Subject: RQ Digest Discussion #3 Ed's note: According to "Troll Ruins", Chaosium owns both the trademarks and the copyrights to RuneQuest. -------------------- From: bell@cs.unc.edu (Andrew Bell) Subject: RQ Companion I believe I can obtain exactly one copy of the RQ Companion for about $8. (They had two, and I got myself one) Anyone interested in it? Assuming I get multiple "yes"es, I'll randomly select a winner. Send me e-mail. -------------------- From: paul@venus.phyast.pitt.edu (Paul Reilly) Subject: Re: RQ discussion 2 I like the idea of different people publishing their Guides to various places. I sent in such for Ashford (in the Blank Land of Retrint) and Perfe (on the Janube River.) I am working on some for Sog City, Einpor, Nolos, and Telmoria. I would like to see what other people have on these regions and especially on the Telmori, if anything. Other things: melee rules discussion, magic rules discussion, etc. are always interesting. History of the Third Age would be interesting (often spotty compared to the Second Age history given in official sources.) Rules we have experimented with: Damage: Death is assessed at the end of the round. The dying character gets a (CON - "extra damage beyond HP") * 5 roll to survive into the next round. This gives some chance for healing and gives characters with both hands lopped off, etc., some chance to survive, as many people have in real life with two lost limbs. Strengthening enchantment: The "systemic" strengthening enchantment is very powerful when interpreted as just adding to the hit points of a character. For 6 points of enchantment the character can essentially double their hit points and hit points per location, etc. NPCs created with several points of the official version of Strengthening Enchantment have proven almost impossible to take down, etc. A weaker version is an enchantment that gives characters a sort of negative hit point reservoir. This enchantment basically ties the soul down to the body a little harder, so the recipient is just not as likely to give up the ghost. Assess the physical effects of damage as per the original hit point, e.g. limbs lost, etc., but use the points provided by the enchantment as a reservoir for retained functionality or life; thus a person with enough Strengthening Enchantment could get their head cut off and still live, healing it back on. This produces a very nice effect when describing fights to players attacking NPCs with a lot of Strengthening Enchantment ("You cut off his head. He picks it up and puts it back on..") but allows them to be defeated by hacking them apart like zombies. -------------------- From: Kirsten K. Niemann Subject: Re: RQ discussion 2 Gee, I thought something like this came up already. I am certainly in favor of it. My preference is decidedly for more cultural & world info and less mech-talk. Martin's prax stuff is a good example. There is a level of detail necessary to run a colorful world that is above the level practical for publication. I think the digest is a great medium for filling that void. [Ed's note: the latest issues certainly have been leaning in the direction of campaign-style material. I have no objections to either type of article dominating, I just publish what I get...] -------------------- From: "Steven A. Schrader 865 - 2160" Subject: Re: RQ discussion 1 >Subject: RQ Digest Discussion > >The distance one can Throw an object seems a little short. Has anyone >worked out a better calculation? What I worked out is the following. I figured that with thrown weapons becoming better allows you to be more accurate at a greater distance. So I calculated the person's effective maximum. This is a distance at which they are 100% to hit the point they aim at (+ or - 0.5 m). This was figured by their % times the Maximum distance in the book. IN other words for a person with a 75% Throw, and an 16 Str, this distance was 12 m (16*0.75). Now if they fire at someone 12 meters away they have a 100% chance to hit the hit location of their choice. Now for each +/- 10% of that range, they add +/- 10%. Therefore, their range is 12 +/- 1.2 m. Now a person who is 3 meters from them is 8 bands away, meaning they add 80% to hit. This would give them a 180% Chance (It *IS* kinda hard to miss someone close enough to smell your breath!). If they were 20m away, then they would have a 30% chance to hit. This system increased the maximum distances somewhat, and allowed for deadlier accuracy with firing weapons. Now, someone pointing a loaded crossbow at your head 2 meters away is something to worry about! -------------------- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc.