From pmaranci at gmail.com  Tue Jul 15 17:18:14 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Tue, 15 Jul 2008 13:18:14 -0400
Subject: [Runequest] Using RQ rules for a sheetless game
Message-ID: <aa2df9f20807151018q17b22e1bn4e2d24a9e5df3725@mail.gmail.com>

I'm in the process of writing an article for my RQ site about sheetless
roleplaying; that's a variant form of traditional roleplaying in which
players don't get character sheets. Instead, the GM handles all the
mechanics. For groups that really like to get into character, the result can
be a VERY immersive  and intense campaign.

I've run such games using RuneQuest III rules. But the problem is that a
sheetless game puts a *huge* burden on the GM. It's definitely a lot more
work! There's also the issue of giving players control (and as importantly,
the *feeling* of control) over their actions. In my experience, allowing
players to make d100 rolls for combat usually works out pretty well.

But the system has to be simplified. So I've been thinking of using this
mechanism:

Attack/Defense are combined into a single percentile skill. At the beginning
of each round the player may choose one of the following options:

 - All-out attack - attack % is doubled, no defense possible

 - Aggresive - attack % is increased x 1.5 (i.e. it gets a 50% bonus),
defense halved

 - Neutral stance - attack and defend as normal

 - Defensive - attack % halved, defense % x 1.5

 - All-out defense - Defense % doubled, no attack

What do you think, sirs? Obviously there are a number of other ramifications
that would need to be addressed. There would be bonuses for intelligent use
of terrain and other circumstances, for one thing. Use of an unfamiliar
weapon or method of defense would result in a penalty to the skill. Etc.,
etc.

->Peter

-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080715/4ce7c39f/attachment.htm>

From pmaranci at gmail.com  Tue Jul 15 17:28:42 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Tue, 15 Jul 2008 13:28:42 -0400
Subject: [Runequest] Site update & overcoming/resistance
Message-ID: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>

Sorry to do two posts in such quick succession, but I've been getting a lot
of RQ-related ideas lately. Partly that's because the political situation
here in the US is so bad that I've been working on my long-neglected RQ
site, just to distract myself.

If anyone is interested, I've posted nine old APA zines which were
originally written for The Wild Hunt APA; there's a fairly large amount of
RuneQuest-specific stuff in them. They can be found on the Zines section of
my site (the link's in my sig). All of the zines have been freshly
annotated. I'm currently working on annotating a 31-page zine which will go
up soon - and I'm working on the article I mentioned in my previous post,
too.

Anyway, there's an issue that we've discussed here in the past, I think, and
it's still nagging me: overcoming and resistance, as they pertain to hostile
spells (and possibly spirit combat, too). There's been some debate over
whether they should be based on POW or on Magic Points, to use RQIII
terminology.

My latest thought was that perhaps it would make sense to base overcoming
and resistance on a combination of *both* - POW plus current MP. That way
being low on MP would have an impact on your ability to overcome others (and
to resist the spells of enemies) while not making the use of personal magic
points so prohibitively dangerous.

Or would it be better to retain a strong incentive for combat spell-casters
to get magic point storage crystals, matrices, familiars, bound spirits,
and/or allied spirits?

->Peter

-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080715/0bf8d990/attachment.htm>

From jurrubin at gmail.com  Tue Jul 15 18:08:19 2008
From: jurrubin at gmail.com (David Smart)
Date: Tue, 15 Jul 2008 13:08:19 -0500
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
Message-ID: <1c92296e0807151108w33414d74u701e9862c9d2b0db@mail.gmail.com>

I'm thinking using POW plus current MP still provides a strong incentive for
gathering other sources of MPs. Using POW only, IMO, would be a disincentive
while using MPs only would make magic use a form of suicide.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080715/d69eaa89/attachment.htm>

From pmaranci at gmail.com  Tue Jul 15 18:20:18 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Tue, 15 Jul 2008 14:20:18 -0400
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <1c92296e0807151108w33414d74u701e9862c9d2b0db@mail.gmail.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<1c92296e0807151108w33414d74u701e9862c9d2b0db@mail.gmail.com>
Message-ID: <aa2df9f20807151120m1eb2b62ew152a5dcdf99814f5@mail.gmail.com>

I wonder what the ramifications would be in spirit combat? I assume that
once MPs dropped to zero, the loser would be unconscious and therefore
completely possessable/bindable. But I have a feeling that I may be missing
something...

On 7/15/08, David Smart <jurrubin at gmail.com> wrote:
>
> I'm thinking using POW plus current MP still provides a strong incentive
> for gathering other sources of MPs. Using POW only, IMO, would be a
> disincentive while using MPs only would make magic use a form of suicide.
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>


-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080715/c16a9ebf/attachment.htm>

From shaw at caprica.com  Tue Jul 15 19:32:40 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Tue, 15 Jul 2008 12:32:40 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.co
 m>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080715123151.034882c0@caprica.com>


>My latest thought was that perhaps it would make sense to base 
>overcoming and resistance on a combination of *both* - POW plus 
>current MP. That way being low on MP would have an impact on your 
>ability to overcome others (and to resist the spells of enemies) 
>while not making the use of personal magic points so prohibitively dangerous.

If you were going to do this, I'd average rather than total them, 
since the latter would have the effect of widening the gap between 
weaker and stronger POW characters, and that's probably not benign.




From shaw at caprica.com  Tue Jul 15 19:34:09 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Tue, 15 Jul 2008 12:34:09 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <1c92296e0807151108w33414d74u701e9862c9d2b0db@mail.gmail.co
 m>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<1c92296e0807151108w33414d74u701e9862c9d2b0db@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080715123254.0349fc38@caprica.com>

At 11:08 AM 7/15/2008, you wrote:
>I'm thinking using POW plus current MP still provides a strong 
>incentive for gathering other sources of MPs. Using POW only, IMO, 
>would be a disincentive while using MPs only would make magic use a 
>form of suicide.

That's only true if you're expecting really problematic enemy 
spellcasters; that was the way we always played in in RQ3, and while 
it wasn't loveable, being more vulnerable to Disruption or Demoralize 
wasn't enough of a counterinincentive to not put up your Bladesharp 
and Shimmer.  It just meant you wanted to acquire magic point storage 
as soon as practical.






From dave at difference.com.au  Wed Jul 16 06:14:41 2008
From: dave at difference.com.au (David Cake)
Date: Wed, 16 Jul 2008 15:44:41 +0930
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
Message-ID: <p0624080cc4a33253fca6@[192.168.1.2]>

At 1:28 PM -0400 15/7/08, Peter Maranci wrote:
>My latest thought was that perhaps it would make sense to base 
>overcoming and resistance on a combination of *both* - POW plus 
>current MP. That way being low on MP would have an impact on your 
>ability to overcome others (and to resist the spells of enemies) 
>while not making the use of personal magic points so prohibitively 
>dangerous.
>

	One issue I can see with this is, if you use the standard 
resistance table, this would effectively double the effects of any 
starting differences - ie each poing of POW gives you a 1 pt 
advantage in POW plus a 1 point advantage in base MP. So the 
'overwhelming'95%/5% success rate is reached when you have 5 pt 
advantage in starting POW, rather than 10, which seems to me to be 
much too easy. So perhaps base it on (POW + MP)/2.


>Or would it be better to retain a strong incentive for combat 
>spell-casters to get magic point storage crystals, matrices, 
>familiars, bound spirits, and/or allied spirits?

	There is always a strong incentive to get these, IMO! And if 
you look at things like old RQ2 stats, or high level NPCs statted out 
for RQ3, its very common to have enormous amounts of bound spirits 
etc. The MP + POW mechanic still gives a huge incentive for people to 
get some MP storage - as I expect the tactic of the professional 
caster/sirit combatant will be to endeavour to never have to dip into 
their own native MP for casting if they can ever help it.

	Just as aside, one interesting mechanic in relation to this 
was the Ki Powers in Land of Ninja, which always drew any magic 
points needed from the casters own, note from storage. It was an 
interesting mechanic.
	In my own homebrew rules for high powered RuneQuest, Ki 
powers were a common beginning hero power (known by different names 
for diferent cultures), and very rare Mastery rune related items 
(crystals, etc) could provide MPs that would also power Ki powers.
	Cheers
		David





From shaw at caprica.com  Wed Jul 16 17:40:37 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Wed, 16 Jul 2008 10:40:37 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <p0624080cc4a33253fca6@[192.168.1.2]>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@[192.168.1.2]>
Message-ID: <7.0.1.0.1.20080716103906.034d8e48@caprica.com>


>         One issue I can see with this is, if you use the standard
>resistance table, this would effectively double the effects of any
>starting differences - ie each poing of POW gives you a 1 pt
>advantage in POW plus a 1 point advantage in base MP. So the
>'overwhelming'95%/5% success rate is reached when you have 5 pt
>advantage in starting POW, rather than 10, which seems to me to be
>much too easy. So perhaps base it on (POW + MP)/2.

Great minds...


>         There is always a strong incentive to get these, IMO! And if
>you look at things like old RQ2 stats, or high level NPCs statted out
>for RQ3, its very common to have enormous amounts of bound spirits
>etc. The MP + POW mechanic still gives a huge incentive for people to

Yeah, Power Spirits were almost the coin of the realm.







From pmaranci at gmail.com  Thu Jul 17 19:49:25 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Thu, 17 Jul 2008 15:49:25 -0400
Subject: [Runequest] RQ Con 1 writeup
Message-ID: <aa2df9f20807171249p9409784h1b0d6afd40a571f5@mail.gmail.com>

Sorry to come back with another post on this subject - this will be the last
for a while - but I just posted an old zine that features a nine-page
writeup of the first RuneQuest Con. That's the one that was held in
Baltimore in February 1994, during that bizarre cold snap. Here's a direct
link to the PDF: http://www.maranci.net/rr20.pdf

Um, if you wrote or GMed the "Home of the Bold" LARP at the con, you might
prefer not to read pages 6-8.

->Peter

-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080717/5fb8d880/attachment.htm>

From jurrubin at gmail.com  Thu Jul 17 22:23:56 2008
From: jurrubin at gmail.com (David Smart)
Date: Thu, 17 Jul 2008 17:23:56 -0500
Subject: [Runequest] RQ Con 1 writeup
In-Reply-To: <aa2df9f20807171249p9409784h1b0d6afd40a571f5@mail.gmail.com>
References: <aa2df9f20807171249p9409784h1b0d6afd40a571f5@mail.gmail.com>
Message-ID: <1c92296e0807171523g7373818aud4fc23b647ef3763@mail.gmail.com>

Very cool, Peter. A nice walk down Memory Lane to the days when I started
playing RQ. Thank you for making it available.

On Thu, Jul 17, 2008 at 2:49 PM, Peter Maranci <pmaranci at gmail.com> wrote:

> Sorry to come back with another post on this subject - this will be the
> last for a while - but I just posted an old zine that features a nine-page
> writeup of the first RuneQuest Con. That's the one that was held in
> Baltimore in February 1994, during that bizarre cold snap. Here's a direct
> link to the PDF: http://www.maranci.net/rr20.pdf
>
> Um, if you wrote or GMed the "Home of the Bold" LARP at the con, you might
> prefer not to read pages 6-8.
>
> ->Peter
>
> --
> Peter Maranci - pmaranci at gmail.com
> Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
> The Diary of A Simple Man: http://bobquasit.livejournal.com/
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080717/447da9b5/attachment.htm>

From steve at limitedchaos.com  Thu Jul 17 23:06:20 2008
From: steve at limitedchaos.com (steve at limitedchaos.com)
Date: Thu, 17 Jul 2008 16:06:20 -0700
Subject: [Runequest] SPQR Actually being worked on
Message-ID: <20080717160620.6f055db5b52674836533fcb6c06185d4.190ecd2e63.wbe@email.secureserver.net>

An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080717/8c8a3f50/attachment.htm>

From lancelot at inetnebr.com  Sun Jul 20 15:52:12 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Sun, 20 Jul 2008 10:52:12 -0500
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <7.0.1.0.1.20080716103906.034d8e48@caprica.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>	<p0624080cc4a33253fca6@[192.168.1.2]>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
Message-ID: <48835F2C.7060105@inetnebr.com>

Wayne Shaw wrote:
>>         One issue I can see with this is, if you use the standard
>> resistance table, this would effectively double the effects of any
>> starting differences - ie each poing of POW gives you a 1 pt
>> advantage in POW plus a 1 point advantage in base MP. So the
>> 'overwhelming'95%/5% success rate is reached when you have 5 pt
>> advantage in starting POW, rather than 10, which seems to me to be
>> much too easy. So perhaps base it on (POW + MP)/2.
>>     
>
> Great minds...
>
>   
I agree that keeps it better under control.. but it is worth while to 
consider.. Maybe one might
want those at an advantage to be more  overwhelming than so// perhaps 
spirit combat
 is too slow for you? this might be a question of taste.
Normal weapon combat can be awefully fast and dramatic in comparision  
(also d3 can seem
 like a couple of old ladies smacking each other with purses).
<insert  favorite methods for making spirit combat "wicked" />

Does spirit combat happen enough for this to be significant? or is it 
just magic resistance ?
I admit I have thought spirit combat a cool feature under used.
I think it should be a Wizards duel thing alah Ars Magica Hermetic one 
on ones

The pure undivided method would make it even more significant that you 
arrange the conflict for when they
ARE fatigued  and you are NOT or make them think you are probably 
fatigued when you are not.
. any advantage gained will indeed be more extreme... and more obviously 
worth the conniving
and work to arrange it.

AND

I know people who find even dividing by 2, (especially since mp may be 
changing all the time)
a distraction. Percentiles can often be "sold" to people who are 
otherwize less than
disinterested in math but they do accept that percentages have meaning 
and that is
a definite advantage for "broad" the saleability of BRP.

Any way just thinking about  the less mechanically safe alternative and 
its impact on the feel of
play. And Wondering if the Mythic Europe of Ars Magica has been 
converted to ... RuneQuest
 






From shaw at caprica.com  Sun Jul 20 17:32:37 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Sun, 20 Jul 2008 10:32:37 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <48835F2C.7060105@inetnebr.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@[192.168.1.2]>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
Message-ID: <7.0.1.0.1.20080720103004.0347f638@caprica.com>


>Does spirit combat happen enough for this to be significant? or is it
>just magic resistance ?

Hard to say; in all the RQ games I ever saw, there was quite a bit of 
spirit combat, since spirits were a virtual necessity as a source of 
magic points, and those were a necessity for real magical potency.  I 
can't say how universal this was.

I know people who find even dividing by 2, (especially since mp may be
>changing all the time)
>a distraction. Percentiles can often be "sold" to people who are

Well, to be bluntly honest, people who are so math phobic as to be 
unwilling to divide by two and round are more math phobic than I want 
to typically deal with in an RPG; they aren't liable to like 
modifiers and such either at that point.






From steve at limitedchaos.com  Sun Jul 20 20:12:38 2008
From: steve at limitedchaos.com (Steve Perrin)
Date: Sun, 20 Jul 2008 13:12:38 -0700
Subject: [Runequest] Site update & overcoming/resistance
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com><p0624080cc4a33253fca6@[192.168.1.2]><7.0.1.0.1.20080716103906.034d8e48@caprica.com><48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
Message-ID: <6F1340BD227747C0B9FDAC8EDCDF5FCA@stephenf90fc43>

C'mon Wayne, I have sat there and watched you go "C'mon Wayne (talking to 
yourself) I can do math." while you try to figure out a total with a 
modifier in many many games.

We are all getting older, and farther away from our last encounters with 
elementary school math. Those brain cells start dying.

This is why SPQR is getting away from %ile modifiers and going to # of 
successes. It makes it easier for the GM, particularly, but the players as 
well.

Steve

----- Original Message ----- 
From: "Wayne Shaw" <shaw at caprica.com>
To: "RuneQuest Rules" <runequest at rpgreview.net>
Sent: Sunday, July 20, 2008 10:32 AM
Subject: Re: [Runequest] Site update & overcoming/resistance


>
>>Does spirit combat happen enough for this to be significant? or is it
>>just magic resistance ?
>
> Hard to say; in all the RQ games I ever saw, there was quite a bit of
> spirit combat, since spirits were a virtual necessity as a source of
> magic points, and those were a necessity for real magical potency.  I
> can't say how universal this was.
>
> I know people who find even dividing by 2, (especially since mp may be
>>changing all the time)
>>a distraction. Percentiles can often be "sold" to people who are
>
> Well, to be bluntly honest, people who are so math phobic as to be
> unwilling to divide by two and round are more math phobic than I want
> to typically deal with in an RPG; they aren't liable to like
> modifiers and such either at that point.
>
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
> 




From lancelot at inetnebr.com  Sun Jul 20 23:21:01 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Sun, 20 Jul 2008 18:21:01 -0500
Subject: [Runequest] Spirit Combat keeping it interesting and not just a
 character equipment stage
In-Reply-To: <7.0.1.0.1.20080720103004.0347f638@caprica.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>	<p0624080cc4a33253fca6@[192.168.1.2]>	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
Message-ID: <4883C85D.6020308@inetnebr.com>

Wayne Shaw wrote:
>> Does spirit combat happen enough for this to be significant? or is it
>> just magic resistance ?
>>     
>
> Hard to say; in all the RQ games I ever saw, there was quite a bit of 
> spirit combat, since spirits were a virtual necessity as a source of 
> magic points, and those were a necessity for real magical potency.  I 
> can't say how universal this was
>   
For me this does bring up the question
What do people do to make or keep spirit conflict interesting?

Ever had a character possessed by one of those magic point repositories 
;-) 

I have always liked the idea of giving a form of STR bonus based on POW 
in spirit conflict.
but couldnt think of a good... way to prevent excessive benefit from POW
its the offense its the defense its everything to spirit conflict.... 
maybe if your game has SAN
for the mental health and balance and use INT for targetting like effect.
No I dont really want to diverge from the resistance tables elegance too 
far.


 




From lancelot at inetnebr.com  Mon Jul 21 01:22:04 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Sun, 20 Jul 2008 20:22:04 -0500
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <7.0.1.0.1.20080720103004.0347f638@caprica.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>	<p0624080cc4a33253fca6@[192.168.1.2]>	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
Message-ID: <4883E4BC.8030007@inetnebr.com>

Wayne Shaw wrote:
> Well, to be bluntly honest, people who are so math phobic
Arguing extremes are we?... note I said the division level of math 
became distracting ...you may
equate this with "A little bit too work like,,," 

I think if they have to do it every round of a reasonably common form of 
conflict then
you the game designer or game hacker might have to justify why it was 
necessary

NOTE .. Doing even more complex math becomes viable if you can do it 
each time a character
achieves advancement in skill or similar infrequency.
>  as to be 
> unwilling to divide by two and round are more math phobic than I want 
> to typically deal with in an RPG; 
I minored in physics and yearn to use sqrt to calculate movement speeds 
relative to weight carried
 and jump distances that relate to leg press weights and leg length and 
similar things so
 I may be bad at presenting the argument...

There was what I would call a horrific discussion against using 
subtraction in FATE a few months
ago... yes it freaked me out. How could anyone argue that subtraction 
was harder than addition.
in any significant fashion!!!!  

> they aren't liable to like 
> modifiers and such either at that point.
Some like the idea that their descriptions had an impact in the form of 
modifiers
and could easily bring RuneQuests percentile mechanics into their heads 
without
it ever distracting from the action and still not care one hill of beans 
if it was 3
percentiles or 7 percentiles that higher ground added to their chances 
it ends up
something the GM deals with.







From gazza666 at gmail.com  Mon Jul 21 01:50:17 2008
From: gazza666 at gmail.com (Gary Sturgess)
Date: Mon, 21 Jul 2008 09:50:17 +0800
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <4883E4BC.8030007@inetnebr.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@192.168.1.2>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
	<4883E4BC.8030007@inetnebr.com>
Message-ID: <9ebd81400807201850p61bb3eb1r182ef0e0fd08e3e6@mail.gmail.com>

2008/7/21 Lance Dyas <lancelot at inetnebr.com>:
> Wayne Shaw wrote:
>> Well, to be bluntly honest, people who are so math phobic

You could just modify the resistance table to be +/- 2.5%, and then
just add POW + MP. No division involved then, though it is replaced
with the questionable decision of a unique table.
-- 
GAZZA



From lancelot at inetnebr.com  Mon Jul 21 03:05:13 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Sun, 20 Jul 2008 22:05:13 -0500
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <9ebd81400807201850p61bb3eb1r182ef0e0fd08e3e6@mail.gmail.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>	<p0624080cc4a33253fca6@192.168.1.2>	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>	<48835F2C.7060105@inetnebr.com>	<7.0.1.0.1.20080720103004.0347f638@caprica.com>	<4883E4BC.8030007@inetnebr.com>
	<9ebd81400807201850p61bb3eb1r182ef0e0fd08e3e6@mail.gmail.com>
Message-ID: <4883FCE9.40009@inetnebr.com>

Gary Sturgess wrote:
> 2008/7/21 Lance Dyas <lancelot at inetnebr.com>:
>   
>> Wayne Shaw wrote:
>>     
>>> Well, to be bluntly honest, people who are so math phobic
>>>       
>
> You could just modify the resistance table to be +/- 2.5%, and then
> just add POW + MP. No division involved then, though it is replaced
> with the questionable decision of a unique table.
>   

Or not so unique of table.  This resistance table might frequently be 
used with duo factors

In other words if its worth doing for
spirit combat.
POW + MP?

maybe arm wrestle
with STR + FP? 
???

Shrug





From alanjrichards at googlemail.com  Mon Jul 21 07:17:32 2008
From: alanjrichards at googlemail.com (alan richards)
Date: Mon, 21 Jul 2008 08:17:32 +0100
Subject: [Runequest] POW or MP
Message-ID: <50a0ed550807210017t241064e9v3629b0b7ca4e8631@mail.gmail.com>

This is a bit of the top of head and muddled so please edit as you read.

I cut my teeth on Dragon Warriors and thence Stormbringer where the
resistance roll were both using fixed values. (Magical Attack vs Magical
Defence in DW and Pow v Pow in SB)

I never liked the Magic Point vs Magic Point in RQ and have neve used it
when RUNNING (when playing I have to wind my neck in and do as GM says of
course)

Could one:
Use Pow vs. Pow but have the option of burning Magic Points to augment Pow
for that contest.


So if I really need to Palsy the Giant I can burn 10 MP to add 50%iles to my
chance of success.

And likewise if I really do not want to have my Spirit Severed (and who
does?) burn 10MP to resist the grinning maniacal Humakti Drake.

Taking a leaf from Shadowrun I could burn my MPs to add to the resistance
chance of all of my chums (maybe only those within my* Luck*m of me?)

Taking a further leaf from DW Physically attacking spells (Disrupt,
Lightning, Thunderbolt, et al that Dw calls indirect-attack spells) the
catser makes a DEX vs DEX resistance roll. With the option of boosting with
extra MP  to make the attack faster and harder to dodge.


Al
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080721/9c87076b/attachment.htm>

From steve at limitedchaos.com  Mon Jul 21 07:33:18 2008
From: steve at limitedchaos.com (Steve Perrin)
Date: Mon, 21 Jul 2008 00:33:18 -0700
Subject: [Runequest] POW or MP
References: <50a0ed550807210017t241064e9v3629b0b7ca4e8631@mail.gmail.com>
Message-ID: <3EF366B96FD64F5BA40BD0FDDC7A5FFD@stephenf90fc43>

Some good stuff here. Have you tried any of it?

Steve
  ----- Original Message ----- 
  From: alan richards 
  To: runequest at rpgreview.net 
  Sent: Monday, July 21, 2008 12:17 AM
  Subject: Re: [Runequest] POW or MP


  This is a bit of the top of head and muddled so please edit as you read.

  I cut my teeth on Dragon Warriors and thence Stormbringer where the resistance roll were both using fixed values. (Magical Attack vs Magical Defence in DW and Pow v Pow in SB)

  I never liked the Magic Point vs Magic Point in RQ and have neve used it when RUNNING (when playing I have to wind my neck in and do as GM says of course)

  Could one:
  Use Pow vs. Pow but have the option of burning Magic Points to augment Pow for that contest.


  So if I really need to Palsy the Giant I can burn 10 MP to add 50%iles to my chance of success.

  And likewise if I really do not want to have my Spirit Severed (and who does?) burn 10MP to resist the grinning maniacal Humakti Drake.

  Taking a leaf from Shadowrun I could burn my MPs to add to the resistance chance of all of my chums (maybe only those within my Luckm of me?) 

  Taking a further leaf from DW Physically attacking spells (Disrupt, Lightning, Thunderbolt, et al that Dw calls indirect-attack spells) the catser makes a DEX vs DEX resistance roll. With the option of boosting with extra MP  to make the attack faster and harder to dodge. 


  Al



------------------------------------------------------------------------------


  _______________________________________________
  Runequest mailing list
  Runequest at rpgreview.net
  http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080721/decd843c/attachment.htm>

From lancelot at inetnebr.com  Mon Jul 21 12:12:50 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Mon, 21 Jul 2008 07:12:50 -0500
Subject: [Runequest] POW or MP
In-Reply-To: <50a0ed550807210017t241064e9v3629b0b7ca4e8631@mail.gmail.com>
References: <50a0ed550807210017t241064e9v3629b0b7ca4e8631@mail.gmail.com>
Message-ID: <48847D42.9020201@inetnebr.com>

Love extra choices.. and adds interest to magic resistance process.

One impact is that those mp batteries can let you blow through 
resistance fast.. instead of wearing it out
kind of a balanced option since in some cases the points are wasted and 
this lets you fatigue your casting ability faster.

Being able to spend mp on your resistance as a choice feels very enabling
If everyone can do this.. maybe you have to make a magical perception roll
 to be able to apply the MP defensively

Allocating magic points towards penetration or warding.
in some ways it feels like raw magic use without need for a spell. hmmm ?
I always liked magical skills...

And maybe it takes a skill roll for the Art of Penetration to be used to
increase the spells effect versus resistance.

Or what about Having 2 Magical skills which could improve
the efficiency of MP spent. One on Penetration and another could
 improve the efficiency when spent on Warding.

Or how about other less generic effects
Binding Chaos into a spells casting makes it slippery and penalizes the 
casting
chance... but makes it harder to grasp by your enemy... it also makes 
spell failure wierd.

Your ideas do inspire me

alan richards wrote:
> This is a bit of the top of head and muddled so please edit as you read.
>
> I cut my teeth on Dragon Warriors and thence Stormbringer where the
> resistance roll were both using fixed values. (Magical Attack vs Magical
> Defence in DW and Pow v Pow in SB)
>
> I never liked the Magic Point vs Magic Point in RQ and have neve used it
> when RUNNING (when playing I have to wind my neck in and do as GM says of
> course)
>
> Could one:
> Use Pow vs. Pow but have the option of burning Magic Points to augment Pow
> for that contest.
>
>
> So if I really need to Palsy the Giant I can burn 10 MP to add 50%iles to my
> chance of success.
>
> And likewise if I really do not want to have my Spirit Severed (and who
> does?) burn 10MP to resist the grinning maniacal Humakti Drake.
>
> Taking a leaf from Shadowrun I could burn my MPs to add to the resistance
> chance of all of my chums (maybe only those within my* Luck*m of me?)
>
> Taking a further leaf from DW Physically attacking spells (Disrupt,
> Lightning, Thunderbolt, et al that Dw calls indirect-attack spells) the
> catser makes a DEX vs DEX resistance roll. With the option of boosting with
> extra MP  to make the attack faster and harder to dodge.
>
>
> Al
>
>   
> ------------------------------------------------------------------------
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>   




From pmj at comhem.se  Tue Jul 22 02:37:34 2008
From: pmj at comhem.se (Peter Johansson)
Date: Tue, 22 Jul 2008 04:37:34 +0200
Subject: [Runequest] Objects of divine origin and influence on characters
Message-ID: <488547EE.8080806@comhem.se>

Hi!

I'm preparing tomorrows RQ-session and just created the object below in 
the style of Plunder. However, I thought I'd like some feedback before I 
hand it to the players. :-) Any comments on the two last powers - 
especially number 3 is especially welcome. Is it to "evil" handing them 
an object that potentially will turn one of them into a healer?

The idea behind the third power is that I have toyed with the idea that 
objects of divine origin could/should have an influence/impact on the 
person using it, but never really found a good way of doing it. The 
campaign is Glorantha based btw, but the discussion is more general than 
just for that setting.

_*Arroin's Soul*_

/Description/
A large red gem set in a gold pendant.

/Cults/
Associated: Chalana Arroy and other healing cults.
Friendly: Earth cults; Lightbringers; most other civilized cults.
Hostile: Chaos.

/Knowledge/
Automatic; Few

/History/
Yet another piece of blood spilt from the wounds of Arroin during God 
time, albeit larger than usual.

/Powers/
The gem is a powered Crystal and has three powers:
1) It is a Healing Focusing Crystal 5.
2) It bestows healing skills to the person attuned to the crystal. 
Anyone who is at least an initiate of Chalana Arroy, or any other 
healing cult, will have a 50% increase in the following three skills: 
First Aid, Treat Poison and Treat Disease. This knowledge is the result 
of a mystic/divine connection with Arroin himself. The 50% bonus does 
not count towards experience rolls (making it easier to learn the 
healing arts while attuned = easier to get a skill check and easier to 
succeed with the experience roll), and is lost as soon as the crystal is 
no longer attuned. Persons of all other cults attuning the crystal 
(including chaotic creatures since Arroin tried to heal even chaos) will 
get knowledge in the same three skills while attuned, but only with a 
25% bonus.
3) Because of the deep connection with Arroin himself, anyone who does 
not belong to a healing cult but is attuned to the crystal during Sacred 
Time, will get a sudden urge to join a healing cult and must make a roll 
of POWx5 to ?save? from that destiny. If the roll is a miss, the person 
will make a decision to join a healing cult. This urge can be countered 
by unattuning the crystal, but such a decision is no longer made 
voluntarily by someone who has "made up" their mind (his or her friends 
could however force the person to unattune the crystal). Most priests of 
Chalana Arroy will however know about the effect of these artefacts, and 
if they realise that someone who comes to join them is attuned to such 
an object, they will explain to the person applying to join that they 
are under the influence of Arroin himself, giving that person a second 
chance to make a POWx5 to resist the urge. However, if the second role 
is missed, it is considered to be the free choice of the applicant to 
become a healer.

Value
At least 50 000 Lunars to a healing temple. Usually paid for in skills 
or healing, rather than money or valuables.

Cheers,

/Peter J




From shaw at caprica.com  Mon Jul 21 16:22:09 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Mon, 21 Jul 2008 09:22:09 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <9ebd81400807201850p61bb3eb1r182ef0e0fd08e3e6@mail.gmail.co
 m>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@192.168.1.2>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
	<4883E4BC.8030007@inetnebr.com>
	<9ebd81400807201850p61bb3eb1r182ef0e0fd08e3e6@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080721092129.034e1840@caprica.com>

At 06:50 PM 7/20/2008, you wrote:
>2008/7/21 Lance Dyas <lancelot at inetnebr.com>:
> > Wayne Shaw wrote:
> >> Well, to be bluntly honest, people who are so math phobic
>
>You could just modify the resistance table to be +/- 2.5%, and then
>just add POW + MP. No division involved then, though it is replaced
>with the questionable decision of a unique table.
>--

Or simply list one that uses two point chunks at the edge; at that 
point all they need is the total, and they need that in the MP versus 
MP version anyway.






From shaw at caprica.com  Mon Jul 21 15:42:41 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Mon, 21 Jul 2008 08:42:41 -0700
Subject: [Runequest] Site update & overcoming/resistance
In-Reply-To: <6F1340BD227747C0B9FDAC8EDCDF5FCA@stephenf90fc43>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@[192.168.1.2]>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
	<6F1340BD227747C0B9FDAC8EDCDF5FCA@stephenf90fc43>
Message-ID: <7.0.1.0.1.20080721083937.0349b9a8@caprica.com>

At 01:12 PM 7/20/2008, Steve Perrin wrote:
>C'mon Wayne, I have sat there and watched you go "C'mon Wayne (talking to
>yourself) I can do math." while you try to figure out a total with a
>modifier in many many games.

Sure.  But I still maintain if you can't divide by 2, any number of 
other things in almost any game will defeat you.  Heck, dealing with 
simple things like travel times will defeat you.  There's just a 
limit to the degree catering to people's tendency to not want to do 
the kind of math demanded of most people every day seems to make sense to me.

The reason you hear me say that to myself is I _don't_ have any 
tolerance for it, and I expect more of myself than other 
people.  Personally I think people should be able to add and subtract 
two digit numbers on the fly, and when I can't, it annoys hell out of 
me.  But I'm not even holding them to that high a standard above.




From IQuinn at surewest.net  Tue Jul 22 03:44:41 2008
From: IQuinn at surewest.net (Robert Hoffman)
Date: Mon, 21 Jul 2008 20:44:41 -0700
Subject: [Runequest] Objects of divine origin and influence on characters
In-Reply-To: <488547EE.8080806@comhem.se>
Message-ID: <00b801c8ebad$46010280$6401a8c0@QUINNLAND>

I think the item sounds great, but I do agree the third power does not seem
characteristic of Chalana Arroy who I always played as missionary types;
spreading the faith through their actions rather then using more deceptive
means to "press" followers into service.

I would adjust to the power to be a direct link to the faith and indirectly
motivate the player to considering the path of a healer;

+5% to listed skills for any heathen 
+10% to listed skills for Lightbringer, lay member
+15% to listed skills for Lightbringer, initiate
+25% to listed skills for Chalana Arroy, lay member
+40% to listed skills for Chalana Arroy, initiate
+50% to listed skills for Chalana Arroy, priest

...or some such.  I think as a player those extra skills would be motivation
enough.

Cheers,
Bert

-----Original Message-----
From: runequest-bounces at rpgreview.net
[mailto:runequest-bounces at rpgreview.net] On Behalf Of Peter Johansson
Sent: Monday, July 21, 2008 7:38 PM
To: runequest at rpgreview.net
Subject: [Runequest] Objects of divine origin and influence on characters

Hi!

I'm preparing tomorrows RQ-session and just created the object below in 
the style of Plunder. However, I thought I'd like some feedback before I 
hand it to the players. :-) Any comments on the two last powers - 
especially number 3 is especially welcome. Is it to "evil" handing them 
an object that potentially will turn one of them into a healer?

The idea behind the third power is that I have toyed with the idea that 
objects of divine origin could/should have an influence/impact on the 
person using it, but never really found a good way of doing it. The 
campaign is Glorantha based btw, but the discussion is more general than 
just for that setting.

_*Arroin's Soul*_

/Description/
A large red gem set in a gold pendant.

/Cults/
Associated: Chalana Arroy and other healing cults.
Friendly: Earth cults; Lightbringers; most other civilized cults.
Hostile: Chaos.

/Knowledge/
Automatic; Few

/History/
Yet another piece of blood spilt from the wounds of Arroin during God 
time, albeit larger than usual.

/Powers/
The gem is a powered Crystal and has three powers:
1) It is a Healing Focusing Crystal 5.
2) It bestows healing skills to the person attuned to the crystal. 
Anyone who is at least an initiate of Chalana Arroy, or any other 
healing cult, will have a 50% increase in the following three skills: 
First Aid, Treat Poison and Treat Disease. This knowledge is the result 
of a mystic/divine connection with Arroin himself. The 50% bonus does 
not count towards experience rolls (making it easier to learn the 
healing arts while attuned = easier to get a skill check and easier to 
succeed with the experience roll), and is lost as soon as the crystal is 
no longer attuned. Persons of all other cults attuning the crystal 
(including chaotic creatures since Arroin tried to heal even chaos) will 
get knowledge in the same three skills while attuned, but only with a 
25% bonus.
3) Because of the deep connection with Arroin himself, anyone who does 
not belong to a healing cult but is attuned to the crystal during Sacred 
Time, will get a sudden urge to join a healing cult and must make a roll 
of POWx5 to "save" from that destiny. If the roll is a miss, the person 
will make a decision to join a healing cult. This urge can be countered 
by unattuning the crystal, but such a decision is no longer made 
voluntarily by someone who has "made up" their mind (his or her friends 
could however force the person to unattune the crystal). Most priests of 
Chalana Arroy will however know about the effect of these artefacts, and 
if they realise that someone who comes to join them is attuned to such 
an object, they will explain to the person applying to join that they 
are under the influence of Arroin himself, giving that person a second 
chance to make a POWx5 to resist the urge. However, if the second role 
is missed, it is considered to be the free choice of the applicant to 
become a healer.

Value
At least 50 000 Lunars to a healing temple. Usually paid for in skills 
or healing, rather than money or valuables.

Cheers,

/Peter J


_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net





From lev at rpgreview.net  Tue Jul 22 08:05:02 2008
From: lev at rpgreview.net (Lev Lafayette)
Date: Tue, 22 Jul 2008 18:05:02 +1000
Subject: [Runequest] Spirit Combat keeping it interesting and not just	a
	character equipment stage
In-Reply-To: <4883C85D.6020308@inetnebr.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@[192.168.1.2]>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
	<4883C85D.6020308@inetnebr.com>
Message-ID: <1216713902.5581.4.camel@localhost.localdomain>

On Sun, 2008-07-20 at 18:21 -0500, Lance Dyas wrote:
> Wayne Shaw wrote:
> >> Does spirit combat happen enough for this to be significant? or is it
> >> just magic resistance ?
> >>     
> >
> > Hard to say; in all the RQ games I ever saw, there was quite a bit of 
> > spirit combat, since spirits were a virtual necessity as a source of 
> > magic points, and those were a necessity for real magical potency.  I 
> > can't say how universal this was
> >   
> For me this does bring up the question
> What do people do to make or keep spirit conflict interesting?

Hmmm... I wonder if a rock-paper-scissors mechanic to give bonuses based
on id, ego and superego attacks and defenses would liven it up a bit?

> 
> Ever had a character possessed by one of those magic point repositories 
> ;-) 
> 

Jane Williams (iirc) once recounted a story where a young initiate
rolled very badly and was temporarily possessed by a Bladesharp 4 spirit
until a senior priest had some stern words with it.

Personally if I were the GM I'd allow the player to play the spirit for
a session. :-)

Best wishes,


Lev




From alanjrichards at googlemail.com  Tue Jul 22 08:28:22 2008
From: alanjrichards at googlemail.com (alan richards)
Date: Tue, 22 Jul 2008 09:28:22 +0100
Subject: [Runequest] POW or MP?
Message-ID: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>

The most basic bit
Pow vs. Pow for direct-attack magic and
Dex vs. Dex for indirect-attack magic

Yes


Boosting with MPs
No


Boosting your chums with MPs
No


Although I shall give it a stab as soon as and let you all know how it works



Al

>
> From: "Steve Perrin" <steve at limitedchaos.com>
>
> Some good stuff here. Have you tried any of it?
>
> Steve
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/95bc0696/attachment.htm>

From alanjrichards at googlemail.com  Tue Jul 22 08:32:08 2008
From: alanjrichards at googlemail.com (alan richards)
Date: Tue, 22 Jul 2008 09:32:08 +0100
Subject: [Runequest] POW or MP?
Message-ID: <50a0ed550807220132u497663e4s25fa7cf2d5ad963f@mail.gmail.com>

Lance (and possibly others)

I want a simple(ish) mechanic which does away with (what I see) as the
shortcomings with Mp vs. MP

As such I have no concerns over 'anybody can boost with MPs' in fact I see
it as a Good Thing.

I cannot see me putting the work in to tie it up with caster's/defender's
skill and/or reduction in skill.

If you make great use of casting skill and everybody is prepared to learn
the rules then good luck with the more complex/sophisticated version.


Al



> From: Lance Dyas <lancelot at inetnebr.com>
> Subject: Re: [Runequest] POW or MP
> To: RuneQuest Rules <runequest at rpgreview.net>
> Message-ID: <48847D42.9020201 at inetnebr.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Love extra choices.. and adds interest to magic resistance process.
>
> One impact is that those mp batteries can let you blow through
> resistance fast.. instead of wearing it out
> kind of a balanced option since in some cases the points are wasted and
> this lets you fatigue your casting ability faster.
>
> Being able to spend mp on your resistance as a choice feels very enabling
> If everyone can do this.. maybe you have to make a magical perception roll
>  to be able to apply the MP defensively
>
> Allocating magic points towards penetration or warding.
> in some ways it feels like raw magic use without need for a spell. hmmm ?
> I always liked magical skills...
>
> And maybe it takes a skill roll for the Art of Penetration to be used to
> increase the spells effect versus resistance.
>
> Or what about Having 2 Magical skills which could improve
> the efficiency of MP spent. One on Penetration and another could
>  improve the efficiency when spent on Warding.
>
> Or how about other less generic effects
> Binding Chaos into a spells casting makes it slippery and penalizes the
> casting
> chance... but makes it harder to grasp by your enemy... it also makes
> spell failure wierd.
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/b6d1017d/attachment.htm>

From pmj at comhem.se  Tue Jul 22 12:07:34 2008
From: pmj at comhem.se (Peter Johansson)
Date: Tue, 22 Jul 2008 14:07:34 +0200
Subject: [Runequest] Objects of divine origin and influence on characters
In-Reply-To: <00b801c8ebad$46010280$6401a8c0@QUINNLAND>
References: <00b801c8ebad$46010280$6401a8c0@QUINNLAND>
Message-ID: <4885CD86.9040400@comhem.se>

Robert Hoffman wrote:
> I think the item sounds great, but I do agree the third power does not seem characteristic of Chalana Arroy who I always played as missionary types; spreading the faith through their actions rather then using more deceptive means to "press" followers into service.
>   
Thanks for your comment Bert. You are spot on regarding the trouble I 
have with the third effect. However, it is not supposed to be an active 
recruitment kind of thing for the CA. It is more like an involuntary 
effect of being attuned to something with divine powers. With the saving 
throw mechanic, it almost becomes a curse (which is what most of the 
players would regard it as if it happened to their PC :-)).

In Pendragon the effect I'm looking for could have been simulated by 
either changing or checking traits like Forgiving and Merciful every 
year for the character using the object, slowly making them change their 
personality. I know about the Pendragon Pass rules, but I'm not willing 
to go that way at the moment.

> I would adjust to the power to be a direct link to the faith and indirectly motivate the player to considering the path of a healer;
>
> +5% to listed skills for any heathen 
> +10% to listed skills for Lightbringer, lay member
> +15% to listed skills for Lightbringer, initiate
> +25% to listed skills for Chalana Arroy, lay member
> +40% to listed skills for Chalana Arroy, initiate
> +50% to listed skills for Chalana Arroy, priest
>   
Hmm, a more differentiated scale for the bonuses might be better.

> ...or some such.  I think as a player those extra skills would be motivation enough.
>   
Knowing my group, I'm afraid I can't agree with you there. Most, if not 
all of them, would just consider it as an extra bonus in healing skills 
and not consider it something nudging them in the direction of a more 
peaceful path in life. :-) This is actually the core of the problem 
here. I want the artifact to have an effect, but not one that is 
railroading the character/player into becoming something they don't want 
to be. So, what I'm looking for is a game mechanic that would indicate 
that something is happening to the PC without reducing it to saving 
throws ADD style.

Cheers,

    /Peter


> Cheers,
> Bert
>
> -----Original Message-----
> From: runequest-bounces at rpgreview.net
> [mailto:runequest-bounces at rpgreview.net] On Behalf Of Peter Johansson
> Sent: Monday, July 21, 2008 7:38 PM
> To: runequest at rpgreview.net
> Subject: [Runequest] Objects of divine origin and influence on characters
>
> Hi!
>
> I'm preparing tomorrows RQ-session and just created the object below in 
> the style of Plunder. However, I thought I'd like some feedback before I 
> hand it to the players. :-) Any comments on the two last powers - 
> especially number 3 is especially welcome. Is it to "evil" handing them 
> an object that potentially will turn one of them into a healer?
>
> The idea behind the third power is that I have toyed with the idea that 
> objects of divine origin could/should have an influence/impact on the 
> person using it, but never really found a good way of doing it. The 
> campaign is Glorantha based btw, but the discussion is more general than 
> just for that setting.
>
> _*Arroin's Soul*_
>
> /Description/
> A large red gem set in a gold pendant.
>
> /Cults/
> Associated: Chalana Arroy and other healing cults.
> Friendly: Earth cults; Lightbringers; most other civilized cults.
> Hostile: Chaos.
>
> /Knowledge/
> Automatic; Few
>
> /History/
> Yet another piece of blood spilt from the wounds of Arroin during God 
> time, albeit larger than usual.
>
> /Powers/
> The gem is a powered Crystal and has three powers:
> 1) It is a Healing Focusing Crystal 5.
> 2) It bestows healing skills to the person attuned to the crystal. 
> Anyone who is at least an initiate of Chalana Arroy, or any other 
> healing cult, will have a 50% increase in the following three skills: 
> First Aid, Treat Poison and Treat Disease. This knowledge is the result 
> of a mystic/divine connection with Arroin himself. The 50% bonus does 
> not count towards experience rolls (making it easier to learn the 
> healing arts while attuned = easier to get a skill check and easier to 
> succeed with the experience roll), and is lost as soon as the crystal is 
> no longer attuned. Persons of all other cults attuning the crystal 
> (including chaotic creatures since Arroin tried to heal even chaos) will 
> get knowledge in the same three skills while attuned, but only with a 
> 25% bonus.
> 3) Because of the deep connection with Arroin himself, anyone who does 
> not belong to a healing cult but is attuned to the crystal during Sacred 
> Time, will get a sudden urge to join a healing cult and must make a roll 
> of POWx5 to "save" from that destiny. If the roll is a miss, the person 
> will make a decision to join a healing cult. This urge can be countered 
> by unattuning the crystal, but such a decision is no longer made 
> voluntarily by someone who has "made up" their mind (his or her friends 
> could however force the person to unattune the crystal). Most priests of 
> Chalana Arroy will however know about the effect of these artefacts, and 
> if they realise that someone who comes to join them is attuned to such 
> an object, they will explain to the person applying to join that they 
> are under the influence of Arroin himself, giving that person a second 
> chance to make a POWx5 to resist the urge. However, if the second role 
> is missed, it is considered to be the free choice of the applicant to 
> become a healer.
>
> Value
> At least 50 000 Lunars to a healing temple. Usually paid for in skills 
> or healing, rather than money or valuables.
>
> Cheers,
>
> /Peter J
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>   



From lancelot at inetnebr.com  Tue Jul 22 13:19:06 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Tue, 22 Jul 2008 08:19:06 -0500
Subject: [Runequest] Spirit Combat keeping it interesting and not just
 a	character equipment stage
In-Reply-To: <1216713902.5581.4.camel@localhost.localdomain>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>	<p0624080cc4a33253fca6@[192.168.1.2]>	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>	<48835F2C.7060105@inetnebr.com>	<7.0.1.0.1.20080720103004.0347f638@caprica.com>	<4883C85D.6020308@inetnebr.com>
	<1216713902.5581.4.camel@localhost.localdomain>
Message-ID: <4885DE4A.2030306@inetnebr.com>

Lev Lafayette wrote:
> On Sun, 2008-07-20 at 18:21 -0500, Lance Dyas wrote:
>   
>> Wayne Shaw wrote:
>>     
>>>> Does spirit combat happen enough for this to be significant? or is it
>>>> just magic resistance ?
>>>>     
>>>>         
>>> Hard to say; in all the RQ games I ever saw, there was quite a bit of 
>>> spirit combat, since spirits were a virtual necessity as a source of 
>>> magic points, and those were a necessity for real magical potency.  I 
>>> can't say how universal this was
>>>   
>>>       
>> For me this does bring up the question
>> What do people do to make or keep spirit conflict interesting?
>>     
>
> Hmmm... I wonder if a rock-paper-scissors mechanic to give bonuses based
> on id, ego and superego attacks and defenses would liven it up a bit?
>   
Ah I  will do a real risky chaos bound superego attack and basic id 
defense  ;-)

>> Ever had a character possessed by one of those magic point repositories 
>> ;-) 
>>
>>     
>
> Jane Williams (iirc) once recounted a story where a young initiate
> rolled very badly and was temporarily possessed by a Bladesharp 4 spirit
> until a senior priest had some stern words with it.
>
> Personally if I were the GM I'd allow the player to play the spirit for
> a session. :-)
>
> Best wishes,
>
>
> Lev
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>
>   




From lancelot at inetnebr.com  Tue Jul 22 13:56:25 2008
From: lancelot at inetnebr.com (Lance Dyas)
Date: Tue, 22 Jul 2008 08:56:25 -0500
Subject: [Runequest] POW or MP?
In-Reply-To: <50a0ed550807220132u497663e4s25fa7cf2d5ad963f@mail.gmail.com>
References: <50a0ed550807220132u497663e4s25fa7cf2d5ad963f@mail.gmail.com>
Message-ID: <4885E709.3060505@inetnebr.com>

alan richards wrote:
> Lance (and possibly others)
>
> I want a simple(ish) mechanic which does away with (what I see) as the
> shortcomings with Mp vs. MP
>
> As such I have no concerns over 'anybody can boost with MPs' in fact I see
> it as a Good Thing.
>   
I like it too actually the reason for some of the complications I have 
is....
I dont like about spirit conflict that the only measure of ability in it
you have is your power.. how crude. Physical conflict get attacks and 
parrys
and dodges, strength and dexterity and maybe fp ...

My idea is to modularize any complexity
your character can do it the simple raw way (basically like you mention)
OR you may use mystic skills and maneuvers to modify the details.

Penetration & Warding Skill: a critical gives you 2 x the benefit ,a 
special gives you 1.5 x MP
a failure gives you only half. and a critical failure gives no benefit 
at all ... or something like that
the details need to make the skill worth while but not required and I 
dont mind it being just one skill.

Binding Chaos -5 on cast chance -5 on resistance chance
Binding Law +5 on cast chance +5 on resistance chance
> I cannot see me putting the work in to tie it up with caster's/defender's
> skill and/or reduction in skill.
>
> If you make great use of casting skill and everybody is prepared to learn
> the rules then good luck with the more complex/sophisticated version.
>
>
> Al
>
>
>
>   
>> From: Lance Dyas <lancelot at inetnebr.com>
>> Subject: Re: [Runequest] POW or MP
>> To: RuneQuest Rules <runequest at rpgreview.net>
>> Message-ID: <48847D42.9020201 at inetnebr.com>
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>> Love extra choices.. and adds interest to magic resistance process.
>>
>> One impact is that those mp batteries can let you blow through
>> resistance fast.. instead of wearing it out
>> kind of a balanced option since in some cases the points are wasted and
>> this lets you fatigue your casting ability faster.
>>
>> Being able to spend mp on your resistance as a choice feels very enabling
>> If everyone can do this.. maybe you have to make a magical perception roll
>>  to be able to apply the MP defensively
>>
>> Allocating magic points towards penetration or warding.
>> in some ways it feels like raw magic use without need for a spell. hmmm ?
>> I always liked magical skills...
>>
>> And maybe it takes a skill roll for the Art of Penetration to be used to
>> increase the spells effect versus resistance.
>>
>> Or what about Having 2 Magical skills which could improve
>> the efficiency of MP spent. One on Penetration and another could
>>  improve the efficiency when spent on Warding.
>>
>> Or how about other less generic effects
>> Binding Chaos into a spells casting makes it slippery and penalizes the
>> casting
>> chance... but makes it harder to grasp by your enemy... it also makes
>> spell failure wierd.
>>
>>
>>
>>     
>
>   
> ------------------------------------------------------------------------
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>   




From pmaranci at gmail.com  Tue Jul 22 14:48:19 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Tue, 22 Jul 2008 10:48:19 -0400
Subject: [Runequest] Basic RolePlaying, The Chaosium System
Message-ID: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>

I'm not sure if anyone has mentioned it yet, but the new multi-genre system
"Basic RolePlaying, The Chaosium System" was published on June 24th. I just
got my playtester's copy. It's HUGE. I'm still reading it, but so far I'm
amazed and delighted. It's very true to the spirit classic RQ, and the
optional rules easily allow it to be completely compatible with RQIII -
with some welcome improvements.

The magic system was the single element that I was most worried about after
the playtest. But to my delight, the book includes a system which is the
classic battle/spirit magic system as derived from the original Basic
RolePlaying system. For example, Bladesharp is called "Sharpen", but is
identical to the RQ Bladesharp spell.

The book is 399 pages long, so I have a lot more reading to do...but at this
point, I have to say that Jason and Chaosium have done an absolutely
outstanding job.

->Peter

-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/150e7045/attachment.htm>

From shaw at caprica.com  Tue Jul 22 15:58:06 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Tue, 22 Jul 2008 08:58:06 -0700
Subject: [Runequest] Spirit Combat keeping it interesting and not just a
 character equipment stage
In-Reply-To: <4883C85D.6020308@inetnebr.com>
References: <aa2df9f20807151028h7f9265b0i5b991dcc56310c40@mail.gmail.com>
	<p0624080cc4a33253fca6@[192.168.1.2]>
	<7.0.1.0.1.20080716103906.034d8e48@caprica.com>
	<48835F2C.7060105@inetnebr.com>
	<7.0.1.0.1.20080720103004.0347f638@caprica.com>
	<4883C85D.6020308@inetnebr.com>
Message-ID: <7.0.1.0.1.20080722085625.0345e500@caprica.com>

The earlier drafts of RQ:AIG had a different approach to spirit 
combat than the traditional; Spirit Combat was a skill unto itself, 
with Power functioning as the "Strength" of the combatants and Magic 
Points as their hit points.  It was apparently too radical a change 
for most people though, as the version in the final draft was simply 
a skill that limited how much your magic points could drop for 
purposes of resistance and attack.




From shaw at caprica.com  Tue Jul 22 15:54:07 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Tue, 22 Jul 2008 08:54:07 -0700
Subject: [Runequest] POW or MP?
In-Reply-To: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com
 >
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080722085324.0347a440@caprica.com>

ABoosting with MPs
>No

I can't help but think this would be really problematic as soon as 
people start acquiring Power Spirits or their equvielent.






From jurrubin at gmail.com  Tue Jul 22 17:03:17 2008
From: jurrubin at gmail.com (David Smart)
Date: Tue, 22 Jul 2008 12:03:17 -0500
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
Message-ID: <1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>

On Tue, Jul 22, 2008 at 9:48 AM, Peter Maranci <pmaranci at gmail.com> wrote:

> <snip>The book is 399 pages long, so I have a lot more reading to do...but
> at this point, I have to say that Jason and Chaosium have done an absolutely
> outstanding job.
>
>


Darn straight. I've been perusing my copy for about 4 days now and am still
amazed as to how good it is. Some of the options in it will change the way I
run my campaigns and for the better.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/750604b6/attachment.htm>

From pmaranci at gmail.com  Tue Jul 22 19:25:47 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Tue, 22 Jul 2008 15:25:47 -0400
Subject: [Runequest] POW or MP?
In-Reply-To: <7.0.1.0.1.20080722085324.0347a440@caprica.com>
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>
	<7.0.1.0.1.20080722085324.0347a440@caprica.com>
Message-ID: <aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>

My old group had a system in which you could burn off permanent points of
POW in order to supercharge one of your spells or make damned sure that it
blew through any countermagic.

It was rarely used, and only in extreme emergencies.

->Peter


On 7/22/08, Wayne Shaw <shaw at caprica.com> wrote:
>
> ABoosting with MPs
> >No
>
> I can't help but think this would be really problematic as soon as
> people start acquiring Power Spirits or their equvielent.
>
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>



-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/ef855764/attachment.htm>

From shaw at caprica.com  Tue Jul 22 23:19:17 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Tue, 22 Jul 2008 16:19:17 -0700
Subject: [Runequest] POW or MP?
In-Reply-To: <aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com
 >
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>
	<7.0.1.0.1.20080722085324.0347a440@caprica.com>
	<aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080722161840.034adc18@caprica.com>

At 12:25 PM 7/22/2008, you wrote:
>My old group had a system in which you could burn off permanent 
>points of POW in order to supercharge one of your spells or make 
>damned sure that it blew through any countermagic.
>
>It was rarely used, and only in extreme emergencies.

Permanent Power is severe enough I can see that, but its hard to 
picture people being so shy with magic points, especially when they 
have access to a lot of them.






From pmaranci at gmail.com  Wed Jul 23 13:48:35 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Wed, 23 Jul 2008 09:48:35 -0400
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>
Message-ID: <aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>

I suspect I should probably ask the list if anyone is going to object to
discussions of BRP/D100 here.

One thing I just ran into is that BRP has discarded the MP (or rather PP,
but it's the same thing) regeneration rate of 1/24th of POW per hour (i.e.
full regeneration in one day). Instead, it uses a flat regeneration rate up
to POW 25 or so, with higher speeds of regeneration in fairly chunky
increments.

MP regeneration doubles during sleep or absolute rest. I have to admit that
that seems a little odd to me; why should the state of the body make a
difference to the soul? If the argument is that sleep and/or rest create a
state of tranquility that allows faster spiritual regeneration, perhaps some
meditation techniques might have the same effect?

Actually, that's an interesting idea for a Hero ability; faster MP
regeneration.

->Peter

On 7/22/08, David Smart <jurrubin at gmail.com> wrote:
>
> On Tue, Jul 22, 2008 at 9:48 AM, Peter Maranci <pmaranci at gmail.com> wrote:
>
>> <snip> The book is 399 pages long, so I have a lot more reading to
>> do...but at this point, I have to say that Jason and Chaosium have done an
>> absolutely outstanding job.
>>
>>
>
>
> Darn straight. I've been perusing my copy for about 4 days now and am still
> amazed as to how good it is. Some of the options in it will change the way I
> run my campaigns and for the better.
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>


-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/c73ad49d/attachment.htm>

From gnewman21 at hotmail.com  Wed Jul 23 13:52:04 2008
From: gnewman21 at hotmail.com (Glenn Newman)
Date: Wed, 23 Jul 2008 09:52:04 -0400
Subject: [Runequest] Runequest Digest, Vol 4, Issue 9
In-Reply-To: <mailman.3.1216778415.15233.runequest_rpgreview.net@rpgreview.net>
References: <mailman.3.1216778415.15233.runequest_rpgreview.net@rpgreview.net>
Message-ID: <BAY119-W21B05E9E9DCE291D8AA7DBB5840@phx.gbl>


Folks
 
My thoughts are simple.  Have the individual defend at current power (always) and attack with magic points.  If you have no power stat (vampire's etc) then defend at current MP.  Also-to make combat more interesting for every 10 points of power you dish out an extra d3 magic points (1-10 d3, 11-20 2d3, etc).  In addition the real power of being a Shaman is you can take magic points from your fetch in spirit combat(hence always keeping your available MP high so you can better fight in spirit combat)
 
What do you guys think?> From: runequest-request at rpgreview.net> Subject: Runequest Digest, Vol 4, Issue 9> To: runequest at rpgreview.net> Date: Wed, 23 Jul 2008 12:00:15 +1000> > Send Runequest mailing list submissions to> runequest at rpgreview.net> > To subscribe or unsubscribe via the World Wide Web, visit> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> or, via email, send a message with subject or body 'help' to> runequest-request at rpgreview.net> > You can reach the person managing the list at> runequest-owner at rpgreview.net> > When replying, please edit your Subject line so it is more specific> than "Re: Contents of Runequest digest..."> > > Today's Topics:> > 1. Re: Spirit Combat keeping it interesting and not just a> character equipment stage (Lance Dyas)> 2. Re: POW or MP? (Lance Dyas)> 3. Basic RolePlaying, The Chaosium System (Peter Maranci)> 4. Re: Spirit Combat keeping it interesting and not just a> character equipment stage (Wayne Shaw)> 5. Re: POW or MP? (Wayne Shaw)> 6. Re: Basic RolePlaying, The Chaosium System (David Smart)> 7. Re: POW or MP? (Peter Maranci)> > > ----------------------------------------------------------------------> > Message: 1> Date: Tue, 22 Jul 2008 08:19:06 -0500> From: Lance Dyas <lancelot at inetnebr.com>> Subject: Re: [Runequest] Spirit Combat keeping it interesting and not> just a character equipment stage> To: RuneQuest Rules <runequest at rpgreview.net>> Message-ID: <4885DE4A.2030306 at inetnebr.com>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed> > Lev Lafayette wrote:> > On Sun, 2008-07-20 at 18:21 -0500, Lance Dyas wrote:> > > >> Wayne Shaw wrote:> >> > >>>> Does spirit combat happen enough for this to be significant? or is it> >>>> just magic resistance ?> >>>> > >>>> > >>> Hard to say; in all the RQ games I ever saw, there was quite a bit of > >>> spirit combat, since spirits were a virtual necessity as a source of > >>> magic points, and those were a necessity for real magical potency. I > >>> can't say how universal this was> >>> > >>> > >> For me this does bring up the question> >> What do people do to make or keep spirit conflict interesting?> >> > >> > Hmmm... I wonder if a rock-paper-scissors mechanic to give bonuses based> > on id, ego and superego attacks and defenses would liven it up a bit?> > > Ah I will do a real risky chaos bound superego attack and basic id > defense ;-)> > >> Ever had a character possessed by one of those magic point repositories > >> ;-) > >>> >> > >> > Jane Williams (iirc) once recounted a story where a young initiate> > rolled very badly and was temporarily possessed by a Bladesharp 4 spirit> > until a senior priest had some stern words with it.> >> > Personally if I were the GM I'd allow the player to play the spirit for> > a session. :-)> >> > Best wishes,> >> >> > Lev> >> >> > _______________________________________________> > Runequest mailing list> > Runequest at rpgreview.net> > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> >> >> > > > > > > ------------------------------> > Message: 2> Date: Tue, 22 Jul 2008 08:56:25 -0500> From: Lance Dyas <lancelot at inetnebr.com>> Subject: Re: [Runequest] POW or MP?> To: RuneQuest Rules <runequest at rpgreview.net>> Message-ID: <4885E709.3060505 at inetnebr.com>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed> > alan richards wrote:> > Lance (and possibly others)> >> > I want a simple(ish) mechanic which does away with (what I see) as the> > shortcomings with Mp vs. MP> >> > As such I have no concerns over 'anybody can boost with MPs' in fact I see> > it as a Good Thing.> > > I like it too actually the reason for some of the complications I have > is....> I dont like about spirit conflict that the only measure of ability in it> you have is your power.. how crude. Physical conflict get attacks and > parrys> and dodges, strength and dexterity and maybe fp ...> > My idea is to modularize any complexity> your character can do it the simple raw way (basically like you mention)> OR you may use mystic skills and maneuvers to modify the details.> > Penetration & Warding Skill: a critical gives you 2 x the benefit ,a > special gives you 1.5 x MP> a failure gives you only half. and a critical failure gives no benefit > at all ... or something like that> the details need to make the skill worth while but not required and I > dont mind it being just one skill.> > Binding Chaos -5 on cast chance -5 on resistance chance> Binding Law +5 on cast chance +5 on resistance chance> > I cannot see me putting the work in to tie it up with caster's/defender's> > skill and/or reduction in skill.> >> > If you make great use of casting skill and everybody is prepared to learn> > the rules then good luck with the more complex/sophisticated version.> >> >> > Al> >> >> >> > > >> From: Lance Dyas <lancelot at inetnebr.com>> >> Subject: Re: [Runequest] POW or MP> >> To: RuneQuest Rules <runequest at rpgreview.net>> >> Message-ID: <48847D42.9020201 at inetnebr.com>> >> Content-Type: text/plain; charset=ISO-8859-1; format=flowed> >>> >> Love extra choices.. and adds interest to magic resistance process.> >>> >> One impact is that those mp batteries can let you blow through> >> resistance fast.. instead of wearing it out> >> kind of a balanced option since in some cases the points are wasted and> >> this lets you fatigue your casting ability faster.> >>> >> Being able to spend mp on your resistance as a choice feels very enabling> >> If everyone can do this.. maybe you have to make a magical perception roll> >> to be able to apply the MP defensively> >>> >> Allocating magic points towards penetration or warding.> >> in some ways it feels like raw magic use without need for a spell. hmmm ?> >> I always liked magical skills...> >>> >> And maybe it takes a skill roll for the Art of Penetration to be used to> >> increase the spells effect versus resistance.> >>> >> Or what about Having 2 Magical skills which could improve> >> the efficiency of MP spent. One on Penetration and another could> >> improve the efficiency when spent on Warding.> >>> >> Or how about other less generic effects> >> Binding Chaos into a spells casting makes it slippery and penalizes the> >> casting> >> chance... but makes it harder to grasp by your enemy... it also makes> >> spell failure wierd.> >>> >>> >>> >> > >> > > > ------------------------------------------------------------------------> >> > _______________________________________________> > Runequest mailing list> > Runequest at rpgreview.net> > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> > > > > > > ------------------------------> > Message: 3> Date: Tue, 22 Jul 2008 10:48:19 -0400> From: "Peter Maranci" <pmaranci at gmail.com>> Subject: [Runequest] Basic RolePlaying, The Chaosium System> To: "RuneQuest Rules" <runequest at rpgreview.net>> Message-ID:> <aa2df9f20807220748g584bcd28t5fc2559e265fd26c at mail.gmail.com>> Content-Type: text/plain; charset="iso-8859-1"> > I'm not sure if anyone has mentioned it yet, but the new multi-genre system> "Basic RolePlaying, The Chaosium System" was published on June 24th. I just> got my playtester's copy. It's HUGE. I'm still reading it, but so far I'm> amazed and delighted. It's very true to the spirit classic RQ, and the> optional rules easily allow it to be completely compatible with RQIII -> with some welcome improvements.> > The magic system was the single element that I was most worried about after> the playtest. But to my delight, the book includes a system which is the> classic battle/spirit magic system as derived from the original Basic> RolePlaying system. For example, Bladesharp is called "Sharpen", but is> identical to the RQ Bladesharp spell.> > The book is 399 pages long, so I have a lot more reading to do...but at this> point, I have to say that Jason and Chaosium have done an absolutely> outstanding job.> > ->Peter> > -- > Peter Maranci - pmaranci at gmail.com> Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm> The Diary of A Simple Man: http://bobquasit.livejournal.com/> -------------- next part --------------> An HTML attachment was scrubbed...> URL: http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/150e7045/attachment-0001.html > > ------------------------------> > Message: 4> Date: Tue, 22 Jul 2008 08:58:06 -0700> From: Wayne Shaw <shaw at caprica.com>> Subject: Re: [Runequest] Spirit Combat keeping it interesting and not> just a character equipment stage> To: RuneQuest Rules <runequest at rpgreview.net>> Message-ID: <7.0.1.0.1.20080722085625.0345e500 at caprica.com>> Content-Type: text/plain; charset="us-ascii"; format=flowed> > The earlier drafts of RQ:AIG had a different approach to spirit > combat than the traditional; Spirit Combat was a skill unto itself, > with Power functioning as the "Strength" of the combatants and Magic > Points as their hit points. It was apparently too radical a change > for most people though, as the version in the final draft was simply > a skill that limited how much your magic points could drop for > purposes of resistance and attack.> > > > > ------------------------------> > Message: 5> Date: Tue, 22 Jul 2008 08:54:07 -0700> From: Wayne Shaw <shaw at caprica.com>> Subject: Re: [Runequest] POW or MP?> To: RuneQuest Rules <runequest at rpgreview.net>> Message-ID: <7.0.1.0.1.20080722085324.0347a440 at caprica.com>> Content-Type: text/plain; charset="us-ascii"; format=flowed> > ABoosting with MPs> >No> > I can't help but think this would be really problematic as soon as > people start acquiring Power Spirits or their equvielent.> > > > > > > ------------------------------> > Message: 6> Date: Tue, 22 Jul 2008 12:03:17 -0500> From: "David Smart" <jurrubin at gmail.com>> Subject: Re: [Runequest] Basic RolePlaying, The Chaosium System> To: "RuneQuest Rules" <runequest at rpgreview.net>> Message-ID:> <1c92296e0807221003g49e549e1wd289889ed5af487a at mail.gmail.com>> Content-Type: text/plain; charset="iso-8859-1"> > On Tue, Jul 22, 2008 at 9:48 AM, Peter Maranci <pmaranci at gmail.com> wrote:> > > <snip>The book is 399 pages long, so I have a lot more reading to do...but> > at this point, I have to say that Jason and Chaosium have done an absolutely> > outstanding job.> >> >> > > Darn straight. I've been perusing my copy for about 4 days now and am still> amazed as to how good it is. Some of the options in it will change the way I> run my campaigns and for the better.> -------------- next part --------------> An HTML attachment was scrubbed...> URL: http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/750604b6/attachment-0001.html > > ------------------------------> > Message: 7> Date: Tue, 22 Jul 2008 15:25:47 -0400> From: "Peter Maranci" <pmaranci at gmail.com>> Subject: Re: [Runequest] POW or MP?> To: "RuneQuest Rules" <runequest at rpgreview.net>> Message-ID:> <aa2df9f20807221225q7f26ee5mafdef87b804a5d07 at mail.gmail.com>> Content-Type: text/plain; charset="iso-8859-1"> > My old group had a system in which you could burn off permanent points of> POW in order to supercharge one of your spells or make damned sure that it> blew through any countermagic.> > It was rarely used, and only in extreme emergencies.> > ->Peter> > > On 7/22/08, Wayne Shaw <shaw at caprica.com> wrote:> >> > ABoosting with MPs> > >No> >> > I can't help but think this would be really problematic as soon as> > people start acquiring Power Spirits or their equvielent.> >> >> >> >> > _______________________________________________> > Runequest mailing list> > Runequest at rpgreview.net> > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> >> > > > -- > Peter Maranci - pmaranci at gmail.com> Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm> The Diary of A Simple Man: http://bobquasit.livejournal.com/> -------------- next part --------------> An HTML attachment was scrubbed...> URL: http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080722/ef855764/attachment-0001.html > > ------------------------------> > _______________________________________________> Runequest mailing list> Runequest at rpgreview.net> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> > > End of Runequest Digest, Vol 4, Issue 9> ***************************************
_________________________________________________________________
Use video conversation to talk face-to-face with Windows Live Messenger.
http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_video_072008
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/99cb043b/attachment.htm>

From pmaranci at gmail.com  Wed Jul 23 14:04:04 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Wed, 23 Jul 2008 10:04:04 -0400
Subject: [Runequest] POW or MP?
In-Reply-To: <7.0.1.0.1.20080722161840.034adc18@caprica.com>
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>
	<7.0.1.0.1.20080722085324.0347a440@caprica.com>
	<aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>
	<7.0.1.0.1.20080722161840.034adc18@caprica.com>
Message-ID: <aa2df9f20807230704w7ea02cd2l24fb77b36fe5dbf@mail.gmail.com>

Well, the technique was only used in a sheetless campaign and I wasn't the
GM, so I can't speak to the *precise* effects. But we all had the strong
impression that putting permanent POW into a spell (we called it "putting a
piece of your soul into it") produced a MUCH more powerful effect - not
something that could be duplicated with any number of MP. It increased the
effect of the spell itself.

A roll was also necessary to successfully burn off the POW.

What would be an appropriate multiplier for spending a point of permanent
POW on a spell? 4x the damage, double the range, +10 effective MP for
getting through magic defenses and/or overcoming resistance?

What would it take to make it an option worth considering in emergencies for
you?

->Peter

On 7/22/08, Wayne Shaw <shaw at caprica.com> wrote:

> At 12:25 PM 7/22/2008, you wrote:
> >My old group had a system in which you could burn off permanent
> >points of POW in order to supercharge one of your spells or make
> >damned sure that it blew through any countermagic.
> >
> >It was rarely used, and only in extreme emergencies.
>
> Permanent Power is severe enough I can see that, but its hard to
> picture people being so shy with magic points, especially when they
> have access to a lot of them.
>
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>



-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/97dda438/attachment.htm>

From jurrubin at gmail.com  Wed Jul 23 19:08:31 2008
From: jurrubin at gmail.com (David Smart)
Date: Wed, 23 Jul 2008 14:08:31 -0500
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>
	<aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>
Message-ID: <1c92296e0807231208o21c0bf3bn9674c63369315dc7@mail.gmail.com>

I've used a Meditation skill in the past which accelerates the rate of
Fatigue Point recovery; it could easily be modified for MP recovery instead
of/in addition to FPs.

*MEDITATE  (Knowledge) (00%)*

This ability allows a character to increase the number of Fatigue Points
gained during a period of rest by mentally blocking out all stress-causing
factors.  A successful roll means 1d3+1 Fatigue Points will be regained per
round.  One round, during which no roll is allowed, is required to obtain
the proper frame of mind.  A new roll is required each time the character
wishes to ignore an interruption.  Coming out of meditation is
instantaneous.  While meditating, all Perception rolls receive a 20%
penalty.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/021820df/attachment.htm>

From jurrubin at gmail.com  Wed Jul 23 19:16:17 2008
From: jurrubin at gmail.com (David Smart)
Date: Wed, 23 Jul 2008 14:16:17 -0500
Subject: [Runequest] POW or MP?
In-Reply-To: <aa2df9f20807230704w7ea02cd2l24fb77b36fe5dbf@mail.gmail.com>
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com>
	<7.0.1.0.1.20080722085324.0347a440@caprica.com>
	<aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>
	<7.0.1.0.1.20080722161840.034adc18@caprica.com>
	<aa2df9f20807230704w7ea02cd2l24fb77b36fe5dbf@mail.gmail.com>
Message-ID: <1c92296e0807231216t7b2ab10ctcd7c87f182057d0@mail.gmail.com>

I can see going with +10 effective MPs (at least) or an automatic critical.
Using POW, as the RQIII book states re: enchantments, permanently alters the
universe. That's pretty serious stuff.

On Wed, Jul 23, 2008 at 9:04 AM, Peter Maranci <pmaranci at gmail.com> wrote:

> Well, the technique was only used in a sheetless campaign and I wasn't the
> GM, so I can't speak to the *precise* effects. But we all had the strong
> impression that putting permanent POW into a spell (we called it "putting a
> piece of your soul into it") produced a MUCH more powerful effect - not
> something that could be duplicated with any number of MP. It increased the
> effect of the spell itself.
>
> A roll was also necessary to successfully burn off the POW.
>
> What would be an appropriate multiplier for spending a point of permanent
> POW on a spell? 4x the damage, double the range, +10 effective MP for
> getting through magic defenses and/or overcoming resistance?
>
> What would it take to make it an option worth considering in emergencies
> for you?
>
> ->Peter
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/48923c8b/attachment.htm>

From jurrubin at gmail.com  Wed Jul 23 19:13:12 2008
From: jurrubin at gmail.com (David Smart)
Date: Wed, 23 Jul 2008 14:13:12 -0500
Subject: [Runequest] Runequest Digest, Vol 4, Issue 9
In-Reply-To: <BAY119-W21B05E9E9DCE291D8AA7DBB5840@phx.gbl>
References: <mailman.3.1216778415.15233.runequest_rpgreview.net@rpgreview.net>
	<BAY119-W21B05E9E9DCE291D8AA7DBB5840@phx.gbl>
Message-ID: <1c92296e0807231213gab19b92ida838e65cb90c45e@mail.gmail.com>

On Wed, Jul 23, 2008 at 8:52 AM, Glenn Newman <gnewman21 at hotmail.com> wrote:

>  Folks
>
> My thoughts are simple.  Have the individual defend at current power
> (always) and attack with magic points.  If you have no power stat (vampire's
> etc) then defend at current MP.  Also-to make combat more interesting for
> every 10 points of power you dish out an extra d3 magic points (1-10 d3,
> 11-20 2d3, etc).  In addition the real power of being a Shaman is you can
> take magic points from your fetch in spirit combat(hence always keeping your
> available MP high so you can better fight in spirit combat)
>
> What do you guys think?
>

I do like the idea of always defending using current POW and attacking with
MPs. However, I'm concerned that the extra MP damage might overbalance a
high POW character to making it too easy for the character to win. He/she is
already going to have a defensive advantage if POW exceeds that of the
opponent(s).
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/429793e5/attachment.htm>

From soltakss at yahoo.com  Wed Jul 23 19:42:29 2008
From: soltakss at yahoo.com (Simon Phipp)
Date: Wed, 23 Jul 2008 12:42:29 -0700 (PDT)
Subject: [Runequest] Spirit Combat keeping it interesting and not just a
	character equipment stage
Message-ID: <457560.84702.qm@web51005.mail.re2.yahoo.com>

Lance Dyas:
> For me this does bring up the question
> What do people do to make or keep spirit conflict interesting?

> Ever had a character possessed by one of those magic point repositories ;-) 

Not personally, but a PC in an old game, Derak the Dark Troll, was possessed while Spirit Binding and the possessing Spirit succeeded on a Divine Intervention and bugged out with his new body. The PC also succeeded in a Divine Intervention and Zorak Zoran couldn't give him his body back or bring his body back but did put his spirit into the nearest available host - a trollkin. It took him a good few game sessions to track down his body and get the spirit out.

> I have always liked the idea of giving a form of STR bonus based on POW in spirit conflict.
So have I.

> but couldnt think of a good... way to prevent excessive benefit from POW
> its the offense its the defense its everything to spirit conflict.... 
I used to give attack and defence 1D3 per 20 POW, but now I give 1D3 + 1 per 10 POW or part thereof for attack and defence as it is easier to work out and faster to roll. Attacker and defender roll a Spirit Combat skill, doing/blocking damage according to the roll and any not blocked come off MPs.

See Ya
Simon
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080723/372afb95/attachment.htm>

From shaw at caprica.com  Wed Jul 23 15:20:44 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Wed, 23 Jul 2008 08:20:44 -0700
Subject: [Runequest] Runequest Digest, Vol 4, Issue 9
In-Reply-To: <BAY119-W21B05E9E9DCE291D8AA7DBB5840@phx.gbl>
References: <mailman.3.1216778415.15233.runequest_rpgreview.net@rpgreview.net>
	<BAY119-W21B05E9E9DCE291D8AA7DBB5840@phx.gbl>
Message-ID: <7.0.1.0.1.20080723081944.03460e38@caprica.com>

At 06:52 AM 7/23/2008, you wrote:
>Folks
>
>My thoughts are simple.  Have the individual defend at current power 
>(always) and attack with magic points.  If you have no power stat 
>(vampire's etc) then defend at current MP.  Also-to make combat more 
>interesting for every 10 points of power you dish out an extra d3 
>magic points (1-10 d3, 11-20 2d3, etc).  In addition the real


I suspect that would overly discourage spellcasting by anyone who 
wants to use offensive spells and actually get power checks, at least 
until an exterior source is available.





From shaw at caprica.com  Wed Jul 23 15:19:25 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Wed, 23 Jul 2008 08:19:25 -0700
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com
 >
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>
	<aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>
Message-ID: <7.0.1.0.1.20080723081841.034b2218@caprica.com>


>MP regeneration doubles during sleep or absolute rest. I have to 
>admit that that seems a little odd to me; why should the state of 
>the body make a difference to the soul? If the argument is that 
>sleep and/or rest create a state of tranquility that allows faster 
>spiritual regeneration, perhaps some meditation techniques might 
>have the same effect?

I'd expect it is the psychological effect of rest, and I'd expect you 
could indeed emulate it with some kinds of meditation.







From mechashef at emailme.net.au  Fri Jul 25 22:29:21 2008
From: mechashef at emailme.net.au (Mechashef)
Date: Sat, 26 Jul 2008 08:29:21 +1000
Subject: [Runequest] POW or MP?
In-Reply-To: <aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>
References: <50a0ed550807220128ma2b33eanf0ab6c0b52af7c95@mail.gmail.com><7.0.1.0.1.20080722085324.0347a440@caprica.com>
	<aa2df9f20807221225q7f26ee5mafdef87b804a5d07@mail.gmail.com>
Message-ID: <000301c8eea5$e2c0a670$0302a8c0@LaptopCompaq>

A group I have played with uses MP vs MP, but if the situation is really
dire, the player can chose to use their POW score to either resist a spell,
or to try and overcome their spell's target.  The downside is that this
results in the loss of 1 point of POW.

 

The idea is that POW is the real measure of your soul and its magical
ability.  As you do things like cast spells, you use MP, sort of like
fatigue for the soul.  In a desperate situation you can draw upon your inner
power, sort of a heroic action, but this costs you dearly.  

 

It may just be the group I play with, but it has only been used a few times,
and as intended, always in appropriate situations

 

  _____  

From: runequest-bounces at rpgreview.net
[mailto:runequest-bounces at rpgreview.net] On Behalf Of Peter Maranci
Sent: Wednesday, 23 July 2008 5:26 AM
To: RuneQuest Rules
Subject: Re: [Runequest] POW or MP?

 

My old group had a system in which you could burn off permanent points of
POW in order to supercharge one of your spells or make damned sure that it
blew through any countermagic.

 

It was rarely used, and only in extreme emergencies.

 

->Peter

 

On 7/22/08, Wayne Shaw <shaw at caprica.com> wrote: 

ABoosting with MPs
>No

I can't help but think this would be really problematic as soon as
people start acquiring Power Spirits or their equvielent.




_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net




-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/ 

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080726/19c61f9f/attachment.htm>

From jurrubin at gmail.com  Fri Jul 25 23:52:26 2008
From: jurrubin at gmail.com (David Smart)
Date: Fri, 25 Jul 2008 18:52:26 -0500
Subject: [Runequest] FYI - Sale at Chaosium
Message-ID: <1c92296e0807251652t4c37bde7mb52a5c549ca2423c@mail.gmail.com>

Woot!

*From:* Basic_Roleplaying at yahoogroups.com [mailto:
Basic_Roleplaying at yahoogroups.com] *On Behalf Of *Sverre Larne
*Sent:* Friday, July 25, 2008 8:36 AM
*To:* Basic_Roleplaying at yahoogroups.com
*Subject:* [Basic_Roleplaying] Surprise sale at Chaosium!

 Surprise sale at Chaosium <http://catalog.chaosium.com/> !

Everything is 30% off until midnight monday pacific time!

SGL.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080725/d966c615/attachment.htm>

From lev at rpgreview.net  Sat Jul 26 06:52:26 2008
From: lev at rpgreview.net (Lev Lafayette)
Date: Sat, 26 Jul 2008 16:52:26 +1000
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1c92296e0807221003g49e549e1wd289889ed5af487a@mail.gmail.com>
	<aa2df9f20807230648xdb7ce0bve9c263927cad876f@mail.gmail.com>
Message-ID: <1217055146.3160.7.camel@localhost.localdomain>

On Wed, 2008-07-23 at 09:48 -0400, Peter Maranci wrote:
> I suspect I should probably ask the list if anyone is going to object
> to discussions of BRP/D100 here. 
>  

Sure sounds fine to me. Especially if people are using it for RuneQuest
games :-)

> MP regeneration doubles during sleep or absolute rest. I have to admit
> that that seems a little odd to me; why should the state of the body
> make a difference to the soul? If the argument is that sleep and/or
> rest create a state of tranquility that allows faster spiritual
> regeneration, perhaps some meditation techniques might have the same
> effect?

Another rule from WoW's Magic World, treating power like a battery. In
those rules however the recovery rate was 1 point per half hour of
complete rest and 1 point per 2 hours of activity.

>  
> Actually, that's an interesting idea for a Hero ability; faster MP
> regeneration.
>  

I find that the difference is so minimal it's not even worth mentioning
(unlike the MRQ magic point recovery). For POW 1-24 the recovery is 1
point per hour sleeping (say, 8 points per day) and 1 point for every 2
hours whilst awake (say 8 points per day) - so 16 points recovery per
day.

Indeed if your character had a POW above 16 they actually now have
*less* magic points per day! Unless they sleep more of course.

Hmmm... sleepy wizards..





From lev at rpgreview.net  Sat Jul 26 06:55:15 2008
From: lev at rpgreview.net (Lev Lafayette)
Date: Sat, 26 Jul 2008 16:55:15 +1000
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
Message-ID: <1217055315.3160.10.camel@localhost.localdomain>

On Tue, 2008-07-22 at 10:48 -0400, Peter Maranci wrote:
>  
> The magic system was the single element that I was most worried about
> after the playtest. But to my delight, the book includes a system
> which is the classic battle/spirit magic system as derived from the
> original Basic RolePlaying system. For example, Bladesharp is called
> "Sharpen", but is identical to the RQ Bladesharp spell.

Sharpen (like many of the spells) is from the Worlds of Wonder book
'Magic World'.

> The book is 399 pages long, so I have a lot more reading to do...but
> at this point, I have to say that Jason and Chaosium have done an
> absolutely outstanding job.

Yeah, it's a pretty solid product :-)

I've just submitted the following review to rpg.net, please excuse my
inline html characters.



PRODUCT: Basic RolePlaying: The Chaosium Roleplaying System
AUTHOR: Jason Durall, Sam Johnson
COMPANY: Chaosium

STYLE: 4
SUBSTANCE: 4

SUMMARY:
--------------------------------------------------
A "thin glue" method unites several BRP games in one publication. Above
average in almost all regards; it is well written, well designed, with
quite a good content to page count and good scope. What does happen when
Elric hits Cthulhu with Stormbringer?
--------------------------------------------------

REVIEW:
--------------------------------------------------
<b>Background and Product</b>

The core of <i>Basic RolePlaying: The Chaosium Roleplaying System</i>
dates back as far as first edition <i>RuneQuest</i> in 1978. Since then,
a number of games - mostly quite successful - were produced by the
company based on the same model, including <i>Call of Cthulhu</i> (FP
1981), <i>Stormbringer</i> (FP 1981), <i>Ringworld</i> (FP 1984),
<i>ElfQuest</i> (FP 1984) and <i>Nephilim</i> (FP 1994). Among these and
others there was always a vague promise of crossover games or even a
complete system which unified all the above - variations of this came in
the form as the simple Basic RolePlaying and the far more elaborate
<i>Worlds of Wonder</i> (1982).  This new tome, expressed in the
thirteen-chapter, four-hundred page softbound form, is the fulfilment of
this promise.

In my first decade of gaming I was quite favourably disposed towards the
various BRP games. The character creation system provided more
opportunities rather than implausible restrictions, it had a simple
roll-under percentile skill system, combat was relatively realistic,
deadly and usually resolved very quickly - not to mention armour reduced
damage rather than making you harder to hit (indeed, armour in BRP games
often made you <i>easier</i> to hit because it was encumbering). But
perhaps most of all, the games captured a deep sense of genre almost
invariably expressed in the magic system. When the opportunity to join
the playtest occurred, I eagerly accepted. The playtest procedure was
highly structured (leaving but modest opportunities for playtester
contributions to development) but well conducted and I'll take this
opportunity to thank Jason Durrall for his approach which was both
friendly and professional.

The cover of Basic RolePlaying features a variation of Da Vinci's study
of man but, in paper-doll dress-up style, features elements of a
multi-genre being. It is fairly strong in terms of creativity, but more
modest in technique, which is something I noted throughout the text
which included quite a number from prior publications. Other images of
note include an impending confrontation between Cthulhu and a space
fighter near the rings of Saturn (p372) and an old classic for the
resistance table "Burly Bob" (p170) who made an appearance in the
original Basic RolePlaying booklet. Effort was clearly made to provide
appropriate illustrative art to the text.

The book is well-written with rules explained maturely and with a
notable degree of clarity. There are more than a couple of typographical
errors (perhaps the most amusing being the description of a crack as an
"active" force), but the genuine meaning is usually discerned with some
ease. The layout of the book is likewise generally good with two-column
justified text, boxed areas for particular emphasis, somewhat small page
numbers and chapters marked on each page (albeit with a binary method to
indicate chapter numbers) and roughly the right use of whitespace. The
table of contents is a little spartan with merely the chapter headings
provided, but there's a good five page index to major topics. The back
of the book also includes a collection of useful tables, a pretty
well-designed character sheet, an options checklist, and so forth. 

<b>Character Creation</b>

The seven step process (neatly summarised on pages 22-23 with character
sheet references) begins with characteristics. There are five core
characteristics determined on 3d6 rolls (Strength, Constitution, Power,
Dexterity and Appearance) and two determined by 2d6+6 (Intelligence and
Size). Further there is an eighth also on 2d6+6 (Education) and options
for cultural and species modifiers, higher starting characteristics (all
on 2d6+6) and a point-buy option. All characteristics have equivalent
percentile characteristic rolls (Step Four) based on five times the
characteristic amount as a percentage score.

The second step is perhaps the most important; determining a character's
powers, which are entirely game power-level (Normal, Heroic, Epic and
Superhuman) and genre dependent. The text says, quite bluntly and
appropriately, <b>"Stop everything and read this!"</b>. Characters may
have access to one or more of Magic, Mutations, Psychic Abilities,
Sorcery and Super Powers and can receive various levels of powers
depending on the GMs setting. Starting age (Step Three) is based on 17
+1d6 years, however for every 10 years older that the default starting
age a character may add 10, 20, 30 or 40 professional skill points
depending on the power level of the campaign. There are also reductions
for youth and characteristic loses for age.

Derived charactersitics (Step Five) are damage bonus (STR+SIZ and table
reference), hit points (average CON + SIZ) with major wound level equal
to half that value (along with an option for sectional hit points as per
<i>RuneQuest</i>), Power Points equal to POW, Experience bonus equal to
half INT and Move equal to 10 units (usually metres) per round. There
are also options for Fatigue points (STR + CON) as per <i>RuneQuest</i>
and Sanity as per <i>Call of Cthulhu</i> (POW times five). A further
derived characteristic of soughts is the optional "Distinctive Features"
based on variations on average human appearance (this probably would
have been better if it was species-specific). Step Six is rather oddly
described as personality and consists of rolling (or choosing) one of
four approaches which are basically an approach to problems; fighting,
technique, smarts, and and persuasion. These give a bonus of 20 skill
points to a number of appropriate skills. One is tempted to describe
such personalities as "Fighter", "Thief", "Mage" and "Cleric". A better
profession system (from <i>Pendragon</i>) is discovered as an optional
rule on p294-295.

The seventh step consists of distributing the appropriate number of
skill points according to power level, profession and from a personal
pool based on INT time 10. The profession system is like <i>Call of
Cthulhu</i>; a profession title is given, equipment based on wealth
levels (step nine) and a pool of skills to allocate skills to. There are
some fourty-four professions described in this manner. It's not a bad
method by any stretch of the imagination, but it's a bit simplistic and
a far cry from some of the detailed efforts by BRP-derived games in the
past. Skills are also provided a species and historically specific base
chance and are modified by category bonuses (e.g., Combat skills,
Communication skills, etc) based on characteristic scores.

<b>Skills, System and Combat</b>

As mentioned, the skill system is a simple roll-under percentile task
resolution system. There are 57 listed skills with further required
specialisations for various weapons, languages, arts, crafts,
knowledges, sciences, technical and so forth. Effect explanations are
given according to whether the skill check was a fumble, failure,
success, special or critical which, along with the description, means
that about 1/2 a page is dedicated to each skill. The effect
descriptions can be a little human-centric at times (e.g., a critical
success allows a character to Swim at 8m per round - but of course, some
species do that naturally) and there are some quirky inclusions
resulting from the historic BRP games (for example separate skills for
Science - Psychology and Psychotherapy and the use of DEX*2 to determine
the base chance to Dodge; both from <i>Call of Cthulhu</i>). The
description of how the skills apply according to different historical
and genre periods is somewhat lacking.

Skipping the hefty Powers chapter for a moment and moving straight into
System, as with other games in the BRP line percentile skill rolls are
not the only resolution means. In addition there is characteristic rolls
and resistance rolls, although all three do use a roll-under percentile
mechanic and have the same possibilities for special successes, fumbles,
etc. Characteristic rolls chances are determined by a multiple of an
appropriate charactersitic to a task. The well-known forumula for
resistance rolls are based on characteristic vs characteristic conflicts
with the active force requiring rolling under an equation of 50% +
(active force * 5) - (passive force *5). Common examples of these tests
include Power vs Power, Potency vs CON and so forth. Competing skill
rolls are determined by one of three options; highest successful result,
subtraction of one's roll from another's base chance and finally, based
on a division of skill chances by 5, using the resistance table. As with
most game systems skill chances are modified by circumstances, equipment
and so forth. As an entirely new addition BRP also introduces an
optional Fate Point system with die modifications based on expenditure
of Power Points.

Other elements of the game system include some fairly detailed
information on time and movement, including expected time to carry out
skills), terrain and weather modifiers, and character improvement to
skills. A 1d6 experience improvement is based on a successful (non-easy)
use of a skill in adventure and rolling over the existing skill rating
with an INT bonus of half the character's INT score. Improvement can
also be achieved through training or research, although these are a
slower and more expensive path to improvement. Characteristics can also
be increased with POW gains through successful magical (or other POW vs
POW) conflicts and require a roll over 5 times the existing POW.
Characteristic training requires 25 * the current value in hours,
usually a financial expense. STR or CON can be increased to the highest
of STR, CON and SIZ and APP or DEX can be increased to 1.5 times their
starting value.

Combat is resolved in rounds of 12 seconds and ordered by statements,
use of powers, actions and then resolution. Statements are made in DEX
rank, although optionally, an initiative roll on d10 plus DEX (or INT
for powers) can be used for a degree of randomness. For even more detail
in a static system an optional Strike Ranks system (from
<i>RuneQuest</i>) is offered. Actions occur on DEX rank and for every 5
points less; thus a character with DEX 16 will act on 16, 11, and 6.
Standard DEX rank actions include Move, Attack, Disengage and Non-Combat
Action. At any time a character may Parry or Dodge, Fight Defensively or
Speak. Attack versus Parry or Dodge is a contested skill and a matrix
determines the relative success or failure. Generally speaking, a
criticial attack will do maximum damage plus rolled damage, whilst a
success will do normal damage plus a bonus (entangle, knockdown, impale,
bleed) - and keeping in mind that a criticial is also a success. There
are fumble tables for weapons, missile attacks and natural weapons for
those less fortunate. Damage is resolved by rolled according to weapon
type, minus armour and applied to hit points with options for sectional
hit points and more random values for armour, as found in
<i>Stormbringer</i>. Wounds are either applied in the sectional method
or according to a major wound table when half hit points or more are
received in a single blow. By way of indication, an average character
has about 12 hit points before death, a sword will do 1d8+1 damage, hard
leather armour will protect for 3 and 1d3 hit points will be healed per
week. 

Also appropriately described here is the chapter on 'Spot Rules' which
is largely a collection of unusual and situational events which mostly
occur in a tactical time. This includes rules for sudden encounters that
PCs may have with acid, aiming and targetting specific body areas,
autofire, a pretty cool chase mechanic, drowning (and it's cousin,
falling), light sources, prone actions, radiation poisoning, two-weapon
use, and zero-gravity combat. These all seemed to be expressed in a
manner that is mechanically simple yet captures the core experiences of
each particular circumstance. My only gripe is the lack of detail of
what actually constitutes "stifling heat" or "freezing cold" for the
effects, as described in the spot rules, to come into effect.

<b>Powers</b>

The fourth chapter, Powers, weighs in at some 80 pages making it the
longest in the book and certainly deserving of a special discussion on
its own. There are five sources of extranormal power with different
sources from the BRP line; Magic (<i>Worlds of Wonder</i>), Mutations
(<i>Hawkmoon</i>, Psychic (<i>ElfQuest</i>), Sorcery
(<i>Stormbringer</i>) and Super Powers (<i>Superworld</i>). As with
skills and characteristics the availability and level of starting powers
varies, although there is discussion of mixing these (e.g., Normal
Powers, Heroic skill and characteristic level) and mixing power types in
a story (e.g., Mutations and Psychic powers co-existing in the same
world). By way of example, a starting Heroic magic character may select
6 spells which they know at their INT as a percentage but may spend
skill points on these during character creation.

The mechanics for each power type differes somewhat as appropriate to
its description. Each magic spell is a separate skill, cast in
increments of power point cost, taking one DEX rank to do per point, and
may require a resistance roll check. Mutations are "always on" powers,
and are distinguished between beneficial and adverse, major and minor.
Like magic, psychic powers are also treated as individual skills that
cost power and may require a resistence roll, although they are faster
to cast. sorcery spells however do not require a skill check, although
they may be prevented by a resistance roll failure. Finally superpowers,
purchased as a function of character points and campaign power level, do
not usually require a skill roll (although a new skill, 'Projection', is
added for those powers which do).

Overall the powers are quite appropriate to their genre-orientation.
Psychic powers, for example, tend strongly towards subtle mental
manipulation; there is not where one will find energy blasts and the
like, whereas sorcerors summon demons, elementals and seek divine aid.
Further, each power type has a number of appropriate special additions.
Magic users, for example, have the opportunity to make a staff or summon
a familiar, whereas psychic characters may engage in a special psychic
combat with each other, not unlike the old RuneQuest spirit combat.
Superpowered characters, in true four-colour style, have the opportunity
to boost their starting character point bonus by taking character
failings.

The powers are reasonably well balanced against each other, although
there are a couple of oddities in the text. The magic Blast spell, which
does 1D6 per 3-power point level, is described as being "non-kinetic"
and therefore the spell Protection will have no effect; however normal
armour (which the Protection spell replicates) will work, and the spell
can be parried with a shield. Conjure Elemental is described as a spell
with varying power levels, but it is difficult to discern what these
additional levels actually do. A ranged fire attack is described as both
'Flame' (p95) and 'Fire' (p97). But these are certainly exceptions
rather than rule. In nearly all cases the powers are well described,
well balanced and make sense. 

<b>Settings and GM Material</b>

There are four chapters that can be appropriately described together;
Equipment (chapter 8), Gamemastering (chapter 9), Settings (chapter 10)
and Creatures (chapter 11). Equipment is differentiated between
'primitive', 'historical', 'modern' and 'futuristic' which is a simple
yet very accurate general categorisation of societies. The settings
chapter breaks down these further with a general title (e.g., 'Dark
Ages'), probably character types (i.e., professions), common powers,
technology, inspirational source material and the sort of adventures
than can be expected. Some twenty-three settings are described ranging
from the prehistoric to space opera, with about 2/3rds of a page
dedicated to each. Further there are also some notes for combined
settings (e.g., "Samurai and Six-Guns") and multi-setting games. Two
additional options included in the settings chapter are Allegience (from
<i>Stormbringer</i>), which provides bonus power and hit points for
aligning oneself to a supernatural power or even an ideal, and Sanity
(from <i>Call of Cthulhu</i>), which includes the mental damage that
occurs from encountering bizarre horrors.

Rather than adopting a universal currency or even a concern with
specific quantities, a highly abstract method is used to determine both
character wealth and the price of goods. Whilst there is nothing wrong
with abstraction as such, some elaboration on the categories would have
been appreciated and also some mechanical implementation of alterations
to wealth levels. What happens, for example, to four destitute
characters who suddenly acquire the equivalent of one affluent assets?
Are their wealth levels now average, or poor? What if there was six of
them? There are substantial notes covering issues like equipment with
powers or skills, skills required to make equipment, varying quality and
so forth. The equipment list itself consists of various missile and
melee weapons, armor, shields, artillery, explosives, and with far more
modest descriptions for robots, vehicles, medical equipment and books. 

The Gamemastering chapter described player arrangements, logistics,
story presentation ("one-shot or campaign?"), choosing a setting,
preparation, a standard plot development, sandbox approaches for
open-ended settings, campaign design, character integration, tone house
rules and an optional rule checklist. It's a fairly complete discussion
of the science and art of gamemastering, although the inclusion of the
<i>Pendragon</i>-style personality traits and the SIZ-weight table do
seem to rather odd inclusions at this point. 

Finally, the Creatures. These are described in terms of characteristics
(core and derived, plus any species based modifications), weapons and
armor, skills and powers. Special rules apply for creatures with
particular characteristics (e.g., fixed intelligence representing an
instinctual rather than reasoning intelligence), the limitations of
creatures without particular characteristics (e.g., a ghost with no
Strength). The ordering of creatures themselves is broken up into
Natural Animals, Fantasy Creatures, Science Fiction Creatures and a
Non-Player Digest. Whilst the quantity and breadth here is certainly
impressive, there is not much in terms of colour, ecology or
descriptions apart from those which are directly related to the game
system. 


<b>Conclusion</b>
 
<i>Basic RolePlaying</i> is a solid, adaptable game system which is
built on the excellent foundations put in place some decades ago. It
uses "thin glue" to bring together several game systems which whilst
sharing a common core system each had their own quirks. There is a sense
however, that the solutions were a little lazy - where there was any
possibility of doubt, an optional rules was provided. Also, sometimes
the core rules took some choices which may be considered a little
unusual - for example the slightly clunky bonus method to skills from
early editions of <i>RuneQuest</i> etc rather than the simple additional
of relevant characteristics as used in <i>ElfQuest</i>.

There is also a sense that the game system is showing its age, and
hasn't incorporated some of the features which are largely commonplace
in design, such as advantage/disadvantage systems for social, personal
and physical traits as found in the <i>Hero System</i> and <i>GURPS</i>
or an appropriate narrativist device rather than converting power points
into an additional 'at will' power. It is understood that such elements
are not part of past BRP game systems, but this in itself is
illustrative - this is "not really" a new game, but rather an efficient
and effective unification of several previous related games.

Overall I found the product above average in almost all regards. It is
well written, well designed, with quite a good content to page count and
good scope. It is fun to play and is a largely 'bug-free' rules system.
I give it a good four out of five for both style and substance. But most
importantly, now the question can be raised. What does happen when Elric
hits Cthulhu with Stormbringer?

Style: 1 + .6 (layout) + .5 (art) + .7 (coolness) + .7 (readability)
+ .7 (product) = 4.2

Substance: 1 + .7 (content) + .7 (text) + .7 (fun) + .7 (workmanship)
+ .7 (system) = 4.5
--------------------------------------------------






From sverrelarne at gmail.com  Sat Jul 26 11:14:13 2008
From: sverrelarne at gmail.com (Sverre Larne)
Date: Sat, 26 Jul 2008 12:14:13 +0100
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <1217055315.3160.10.camel@localhost.localdomain>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1217055315.3160.10.camel@localhost.localdomain>
Message-ID: <488B0705.6020205@yahoo.no>

Great review! Would you care to add it in the review section at BRP 
Central too? Basic Roleplaying Reviews 
<http://basicroleplaying.com/reviews/showcat.php?cat=3>

SGL.

Lev Lafayette skrev:
> PRODUCT: Basic RolePlaying: The Chaosium Roleplaying System
> AUTHOR: Jason Durall, Sam Johnson
> COMPANY: Chaosium
>
> STYLE: 4
> SUBSTANCE: 4
>
> SUMMARY:
> --------------------------------------------------
> A "thin glue" method unites several BRP games in one publication. Above
> average in almost all regards; it is well written, well designed, with
> quite a good content to page count and good scope. What does happen when
> Elric hits Cthulhu with Stormbringer?
> --------------------------------------------------
>
> REVIEW:
> --------------------------------------------------
> <b>Background and Product</b>
>
> The core of <i>Basic RolePlaying: The Chaosium Roleplaying System</i>
> dates back as far as first edition <i>RuneQuest</i> in 1978. Since then,
> a number of games - mostly quite successful - were produced by the
> company based on the same model, including <i>Call of Cthulhu</i> (FP
> 1981), <i>Stormbringer</i> (FP 1981), <i>Ringworld</i> (FP 1984),
> <i>ElfQuest</i> (FP 1984) and <i>Nephilim</i> (FP 1994). Among these and
> others there was always a vague promise of crossover games or even a
> complete system which unified all the above - variations of this came in
> the form as the simple Basic RolePlaying and the far more elaborate
> <i>Worlds of Wonder</i> (1982).  This new tome, expressed in the
> thirteen-chapter, four-hundred page softbound form, is the fulfilment of
> this promise.
>
> In my first decade of gaming I was quite favourably disposed towards the
> various BRP games. The character creation system provided more
> opportunities rather than implausible restrictions, it had a simple
> roll-under percentile skill system, combat was relatively realistic,
> deadly and usually resolved very quickly - not to mention armour reduced
> damage rather than making you harder to hit (indeed, armour in BRP games
> often made you <i>easier</i> to hit because it was encumbering). But
> perhaps most of all, the games captured a deep sense of genre almost
> invariably expressed in the magic system. When the opportunity to join
> the playtest occurred, I eagerly accepted. The playtest procedure was
> highly structured (leaving but modest opportunities for playtester
> contributions to development) but well conducted and I'll take this
> opportunity to thank Jason Durrall for his approach which was both
> friendly and professional.
>
> The cover of Basic RolePlaying features a variation of Da Vinci's study
> of man but, in paper-doll dress-up style, features elements of a
> multi-genre being. It is fairly strong in terms of creativity, but more
> modest in technique, which is something I noted throughout the text
> which included quite a number from prior publications. Other images of
> note include an impending confrontation between Cthulhu and a space
> fighter near the rings of Saturn (p372) and an old classic for the
> resistance table "Burly Bob" (p170) who made an appearance in the
> original Basic RolePlaying booklet. Effort was clearly made to provide
> appropriate illustrative art to the text.
>
> The book is well-written with rules explained maturely and with a
> notable degree of clarity. There are more than a couple of typographical
> errors (perhaps the most amusing being the description of a crack as an
> "active" force), but the genuine meaning is usually discerned with some
> ease. The layout of the book is likewise generally good with two-column
> justified text, boxed areas for particular emphasis, somewhat small page
> numbers and chapters marked on each page (albeit with a binary method to
> indicate chapter numbers) and roughly the right use of whitespace. The
> table of contents is a little spartan with merely the chapter headings
> provided, but there's a good five page index to major topics. The back
> of the book also includes a collection of useful tables, a pretty
> well-designed character sheet, an options checklist, and so forth. 
>
> <b>Character Creation</b>
>
> The seven step process (neatly summarised on pages 22-23 with character
> sheet references) begins with characteristics. There are five core
> characteristics determined on 3d6 rolls (Strength, Constitution, Power,
> Dexterity and Appearance) and two determined by 2d6+6 (Intelligence and
> Size). Further there is an eighth also on 2d6+6 (Education) and options
> for cultural and species modifiers, higher starting characteristics (all
> on 2d6+6) and a point-buy option. All characteristics have equivalent
> percentile characteristic rolls (Step Four) based on five times the
> characteristic amount as a percentage score.
>
> The second step is perhaps the most important; determining a character's
> powers, which are entirely game power-level (Normal, Heroic, Epic and
> Superhuman) and genre dependent. The text says, quite bluntly and
> appropriately, <b>"Stop everything and read this!"</b>. Characters may
> have access to one or more of Magic, Mutations, Psychic Abilities,
> Sorcery and Super Powers and can receive various levels of powers
> depending on the GMs setting. Starting age (Step Three) is based on 17
> +1d6 years, however for every 10 years older that the default starting
> age a character may add 10, 20, 30 or 40 professional skill points
> depending on the power level of the campaign. There are also reductions
> for youth and characteristic loses for age.
>
> Derived charactersitics (Step Five) are damage bonus (STR+SIZ and table
> reference), hit points (average CON + SIZ) with major wound level equal
> to half that value (along with an option for sectional hit points as per
> <i>RuneQuest</i>), Power Points equal to POW, Experience bonus equal to
> half INT and Move equal to 10 units (usually metres) per round. There
> are also options for Fatigue points (STR + CON) as per <i>RuneQuest</i>
> and Sanity as per <i>Call of Cthulhu</i> (POW times five). A further
> derived characteristic of soughts is the optional "Distinctive Features"
> based on variations on average human appearance (this probably would
> have been better if it was species-specific). Step Six is rather oddly
> described as personality and consists of rolling (or choosing) one of
> four approaches which are basically an approach to problems; fighting,
> technique, smarts, and and persuasion. These give a bonus of 20 skill
> points to a number of appropriate skills. One is tempted to describe
> such personalities as "Fighter", "Thief", "Mage" and "Cleric". A better
> profession system (from <i>Pendragon</i>) is discovered as an optional
> rule on p294-295.
>
> The seventh step consists of distributing the appropriate number of
> skill points according to power level, profession and from a personal
> pool based on INT time 10. The profession system is like <i>Call of
> Cthulhu</i>; a profession title is given, equipment based on wealth
> levels (step nine) and a pool of skills to allocate skills to. There are
> some fourty-four professions described in this manner. It's not a bad
> method by any stretch of the imagination, but it's a bit simplistic and
> a far cry from some of the detailed efforts by BRP-derived games in the
> past. Skills are also provided a species and historically specific base
> chance and are modified by category bonuses (e.g., Combat skills,
> Communication skills, etc) based on characteristic scores.
>
> <b>Skills, System and Combat</b>
>
> As mentioned, the skill system is a simple roll-under percentile task
> resolution system. There are 57 listed skills with further required
> specialisations for various weapons, languages, arts, crafts,
> knowledges, sciences, technical and so forth. Effect explanations are
> given according to whether the skill check was a fumble, failure,
> success, special or critical which, along with the description, means
> that about 1/2 a page is dedicated to each skill. The effect
> descriptions can be a little human-centric at times (e.g., a critical
> success allows a character to Swim at 8m per round - but of course, some
> species do that naturally) and there are some quirky inclusions
> resulting from the historic BRP games (for example separate skills for
> Science - Psychology and Psychotherapy and the use of DEX*2 to determine
> the base chance to Dodge; both from <i>Call of Cthulhu</i>). The
> description of how the skills apply according to different historical
> and genre periods is somewhat lacking.
>
> Skipping the hefty Powers chapter for a moment and moving straight into
> System, as with other games in the BRP line percentile skill rolls are
> not the only resolution means. In addition there is characteristic rolls
> and resistance rolls, although all three do use a roll-under percentile
> mechanic and have the same possibilities for special successes, fumbles,
> etc. Characteristic rolls chances are determined by a multiple of an
> appropriate charactersitic to a task. The well-known forumula for
> resistance rolls are based on characteristic vs characteristic conflicts
> with the active force requiring rolling under an equation of 50% +
> (active force * 5) - (passive force *5). Common examples of these tests
> include Power vs Power, Potency vs CON and so forth. Competing skill
> rolls are determined by one of three options; highest successful result,
> subtraction of one's roll from another's base chance and finally, based
> on a division of skill chances by 5, using the resistance table. As with
> most game systems skill chances are modified by circumstances, equipment
> and so forth. As an entirely new addition BRP also introduces an
> optional Fate Point system with die modifications based on expenditure
> of Power Points.
>
> Other elements of the game system include some fairly detailed
> information on time and movement, including expected time to carry out
> skills), terrain and weather modifiers, and character improvement to
> skills. A 1d6 experience improvement is based on a successful (non-easy)
> use of a skill in adventure and rolling over the existing skill rating
> with an INT bonus of half the character's INT score. Improvement can
> also be achieved through training or research, although these are a
> slower and more expensive path to improvement. Characteristics can also
> be increased with POW gains through successful magical (or other POW vs
> POW) conflicts and require a roll over 5 times the existing POW.
> Characteristic training requires 25 * the current value in hours,
> usually a financial expense. STR or CON can be increased to the highest
> of STR, CON and SIZ and APP or DEX can be increased to 1.5 times their
> starting value.
>
> Combat is resolved in rounds of 12 seconds and ordered by statements,
> use of powers, actions and then resolution. Statements are made in DEX
> rank, although optionally, an initiative roll on d10 plus DEX (or INT
> for powers) can be used for a degree of randomness. For even more detail
> in a static system an optional Strike Ranks system (from
> <i>RuneQuest</i>) is offered. Actions occur on DEX rank and for every 5
> points less; thus a character with DEX 16 will act on 16, 11, and 6.
> Standard DEX rank actions include Move, Attack, Disengage and Non-Combat
> Action. At any time a character may Parry or Dodge, Fight Defensively or
> Speak. Attack versus Parry or Dodge is a contested skill and a matrix
> determines the relative success or failure. Generally speaking, a
> criticial attack will do maximum damage plus rolled damage, whilst a
> success will do normal damage plus a bonus (entangle, knockdown, impale,
> bleed) - and keeping in mind that a criticial is also a success. There
> are fumble tables for weapons, missile attacks and natural weapons for
> those less fortunate. Damage is resolved by rolled according to weapon
> type, minus armour and applied to hit points with options for sectional
> hit points and more random values for armour, as found in
> <i>Stormbringer</i>. Wounds are either applied in the sectional method
> or according to a major wound table when half hit points or more are
> received in a single blow. By way of indication, an average character
> has about 12 hit points before death, a sword will do 1d8+1 damage, hard
> leather armour will protect for 3 and 1d3 hit points will be healed per
> week. 
>
> Also appropriately described here is the chapter on 'Spot Rules' which
> is largely a collection of unusual and situational events which mostly
> occur in a tactical time. This includes rules for sudden encounters that
> PCs may have with acid, aiming and targetting specific body areas,
> autofire, a pretty cool chase mechanic, drowning (and it's cousin,
> falling), light sources, prone actions, radiation poisoning, two-weapon
> use, and zero-gravity combat. These all seemed to be expressed in a
> manner that is mechanically simple yet captures the core experiences of
> each particular circumstance. My only gripe is the lack of detail of
> what actually constitutes "stifling heat" or "freezing cold" for the
> effects, as described in the spot rules, to come into effect.
>
> <b>Powers</b>
>
> The fourth chapter, Powers, weighs in at some 80 pages making it the
> longest in the book and certainly deserving of a special discussion on
> its own. There are five sources of extranormal power with different
> sources from the BRP line; Magic (<i>Worlds of Wonder</i>), Mutations
> (<i>Hawkmoon</i>, Psychic (<i>ElfQuest</i>), Sorcery
> (<i>Stormbringer</i>) and Super Powers (<i>Superworld</i>). As with
> skills and characteristics the availability and level of starting powers
> varies, although there is discussion of mixing these (e.g., Normal
> Powers, Heroic skill and characteristic level) and mixing power types in
> a story (e.g., Mutations and Psychic powers co-existing in the same
> world). By way of example, a starting Heroic magic character may select
> 6 spells which they know at their INT as a percentage but may spend
> skill points on these during character creation.
>
> The mechanics for each power type differes somewhat as appropriate to
> its description. Each magic spell is a separate skill, cast in
> increments of power point cost, taking one DEX rank to do per point, and
> may require a resistance roll check. Mutations are "always on" powers,
> and are distinguished between beneficial and adverse, major and minor.
> Like magic, psychic powers are also treated as individual skills that
> cost power and may require a resistence roll, although they are faster
> to cast. sorcery spells however do not require a skill check, although
> they may be prevented by a resistance roll failure. Finally superpowers,
> purchased as a function of character points and campaign power level, do
> not usually require a skill roll (although a new skill, 'Projection', is
> added for those powers which do).
>
> Overall the powers are quite appropriate to their genre-orientation.
> Psychic powers, for example, tend strongly towards subtle mental
> manipulation; there is not where one will find energy blasts and the
> like, whereas sorcerors summon demons, elementals and seek divine aid.
> Further, each power type has a number of appropriate special additions.
> Magic users, for example, have the opportunity to make a staff or summon
> a familiar, whereas psychic characters may engage in a special psychic
> combat with each other, not unlike the old RuneQuest spirit combat.
> Superpowered characters, in true four-colour style, have the opportunity
> to boost their starting character point bonus by taking character
> failings.
>
> The powers are reasonably well balanced against each other, although
> there are a couple of oddities in the text. The magic Blast spell, which
> does 1D6 per 3-power point level, is described as being "non-kinetic"
> and therefore the spell Protection will have no effect; however normal
> armour (which the Protection spell replicates) will work, and the spell
> can be parried with a shield. Conjure Elemental is described as a spell
> with varying power levels, but it is difficult to discern what these
> additional levels actually do. A ranged fire attack is described as both
> 'Flame' (p95) and 'Fire' (p97). But these are certainly exceptions
> rather than rule. In nearly all cases the powers are well described,
> well balanced and make sense. 
>
> <b>Settings and GM Material</b>
>
> There are four chapters that can be appropriately described together;
> Equipment (chapter 8), Gamemastering (chapter 9), Settings (chapter 10)
> and Creatures (chapter 11). Equipment is differentiated between
> 'primitive', 'historical', 'modern' and 'futuristic' which is a simple
> yet very accurate general categorisation of societies. The settings
> chapter breaks down these further with a general title (e.g., 'Dark
> Ages'), probably character types (i.e., professions), common powers,
> technology, inspirational source material and the sort of adventures
> than can be expected. Some twenty-three settings are described ranging
> from the prehistoric to space opera, with about 2/3rds of a page
> dedicated to each. Further there are also some notes for combined
> settings (e.g., "Samurai and Six-Guns") and multi-setting games. Two
> additional options included in the settings chapter are Allegience (from
> <i>Stormbringer</i>), which provides bonus power and hit points for
> aligning oneself to a supernatural power or even an ideal, and Sanity
> (from <i>Call of Cthulhu</i>), which includes the mental damage that
> occurs from encountering bizarre horrors.
>
> Rather than adopting a universal currency or even a concern with
> specific quantities, a highly abstract method is used to determine both
> character wealth and the price of goods. Whilst there is nothing wrong
> with abstraction as such, some elaboration on the categories would have
> been appreciated and also some mechanical implementation of alterations
> to wealth levels. What happens, for example, to four destitute
> characters who suddenly acquire the equivalent of one affluent assets?
> Are their wealth levels now average, or poor? What if there was six of
> them? There are substantial notes covering issues like equipment with
> powers or skills, skills required to make equipment, varying quality and
> so forth. The equipment list itself consists of various missile and
> melee weapons, armor, shields, artillery, explosives, and with far more
> modest descriptions for robots, vehicles, medical equipment and books. 
>
> The Gamemastering chapter described player arrangements, logistics,
> story presentation ("one-shot or campaign?"), choosing a setting,
> preparation, a standard plot development, sandbox approaches for
> open-ended settings, campaign design, character integration, tone house
> rules and an optional rule checklist. It's a fairly complete discussion
> of the science and art of gamemastering, although the inclusion of the
> <i>Pendragon</i>-style personality traits and the SIZ-weight table do
> seem to rather odd inclusions at this point. 
>
> Finally, the Creatures. These are described in terms of characteristics
> (core and derived, plus any species based modifications), weapons and
> armor, skills and powers. Special rules apply for creatures with
> particular characteristics (e.g., fixed intelligence representing an
> instinctual rather than reasoning intelligence), the limitations of
> creatures without particular characteristics (e.g., a ghost with no
> Strength). The ordering of creatures themselves is broken up into
> Natural Animals, Fantasy Creatures, Science Fiction Creatures and a
> Non-Player Digest. Whilst the quantity and breadth here is certainly
> impressive, there is not much in terms of colour, ecology or
> descriptions apart from those which are directly related to the game
> system. 
>
>
> <b>Conclusion</b>
>  
> <i>Basic RolePlaying</i> is a solid, adaptable game system which is
> built on the excellent foundations put in place some decades ago. It
> uses "thin glue" to bring together several game systems which whilst
> sharing a common core system each had their own quirks. There is a sense
> however, that the solutions were a little lazy - where there was any
> possibility of doubt, an optional rules was provided. Also, sometimes
> the core rules took some choices which may be considered a little
> unusual - for example the slightly clunky bonus method to skills from
> early editions of <i>RuneQuest</i> etc rather than the simple additional
> of relevant characteristics as used in <i>ElfQuest</i>.
>
> There is also a sense that the game system is showing its age, and
> hasn't incorporated some of the features which are largely commonplace
> in design, such as advantage/disadvantage systems for social, personal
> and physical traits as found in the <i>Hero System</i> and <i>GURPS</i>
> or an appropriate narrativist device rather than converting power points
> into an additional 'at will' power. It is understood that such elements
> are not part of past BRP game systems, but this in itself is
> illustrative - this is "not really" a new game, but rather an efficient
> and effective unification of several previous related games.
>
> Overall I found the product above average in almost all regards. It is
> well written, well designed, with quite a good content to page count and
> good scope. It is fun to play and is a largely 'bug-free' rules system.
> I give it a good four out of five for both style and substance. But most
> importantly, now the question can be raised. What does happen when Elric
> hits Cthulhu with Stormbringer?
>
> Style: 1 + .6 (layout) + .5 (art) + .7 (coolness) + .7 (readability)
> + .7 (product) = 4.2
>
> Substance: 1 + .7 (content) + .7 (text) + .7 (fun) + .7 (workmanship)
> + .7 (system) = 4.5
> --------------------------------------------------
>
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
>   

-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080726/f417e7f4/attachment.htm>

From pmaranci at gmail.com  Sat Jul 26 12:26:07 2008
From: pmaranci at gmail.com (Peter Maranci)
Date: Sat, 26 Jul 2008 08:26:07 -0400
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <1217055315.3160.10.camel@localhost.localdomain>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1217055315.3160.10.camel@localhost.localdomain>
Message-ID: <aa2df9f20807260526s53c1349an7662b3bba36da220@mail.gmail.com>

Dare I ask you to compare it to Mongoose RQ? Or would that be too
inflammatory? :D

->Peter

On 7/26/08, Lev Lafayette <lev at rpgreview.net> wrote:
>
> On Tue, 2008-07-22 at 10:48 -0400, Peter Maranci wrote:
> >
> > The magic system was the single element that I was most worried about
> > after the playtest. But to my delight, the book includes a system
> > which is the classic battle/spirit magic system as derived from the
> > original Basic RolePlaying system. For example, Bladesharp is called
> > "Sharpen", but is identical to the RQ Bladesharp spell.
>
> Sharpen (like many of the spells) is from the Worlds of Wonder book
> 'Magic World'.
>
> > The book is 399 pages long, so I have a lot more reading to do...but
> > at this point, I have to say that Jason and Chaosium have done an
> > absolutely outstanding job.
>
> Yeah, it's a pretty solid product :-)
>
> I've just submitted the following review to rpg.net, please excuse my
> inline html characters.
>
>
>
> PRODUCT: Basic RolePlaying: The Chaosium Roleplaying System
> AUTHOR: Jason Durall, Sam Johnson
> COMPANY: Chaosium
>
> STYLE: 4
> SUBSTANCE: 4
>
> SUMMARY:
> --------------------------------------------------
> A "thin glue" method unites several BRP games in one publication. Above
> average in almost all regards; it is well written, well designed, with
> quite a good content to page count and good scope. What does happen when
> Elric hits Cthulhu with Stormbringer?
> --------------------------------------------------
>
> REVIEW:
> --------------------------------------------------
> <b>Background and Product</b>
>
> The core of <i>Basic RolePlaying: The Chaosium Roleplaying System</i>
> dates back as far as first edition <i>RuneQuest</i> in 1978. Since then,
> a number of games - mostly quite successful - were produced by the
> company based on the same model, including <i>Call of Cthulhu</i> (FP
> 1981), <i>Stormbringer</i> (FP 1981), <i>Ringworld</i> (FP 1984),
> <i>ElfQuest</i> (FP 1984) and <i>Nephilim</i> (FP 1994). Among these and
> others there was always a vague promise of crossover games or even a
> complete system which unified all the above - variations of this came in
> the form as the simple Basic RolePlaying and the far more elaborate
> <i>Worlds of Wonder</i> (1982).  This new tome, expressed in the
> thirteen-chapter, four-hundred page softbound form, is the fulfilment of
> this promise.
>
> In my first decade of gaming I was quite favourably disposed towards the
> various BRP games. The character creation system provided more
> opportunities rather than implausible restrictions, it had a simple
> roll-under percentile skill system, combat was relatively realistic,
> deadly and usually resolved very quickly - not to mention armour reduced
> damage rather than making you harder to hit (indeed, armour in BRP games
> often made you <i>easier</i> to hit because it was encumbering). But
> perhaps most of all, the games captured a deep sense of genre almost
> invariably expressed in the magic system. When the opportunity to join
> the playtest occurred, I eagerly accepted. The playtest procedure was
> highly structured (leaving but modest opportunities for playtester
> contributions to development) but well conducted and I'll take this
> opportunity to thank Jason Durrall for his approach which was both
> friendly and professional.
>
> The cover of Basic RolePlaying features a variation of Da Vinci's study
> of man but, in paper-doll dress-up style, features elements of a
> multi-genre being. It is fairly strong in terms of creativity, but more
> modest in technique, which is something I noted throughout the text
> which included quite a number from prior publications. Other images of
> note include an impending confrontation between Cthulhu and a space
> fighter near the rings of Saturn (p372) and an old classic for the
> resistance table "Burly Bob" (p170) who made an appearance in the
> original Basic RolePlaying booklet. Effort was clearly made to provide
> appropriate illustrative art to the text.
>
> The book is well-written with rules explained maturely and with a
> notable degree of clarity. There are more than a couple of typographical
> errors (perhaps the most amusing being the description of a crack as an
> "active" force), but the genuine meaning is usually discerned with some
> ease. The layout of the book is likewise generally good with two-column
> justified text, boxed areas for particular emphasis, somewhat small page
> numbers and chapters marked on each page (albeit with a binary method to
> indicate chapter numbers) and roughly the right use of whitespace. The
> table of contents is a little spartan with merely the chapter headings
> provided, but there's a good five page index to major topics. The back
> of the book also includes a collection of useful tables, a pretty
> well-designed character sheet, an options checklist, and so forth.
>
> <b>Character Creation</b>
>
> The seven step process (neatly summarised on pages 22-23 with character
> sheet references) begins with characteristics. There are five core
> characteristics determined on 3d6 rolls (Strength, Constitution, Power,
> Dexterity and Appearance) and two determined by 2d6+6 (Intelligence and
> Size). Further there is an eighth also on 2d6+6 (Education) and options
> for cultural and species modifiers, higher starting characteristics (all
> on 2d6+6) and a point-buy option. All characteristics have equivalent
> percentile characteristic rolls (Step Four) based on five times the
> characteristic amount as a percentage score.
>
> The second step is perhaps the most important; determining a character's
> powers, which are entirely game power-level (Normal, Heroic, Epic and
> Superhuman) and genre dependent. The text says, quite bluntly and
> appropriately, <b>"Stop everything and read this!"</b>. Characters may
> have access to one or more of Magic, Mutations, Psychic Abilities,
> Sorcery and Super Powers and can receive various levels of powers
> depending on the GMs setting. Starting age (Step Three) is based on 17
> +1d6 years, however for every 10 years older that the default starting
> age a character may add 10, 20, 30 or 40 professional skill points
> depending on the power level of the campaign. There are also reductions
> for youth and characteristic loses for age.
>
> Derived charactersitics (Step Five) are damage bonus (STR+SIZ and table
> reference), hit points (average CON + SIZ) with major wound level equal
> to half that value (along with an option for sectional hit points as per
> <i>RuneQuest</i>), Power Points equal to POW, Experience bonus equal to
> half INT and Move equal to 10 units (usually metres) per round. There
> are also options for Fatigue points (STR + CON) as per <i>RuneQuest</i>
> and Sanity as per <i>Call of Cthulhu</i> (POW times five). A further
> derived characteristic of soughts is the optional "Distinctive Features"
> based on variations on average human appearance (this probably would
> have been better if it was species-specific). Step Six is rather oddly
> described as personality and consists of rolling (or choosing) one of
> four approaches which are basically an approach to problems; fighting,
> technique, smarts, and and persuasion. These give a bonus of 20 skill
> points to a number of appropriate skills. One is tempted to describe
> such personalities as "Fighter", "Thief", "Mage" and "Cleric". A better
> profession system (from <i>Pendragon</i>) is discovered as an optional
> rule on p294-295.
>
> The seventh step consists of distributing the appropriate number of
> skill points according to power level, profession and from a personal
> pool based on INT time 10. The profession system is like <i>Call of
> Cthulhu</i>; a profession title is given, equipment based on wealth
> levels (step nine) and a pool of skills to allocate skills to. There are
> some fourty-four professions described in this manner. It's not a bad
> method by any stretch of the imagination, but it's a bit simplistic and
> a far cry from some of the detailed efforts by BRP-derived games in the
> past. Skills are also provided a species and historically specific base
> chance and are modified by category bonuses (e.g., Combat skills,
> Communication skills, etc) based on characteristic scores.
>
> <b>Skills, System and Combat</b>
>
> As mentioned, the skill system is a simple roll-under percentile task
> resolution system. There are 57 listed skills with further required
> specialisations for various weapons, languages, arts, crafts,
> knowledges, sciences, technical and so forth. Effect explanations are
> given according to whether the skill check was a fumble, failure,
> success, special or critical which, along with the description, means
> that about 1/2 a page is dedicated to each skill. The effect
> descriptions can be a little human-centric at times (e.g., a critical
> success allows a character to Swim at 8m per round - but of course, some
> species do that naturally) and there are some quirky inclusions
> resulting from the historic BRP games (for example separate skills for
> Science - Psychology and Psychotherapy and the use of DEX*2 to determine
> the base chance to Dodge; both from <i>Call of Cthulhu</i>). The
> description of how the skills apply according to different historical
> and genre periods is somewhat lacking.
>
> Skipping the hefty Powers chapter for a moment and moving straight into
> System, as with other games in the BRP line percentile skill rolls are
> not the only resolution means. In addition there is characteristic rolls
> and resistance rolls, although all three do use a roll-under percentile
> mechanic and have the same possibilities for special successes, fumbles,
> etc. Characteristic rolls chances are determined by a multiple of an
> appropriate charactersitic to a task. The well-known forumula for
> resistance rolls are based on characteristic vs characteristic conflicts
> with the active force requiring rolling under an equation of 50% +
> (active force * 5) - (passive force *5). Common examples of these tests
> include Power vs Power, Potency vs CON and so forth. Competing skill
> rolls are determined by one of three options; highest successful result,
> subtraction of one's roll from another's base chance and finally, based
> on a division of skill chances by 5, using the resistance table. As with
> most game systems skill chances are modified by circumstances, equipment
> and so forth. As an entirely new addition BRP also introduces an
> optional Fate Point system with die modifications based on expenditure
> of Power Points.
>
> Other elements of the game system include some fairly detailed
> information on time and movement, including expected time to carry out
> skills), terrain and weather modifiers, and character improvement to
> skills. A 1d6 experience improvement is based on a successful (non-easy)
> use of a skill in adventure and rolling over the existing skill rating
> with an INT bonus of half the character's INT score. Improvement can
> also be achieved through training or research, although these are a
> slower and more expensive path to improvement. Characteristics can also
> be increased with POW gains through successful magical (or other POW vs
> POW) conflicts and require a roll over 5 times the existing POW.
> Characteristic training requires 25 * the current value in hours,
> usually a financial expense. STR or CON can be increased to the highest
> of STR, CON and SIZ and APP or DEX can be increased to 1.5 times their
> starting value.
>
> Combat is resolved in rounds of 12 seconds and ordered by statements,
> use of powers, actions and then resolution. Statements are made in DEX
> rank, although optionally, an initiative roll on d10 plus DEX (or INT
> for powers) can be used for a degree of randomness. For even more detail
> in a static system an optional Strike Ranks system (from
> <i>RuneQuest</i>) is offered. Actions occur on DEX rank and for every 5
> points less; thus a character with DEX 16 will act on 16, 11, and 6.
> Standard DEX rank actions include Move, Attack, Disengage and Non-Combat
> Action. At any time a character may Parry or Dodge, Fight Defensively or
> Speak. Attack versus Parry or Dodge is a contested skill and a matrix
> determines the relative success or failure. Generally speaking, a
> criticial attack will do maximum damage plus rolled damage, whilst a
> success will do normal damage plus a bonus (entangle, knockdown, impale,
> bleed) - and keeping in mind that a criticial is also a success. There
> are fumble tables for weapons, missile attacks and natural weapons for
> those less fortunate. Damage is resolved by rolled according to weapon
> type, minus armour and applied to hit points with options for sectional
> hit points and more random values for armour, as found in
> <i>Stormbringer</i>. Wounds are either applied in the sectional method
> or according to a major wound table when half hit points or more are
> received in a single blow. By way of indication, an average character
> has about 12 hit points before death, a sword will do 1d8+1 damage, hard
> leather armour will protect for 3 and 1d3 hit points will be healed per
> week.
>
> Also appropriately described here is the chapter on 'Spot Rules' which
> is largely a collection of unusual and situational events which mostly
> occur in a tactical time. This includes rules for sudden encounters that
> PCs may have with acid, aiming and targetting specific body areas,
> autofire, a pretty cool chase mechanic, drowning (and it's cousin,
> falling), light sources, prone actions, radiation poisoning, two-weapon
> use, and zero-gravity combat. These all seemed to be expressed in a
> manner that is mechanically simple yet captures the core experiences of
> each particular circumstance. My only gripe is the lack of detail of
> what actually constitutes "stifling heat" or "freezing cold" for the
> effects, as described in the spot rules, to come into effect.
>
> <b>Powers</b>
>
> The fourth chapter, Powers, weighs in at some 80 pages making it the
> longest in the book and certainly deserving of a special discussion on
> its own. There are five sources of extranormal power with different
> sources from the BRP line; Magic (<i>Worlds of Wonder</i>), Mutations
> (<i>Hawkmoon</i>, Psychic (<i>ElfQuest</i>), Sorcery
> (<i>Stormbringer</i>) and Super Powers (<i>Superworld</i>). As with
> skills and characteristics the availability and level of starting powers
> varies, although there is discussion of mixing these (e.g., Normal
> Powers, Heroic skill and characteristic level) and mixing power types in
> a story (e.g., Mutations and Psychic powers co-existing in the same
> world). By way of example, a starting Heroic magic character may select
> 6 spells which they know at their INT as a percentage but may spend
> skill points on these during character creation.
>
> The mechanics for each power type differes somewhat as appropriate to
> its description. Each magic spell is a separate skill, cast in
> increments of power point cost, taking one DEX rank to do per point, and
> may require a resistance roll check. Mutations are "always on" powers,
> and are distinguished between beneficial and adverse, major and minor.
> Like magic, psychic powers are also treated as individual skills that
> cost power and may require a resistence roll, although they are faster
> to cast. sorcery spells however do not require a skill check, although
> they may be prevented by a resistance roll failure. Finally superpowers,
> purchased as a function of character points and campaign power level, do
> not usually require a skill roll (although a new skill, 'Projection', is
> added for those powers which do).
>
> Overall the powers are quite appropriate to their genre-orientation.
> Psychic powers, for example, tend strongly towards subtle mental
> manipulation; there is not where one will find energy blasts and the
> like, whereas sorcerors summon demons, elementals and seek divine aid.
> Further, each power type has a number of appropriate special additions.
> Magic users, for example, have the opportunity to make a staff or summon
> a familiar, whereas psychic characters may engage in a special psychic
> combat with each other, not unlike the old RuneQuest spirit combat.
> Superpowered characters, in true four-colour style, have the opportunity
> to boost their starting character point bonus by taking character
> failings.
>
> The powers are reasonably well balanced against each other, although
> there are a couple of oddities in the text. The magic Blast spell, which
> does 1D6 per 3-power point level, is described as being "non-kinetic"
> and therefore the spell Protection will have no effect; however normal
> armour (which the Protection spell replicates) will work, and the spell
> can be parried with a shield. Conjure Elemental is described as a spell
> with varying power levels, but it is difficult to discern what these
> additional levels actually do. A ranged fire attack is described as both
> 'Flame' (p95) and 'Fire' (p97). But these are certainly exceptions
> rather than rule. In nearly all cases the powers are well described,
> well balanced and make sense.
>
> <b>Settings and GM Material</b>
>
> There are four chapters that can be appropriately described together;
> Equipment (chapter 8), Gamemastering (chapter 9), Settings (chapter 10)
> and Creatures (chapter 11). Equipment is differentiated between
> 'primitive', 'historical', 'modern' and 'futuristic' which is a simple
> yet very accurate general categorisation of societies. The settings
> chapter breaks down these further with a general title (e.g., 'Dark
> Ages'), probably character types (i.e., professions), common powers,
> technology, inspirational source material and the sort of adventures
> than can be expected. Some twenty-three settings are described ranging
> from the prehistoric to space opera, with about 2/3rds of a page
> dedicated to each. Further there are also some notes for combined
> settings (e.g., "Samurai and Six-Guns") and multi-setting games. Two
> additional options included in the settings chapter are Allegience (from
> <i>Stormbringer</i>), which provides bonus power and hit points for
> aligning oneself to a supernatural power or even an ideal, and Sanity
> (from <i>Call of Cthulhu</i>), which includes the mental damage that
> occurs from encountering bizarre horrors.
>
> Rather than adopting a universal currency or even a concern with
> specific quantities, a highly abstract method is used to determine both
> character wealth and the price of goods. Whilst there is nothing wrong
> with abstraction as such, some elaboration on the categories would have
> been appreciated and also some mechanical implementation of alterations
> to wealth levels. What happens, for example, to four destitute
> characters who suddenly acquire the equivalent of one affluent assets?
> Are their wealth levels now average, or poor? What if there was six of
> them? There are substantial notes covering issues like equipment with
> powers or skills, skills required to make equipment, varying quality and
> so forth. The equipment list itself consists of various missile and
> melee weapons, armor, shields, artillery, explosives, and with far more
> modest descriptions for robots, vehicles, medical equipment and books.
>
> The Gamemastering chapter described player arrangements, logistics,
> story presentation ("one-shot or campaign?"), choosing a setting,
> preparation, a standard plot development, sandbox approaches for
> open-ended settings, campaign design, character integration, tone house
> rules and an optional rule checklist. It's a fairly complete discussion
> of the science and art of gamemastering, although the inclusion of the
> <i>Pendragon</i>-style personality traits and the SIZ-weight table do
> seem to rather odd inclusions at this point.
>
> Finally, the Creatures. These are described in terms of characteristics
> (core and derived, plus any species based modifications), weapons and
> armor, skills and powers. Special rules apply for creatures with
> particular characteristics (e.g., fixed intelligence representing an
> instinctual rather than reasoning intelligence), the limitations of
> creatures without particular characteristics (e.g., a ghost with no
> Strength). The ordering of creatures themselves is broken up into
> Natural Animals, Fantasy Creatures, Science Fiction Creatures and a
> Non-Player Digest. Whilst the quantity and breadth here is certainly
> impressive, there is not much in terms of colour, ecology or
> descriptions apart from those which are directly related to the game
> system.
>
>
> <b>Conclusion</b>
>
> <i>Basic RolePlaying</i> is a solid, adaptable game system which is
> built on the excellent foundations put in place some decades ago. It
> uses "thin glue" to bring together several game systems which whilst
> sharing a common core system each had their own quirks. There is a sense
> however, that the solutions were a little lazy - where there was any
> possibility of doubt, an optional rules was provided. Also, sometimes
> the core rules took some choices which may be considered a little
> unusual - for example the slightly clunky bonus method to skills from
> early editions of <i>RuneQuest</i> etc rather than the simple additional
> of relevant characteristics as used in <i>ElfQuest</i>.
>
> There is also a sense that the game system is showing its age, and
> hasn't incorporated some of the features which are largely commonplace
> in design, such as advantage/disadvantage systems for social, personal
> and physical traits as found in the <i>Hero System</i> and <i>GURPS</i>
> or an appropriate narrativist device rather than converting power points
> into an additional 'at will' power. It is understood that such elements
> are not part of past BRP game systems, but this in itself is
> illustrative - this is "not really" a new game, but rather an efficient
> and effective unification of several previous related games.
>
> Overall I found the product above average in almost all regards. It is
> well written, well designed, with quite a good content to page count and
> good scope. It is fun to play and is a largely 'bug-free' rules system.
> I give it a good four out of five for both style and substance. But most
> importantly, now the question can be raised. What does happen when Elric
> hits Cthulhu with Stormbringer?
>
> Style: 1 + .6 (layout) + .5 (art) + .7 (coolness) + .7 (readability)
> + .7 (product) = 4.2
>
> Substance: 1 + .7 (content) + .7 (text) + .7 (fun) + .7 (workmanship)
> + .7 (system) = 4.5
> --------------------------------------------------
>
>
>
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>



-- 
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080726/e15f461f/attachment.htm>

From jurrubin at gmail.com  Sat Jul 26 16:10:01 2008
From: jurrubin at gmail.com (David Smart)
Date: Sat, 26 Jul 2008 11:10:01 -0500
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <aa2df9f20807260526s53c1349an7662b3bba36da220@mail.gmail.com>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1217055315.3160.10.camel@localhost.localdomain>
	<aa2df9f20807260526s53c1349an7662b3bba36da220@mail.gmail.com>
Message-ID: <1c92296e0807260910n7ab380fctdcf964c568b6abd1@mail.gmail.com>

On Sat, Jul 26, 2008 at 7:26 AM, Peter Maranci <pmaranci at gmail.com> wrote:

> Dare I ask you to compare it to Mongoose RQ? Or would that be too
> inflammatory? :D
>
> ->Peter
>

Um..overall, the Mongoose RQ rules are more expensive?    :P

(yes, I've bought them)
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080726/3cdf6be3/attachment.htm>

From soltakss at yahoo.com  Sat Jul 26 20:32:50 2008
From: soltakss at yahoo.com (Simon Phipp)
Date: Sat, 26 Jul 2008 13:32:50 -0700 (PDT)
Subject: [Runequest] Basic RolePlaying, The Chaosium System
Message-ID: <728293.29698.qm@web51007.mail.re2.yahoo.com>

Peter Maranci:
> Dare I ask you to compare it to Mongoose RQ? Or would that be too
> inflammatory? :D

To tell the truth, now that both BRP and RQ Deluxe are out then we can legitimately and fairly compare them, and also compare them with RQ3 which was the next most complete version of BRP/RQ.
I haven;t read through BRP or RQ Deluxe in detail yet, so I can't really compare them. But I will at some point. I wouldn't mind seeing other people's opinions first, though.
See Ya

Simon
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080726/832ffc75/attachment.htm>

From shaw at caprica.com  Sat Jul 26 20:54:21 2008
From: shaw at caprica.com (Wayne Shaw)
Date: Sat, 26 Jul 2008 13:54:21 -0700
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <1217055315.3160.10.camel@localhost.localdomain>
References: <aa2df9f20807220748g584bcd28t5fc2559e265fd26c@mail.gmail.com>
	<1217055315.3160.10.camel@localhost.localdomain>
Message-ID: <7.0.1.0.1.20080726135315.034e1008@caprica.com>

At 11:55 PM 7/25/2008, you wrote:
>On Tue, 2008-07-22 at 10:48 -0400, Peter Maranci wrote:
> >
> > The magic system was the single element that I was most worried about
> > after the playtest. But to my delight, the book includes a system
> > which is the classic battle/spirit magic system as derived from the
> > original Basic RolePlaying system. For example, Bladesharp is called
> > "Sharpen", but is identical to the RQ Bladesharp spell.
>
>Sharpen (like many of the spells) is from the Worlds of Wonder book
>'Magic World'.

I suspect he's thinking of the spell in the Sorcery system rather 
than the Magic Sharpen spell, though, since Sorcery _is_ very 
Battle/Spirit Magic like.






From Nick.Middleton at wrsl.com  Mon Jul 28 08:43:14 2008
From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com)
Date: Mon, 28 Jul 2008 09:43:14 +0100
Subject: [Runequest] Basic RolePlaying, The Chaosium System
In-Reply-To: <7.0.1.0.1.20080726135315.034e1008@caprica.com>
Message-ID: <OF19ADA0E3.BC569A78-ON80257494.002EFD17-80257494.002FE7FC@wrsl.com>


>>> The magic system was the single element that I was most worried about
>>> after the playtest. But to my delight, the book includes a system
>>> which is the classic battle/spirit magic system as derived from the
>>> original Basic RolePlaying system. For example, Bladesharp is called
>>> "Sharpen", but is identical to the RQ Bladesharp spell.
>>
>>Sharpen (like many of the spells) is from the Worlds of Wonder book
>>'Magic World'.
>
> I suspect he's thinking of the spell in the Sorcery system rather
> than the Magic Sharpen spell, though, since Sorcery _is_ very
> Battle/Spirit Magic like.
>

To a degree - but there are subtleties in the wording one needs to watch
for. Sorcery is the spells from Elric!/Stormbringer 5 and, for example,
Sorcerer's Razor does NOT simply add damage (It boosts the rolled damage,
but never above what the weapon could do naturally). Magic is from Magic
World, and whilst the Sharpen spell is actually pretty much exactly
Bladesharp in effect +1 damage / +5% to hit (something I can remember
noticing in the dim and distant past when I first read Worlds of Wonder),
other aspects of that system are not that close to Battle Magic Spirit
magic.

But to be honest, if you have the RQIII Magic book or the BRP Magic Book
Monograph, you can plug it straight in to the new BRP and it will work
without issue, and I remain hopeful that a BRP Magic supplement with all
the old RQIII magic systems plus a few more will see publication.

Cheers,

Nick Middleton




Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address:  Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD. UK - Tel +44 (0)1249 441441 
Westinghouse Rail Systems Ltd  is a subsidiary of  Invensys Plc.  Registered office: Portland House, Bressenden Place, London, SW1E 5BF. UK 
Registered in England and Wales No. 1641421. 

From postmaster at runequest.za.org  Tue Jul 29 13:30:05 2008
From: postmaster at runequest.za.org (Tony)
Date: Tue, 29 Jul 2008 15:30:05 +0200 (SAST)
Subject: [Runequest] Leopard vs Crocodile
Message-ID: <12932.196.8.104.37.1217338205.squirrel@mail.wack.co.za>

I am sure this may interest some parties on the list, basically a short
article about a leopard attacking a smallish nile crocodile.



This made headlines in a local newspaper here in South Africa - sure beast
the usual political claptrap they publish. I can scan the actual article
and send it to anyone interested, although only have a B&W scanner so the
pics won't be that visable:

http://www.thestar.co.za/index.php?fSectionId=2500&fDate=2008-07-29&fEdition=3

If that link doesn't work, try this one:

http://www.iol.co.za/index.php?set_id=1&click_id=143&art_id=vn20080729061953567C596151



From styopa1 at gmail.com  Tue Jul 29 15:05:18 2008
From: styopa1 at gmail.com (Styopa)
Date: Tue, 29 Jul 2008 10:05:18 -0500
Subject: [Runequest] Leopard vs Crocodile
In-Reply-To: <12932.196.8.104.37.1217338205.squirrel@mail.wack.co.za>
References: <12932.196.8.104.37.1217338205.squirrel@mail.wack.co.za>
Message-ID: <56e64e7a0807290805v6fe9b419q6ff7b2b51cd16ebc@mail.gmail.com>

I couldn't read the 1st link, the 2nd one DOESN'T SAY WHO WON?

On Tue, Jul 29, 2008 at 8:30 AM, Tony <postmaster at runequest.za.org> wrote:

> I am sure this may interest some parties on the list, basically a short
> article about a leopard attacking a smallish nile crocodile.
>
>
>
> This made headlines in a local newspaper here in South Africa - sure beast
> the usual political claptrap they publish. I can scan the actual article
> and send it to anyone interested, although only have a B&W scanner so the
> pics won't be that visable:
>
>
> http://www.thestar.co.za/index.php?fSectionId=2500&fDate=2008-07-29&fEdition=3
>
> If that link doesn't work, try this one:
>
>
> http://www.iol.co.za/index.php?set_id=1&click_id=143&art_id=vn20080729061953567C596151
>
> _______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20080729/17d33799/attachment.htm>

From grogthing at yahoo.com  Tue Jul 29 16:10:49 2008
From: grogthing at yahoo.com (grogthing)
Date: Tue, 29 Jul 2008 09:10:49 -0700 (PDT)
Subject: [Runequest] Leopard vs Crocodile
In-Reply-To: <56e64e7a0807290805v6fe9b419q6ff7b2b51cd16ebc@mail.gmail.com>
Message-ID: <858227.26520.qm@web32803.mail.mud.yahoo.com>

The leopard won...

"the first known time that a leopard has taken on and defeated one of the fearsome reptiles"


--- On Tue, 7/29/08, Styopa <styopa1 at gmail.com> wrote:

> From: Styopa <styopa1 at gmail.com>
> Subject: Re: [Runequest] Leopard vs Crocodile
> To: "RuneQuest Rules" <runequest at rpgreview.net>
> Date: Tuesday, July 29, 2008, 10:05 AM
> I couldn't read the 1st link, the 2nd one DOESN'T
> SAY WHO WON?
> 
> On Tue, Jul 29, 2008 at 8:30 AM, Tony
> <postmaster at runequest.za.org> wrote:
> 
> > I am sure this may interest some parties on the list,
> basically a short
> > article about a leopard attacking a smallish nile
> crocodile.
> >
> >
> >
> > This made headlines in a local newspaper here in South
> Africa - sure beast
> > the usual political claptrap they publish. I can scan
> the actual article
> > and send it to anyone interested, although only have a
> B&W scanner so the
> > pics won't be that visable:
> >
> >
> >
> http://www.thestar.co.za/index.php?fSectionId=2500&fDate=2008-07-29&fEdition=3
> >
> > If that link doesn't work, try this one:
> >
> >
> >
> http://www.iol.co.za/index.php?set_id=1&click_id=143&art_id=vn20080729061953567C596151
> >
> > _______________________________________________
> > Runequest mailing list
> > Runequest at rpgreview.net
> >
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
> >_______________________________________________
> Runequest mailing list
> Runequest at rpgreview.net
> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net



From postmaster at runequest.za.org  Wed Jul 30 06:37:36 2008
From: postmaster at runequest.za.org (Tony)
Date: Wed, 30 Jul 2008 08:37:36 +0200 (SAST)
Subject: [Runequest] Leopard vs Crocodile
In-Reply-To: <56e64e7a0807290805v6fe9b419q6ff7b2b51cd16ebc@mail.gmail.com>
References: <12932.196.8.104.37.1217338205.squirrel@mail.wack.co.za>
	<56e64e7a0807290805v6fe9b419q6ff7b2b51cd16ebc@mail.gmail.com>
Message-ID: <32715.196.8.104.37.1217399856.squirrel@wwm.runequest.za.org>

Styopa wrote:
> I couldn't read the 1st link, the 2nd one DOESN'T SAY WHO WON?
>
Sorry, links werent so good. The newspaper had it that the leopard won.
The crocodile was however quite small, a full size nile should be able to
fight off a leopard on land.



