From postmaster at runequest.za.org Thu Jan 17 16:01:59 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 17 Jan 2008 07:01:59 +0200 (SAST) Subject: [Rq-rules] [RPG]Midkemia Press Message-ID: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> Happy MMVIII to everyone. Has anyone here used the Towns of the Outlands and/or Black Tower supliments from Midkemia press in their RQ game? I downloaded them free years back from the Midkemia Press site but never used them. I know they are so called generic, but are they any good? Did the players enjoy what they had to offer? Tony From devinc at aol.com Fri Jan 18 08:48:56 2008 From: devinc at aol.com (devinc at aol.com) Date: Thu, 17 Jan 2008 16:48:56 -0500 Subject: [Rq-rules] [RPG]Midkemia Press In-Reply-To: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> References: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> Message-ID: <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> I actually used TotO for my D&D game. It (and Jorune and Carse city supplements) are decent. The city maps are always useful, and simply having someone decide what is in each building, what each building does, and some brief personality sketches is always helpful. Sure, I could do it all myself and maybe even do a better job at it, but who wants to spend all that time? There are plenty of little tidbits and intrigues and even adventure hooks and mini scenarios possible from the city and town stuff. Devin -----Original Message----- From: postmaster at runequest.za.org To: rq-rules at crashbox.com Sent: Wed, 16 Jan 2008 9:01 pm Subject: [Rq-rules] [RPG]Midkemia Press Happy MMVIII to everyone. Has anyone here used the Towns of the Outlands and/or Black Tower supliments from Midkemia press in their RQ game? I downloaded them free years back from the Midkemia Press site but never used them. I know they are so called generic, but are they any good? Did the players enjoy what they had to offer? Tony _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080117/a3d6061d/attachment.html From anders at california.com Fri Jan 18 08:57:40 2008 From: anders at california.com (Anders Swenson) Date: Thu, 17 Jan 2008 13:57:40 -0800 Subject: [Rq-rules] [RPG]Midkemia Press In-Reply-To: <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> References: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> Message-ID: Csrse was my first RQ campaign. Cut my teeth on conversions from DnD, ecnounter (from Cities) every time the party hit East Gate Square, lotsa fun and good memories. --Anders On Thu, 17 Jan 2008 16:48:56 -0500 devinc at aol.com wrote: > > I actually used TotO for my D&D game. It (and Jorune and Carse city > supplements) are decent. The city maps are always useful, and simply having > someone decide what is in each building, what each building does, and some > brief personality sketches is always helpful. Sure, I could do it all > myself and maybe even do a better job at it, but who wants to spend all > that time? > > > > There are plenty of little tidbits and intrigues and even adventure hooks > and mini scenarios possible from the city and town stuff. > > > > Devin > > > -----Original Message----- > From: postmaster at runequest.za.org > To: rq-rules at crashbox.com > Sent: Wed, 16 Jan 2008 9:01 pm > Subject: [Rq-rules] [RPG]Midkemia Press > > > > > Happy MMVIII to everyone. > > Has anyone here used the Towns of the Outlands and/or Black Tower > supliments from Midkemia press in their RQ game? I downloaded them free > years back from the Midkemia Press site but never used them. I know they > are so called generic, but are they any good? Did the players enjoy what > they had to offer? > > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > ________________________________________________________________________ > More new features than ever. Check out the new AOL Mail ! - > http://webmail.aol.com From devinc at aol.com Fri Jan 18 12:18:50 2008 From: devinc at aol.com (devinc at aol.com) Date: Thu, 17 Jan 2008 20:18:50 -0500 Subject: [Rq-rules] [RPG]Midkemia Press In-Reply-To: References: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> Message-ID: <8CA278737851D28-25C-1D56@webmail-nf03.sim.aol.com> BTW, I meant to say Jonril not Jorune. Devin -----Original Message----- From: Anders Swenson To: Discussion of RuneQuest rules. Sent: Thu, 17 Jan 2008 1:57 pm Subject: Re: [Rq-rules] [RPG]Midkemia Press Csrse was my first RQ campaign. Cut my teeth on conversions from DnD, ecnounter (from Cities) every time the party hit East Gate Square, lotsa fun and good memories. --Anders On Thu, 17 Jan 2008 16:48:56 -0500 devinc at aol.com wrote: > > I actually used TotO for my D&D game. It (and Jorune and Carse city > supplements) are decent. The city maps are always useful, and simply having > someone decide what is in each building, what each building does, and some > brief personality sketches is always helpful. Sure, I could do it all > myself and maybe even do a better job at it, but who wants to spend all > that time? > > > > There are plenty of little tidbits and intrigues and even adventure hooks > and mini scenarios possible from the city and town stuff. > > > > Devin > > > -----Original Message----- > From: postmaster at runequest.za.org > To: rq-rules at crashbox.com > Sent: Wed, 16 Jan 2008 9:01 pm > Subject: [Rq-rules] [RPG]Midkemia Press > > > > > Happy MMVIII to everyone. > > Has anyone here used the Towns of the Outlands and/or Black Tower > supliments from Midkemia press in their RQ game? I downloaded them free > years back from the Midkemia Press site but never used them. I know they > are so called generic, but are they any good? Did the players enjoy what > they had to offer? > > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > ________________________________________________________________________ > More new features than ever. Check out the new AOL Mail ! - > http://webmail.aol.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080117/424672c9/attachment.html From postmaster at runequest.za.org Fri Jan 18 20:45:41 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Fri, 18 Jan 2008 11:45:41 +0200 (SAST) Subject: [Rq-rules] [RPG]Midkemia Press In-Reply-To: <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> References: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> Message-ID: <43698.196.8.104.31.1200649541.squirrel@mail.wack.co.za> Thanks, I tink between this and Lei Tabor I should be well sorted for quick reference people and places. > > I actually used TotO for my D&D game. It (and Jorune and Carse city > supplements) are decent. The city maps are always useful, and simply > having someone decide what is in each building, what each building does, > and some brief personality sketches is always helpful. Sure, I could do it > all myself and maybe even do a better job at it, but who wants to spend > all that time? > From postmaster at runequest.za.org Fri Jan 18 20:46:57 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Fri, 18 Jan 2008 11:46:57 +0200 (SAST) Subject: [Rq-rules] [RPG]Midkemia Press In-Reply-To: <8CA278737851D28-25C-1D56@webmail-nf03.sim.aol.com> References: <8710.41.208.50.176.1200546119.squirrel@wwm.runequest.za.org> <8CA2769E4FB5CD6-928-168@webmail-nf14.sim.aol.com> <8CA278737851D28-25C-1D56@webmail-nf03.sim.aol.com> Message-ID: <48027.196.8.104.31.1200649617.squirrel@mail.wack.co.za> Must say you had me wondering there. I do happen to have Jorune, but have never convinced anyone to play the game/world:) > > BTW, I meant to say Jonril not Jorune. > > > > Devin > > From tiggermb at verizon.net Fri Jan 25 06:41:29 2008 From: tiggermb at verizon.net (tiggermb at verizon.net) Date: Thu, 24 Jan 2008 13:41:29 -0600 (CST) Subject: [Rq-rules] Music as a Focus. Message-ID: <19900429.5799601201203689471.JavaMail.root@vms244.mailsrvcs.net> Hello all Most likely this idea has been hashed around before, but I have not found it, so I decided to write and get people's thoughts. I have the AH copy of RQ3, and in the creatures book, under Satyrs, it talks about the creatures using pipes and music as a focus for spirit magic spells. I was thinking of doing the same thing for players to create Bard like characters. Characters would need to succeed in an instrument roll, and then (I was thinking) a casting roll for every potential target in hearing range to see if they are affected. Bardic Spells would be kind of limited to things that seem appropriate (Fanaticism, Demoralize, Endurance, Befuddle, Control, Maybe even characteristic increases like glamor). I don't see music as being able to ignite swords or heal wounds. Once the music stopped the effects would wear off quickly. Have people done this sort of thing? What do you think would be appropriate in MP cost for a Music focus spell that has the potential to affect multiple targets. Should it have the normal MP cost? Double the MP cost? Normal MP cost +1 for each target affected? What is your opinion on using music as a focus? How best do you think it could work? Thanks MB From tiggermb at verizon.net Fri Jan 25 06:41:41 2008 From: tiggermb at verizon.net (tiggermb at verizon.net) Date: Thu, 24 Jan 2008 13:41:41 -0600 (CST) Subject: [Rq-rules] Music as a Focus. Message-ID: <13108758.5799741201203702027.JavaMail.root@vms244.mailsrvcs.net> Hello all Most likely this idea has been hashed around before, but I have not found it, so I decided to write and get people's thoughts. I have the AH copy of RQ3, and in the creatures book, under Satyrs, it talks about the creatures using pipes and music as a focus for spirit magic spells. I was thinking of doing the same thing for players to create Bard like characters. Characters would need to succeed in an instrument roll, and then (I was thinking) a casting roll for every potential target in hearing range to see if they are affected. Bardic Spells would be kind of limited to things that seem appropriate (Fanaticism, Demoralize, Endurance, Befuddle, Control, Maybe even characteristic increases like glamor). I don't see music as being able to ignite swords or heal wounds. Once the music stopped the effects would wear off quickly. Have people done this sort of thing? What do you think would be appropriate in MP cost for a Music focus spell that has the potential to affect multiple targets. Should it have the normal MP cost? Double the MP cost? Normal MP cost +1 for each target affected? What is your opinion on using music as a focus? How best do you think it could work? Thanks MB From jurrubin at gmail.com Fri Jan 25 07:30:36 2008 From: jurrubin at gmail.com (David Smart) Date: Thu, 24 Jan 2008 14:30:36 -0600 Subject: [Rq-rules] Music as a Focus. In-Reply-To: <13108758.5799741201203702027.JavaMail.root@vms244.mailsrvcs.net> References: <13108758.5799741201203702027.JavaMail.root@vms244.mailsrvcs.net> Message-ID: <1c92296e0801241230q2c361c1br5747efd7f54e41e3@mail.gmail.com> I like providing a spell-casting bonus based on how well the appropriate skill rolls for Singing and Instrument Playing succeeded. Essentially, the foci act as skill enablers rather than as an MP modifier. The downside is failing provides no benefits while fumbling actually distracts the allies the bard was trying to help, may draw unwanted attention to the bard, or both. Mages can also use gestures and chants to improve their spell-casting abilities but most don't since it also tends to have the effect of yelling "Hey! I'm a high priority target!". Well, that, and it can harm one's reputation amongst one's peers (i.e. it ain't cool). David On Jan 24, 2008 1:41 PM, wrote: > > > What is your opinion on using music as a focus? How best do you think it > could work? > > Thanks > MB > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080124/55afbf77/attachment.html From IQuinn at surewest.net Fri Jan 25 09:52:14 2008 From: IQuinn at surewest.net (Robert Hoffman) Date: Thu, 24 Jan 2008 14:52:14 -0800 Subject: [Rq-rules] Music as a Focus. In-Reply-To: <1c92296e0801241230q2c361c1br5747efd7f54e41e3@mail.gmail.com> Message-ID: <005501c85edb$c4687d10$6401a8c0@QUINNLAND> Yeah I agree the extra roll should be optional and it should only be as potential bonus to the final skill; having it required for success would only be frustrating particularly for spells already requiring pow vs pow break thru checks. I would have the gesture bonus increase intensity while the song / instrument bonus increase area of effect / number of targets. And while I agree it couldn't ignite swords performance art could definitely regenerate fatigue, and provide minor healing,. perhaps the later just requires successful play over 2-5 rounds before the benefit is received. Cheers, Bert -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of David Smart Sent: Thursday, January 24, 2008 12:31 PM To: Discussion of RuneQuest rules. Subject: Re: [Rq-rules] Music as a Focus. I like providing a spell-casting bonus based on how well the appropriate skill rolls for Singing and Instrument Playing succeeded. Essentially, the foci act as skill enablers rather than as an MP modifier. The downside is failing provides no benefits while fumbling actually distracts the allies the bard was trying to help, may draw unwanted attention to the bard, or both. Mages can also use gestures and chants to improve their spell-casting abilities but most don't since it also tends to have the effect of yelling "Hey! I'm a high priority target!". Well, that, and it can harm one's reputation amongst one's peers ( i.e. it ain't cool). David On Jan 24, 2008 1:41 PM, wrote: What is your opinion on using music as a focus? How best do you think it could work? Thanks MB -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080124/ba773bb4/attachment.html From soltakss at yahoo.com Fri Jan 25 22:54:53 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Fri, 25 Jan 2008 03:54:53 -0800 (PST) Subject: [Rq-rules] Music as a Focus Message-ID: <766514.31588.qm@web51007.mail.re2.yahoo.com> MB: > I have the AH copy of RQ3, and in the creatures book, under Satyrs, it talks about the creatures using > pipes and music as a focus for spirit magic spells. > I was thinking of doing the same thing for players to create Bard like characters. Characters would need > to succeed in an instrument roll, and then (I was thinking) a casting roll for every potential target in > hearing range to see if they are affected. Sounds like a reasonable idea. Perhaps you might not need a second roll for the effect to take place - it might just be a magical property of the Bardic character of his magical pipes or lyre or whatever. If you have a roll to make the music, a roll to make the magic and a POW vs POW roll it seems like a lot of rolls. > Bardic Spells would be kind of limited to things that seem appropriate (Fanaticism, Demoralize, > Endurance, Befuddle, Control, Maybe even characteristic increases like glamor). I don't see music as > being able to ignite swords or heal wounds. Once the music stopped the effects would wear off quickly. You could be very inventive with this and create different types of effects. I'd add Sleep, Convince and Manic Dance as common effects that I have seen in fairy tales and legends. Some effects might wear off quickly, others such as Sleep might still have an effect. > Have people done this sort of thing? What do you think would be appropriate in MP cost for a Music > focus spell that has the potential to affect multiple targets. Should it have the normal MP cost? Double > the MP cost? Normal MP cost +1 for each target affected? I haven't done it personally, but there's no reason why it wouldn't work. It's a common staple of folk tales after all. It should probably have a MP cost depending on the number of people affected and the duration of the magic. Perhaps 1 MP per person for every 10 rounds plus an additional amount for the type of effect, but I'd probably not have the additional amount jus tot keep it simple. > What is your opinion on using music as a focus? How best do you think it could work? It could work really well. You'd have to decide whether the magic came from the Bardic character or his instrument. Does he have a Magical Voice, Magical Heart, Magical Lyre, Magical Bagpipes or whatever? Where did the ability come from? Was it god-given, did he steal it by licking a roasted salmon or did he just find a magic item? Does he have a fixed set of magical effects or can he learn new ones? Is each effect tied to a specific tune so he has to learn new tunes to learn new effects? Are there any limitations - does it work on all species or just humans, what about tone-deaf people or people who hate music? Once you've worked out the basics, the rest will probably come out during play. But, it sounds like an excellent idea, very open and fluid, an interesting use of RQ. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080125/13ecc512/attachment.html From carpgachair at yahoo.com Sat Jan 26 03:12:49 2008 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 25 Jan 2008 08:12:49 -0800 (PST) Subject: [Rq-rules] Music as a Focus In-Reply-To: <766514.31588.qm@web51007.mail.re2.yahoo.com> Message-ID: <82004.39589.qm@web33504.mail.mud.yahoo.com> Fauns also have this ability, but without the rapist tendencies of satyrs. You might also examine Mozart's Magic Flute, where the hero has the protection of a flute and his sidekick has a glockenspiel for the same purpose. The music is great too. In Mythworld, at least, these are all combined in the Cast Resisted Magic roll, the magic of the instrument being considered potent enough to ensure the playing is correct for this purpose. The spell disipates as soon as the playing stops, affects only one individual target, but an additional target can be added each round while the spell still affects the previous ones (assuming the playing is continuous). An additional target resisting the spell does not affect previously enspelled. Each attempt does consume mana, the same as for any spell. Also in Mythworld, these are restricted to fauns and satyrs, and not available to "mere" entertainers. In systems with a separate bardic class (Mythworld has no classes, just occupations), it might be a totally separate talent, maybe even for higher levels only (at least initiate, if not knight and/or priest). Paul Cardwell --- Simon Phipp wrote: > MB: > > > I have the AH copy of RQ3, and in the creatures > book, under Satyrs, it talks about the creatures > using > > pipes and music as a focus for spirit magic > spells. > > > I was thinking of doing the same thing for players > to create Bard like characters. Characters would > need > > to succeed in an instrument roll, and then (I was > thinking) a casting roll for every potential target > in > > hearing range to see if they are affected. > > Sounds like a reasonable idea. Perhaps you might not > need a second roll for the effect to take place - it > might just be a magical property of the Bardic > character of his magical pipes or lyre or whatever. > If you have a roll to make the music, a roll to make > the magic and a POW vs POW roll it seems like a lot > of rolls. > > > Bardic Spells would be kind of limited to things > that seem appropriate (Fanaticism, Demoralize, > > Endurance, Befuddle, Control, Maybe even > characteristic increases like glamor). I don't see > music as > > being able to ignite swords or heal wounds. Once > the music stopped the effects would wear off > quickly. > > You could be very inventive with this and create > different types of effects. I'd add Sleep, Convince > and Manic Dance as common effects that I have seen > in fairy tales and legends. Some effects might wear > off quickly, others such as Sleep might still have > an effect. > > > Have people done this sort of thing? What do you > think would be appropriate in MP cost for a Music > > focus spell that has the potential to affect > multiple targets. Should it have the normal MP cost? > Double > > the MP cost? Normal MP cost +1 for each target > affected? > > I haven't done it personally, but there's no reason > why it wouldn't work. It's a common staple of folk > tales after all. > > It should probably have a MP cost depending on the > number of people affected and the duration of the > magic. Perhaps 1 MP per person for every 10 rounds > plus an additional amount for the type of effect, > but I'd probably not have the additional amount jus > tot keep it simple. > > > What is your opinion on using music as a focus? > How best do you think it could work? > > It could work really well. > > You'd have to decide whether the magic came from the > Bardic character or his instrument. Does he have a > Magical Voice, Magical Heart, Magical Lyre, Magical > Bagpipes or whatever? Where did the ability come > from? Was it god-given, did he steal it by licking a > roasted salmon or did he just find a magic item? > Does he have a fixed set of magical effects or can > he learn new ones? Is each effect tied to a specific > tune so he has to learn new tunes to learn new > effects? Are there any limitations - does it work on > all species or just humans, what about tone-deaf > people or people who hate music? > > Once you've worked out the basics, the rest will > probably come out during play. > > But, it sounds like an excellent idea, very open and > fluid, an interesting use of RQ. > > See Ya > > Simon> _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From tiggermb at verizon.net Sat Jan 26 11:51:09 2008 From: tiggermb at verizon.net (tiggermb at verizon.net) Date: Fri, 25 Jan 2008 18:51:09 -0600 (CST) Subject: [Rq-rules] Re: Music as a focus Message-ID: <566516.9269721201308669510.JavaMail.root@vms061.mailsrvcs.net> Thanks Paul! The Mythworld adaption of music as a focus makes a lot of sense. It's not less expensive than other forms of magic, but has a certain utility about it.Once you succeed and have a song working, you don't need to reroll to cast again, you only need to roll additional resists. I am tempted to think of the SONGS themselves as being magical. However, like a shamanic spell and focus, you can't just learn the song from anywhere. You have to learn it from a Bard who is fluent in the spell, spending time, effort and power to master the magic of the song. The requirements for learning Bardic songs could be tough enough so that few characters would have access to them. In this case, the Perform skill would be required to activate a song's magic. Maybe songs have a difficulty associated with them, -x% to Perform skill. They might be negatively affected by encumbrance (you ever try to play a guitar in full plate? I know I haven't, and I don't think I would want to try!) Now I have a framework if a player wants to play a Bard, should anyone in my group think of music as a focus for spells.. MB From clive.wickens at btopenworld.com Sun Jan 27 03:55:02 2008 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Sat, 26 Jan 2008 16:55:02 -0000 Subject: [Rq-rules] Re: music as a focus Message-ID: <000c01c8603c$320d8430$23d89456@sickboy> Tigger, You could also have music used as adjuncts for summoning spells, both for otherworldy creatures and for 'calling' earthly creatures. Etruscan shepherds were supposed to use pipes and flutes to magically call sheep and cattle to the byre etc and noblemen to call Hawks and hunting animals. probably all due to conditioned training in real life of course, but it's a nice idea for a magic effect as well. Stories and legends are on course stuffed replete with chanting and music at ceremonies to summon demons, elementals etc etc. Ta, Clive -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080126/05c22e80/attachment.html From tiggermb at verizon.net Wed Jan 30 07:04:31 2008 From: tiggermb at verizon.net (tiggermb at verizon.net) Date: Tue, 29 Jan 2008 14:04:31 -0600 (CST) Subject: [Rq-rules] Opportunity Attacks. Message-ID: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> Hello again! As you might have guessed from my previous post, I think I have convinced my normal RPG group to try a series of Runequest adventures based on the "Non-Human Centered World" idea. I am going to try the sheetless adventure ideal discussed before, so that they don't feel overwhelmed by the mechanics. As I prepare the characters and the Adventure, I am looking over the RQ3 rules, and I am coming up with the odd question... Here is todays!.. My copy of RQ3 states that players can take a type of "Opportunity Fire" melee, when someone passes close to them. Do GM's usually give this in PLACE of a normal attack or in ADDITION to a normal attack? I don't know how often this will come up in combat, but it happens in the D and D campaign that is currently being run, so I want to be prepared.. Thanks in Advance! MB From jurrubin at gmail.com Wed Jan 30 07:07:58 2008 From: jurrubin at gmail.com (David Smart) Date: Tue, 29 Jan 2008 14:07:58 -0600 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> References: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> Message-ID: <1c92296e0801291207nda12bcm3a2328cf9b3f488a@mail.gmail.com> My understanding is it replaces one's normal attack. That is, when it's the player's turn to act, they defer to act in order to look for an opportunity later in the round to get an immediate attack. David On Jan 29, 2008 2:04 PM, wrote: > Hello again! > > As you might have guessed from my previous post, I think I have convinced > my normal RPG group to try a series of Runequest adventures based on the > "Non-Human Centered World" idea. I am going to try the sheetless adventure > ideal discussed before, so that they don't feel overwhelmed by the > mechanics. As I prepare the characters and the Adventure, I am looking over > the RQ3 rules, and I am coming up with the odd question... > > Here is todays!.. > > My copy of RQ3 states that players can take a type of "Opportunity Fire" > melee, when someone passes close to them. > > Do GM's usually give this in PLACE of a normal attack or in ADDITION to a > normal attack? > > I don't know how often this will come up in combat, but it happens in the > D and D campaign that is currently being run, so I want to be prepared.. > > Thanks in Advance! > > MB > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080129/442ff467/attachment.html From stolenbjorn at hotmail.com Wed Jan 30 19:42:43 2008 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 30 Jan 2008 08:42:43 +0000 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> References: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> Message-ID: I don't know anything about how this rule is meant to function, but as someone have explained why you only have roughly 3 actions in 10 seconds because, you spend the rest of the time manouvering and sparring, searching for openings, I'd say that if someone runs past you and is unaware of you, then you could spend 1SR doing the attack. But if the one passing by you is aware of you and have his guard open, I'd say that you should not be allowed a "oppertunity attack". When I fight in battles with several people on each side, the most efficiant (and safe) way to take out opponents, is to get behind them when they're unaware of you, then cut their backs. I know of several instances where one single person have taken out 5 people in just as many seconds while running past them behind them, while they were fighting someone in front of them. I know that it's harder to do a real killing blow, than just the tapping with a blunt sword against someones buttocs while running past, but in the same time, it illustrates how crucial factor awareness is in a fight. It's just the same in modern warfare. When I was in the army, and we fought fights with laser attached to the rifles, the sniper usually took out as many people as the MG (if he managed to get into a good position without beeing discovered, and waited to start firing until the rest of his unit had commenced fire, so that the sound of his rifle wasn't noticed). > Date: Tue, 29 Jan 2008 14:04:31 -0600> From: tiggermb at verizon.net> To: rq-rules at crashbox.com> Subject: [Rq-rules] Opportunity Attacks.> > Hello again! > > As you might have guessed from my previous post, I think I have convinced my normal RPG group to try a series of Runequest adventures based on the "Non-Human Centered World" idea. I am going to try the sheetless adventure ideal discussed before, so that they don't feel overwhelmed by the mechanics. As I prepare the characters and the Adventure, I am looking over the RQ3 rules, and I am coming up with the odd question...> > Here is todays!..> > My copy of RQ3 states that players can take a type of "Opportunity Fire" melee, when someone passes close to them.> > Do GM's usually give this in PLACE of a normal attack or in ADDITION to a normal attack?> > I don't know how often this will come up in combat, but it happens in the D and D campaign that is currently being run, so I want to be prepared..> > Thanks in Advance!> > MB> > > _______________________________________________> RQ-Rules mailing list> RQ-Rules at crashbox.com> http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080130/5df8092d/attachment.html From mason.bruce at gmail.com Thu Jan 31 04:39:51 2008 From: mason.bruce at gmail.com (Bruce Mason) Date: Wed, 30 Jan 2008 17:39:51 +0000 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <1c92296e0801291207nda12bcm3a2328cf9b3f488a@mail.gmail.com> References: <21833841.553771201637072225.JavaMail.root@vms246.mailsrvcs.net> <1c92296e0801291207nda12bcm3a2328cf9b3f488a@mail.gmail.com> Message-ID: <5f3990080801300939u7d55258bta0f8efa1eb76b073@mail.gmail.com> I always ran it as a replacement and had to persuade people that SRs were abstract so if someone ran past them on SR3 then they could still attack on SR3 unless they were doing something else (e.g. combining movement and attacks themselves). It is actually one of the weaker elements of RQ3. These days I would be much more tempted, if I were still running RQ3, to say that each player has one action and one reaction or no actions and two reactions per melee round. Reactions are parries and dodges, actions are everything else. An "opportunity" attack would, then, replace one of your reactions and occurs on the SR it occurs on. It's not that much different to how RQ3 actually works. On 29/01/2008, David Smart wrote: > > My understanding is it replaces one's normal attack. That is, when it's > the player's turn to act, they defer to act in order to look for an > opportunity later in the round to get an immediate attack. > > David > > On Jan 29, 2008 2:04 PM, wrote: > > > Hello again! > > > > As you might have guessed from my previous post, I think I have > > convinced my normal RPG group to try a series of Runequest adventures based > > on the "Non-Human Centered World" idea. I am going to try the sheetless > > adventure ideal discussed before, so that they don't feel overwhelmed by the > > mechanics. As I prepare the characters and the Adventure, I am looking over > > the RQ3 rules, and I am coming up with the odd question... > > > > Here is todays!.. > > > > My copy of RQ3 states that players can take a type of "Opportunity Fire" > > melee, when someone passes close to them. > > > > Do GM's usually give this in PLACE of a normal attack or in ADDITION to > > a normal attack? > > > > I don't know how often this will come up in combat, but it happens in > > the D and D campaign that is currently being run, so I want to be prepared.. > > > > Thanks in Advance! > > > > MB > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080130/324b26c2/attachment.html From steve at limitedchaos.com Thu Jan 31 05:05:27 2008 From: steve at limitedchaos.com (steve at limitedchaos.com) Date: Wed, 30 Jan 2008 11:05:27 -0700 Subject: [Rq-rules] Opportunity Attacks. Message-ID: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a.wbe@email.secureserver.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080130/d4fed8da/attachment.html