a Dukar must have the potential before beginning their schooling. The Dukars train on a specific curriculum pattern: 1. Learn the central philosophies of the Dukars; 2. Begin the year with the Initiation of Coral (wherein the coral is first magically grafted to the Dukar?s hand-bones), which takes from 1-12 months to complete (during which time the coral magically spreads throughout the Dukar?s skeletal structure), study the basic skills and axioms of the peacekeepers and Lorekeepers, including how to use the coral implants; 3. Choose the Trek of the Lorekeeper or the Trek of the Peacekeeper, then train. This process was once a leisurely four-year curriculum, but the current procedures (due to the need for more Dukar peacekeepers) speed the training to one year?s time. Power and Abilities: Dukars All Dukars gain the Coral Implant upon their full initiation into their orders. A piece of coral matching the color of the order is ritually fused by magic into the initiate?s right palm. While they do not choose their roles as Lorekeepers or Peacekeepers at this time, Dukars gain the following abilities via the Coral Implant. The Coral Implant provides the ability to breath air as well as any form of water. This bypasses any normal nausea from saltwater-breathing creatures entering freshwater, or the usual problems of a water-breather on land. In effect, the coral keeps the Dukar alive and adapts for these extreme breathing atmospheres (and permanently provides surface-dwellers with the ability to breathe water). Despite the current secrecy of the Dukars, one feature of the Coral Implant sometimes reveals Dukars to outsiders. Whenever two Dukars are within 1 meter of each other, the coral in their palms glows with a light matching the individual colors of the Dukars? orders. While the light is no brighter than the embers of a campfire, it is enough that the colors can be differentiated at a five-yard distance regardless of the depth of the water. Dukars greet each other with both palms out, facing the fellow Dukar. This cannot be controlled. Lorekeepers Conforming in many ways to the ancient ways, Lorekeepers merely use the Coral Implant as their badge and to aid them in their teaching and studies. Lorekeepers are the teachers and scholars of the Dukar orders. Most Lorekeepers are initiates of Magasta or Triolina, but their attachment to the path of Dukar precludes them from advancing beyond an acolyte any cult. Lorekeepers may become shamans. Lorekeepers? Coral Implant has a POW 2d6 + 3 and its magic points are accessible by the Dukar. Then a Dukar receives a point of power from a power gain check he may give it to his Coral Implant up to its racial maximum (20). His choice must be made before the power gain roll is made. Any non-mind effecting spells which target the Dukar must over come the Coral Implant?s POW as well as the Dukar?s with a separate roll. Peacekeepers Peacekeepers are the warriors of the orders. The peacekeepers are the active adventurers and warriors of the Dukar orders. Peacekeepers worship various spirits associated with the sea, but their attachment to the path of Dukar precludes them from joining any other cult, as well as advancing beyond an acolyte any cult they may belong to. 1. Peacekeepers have a greater healing ability, and regain hit points at twice the normal rate. This ability also provides a very slow regeneration to re-grow lost limbs and organs. Catastrophic damage overtaxes this ability to restore the body. 2. Peacekeepers can use their Coral Implant as a weapon. With concentration, a Dukar can manifest a coral weapon-edge out of her body. This can be visualized however he desires via fingernails, the side of a hand, teeth, small horns, etc. Each Dukar chooses a particular Path and may not switch it at a latter date. Damage 1d6; AP = Dukar?s CON Note: A 3 SR penalty is applied only in the round in which the coral weapon is summoned from within the Dukar?s body. While the weapons created by these paths are capable of harming creatures as if they were magical weapons. The weapons, once summoned through the skin of the peacekeeper (causing no damage), remain active for the length of battle, and they sheath themselves on command or if unused for one turn. The Jhimari allegedly knew ways to channel magic into their weapons, allowing them to infuse them with magical abilities, but that ability has been either lost or never existed at all. ? Claw Path: Slashing damage; claws manifest as hardened fingernails, claws out of the backs of hands, barbed hands or tentacles, etc. ? Fist Path: Bludgeoning damage; the peacekeeper?s hand and arm become hardened like coral, and each attack, while doing damage. It can also manifest as a glowing fist (in the order?s coral color), coral actually covering the fist and arm, etc. ? Tapal Path: Piercing/Slashing damage; allegedly the first weapon path created by Grand Master Dukar, the path of the tapal emits the unique curled blade out along the knuckles and forearm of its wielder. This is one of the few weapon paths that has only one form, regardless of the will of the wielder. ? Tentacle Path: Grappling damage, this path allows the peacekeeper to turn his arm into a tentacle or simply elasticize the bones to use the arm (or hand or fingers) as such. Targets successfully attacked with the tentacle are held by the peacekeepers? own Strength and held until the trapped victim can break free. Damage via the tentacle is by crushing, though no damage results if the tentacle is used to merely hold onto a victim. Dukar Orders Four Dukar orders exist; each named for their founders and linked to the personal beliefs of said founders. Order of Jhimar (Jhimari) Color: Red Dukars. Paragon: Unknown/None. The Jhimari are the Lost Order, destroyed during the Last Dukars? War. There were the warriors of the Dukars and spent most of their time enforcing the peace in Magasta?s Realm. Created by Jhimar, the grydon warrior, the Red Adherents (all Dukars refer to themselves as Adherents) saw themselves as knights, and openly flaunted their coral weaponry. Currently, the order does not exist, though many Lorekeepers and Peacekeepers work to restore its lost knowledge and traditions, which only Qos can teach (unless a lost paragon can be found). Order of Kupav (Kupavi) Color: Blue Dukars Paragon: Grand Savant Gayar of the Third Order Formed by Kupav the sea elf, the Blue Dukars were the defenders of the orders, the garrisoned troops that protected the schools and cities of the Dukars in the days of Aryselmalyr. For a time, they also shared duties at the Pillars of the Trident on Sharksbane Wall and beyond. Their primary goal today is the protection of Deeper and what it symbolizes in bringing the aquatic races together for the first time in centuries. Favorite Spirits Spells: Coordination, Disrupt, Flownet, Mindspeech, Neutral Water, Protection. Order of Maalirn (Maalirni) Color: Green Dukars Paragon: Grand Savant Oos The towering storm giant, Maalirn, founded his order to act as the seers, the watchers, the eyes and ears of the Dukars. At times seen as spies and other times as learned scholars, the Maalirni now see their journey as one of understanding. They must restore the orders through the pursuit of knowledge and regain ancient powers and abilities now only dreamt of among the orders. Their ancient paragon, who had for so long kept Deeper closed, is the most respected of the paragons, though the order is slightly amiss that Qos presently teaches more Peacekeepers than Lorekeepers for this order. Favorite Spirits Spells: Countermagic, Demoralize, Healing, Spinestrike, Vigor Order of Numos (Numosi) Color: White Dukars Paragon: Grand Savant Lashyrr Maerdrymm of the First Order The female kraken, Numos, was among the first to come briefly out of the deep water to lend a tentacle in friendship and helped form the Dukars. Currently, this order has the largest population due to the continued secret existence of its school at Qatoris. While the other orders keep to a conservative ways, the Numosi actively embrace diversity. Favorite Spirits Spells: Ironhand, Paralize, Shimmer, Stength, Xenohealing. ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos & More http://faith.yahoo.com From rog_benham at hotmail.com Sat Oct 19 06:59:19 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 18 Oct 2002 21:59:19 +0100 Subject: [RQ-Rules] Underwater City Message-ID:   There was a good write up of life underwater in a White Dwarf systemless article many many moons agi, back when it wasn't a Games Workshop rag.  There was also the U3 scenario, the one after Danger at Dunwater (Or was that it?), dealing with a Sahaguin city. Beyond that, I'd be fascinated to hear about any more since underwater adventuring has always had an appeal- although my players would hardly agree! >From: Leon Kirshtein >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Underwater City >Date: Fri, 18 Oct 2002 13:53:51 -0700 (PDT) > >I probably should ask on the Glorantha list, but I >want a broader audience. > >The players in my campaing are going to the city of >Deeper. There is very little info official or >unofficial, which I was able to find on it. > >I am going to be using the D&D supplement for the >underwater city of Myth Nantar from their Forgoten >Realms world as the basis for my version of Deeper. >But, I am wondering if anyone has done any kind of a >write up for it or any other underwater city? > >Leon > >===== >"No good deed shall go unpunished." > >__________________________________________________ >Do you Yahoo!? >Faith Hill - Exclusive Performances, Videos & More >http://faith.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Unlimited Internet access for only $21.95/month.? Try MSN! ------------------------------------------ Click Here ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From DevinC at aol.com Sat Oct 19 07:02:34 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Oct 2002 17:02:34 EDT Subject: [RQ-Rules] Greetings from beyond the grave! Message-ID: In a message dated 10/18/2002 4:07:57 AM Pacific Daylight Time, kruch7 at cox.net writes: > Just by curiosity (I dont wanna start a flame war!) -- how come you prefer > >D&D 3E to the Basic RPS? > Mainly because of lack of support for RQ. While many may argue that there is plenty of stuff out there, given my 9 year RQ campaign, I ran through all of it. I don't have the time to design everything on my own. In addition, I intended to design my own gaming world (http://home.earthlink.net/~devinc/therra.htm) and RQ, I feel, is so closely tied to Glorantha that I did not relish wrenching it out of its natural setting. Finally, I wanted to run a really heroic campaign...like a fanstasy novel, and RQ is much better suited (due to its lethal combat system) to slice of life episodic role playing than it is to world-shaking epic adventuring. IMO, basically, any RPG system can be run well if the GM is good. I could take old Tunnels & Trolls and make a smashing campaign with it (once I changed all the goofy spell names). Also, to be quite honest, I really like what D&D has done for its 3rd edition. It has really come close to a classless, skill based system while still retaining its heroic, comic-book flavour. Devin --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From DevinC at aol.com Sat Oct 19 07:11:38 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Oct 2002 17:11:38 EDT Subject: [RQ-Rules] Underwater City Message-ID: <146.ba9e14.2ae1d30a@aol.com> In a message dated 10/18/2002 2:00:39 PM Pacific Daylight Time, rog_benham at hotmail.com writes: > Beyond that, I'd be fascinated to hear about any more since underwater > adventuring has always had an appeal- although my players would hardly > agree! > Dragon magazine had a complete underwater issue around issue #48 or so (I have a copy back home I think). It had a 3-d hex based system for doing underwater combat. Devin --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From DevinC at aol.com Sat Oct 19 07:14:10 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Oct 2002 17:14:10 EDT Subject: [RQ-Rules] Not a Flame Message-ID: <135.1640ae63.2ae1d3a2@aol.com> In a message dated 10/18/2002 1:47:44 PM Pacific Daylight Time, leonbk at yahoo.com writes: > I guess my biggest problem with any level system > (D&D3) is that the character has a limited number > of skills in which he can progress and huge jump in > power from moment to moment (oh boy I just killed an > orc and now I am 5th level and can cast Fireballs). > > In RQ the character progression is much more gradual > quantity of monsters killed does not equal immediate > jump in power for characters. > > Leon > This is true, but there are optional rules in D&D that allow a DM to force characters to spend time, money, and effort to train to advance levels. In that sense, you can make the increase in level much less abrupt. But you are right, RQ had one of the most steady and non-discrete advancement routines of any RPG. Devin --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From vesper at libra.seed.net.tw Sat Oct 19 11:50:29 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Sat, 19 Oct 2002 09:50:29 +0800 Subject: [RQ-Rules] Game Comparison References: Message-ID: <3DB0BA65.149CAB49@libra.seed.net.tw> Well it's still all level based. You get so many skill points per level to spend and all skills are listed as Class- , Cross- class and Unavailable. You spend a point to gain a rank in Class, 2 points for a rank in Cross-class and can't take the other. It means a Fighter can have half as many ranks as a Thief in Move Silently. Then you roll D20, add ranks, skill modifier, racial modifier and any other circumstancial modifiers to see if you rolled high enough. As usual for D&D, you don't get better for using a skill, only for killing enough monsters to get XP for your next level. (Though there is some optional rules for alternative XP systems) Jeremy David Smart wrote: > On Fri, 18 Oct 2002 17:35:46 +0800 Jeremy Martin > wrote: > > > If I may step in on this one... > > > My... Damn, that's gotta be at least a > > quarter-worth of thoughts... Sorry if > > I was too long-winded. > > Not long-winded at all, Jeremy. I'm always looking for good comparitive info > on commercially supported game systems and RQ2/RQ3. I've saved quite a bit of > money doing so. *grin* > > You've piqued my interest in the new D&D stuff despite my knee-jerk loathing > for any "level"-based system. I've always found the skill system in RQ to be > the most stream-lined, hence playable. > > Sounds like I need to take a peek at the new edition of D&D though. > > David Smart > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From DevinC at aol.com Sat Oct 19 12:04:50 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Oct 2002 22:04:50 -0400 Subject: [RQ-Rules] Game Comparison Message-ID: <32A83D3B.42D07E09.00047AF1@aol.com> In a message dated Sat, 19 Oct 2002 09:50:29 +0800, vesper at libra.seed.net.tw writes: > As usual for D&D, you don't get better for using a skill, only for killing enough > monsters to get XP for your next level. (Though there is > some optional rules for > alternative XP systems) Yep. The nice thing about the XP system is it is flexible. You can certainly take a Champions type approach where the GM simply awards players X points each adventure based on how they did. In this way, an adventure that involved no fighting can still generate XP. I happen to not mind giving XP for killing monsters, since it is generally correct to assume that if everyone is involved in adventuring and killing foes, they are very likely using their skills. Mages are spell casting, warriors are fighting, et al. If I as a DM saw a mage continually not casting spells over and over again I'd not let them take another level in wizard and force them to take a level in warrior. Also, I give out story awards, which award the PCs for finishing parts of the scenario irrespective of fighting. All that said though, RQ is the most direct and streamlined advancement system around. Devin From jellen at ameritech.net Sun Oct 20 01:04:33 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Sat, 19 Oct 2002 10:04:33 -0500 Subject: [RQ-Rules] Inertia and Wellness Message-ID: <00d501c27780$d520a1c0$9d512a41@frkt5> I'm currently taking a break from cramming for my next exam in neuromuscular therapy. It's a gorgeous day here in Evanston, and the jogging path is beckoning. But I gotta study. And it occurs to me that sorcerers, alchemists, and other sedentary masters of arcana must have to cope with the same trade-off: physical health (probably a combo of STR and CON) in exchange for higher Magic and Lore skills. Now that I'm hearing myself talk, I realize that it's not studying per se that would make a spellcaster weak; it's the physical activity that the spellcaster abandons. A warlord who strikes it rich and settles into a retirement of bonbons and whiskey would lose STR and CON at the same rate as a studious sorcerer, no? Does anyone have house rules (or official ones, in case I'm totally missing something) that cover the effects of prolonged inactivity on STR and CON? --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Sun Oct 20 02:24:40 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sat, 19 Oct 2002 09:24:40 -0700 (PDT) Subject: [RQ-Rules] Inertia and Wellness In-Reply-To: <00d501c27780$d520a1c0$9d512a41@frkt5> Message-ID: <20021019162440.5730.qmail@web14506.mail.yahoo.com> --- J and/or Ellen wrote: > Now that I'm hearing myself talk, I realize that > it's not studying per se that would make a > spellcaster weak; it's the physical activity that > the spellcaster abandons. A warlord who strikes it > rich and settles into a retirement of bonbons and > whiskey would lose STR and CON at the same rate as a > studious sorcerer, no? I do not think there is a need for that. By the very fact that you are devoting time to studing arcane lore you are not studing combat skills or working to improve your stats. So, a warrior spends a season training his strength and his sword, a sorcerer his spells and arts, and a bonbon does nothing but enjoy himself. In a years time you can look at the character sheet and you will see the difference. No need for additional rules. Leon. P.S. Good luck with your studies. ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From peter at maranci.net Sun Oct 20 09:22:47 2002 From: peter at maranci.net (Peter Maranci) Date: Sat, 19 Oct 2002 19:22:47 -0400 Subject: [RQ-Rules] A few small announcements In-Reply-To: <20021018192602.883384C1F6@thinbits.com> References: <20021018192602.883384C1F6@thinbits.com> Message-ID: <2jp3ru87bkcicefc061978iid9f0g4qkab@4ax.com> I hope I'll be forgiven for a couple of small announcements. First, I've acquired the www.runequest.org domain. This is currently aliased to www.maranci.net , which has a link to my own RQ page at http://www.maranci.net/rq.htm . Eventually I plan to host the domain separately, although I expect I'll still be using the RQ content on Pete's RQ!. Second, I just wanted to say thanks to the people who've been coming to the site, and especially the contributors. We just started our seventh year online on October 19th, thanks to them. I also have two quick questions: Someone recently sent me an RQ sheet to post on my site. He's not sure if it's RQ2 or RQ1 (he scanned it from the rulebook). I'm 99% certain that it's RQ2, but since I've never seen RQ1 I can't be 100% sure. Does anyone know what it is? It's temporarily at http://www.maranci.net/rqsheet.gif . Question two: Has there been any talk about a web ring or association of RQ web publishers? Not *Glorantha*, but RQ - in other words, not the Glow Ring. Just wondering, because I've been corresponding heavily with several other RQ webbers, and we seem to have a lot of similar ideas. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, sheets, rules & much more: http://www.maranci.net/rq.htm From jellen at ameritech.net Sun Oct 20 13:17:35 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Sat, 19 Oct 2002 22:17:35 -0500 Subject: [RQ-Rules] Dumping Strike Ranks References: <1230.155.239.194.243.1034060105.squirrel@mail.wack.co.za> Message-ID: <01a101c277e7$3cfc17a0$9d512a41@frkt5> I give up. I've been banging my head against this issue for weeks now but have yet to come up with an elegant solution to the Duck and Troll scenario. (Sounds like the title to a public-service film that they'd show in schools in the '50s. "Remember, kids--when you see the flash, duck and troll!") I believe that an attacker's SIZ and weapon SR modifiers should affect his attack skill, which could easily translate into modifiers to SPQR successes. But then there's the issue of maneuvering, which would force the combatants to recalculate whenever distance between changes. Blah. Until someone posts an elegant solution, I'll just stick with SRs. ----- Original Message ----- From: "Tony Den" To: Sent: Tuesday, October 08, 2002 1:55 AM Subject: [RQ-Rules] Dumping Strike Ranks J wrote -snip- Excellent points, Tony. It's clear to me now that SIZ and weapon length help determine not who goes first but who goes at all. Now I just have to come up with a table, preferably based on existing SIZ and weapon categories. -snip- Good idea re the table. Let me know if you have any success. If you like, you could always register on my site and post it there. (http://www.runequest.za.org) Ciao Tony -- Orcs are great, but the empire is eternal! _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From rog_benham at hotmail.com Sun Oct 20 19:23:35 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Sun, 20 Oct 2002 10:23:35 +0100 Subject: [RQ-Rules] A few small announcements Message-ID: I would welcome a non-Glorantha web ring; I have never liked Glorantha sufficiently to want to play on it, and all of my campaigns are of the home brew variety. And congrats on a seven year old site!  And its a good site, even with the Gloranthan content! >From: Peter Maranci >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] A few small announcements >Date: Sat, 19 Oct 2002 19:22:47 -0400 > >I hope I'll be forgiven for a couple of small announcements. > >First, I've acquired the www.runequest.org domain. This is currently >aliased to www.maranci.net , which has a link to my own RQ page at >http://www.maranci.net/rq.htm . Eventually I plan to host the domain >separately, although I expect I'll still be using the RQ content on >Pete's RQ!. > > Snip snip >Question two: Has there been any talk about a web ring or association >of RQ web publishers? Not *Glorantha*, but RQ - in other words, not >the Glow Ring. Just wondering, because I've been corresponding heavily >with several other RQ webbers, and we seem to have a lot of similar >ideas. > > ->Peter >---------------------------------------------------------------------- >Peter Maranci peter at maranci.net Woonsocket, RI >Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, >magic items, sheets, rules & much more: http://www.maranci.net/rq.htm >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Unlimited Internet access for only $21.95/month.? Try MSN! ------------------------------------------ Click Here ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rog_benham at hotmail.com Sun Oct 20 19:34:08 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Sun, 20 Oct 2002 10:34:08 +0100 Subject: [RQ-Rules] Not a Flame Message-ID: Agreed. If you have a combat heavy campaign, the nature of the RQ beast will mean a lot of experience rolls for combat skills. At the end of the day though, I would imagine its the role playing that separates the characters- if they're all hack and slash devotees they are just going to be little bundles of stats, but if they're played well, with distinct characteristics beyond the dice rolls- cult or nation allegiances, tribal feuds, foibles, likes, dislikes etc- then this separates them all, and should even carry over into the rolls- the combat shy bookworm may not be able to swing a sword with the best of them, but would be excellent at his bookish skills because thats what he would be seeking to use all the time- mostly because he'd have a higher degree of success with those skills. Mages are a good example- they use magic for almost everything, and not just combat, so they should be far more rounded if you look at their spells etc. >From: AAlanrichards at aol.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Not a Flame >Date: Fri, 18 Oct 2002 16:16:59 EDT > >My choice of words can sometimes suffer from typing faster than the speed of >thought. So I'd better put that in first. > >RQ has not been supported for a while. But despite being an anally retentive >rules tweaker I still much prefer RQ to D&D, decipher's LoTr game, Shadowrun, >Star Wars, etc, etc. > >It may not have been updated but the core is still much more elegant. (IMHO) > >I find that many games get too wrapped up in small differences between very >different rules and so any individually in characters is lost. Yes I know >that eventually all BRp type characters will end up with reasonable weapon >skills IF the campaign involves fighting. > >So? > >Merry and Pippin learned to fight after a long campaign involving fighting >Luke Skywalker became a master swordsman after being immersed in a fighting >campaign >(And no doubt many more pertinent and interesting examples too) > >If PCs fight and are in a campaign where skills which are used improve then >of course weapon skills will go up. > >If they need to notice things all the time then Perceptions kills will go up. >And so on. > >When RQ characters merge e and become less well-defined I think it's because >they are all forced into the same role in the campaign. > >WHICH IS NOT NECESSARILY A BAD THING. > >I believe it is more realistic than a Wizard who gains Half his XP (or EP or >EXP) from Swordplay after his Magic points / Spells / Fatigue runs out and >still ends up being a liability in combat. With his/her player pooing >themselves at the thought of the next 'Appropriate level nasty'. > >Alan 'Rambling fool' Richards >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Broadband??Dial-up? Get reliable MSN Internet Access. ------------------------------------------ Click Here ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rico at ricosweb.com Mon Oct 21 00:31:19 2002 From: rico at ricosweb.com (Rich Allen) Date: Sun, 20 Oct 2002 08:31:19 -0600 Subject: [RQ-Rules] Not a Flame In-Reply-To: Message-ID: <000001c27845$5ba4aab0$0a01a8c0@MAIN> OK, I've held out fairly long, but now I think I'll add my two cents. It's been brought up a few times that RQ is more of a roleplayer's game than 3E D&D. I disagree. Rollplaying is something the player brings to the game, not the game to the player. I happen to enjoy the mindless hack-and-slash aspects of RPGs, playing out every single PC-NPC interaction bores the hell out of me! Others in my playing group really enjoy using a unique voice when speaking in character, haggling over the price of a torch, etc. The thing is, we as a group really enjoy playing both RQ and 3E. How could that be? D&D 3E is just as accessible to roleplaying as RQ is. The experience point system in 3E is NOT based on combat; it is based on overcoming an obstacle. If a character spends a lot of effort and risk on sneaking into a merchants strong room, disarming traps, picking the lock on a chest, and making away with the target item, he is awarded exactly the same amount of experience points as he would have earned if he had defeated a similarly challenging opponent in combat. The challenge rating system in 3E is what this is all about. The big difference between RQ and 3E is that if a character gains XPs while using a skill or skill set, those XPs can be used to increase more than just that skill or skill set in 3E, while in RQ it's that skill or nothing, and at higher skill levels is almost always nothing. But then again, if you are the kind of RPG player that enjoys the roleplay vs. the rollplay, then even if you're playing 3E you will spend those extra points in the skills you used during the game, not in skills that might give you a better advantage but were never used. So, in my opinion, it's not the game, it's how you play it. Rich Allen From gerall at chromebob.com Mon Oct 21 00:28:50 2002 From: gerall at chromebob.com (Gerall Kahla) Date: Sun, 20 Oct 2002 09:28:50 -0500 Subject: [RQ-Rules] A few small announcements References: <20021018192602.883384C1F6@thinbits.com> <2jp3ru87bkcicefc061978iid9f0g4qkab@4ax.com> Message-ID: <3DB2BDA2.3040909@chromebob.com> Peter Maranci wrote: > First, I've acquired the www.runequest.org domain. This is currently > aliased to www.maranci.net , which has a link to my own RQ page at > http://www.maranci.net/rq.htm . Eventually I plan to host the domain > separately, although I expect I'll still be using the RQ content on > Pete's RQ! > > Second, I just wanted to say thanks to the people who've been coming > to the site, and especially the contributors. We just started our > seventh year online on October 19th, thanks to them. Congrats!! I'm sure the new domain will have as proserous a run as your original site. > I also have two quick questions: > > Someone recently sent me an RQ sheet to post on my site. He's not sure > if it's RQ2 or RQ1 (he scanned it from the rulebook). I'm 99% certain > that it's RQ2, but since I've never seen RQ1 I can't be 100% sure. > Does anyone know what it is? It's temporarily at > http://www.maranci.net/rqsheet.gif . I have used this sheet before - it's a Games Workshop (pre-miniatures bias) sheet. It was created very early in the development of RQ2, or at least that's what I remember. Very clean copy, btw... I take it that image was touched up digitally? > Question two: Has there been any talk about a web ring or association > of RQ web publishers? Not *Glorantha*, but RQ - in other words, not > the Glow Ring. Just wondering, because I've been corresponding heavily > with several other RQ webbers, and we seem to have a lot of similar > ideas. I haven't been able to find any, if they existed. Our campaigns would mostly start in Glorantha, but would wander to different worlds or in-house versions of the (then) undocumented portions of Glorantha. I've got tonnes of material for non-Gloranthan gaming using the RQ2 with Sorcery hybrid system we settled on. Will runequest.org accept things like this? Thanks for your time and attention -- feel free to email me privately about anything RQ. Pax omnium veritas -- -- (setq celestial-mechanic "Gerall Kahla") (setq gpg-key "http://chromebob.com/kahlage.gpg") (setq quote "Possunt quia posse videntur") (setq lfs-user-number 3966) From peter at maranci.net Mon Oct 21 11:07:36 2002 From: peter at maranci.net (Peter Maranci) Date: Sun, 20 Oct 2002 21:07:36 -0400 Subject: [RQ-Rules] Most useful format? In-Reply-To: <20021019151902.169674C264@thinbits.com> References: <20021019151902.169674C264@thinbits.com> Message-ID: Hi! Sorry to write so soon after the last post - I haven't even received the Digest with any responses yet - but I have a quick question that I'm throwing out to RQ people. I've racked up about 1,000 found items, chaotic features, and magic items in the Chaos Project on my site (http://www.maranci.net/chaosproj.htm ), and it's clearly time to take all that old material and put it into some compact, useful form. But I need to know what form would be most useful for the people who will use it. Some issues: 1. Should it be online HTML, or a printable Acrobat file? I suspect that a printable version would be at least fifty pages long. 2. For Found Items, should I attempt to divide up or organize the entries in any way? If so, how? Alphabetically? By category, say indoor/underground, outdoor, city, wilderness, other? By type - object, creature, other? By level of complexity? (Some of these objects are detailed plot hooks in themselves.) I plan to number these lists in groups of 100 - I assume that would be useful? 3. For Chaotic Features, is there any division that would be useful? Say, positive, negative, and neutral/other? Thanks in advance for any thoughts! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From leonbk at yahoo.com Mon Oct 21 13:52:40 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 20 Oct 2002 20:52:40 -0700 (PDT) Subject: [RQ-Rules] Most useful format? In-Reply-To: Message-ID: <20021021035240.31501.qmail@web14503.mail.yahoo.com> --- Peter Maranci wrote: > Project on my site > (http://www.maranci.net/chaosproj.htm ), and it's > clearly time to take > all that old material and put it into some compact, > useful form. But I > need to know what form would be most useful for the > people who will > use it. Some issues: > > 1. Should it be online HTML, or a printable Acrobat > file? I suspect > that a printable version would be at least fifty > pages long. > > 2. For Found Items, should I attempt to divide up or > organize the > entries in any way? If so, how? Alphabetically? By > category, say > indoor/underground, outdoor, city, wilderness, > other? By type - > object, creature, other? By level of complexity? > (Some of these > objects are detailed plot hooks in themselves.) I > plan to number these > lists in groups of 100 - I assume that would be > useful? > > 3. For Chaotic Features, is there any division that > would be useful? > Say, positive, negative, and neutral/other? > > Thanks in advance for any thoughts! If you would like we could set it up in the similar format as my Spells database http://onview.comtecnet.com/RQ/default.asp By the way it is complete. (To the extent there I have entered all the spells I had on hand and am going over them to correct spelling mistakes.) Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From kruch7 at cox.net Mon Oct 21 20:41:04 2002 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 21 Oct 2002 06:41:04 -0400 Subject: [RQ-Rules] Most useful format? References: <20021019151902.169674C264@thinbits.com> Message-ID: <000901c278ee$5b809c20$6f7ba8c0@kenneith93j41k> Well for format what ever is best for you, though I like the printable idea, perhaps if broken down in to small section of 10 or so pages at a time. and organize, well that is always good. ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Peter Maranci" To: Sent: Sunday, October 20, 2002 9:07 PM Subject: [RQ-Rules] Most useful format? Hi! Sorry to write so soon after the last post - I haven't even received the Digest with any responses yet - but I have a quick question that I'm throwing out to RQ people. I've racked up about 1,000 found items, chaotic features, and magic items in the Chaos Project on my site (http://www.maranci.net/chaosproj.htm ), and it's clearly time to take all that old material and put it into some compact, useful form. But I need to know what form would be most useful for the people who will use it. Some issues: 1. Should it be online HTML, or a printable Acrobat file? I suspect that a printable version would be at least fifty pages long. 2. For Found Items, should I attempt to divide up or organize the entries in any way? If so, how? Alphabetically? By category, say indoor/underground, outdoor, city, wilderness, other? By type - object, creature, other? By level of complexity? (Some of these objects are detailed plot hooks in themselves.) I plan to number these lists in groups of 100 - I assume that would be useful? 3. For Chaotic Features, is there any division that would be useful? Say, positive, negative, and neutral/other? Thanks in advance for any thoughts! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From gianni at basicrps.com Wed Oct 23 19:56:47 2002 From: gianni at basicrps.com (Gianni) Date: Wed, 23 Oct 2002 11:56:47 +0200 Subject: [RQ-Rules] Rules for vehicles Message-ID: <000f01c27a7a$805d1d60$8502600a@otvfrap043> Hello all Does anybody have any nice house rules for handling vehicle movement and combat? Something denser than the car chase rules in CoC and less complex than the charioteer ones in Monster Coliseum... Cheers, Gianni webmaster of basicrps.com From vesper at libra.seed.net.tw Thu Oct 24 16:21:56 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Thu, 24 Oct 2002 14:21:56 +0800 Subject: [RQ-Rules] Rules for vehicles References: <000f01c27a7a$805d1d60$8502600a@otvfrap043> Message-ID: <3DB79184.696D6C1F@libra.seed.net.tw> Hey, Dragon magazine #294 had Vehicle rules that looked good to me. They had a lot of examples, followed by rules so it should be helpful at least and pretty easy to convert if you're willing to take a little time... Jeremy Gianni wrote: > Hello all > > Does anybody have any nice house rules for handling vehicle movement and > combat? Something denser than the car chase rules in CoC and less complex > than the charioteer ones in Monster Coliseum... > > Cheers, > > Gianni > webmaster of basicrps.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 gianni at basicrps.com Thu Oct 24 17:38:26 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 24 Oct 2002 09:38:26 +0200 Subject: [RQ-Rules] Rules for vehicles References: <000f01c27a7a$805d1d60$8502600a@otvfrap043> <3DB79184.696D6C1F@libra.seed.net.tw> Message-ID: <001201c27b30$5775f4b0$8502600a@otvfrap043> Hello Jeremy > Dragon magazine #294 had Vehicle rules that looked good to me. They had a > lot of examples, followed by rules so it should be helpful at least and > pretty easy to convert if you're willing to take a little time... I was actually looking for something more Basic RPS-ey, sthg that would take into account the resistance table, skill modifiers etc. I doubt the rules you are mentioning would feature these. Gianni webmaster of basicrps.com From tiberius at runequest.za.org Thu Oct 24 17:55:50 2002 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 24 Oct 2002 09:55:50 +0200 (SAST) Subject: [RQ-Rules] RQ Web Ring Message-ID: <50368.196.8.104.27.1035446150.squirrel@mail.wack.co.za> Peter Maranci wrote: -snip -Has there been any talk about a web ring or association of RQ web publishers? Not *Gloriana*, but RQ - in other words, not the Glow Ring. Just wondering, because I've been corresponding heavily with several other RQ webbers, and we seem to have a lot of similar ideas - snip - Excellent idea, I am definitely keen if this is going to happen. there are far too few purly RQ sites out there as it is. As always, people with RQ ideas who do not have their own RQ site, or can't be bothered with running a site are welcome to publish their ideas at http://www.runequest.za.org -- Caesar si viveret, ad remum dareris. From tiberius at runequest.za.org Thu Oct 24 18:35:03 2002 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 24 Oct 2002 10:35:03 +0200 (SAST) Subject: [RQ-Rules] Character Development Points Message-ID: <63015.196.8.104.27.1035448503.squirrel@mail.wack.co.za> I have an idea for an optional rule: CHARACTER DEVELOPMENT POINTS We used to use a similar idea with luck Points when playing Top Secret SI. The GM would assign points to characters (in secret) for exceptional roleplaying. thought it could also work in RQ, your character starts at zero, but for real good role playing, the GM assigns a point or two on his log. conversely, a GM can remove points, so if a player consistently plays bad, his character could end up in negative points, to the extent that say he reaches -10, he starts degrading, like his character becomes sick, starts getting diseases, maybe becomes paranoid etc. The main point is that most of us like to develop a character, but as we all know, its pretty easy to die in RQ. So if we really role play well and have a character we are attached to and then stuff up in a battle, best of luck, maybe you get some divine intervention (unlikely) and you are dead. If however you have accumulated some decent points, you could ask the GM to use some luck (at his discretion) so that your character may be saved. what does everyone else think? ciao Tony http://www.runequest.za.org -- Orcs are great, but the empire is eternal! From rog_benham at hotmail.com Thu Oct 24 18:54:59 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 24 Oct 2002 09:54:59 +0100 Subject: [RQ-Rules] Character Development Points Message-ID: We use something similar, based on the Traveller idea of Brownie points. Good roleplaying or a Baldrickian Cunning Plan gain Brownie points; 20 Brownie points can be used to permanently raise any skill by 1%. Conversely, removing brownies means the GM can decrease skills by a similar amount. We used to play 1 BP could be used to directly modify a D100 roll on a one to one basis, but the sorcerors in the party quickly used this to nuke just about any monster they met, so we changed it to the above system, and so far it seems to work just fine! The giving of an instant bonus for good role playing etc was something that AD&D had over RQ (One of the few things)- in AD&D you could receive XPs for doing something, but there never seemed to be an equivalent for RQ. We use >From: "Tony Den" >Reply-To: rq-rules at crashbox.com >To: >Subject: [RQ-Rules] Character Development Points >Date: Thu, 24 Oct 2002 10:35:03 +0200 (SAST) > >I have an idea for an optional rule: > >CHARACTER DEVELOPMENT POINTS > >We used to use a similar idea with luck Points when playing Top Secret SI. >The GM would assign points to characters (in secret) for exceptional >roleplaying. thought it could also work in RQ, your character starts at >zero, but for real good role playing, the GM assigns a point or two on his >log. conversely, a GM can remove points, so if a player consistently plays >bad, his character could end up in negative points, to the extent that say >he reaches -10, he starts degrading, like his character becomes sick, >starts getting diseases, maybe becomes paranoid etc. > >The main point is that most of us like to develop a character, but as we >all know, its pretty easy to die in RQ. So if we really role play well and >have a character we are attached to and then stuff up in a battle, best of >luck, maybe you get some divine intervention (unlikely) and you are dead. >If however you have accumulated some decent points, you could ask the GM >to use some luck (at his discretion) so that your character may be saved. > >what does everyone else think? > >ciao >Tony >http://www.runequest.za.org > > > >-- >Orcs are great, but the empire is eternal! > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Get faster connections?-- switch to?MSN Internet Access! ------------------------------------------ Click Here ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Thu Oct 24 19:13:14 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 24 Oct 2002 11:13:14 +0200 Subject: [RQ-Rules] Character Development Points References: <63015.196.8.104.27.1035448503.squirrel@mail.wack.co.za> Message-ID: <001e01c27b3d$9571a630$8502600a@otvfrap043> Hey > CHARACTER DEVELOPMENT POINTS I have something similar for my Chinese BRPS game: http://www.basicrps.com/chine/regles/regle3.html (beware it's in French) Gianni webmaster of basicrps.com From blacklocks at telus.net Sun Oct 27 16:43:10 2002 From: blacklocks at telus.net (The Blacklocks) Date: Sat, 26 Oct 2002 22:43:10 -0700 Subject: [RQ-Rules] Monster SIZ Message-ID: <01C27D41.C4C0A160.blacklocks@telus.net> Okay, I have a question for the list about SIZ. I am using the 3rd Addition D&D Monster Manual as a reference for throwing new monsters at the group. With D&D now providing stats for their monsters, it is making converting pretty easy. However, there is no SIZ. What I did was make up a table so I could give a rough guide for giving monster a SIZ roll. What do you think of my table. Has anyone done the same thing? If so, what does your table look like. SIZE/WEIGHT TABLE SIZ Height Race Weight Race 3 2'6 30 4 3' Kobold 40 5 3'6 Gnome, Halfling 50 Halflings (3'6" 82 lbs) 6 4' 60 7 4'6 Dwarf 90 Dwarves (4'5" 185 lbs) 8 5' Troglodyte 120 9 5'5 150 10 5'10 Human, Half-Orc 170 Humans (5'10" 170 lbs) 10 5'10 Half-Orc 180 Half-Orc (5'10" 180 lbs) 11 5'11 180 12 6 Half-Elf 190 Half-Elf (6' 180 lbs) 13 6'2 200 14 6'4 Elf 220 Elf (6'4" 190 lbs) 15 6'6 235 16 6'8 250 17 6'10 265 18 7' 280 19 7'2 295 20 7'4 310 21 7'6 325 22 7'8 23 7'10 24 8' +6 +1 ft NOTES: Dwarf SIZ is based on their weight, not height as they are more solid than other races. Half-orcs are heavier then their size so add 1 to their SIZ for weight. Half-Elves are lighter then their size so subtract 1 from their SIZ for weight. Elves are lighter than their size so subtract 2 from their SIZ for weight. If heavier or lighter, SIZ is the average between the two ranges (ie: 5' which is SIZ 8 but weighs 170 lbs which is SIZ 10 so SIZ is 9). Thanks, Northern DM From leonbk at yahoo.com Mon Oct 28 02:23:00 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 27 Oct 2002 07:23:00 -0800 (PST) Subject: [RQ-Rules] Monster SIZ In-Reply-To: <01C27D41.C4C0A160.blacklocks@telus.net> Message-ID: <20021027152300.27561.qmail@web41113.mail.yahoo.com> You will need to make some adjustments to this, since the average size for humans in RQ is 13 (2d6+6) Leon --- The Blacklocks wrote: > Okay, > > I have a question for the list about SIZ. I am > using the 3rd Addition D&D > Monster Manual as a reference for throwing new > monsters at the group. With > D&D now providing stats for their monsters, it is > making converting pretty > easy. However, there is no SIZ. What I did was > make up a table so I could > give a rough guide for giving monster a SIZ roll. > What do you think of my > table. Has anyone done the same thing? If so, what > does your table look > like. > > SIZE/WEIGHT TABLE > > SIZ Height Race Weight Race > 3 2'6 30 > 4 3' Kobold 40 > 5 3'6 Gnome, Halfling 50 Halflings (3'6" 82 lbs) > 6 4' 60 > 7 4'6 Dwarf 90 Dwarves (4'5" 185 lbs) > 8 5' Troglodyte 120 > 9 5'5 150 > 10 5'10 Human, Half-Orc 170 Humans (5'10" 170 lbs) > 10 5'10 Half-Orc 180 Half-Orc (5'10" 180 lbs) > 11 5'11 180 > 12 6 Half-Elf 190 Half-Elf (6' 180 lbs) > 13 6'2 200 > 14 6'4 Elf 220 Elf (6'4" 190 lbs) > 15 6'6 235 > 16 6'8 250 > 17 6'10 265 > 18 7' 280 > 19 7'2 295 > 20 7'4 310 > 21 7'6 325 > 22 7'8 > 23 7'10 > 24 8' > +6 +1 ft > > NOTES: > Dwarf SIZ is based on their weight, not height as > they are more solid than > other races. > Half-orcs are heavier then their size so add 1 to > their SIZ for weight. > Half-Elves are lighter then their size so subtract 1 > from their SIZ for > weight. > Elves are lighter than their size so subtract 2 from > their SIZ for weight. > If heavier or lighter, SIZ is the average between > the two ranges (ie: 5' > which is SIZ 8 but weighs 170 lbs which is SIZ 10 so > SIZ is 9). > > Thanks, > > Northern DM > > _______________________________________________ > 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!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From andrew at crashbox.com Mon Oct 28 02:56:03 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Sun, 27 Oct 2002 07:56:03 -0800 Subject: [RQ-Rules] Monster SIZ In-Reply-To: <01C27D41.C4C0A160.blacklocks@telus.net> References: <01C27D41.C4C0A160.blacklocks@telus.net> Message-ID: >Okay, > >I have a question for the list about SIZ. I am using the 3rd Addition D&D >Monster Manual as a reference for throwing new monsters at the group. With >D&D now providing stats for their monsters, it is making converting pretty >easy. However, there is no SIZ. What I did was make up a table so I could >give a rough guide for giving monster a SIZ roll. What do you think of my >table. Has anyone done the same thing? If so, what does your table look >like. I have done the same thing by balancing the "How Heavy Is My Giant" article from the "Best of the Dragon" vol 1, a medical predictions table, and a Harn height-weight table, and my table differs from yours by about an inch. Amazing close I'd say. >NOTES: >Dwarf SIZ is based on their weight, not height as they are more solid than >other races. >Half-orcs are heavier then their size so add 1 to their SIZ for weight. >Half-Elves are lighter then their size so subtract 1 from their SIZ for >weight. >Elves are lighter than their size so subtract 2 from their SIZ for weight. >If heavier or lighter, SIZ is the average between the two ranges (ie: 5' >which is SIZ 8 but weighs 170 lbs which is SIZ 10 so SIZ is 9). You should take a look at the HarnMaster character creation rules. You first roll a Frame attribute (scant, normal or heavy) then the characters height. What I do is then reference the height to the SIZ table you have to come up with the SIZ. For scant frame I subtract 1 siz, for heavy add 1. (I also have extra light and massive frames as well for other critters.) Other races also get modifiers to their frame rolls. So, dwarves are usually heavy frames. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From andrew at crashbox.com Mon Oct 28 03:07:20 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Sun, 27 Oct 2002 08:07:20 -0800 Subject: [RQ-Rules] Monster SIZ In-Reply-To: References: <01C27D41.C4C0A160.blacklocks@telus.net> Message-ID: >> If so, what does your table look like. > > I have done the same thing by balancing the "How Heavy Is My >Giant" article from the "Best of the Dragon" vol 1, a medical >predictions table, and a Harn height-weight table, and my table >differs from yours by about an inch. Amazing close I'd say. After looking more closely at the low end we differ somewhat. Here's my table. This is the table I use during character creation, so that a person STR isn't radically different than their height to keep the STR/SIZ ratio balanced. So don't go adding this sort of STR to a troll who already rolls much higher. Height Total Weight-lbs SIZ Ft In In Avg Range STR + 6 3 4 40 78 () -3 7 4 0 48 91 () -2 8 4 6 54 109 (109-120) -2 9 4 11 59 121 () -1 10 5 2 63 133 () -1 11 5 6 66 146 () 0 12 5 8 68 160 () 0 13 5 10 70 174 () 0 14 6 0 72 190 () 1 15 6 2 74 206 () 2 16 6 4 76 223 () 2 17 6 6 78 242 () 3 18 6 9 81 271 () 3 19 6 11 83 291 () 4 20 7 2 86 323 () 4 21 7 5 89 359 () 5 22 7 7 91 384 () 5 23 7 10 94 423 () 5 24 8 1 97 465 () 6 25 8 7 103 501 (480-523) 6 26 8 10 106 546 (524-569) 6 27 9 1 109 596 (570-622) 7 28 9 5 113 650 (623-677) 7 -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From blacklocks at telus.net Mon Oct 28 16:07:02 2002 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 27 Oct 2002 21:07:02 -0800 Subject: [RQ-Rules] Monster SIZ Message-ID: <01C27DFC.CC8516E0.blacklocks@telus.net> Let me rephrase my question. Does anybody have a SIZ table for creatures larger than a man. I use the D&D Monster Manual and when it gives the size of the monster, I use the following guidelines that I made up: 8 ft SIZ 24 9 ft SIZ 30 10 ft SIZ 36 11 ft SIZ 42 etc Do these sound right? Any suggestions? Thanks, Northern DM From steve at perrinworlds.com Mon Oct 28 17:48:31 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 27 Oct 2002 22:48:31 -0800 Subject: [RQ-Rules] Monster SIZ References: <01C27DFC.CC8516E0.blacklocks@telus.net> Message-ID: <001001c27e4e$24c16c40$6401a8c0@surfcity.net> The only suggestion I can give you at the moment is to say that actually, SIZ was more a measurement of mass than height/length. When you see a RQ (or SPQR) monster SIZ, assume it is a measurement of its weight. The height often follows, but not always. So if you are translating D&D monsters, look for weight measurements to get SIZ. Two monsters with the same height might be very different in SIZ because one is light weight to better fly and one might be low to the ground and dense as rock. Yeah, I know that SIZ as height is sort of used in Strike Ranks, but that's one reason I don't use Strike Ranks in SPQR. It is just too artificial a measurement, good only for determining who hits first when two humanoids are squaring off with no other distractions. Very SCA, not very real. Sorry, Steve Perrin ----- Original Message ----- From: "The Blacklocks" To: "Runequest List (E-mail)" Sent: Sunday, October 27, 2002 9:07 PM Subject: [RQ-Rules] Monster SIZ > Let me rephrase my question. > > Does anybody have a SIZ table for creatures larger than a man. I use the > D&D Monster Manual and when it gives the size of the monster, I use the > following guidelines that I made up: > 8 ft SIZ 24 > 9 ft SIZ 30 > 10 ft SIZ 36 > 11 ft SIZ 42 > etc > > Do these sound right? Any suggestions? > > Thanks, > > Northern DM > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From andrew at crashbox.com Tue Oct 29 03:37:43 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Mon, 28 Oct 2002 08:37:43 -0800 Subject: [RQ-Rules] Monster SIZ In-Reply-To: <01C27DFC.CC8516E0.blacklocks@telus.net> References: <01C27DFC.CC8516E0.blacklocks@telus.net> Message-ID: >Let me rephrase my question. > >Does anybody have a SIZ table for creatures larger than a man. I use the >D&D Monster Manual and when it gives the size of the monster, I use the >following guidelines that I made up: >8 ft SIZ 24 >9 ft SIZ 30 >10 ft SIZ 36 >11 ft SIZ 42 >etc > >Do these sound right? Any suggestions? Offhand I don't have all my formulas here, or my SIZ table, but here's what I've done in the past. It is fairly accurate. Assume a baseline of 6'0 is 170 pds. Now, we assume that size increase cubically as height increases for an average sized human. So, take a percentage proportion of your new height and your old height, cube the factor (people are in three dimensions) then multiply the result times baseline weight. So for a 9' person. 1) 9'/6' is 1.5 2) 1.5 cubed is 3.375 3) Multiply times baseline weight of 170 pds is 573 pds. 4) Look that up on the SIZ table. 5) SIZ is 27 This fairly closely parallels predictions I've seen elsewhere. The above formula is *really* easy to plug into a spreadsheet to get weights for every inch if you want. With a spreadsheet you can change the baseline weight for heavier or lighter species and see how it affects the different heights. For large, thick creatures (as Sandy points out) you're going to want to increase the weight proportionally. So determine the the weight of your 6'0 human for the proportion to determine a scaling factor. Multiply your generated weight by that facor, then check on the SIZ table. Don't scale the resulting SIZ numer, as SIZ is a non-linear function. For example, a really muscular person at 6' could go 300 pounds, 1.75 times that. So a really thick 9' person would be a SIZ of 573 * 1.75 = 1002 pds. You'd have a 9' tall critter weighing in at 1/2 a ton. Ouch. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From leonbk at yahoo.com Wed Oct 30 01:23:39 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 29 Oct 2002 06:23:39 -0800 (PST) Subject: [RQ-Rules] Characters POW In-Reply-To: <01C27DFC.CC8516E0.blacklocks@telus.net> Message-ID: <20021029142339.41976.qmail@web41106.mail.yahoo.com> While converting characters from D&D to BFR (or RQ) has become much easier with the new d20 system used by D&D, certain things like POW are still a problem. For example how many divine spells should a 7th level cleric be given? And, what about a 5th level wizard? The system I came to utulize works on a following scale: cleric/druid/sorcerer/wizard POW = level + (1d6 per 3 levels or franction there off) - 1d3 bards/paladins/rangers/adepts POW = 1pt per level - 1d3 barbarians/fighters/thieves/monks/all other NPC classes POW = 1d3pts (per 5 levels or franction there off) - 1d3 These points of POW can be used for divine magic, matrices, enchantments, Arts, or anything else which would require giving up power. Does anyone use a different (standarized) system? Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From aescleal at btinternet.com Wed Oct 30 05:27:45 2002 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Tue, 29 Oct 2002 18:27:45 +0000 (GMT) Subject: [RQ-Rules] Characters POW Message-ID: <2117956.1035916065598.JavaMail.root@127.0.0.1> I use: POW 10 the average of saving throw modifier and will save bonus. eg I: A first level Cleric with WIS 16 has 4 saving throw modifier (for first level spells) and 5 will save bonus giving POW 10 (4 5)/2 = 15 eg II: A 7th level fighter with WIS 09 has no saving throw modifier and 1 will save bonus giving POW 10 (0 1)/2 = 11 Casters get 2 points of spirit magic, 2 points of sorcery magic (25 bonus) or 1 point of divine magic per spell they can cast. Basic knowledge (25 bonus) of a sorcery skills (art) costs the equivalent of 1 spell. Increases in casting skill, manipulation skills or rituals costs 1 point per 25 increase in the skill. eg I: A first level magic user with INT 16 can cast 2 first level and 3 zero level spells, so he can learn or enhance 10 sorcery spells, arts or rituals. He takes 50 in drain (roughly equivalent to Sleep), intensity, range and multispell (8 spells worth) and 25 in ceremony and animate bronze. eg II: A second level bard with CHA 16 can cast 4 spells (3 zeroth and 1 first level) and can learn 8 points of spirit magic or 4 points of divine magic. He takes heal 2, disruption, countermagic 1, worship and harmonize. Cheers, Ash > from: Leon Kirshtein > date: Tue, 29 Oct 2002 14:23:39 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Characters POW > > While converting characters from D&D to BFR (or RQ) > has become much easier with the new d20 system used by > D&D, certain things like POW are still a problem. For > example how many divine spells should a 7th level > cleric be given? And, what about a 5th level wizard? > > The system I came to utulize works on a following > scale: > > cleric/druid/sorcerer/wizard > POW = level (1d6 per 3 levels or franction there > off) - 1d3 > > bards/paladins/rangers/adepts > POW = 1pt per level - 1d3 > > barbarians/fighters/thieves/monks/all other NPC > classes > POW = 1d3pts (per 5 levels or franction there off) - > 1d3 > > These points of POW can be used for divine magic, > matrices, enchantments, Arts, or anything else which > would require giving up power. > > Does anyone use a different (standarized) system? > > Leon > > ===== > "No good deed shall go unpunished." > > __________________________________________________ > Do you Yahoo!? > Y! Web Hosting - Let the expert host your web site > http://webhosting.yahoo.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 leonbk at yahoo.com Wed Oct 30 05:38:36 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 29 Oct 2002 10:38:36 -0800 (PST) Subject: [RQ-Rules] Characters POW In-Reply-To: <2117956.1035916065598.JavaMail.root@127.0.0.1> Message-ID: <20021029183836.25701.qmail@web41115.mail.yahoo.com> --- aescleal at btinternet.com wrote: > I use: > > POW 10 the average of saving throw modifier and > will save bonus. > > eg I: A first level Cleric with WIS 16 has 4 saving > throw modifier (for first level spells) and 5 will > save bonus giving POW 10 (4 5)/2 = 15 > > eg II: A 7th level fighter with WIS 09 has no saving > throw modifier and 1 will save bonus giving POW 10 > (0 1)/2 = 11 Is this POW "to be spent for things" or the character's stat? I always take the WIS = POW and then give the additional POW for ench and such. Leon ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From perala at cc.joensuu.fi Wed Oct 30 11:40:33 2002 From: perala at cc.joensuu.fi (=?ISO-8859-1?Q?Marko_Per=E4l=E4?=) Date: Wed, 30 Oct 2002 02:40:33 +0200 (EET) Subject: [RQ-Rules] [RQ-Rules]Most useful format? Message-ID: My favorite format for chaos project database is a doc-file. I usually cut internet material heavily and print the bits that are most useful. Pdf-format is otherwise ok, but with that comes lots of wasted space for printers. > Project on my site > (http://www.maranci.net/chaosproj.htm ), and it's > clearly time to take > all that old material and put it into some compact, > useful form. But I > need to know what form would be most useful for the > people who will > use it. Some issues: > > 1. Should it be online HTML, or a printable Acrobat > file? I suspect > that a printable version would be at least fifty > pages long. > > 2. For Found Items, should I attempt to divide up or > organize the > entries in any way? If so, how? Alphabetically? By > category, say > indoor/underground, outdoor, city, wilderness, > other? By type - > object, creature, other? By level of complexity? > (Some of these > objects are detailed plot hooks in themselves.) I > plan to number these > lists in groups of 100 - I assume that would be > useful? > > 3. For Chaotic Features, is there any division that > would be useful? > Say, positive, negative, and neutral/other? > > Thanks in advance for any thoughts! Marko Per?l? From aescleal at btinternet.com Wed Oct 30 21:33:45 2002 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Wed, 30 Oct 2002 10:33:45 +0000 (GMT) Subject: [RQ-Rules] Characters POW Message-ID: <3894661.1035974025053.JavaMail.root@127.0.0.1> Not spent - characteristic only - essentially it's the average of the characters chance of affecting others and resisting magic. Cheers, Ash > from: Leon Kirshtein > date: Tue, 29 Oct 2002 18:38:36 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Characters POW > > --- aescleal at btinternet.com wrote: > > I use: > > > > POW 10 the average of saving throw modifier and > > will save bonus. > > > > eg I: A first level Cleric with WIS 16 has 4 saving > > throw modifier (for first level spells) and 5 will > > save bonus giving POW 10 (4 5)/2 = 15 > > > > eg II: A 7th level fighter with WIS 09 has no saving > > throw modifier and 1 will save bonus giving POW 10 > > (0 1)/2 = 11 > > Is this POW "to be spent for things" or the > character's stat? > > I always take the WIS = POW and then give the > additional POW for ench and such. > > Leon > > ===== > "No good deed shall go unpunished." > > __________________________________________________ > Do you Yahoo!? > Y! Web Hosting - Let the expert host your web site > http://webhosting.yahoo.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 leonbk at yahoo.com Thu Oct 31 01:11:21 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 30 Oct 2002 06:11:21 -0800 (PST) Subject: [RQ-Rules] Characters POW In-Reply-To: <3894661.1035974025053.JavaMail.root@127.0.0.1> Message-ID: <20021030141121.51914.qmail@web41113.mail.yahoo.com> But then how do you determine the amount of Divine magic to give to your 7th level cleric or your 10th level Paladin that you are converting? Leon --- aescleal at btinternet.com wrote: > Not spent - characteristic only - essentially it's > the average of the characters chance of affecting > others and resisting magic. > > Cheers, > > Ash > > > --- aescleal at btinternet.com wrote: > > > I use: > > > > > > POW 10 the average of saving throw modifier > and > > > will save bonus. > > > > > > eg I: A first level Cleric with WIS 16 has 4 > saving > > > throw modifier (for first level spells) and 5 > will > > > save bonus giving POW 10 (4 5)/2 = 15 > > > > > > eg II: A 7th level fighter with WIS 09 has no > saving > > > throw modifier and 1 will save bonus giving POW > 10 > > > (0 1)/2 = 11 > > > > Is this POW "to be spent for things" or the > > character's stat? > > > > I always take the WIS = POW and then give the > > additional POW for ench and such. ===== "No good deed shall go unpunished." __________________________________________________ Do you Yahoo!? Y! Web Hosting - Let the expert host your web site http://webhosting.yahoo.com/ From soltakss at yahoo.com Thu Oct 31 02:06:48 2002 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 30 Oct 2002 15:06:48 +0000 (GMT) Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #57 - 14 msgs In-Reply-To: <20021029184710.CD4674C263@thinbits.com> Message-ID: <20021030150648.94720.qmail@web9602.mail.yahoo.com> Northern DM asks: > I have a question for the list about SIZ. I am using the 3rd Addition D&D > Monster Manual as a reference for throwing new monsters at the group. With > D&D now providing stats for their monsters, it is making converting pretty > easy. However, there is no SIZ. What I did was make up a table so I could > give a rough guide for giving monster a SIZ roll. What do you think of my > table. Has anyone done the same thing? If so, what does your table look > like. SIZE/WEIGHT TABLE I use the SIZ/Weight table from RQ3 and the Size/Height table from RQ2 and they seem fairly reasonable. They only go up to trollish heights, though. For anything larger, I use the RQ3 Giant rules of 3D6 + 6 per 2 metres of height, so a 30 foot Giant (10 metres) would have a SIZ of 15D6 + 30, averaging 82.5, if my maths is right. It may not be perfectly accurate, but it has worked for me. > NOTES: > Dwarf SIZ is based on their weight, not height as they are more solid than > other races. There has always been a problem with SIZ not reflecting weight and height, there was a game system based on RQ that had SIZ and MAS, I think, with SIZ being height and MAS being weight. It's a bit too complicated for normal use, though. > Half-orcs are heavier then their size so add 1 to their SIZ for weight. I used normal human SIZ for half-orcs but made them a bit stronger. > Half-Elves are lighter then their size so subtract 1 from their SIZ for > weight. RQ has stats for half-elves, but they are a bit puny. > Elves are lighter than their size so subtract 2 from their SIZ for weight. > If heavier or lighter, SIZ is the average between the two ranges (ie: 5' > which is SIZ 8 but weighs 170 lbs which is SIZ 10 so SIZ is 9). RQ3 has stats for all kinds of elves, from little ones to great big Tolkeiny elves. For non-humanoid creatures, I always used to find something similar and use those stats as a base. Since we have stats for most things, from horses to elephants, to various types of dinosaurs and dragons, then we can get a fairly close match. After all, does it matter if something is 30D6 + 30 or 31D6 + 30 - most big things are close to their average size when rolled up anyway. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From jgould at io.com Thu Oct 31 02:40:40 2002 From: jgould at io.com (Jim Gould) Date: Wed, 30 Oct 2002 09:40:40 -0600 Subject: [RQ-Rules] Esoteric Game System Knowledge In-Reply-To: <20021030150648.94720.qmail@web9602.mail.yahoo.com> References: <20021029184710.CD4674C263@thinbits.com> Message-ID: <3.0.6.32.20021030094040.011e73b0@mail.io.com> At 03:06 PM 10/30/2002 +0000, you wrote: >There has always been a problem with SIZ not reflecting weight and height, there was a game system >based on RQ that had SIZ and MAS, I think, with SIZ being height and MAS being weight. It's a bit >too complicated for normal use, though. That sounds like Swordbearer, from Mayfair (IIRC). It had a lot of good ideas, but was pretty math-heavy. Excellent magic system, which would adapt very well to RQ. I still have a copy of that around somewhere ... -- "Dammit" Jim Gould jgould at io.com http://www.io.com/~jgould http://www.britanniamanor.org "The only thing that helps me maintain my slender grip on reality is the friendship I share with my collection of singing potatoes." From slposey at concentric.net Thu Oct 31 02:56:24 2002 From: slposey at concentric.net (Stephen Posey) Date: Wed, 30 Oct 2002 08:56:24 -0700 Subject: [RQ-Rules] Esoteric Game System Knowledge References: <20021029184710.CD4674C263@thinbits.com> <3.0.6.32.20021030094040.011e73b0@mail.io.com> Message-ID: <3DC00128.F60A0E03@concentric.net> Jim Gould wrote: > > At 03:06 PM 10/30/2002 +0000, you wrote: > > > >There has always been a problem with SIZ not reflecting weight and height, > there was a game system > >based on RQ that had SIZ and MAS, I think, with SIZ being height and MAS > being weight. It's a bit > >too complicated for normal use, though. > > > > That sounds like Swordbearer, from Mayfair (IIRC). It had a lot of good > ideas, but was pretty math-heavy. Excellent magic system, which would adapt > very well to RQ. I still have a copy of that around somewhere ... I would have guessed Niall Shapero's "Other Suns" instead which is overall VERY BRP-like in terms of character attributes and the skill system. OS uses measures of Length/Height and Build from which Size and Mass characteristics are calculated. For humans it goes like so: Length (LEN): the height of the character in centimeters Humans roll for LEN on 110+6D20 for male characters, and on 100+6D20 for female characters. Build (BLD): the massiveness of the character's bone structure Human males roll for BLD on 3D6, human females roll for BLD on 3D4+1. SIZE (SIZ): This is a combined indicator of the mass and bulk of the character. SIZ = (LEN/10) + (BLD/3) - 1 MASS (MAS): The total mass of the character (in kilograms). MAS = (SIZ^3)/100 (cube the size, and divide the result by 100) NOTE: these were copied from an on-line version of OS available here: http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ Stephen Posey slposey at concentric.net From jurrubin at earthlink.net Thu Oct 31 06:54:43 2002 From: jurrubin at earthlink.net (David Smart) Date: Wed, 30 Oct 2002 11:54:43 -0800 Subject: [RQ-Rules] [RQ-Rules]Most useful format? Message-ID: On Wed, 30 Oct 2002 perala at cc.joensuu.fi wrote: > > My favorite format for chaos project database > is a doc-file. I usually cut > internet material heavily and print the bits > that are most > useful. Pdf-format is otherwise ok, but with > that comes lots of wasted > space for printers. I also prefer a doc file format, and for the same reasons. David From tiberius at runequest.za.org Thu Oct 31 19:51:28 2002 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 31 Oct 2002 10:51:28 +0200 (SAST) Subject: [RQ-Rules] Database of RQ articles Message-ID: <25605.196.8.104.27.1036054288.squirrel@mail.wack.co.za> I am considering starting a database of Rune Quest articles published in the likes of Dragon and White Dwarf magazines. Was wondering if anyone knows if such a database already exists? Tony http://www.runequest.za.org -- Orcs are great, but the empire is eternal! From aescleal at btinternet.com Thu Oct 31 20:20:23 2002 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 31 Oct 2002 09:20:23 +0000 (GMT) Subject: [RQ-Rules] Characters POW Message-ID: <5501249.1036056023291.JavaMail.root@127.0.0.1>