From jurrubin at earthlink.net Sat Dec 1 00:21:59 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Fri, 30 Nov 2001 07:21:59 -0600 Subject: [RQ-RULES] Archives References: <20011129154128.26122.qmail@earthlink.net> <3C0664B9.4906696A@optonline.net> Message-ID: <3C0787F7.4DD0BA46@earthlink.net> Thank you! David Tal Meta wrote: > > Smart wrote: > > > > So I have only tonight to download it all?!? ARRGH! > > Gimme a few hours, and I'll put the archives up on my website. > > -- > talmeta at optonline.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > > One day my Boss asked me to submit a status report to him concerning a > project I was working on. I asked him if tomorrow would be soon enough. > He said, "If I wanted it tomorrow, I would have waited until tomorrow to > ask for it!" (New business manager, Hallmark Greeting Cards.) > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jurrubin at earthlink.net Sat Dec 1 00:26:23 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Fri, 30 Nov 2001 07:26:23 -0600 Subject: [RQ-Rules] new material published since the mid-90's References: <3C0666A9.D2115B2E@optonline.net> Message-ID: <3C0788FF.C4020C1B@earthlink.net> Ah, I see. Pity. I really liked the publishing quality AvHill put on the RQ products. Their RQ3 rules compilation softback has come in really handy for me. In fact, most of my RQ collection is made up of AvHill's RQ3 publications. Most of my RQ2 stuff had died from overuse. David Tal Meta wrote: > > Brad Furst wrote: > > > > Hasbro turned Avalon Hill's RuneQuest in "RuneQuest: Slayers" which > > is/was briefly available on the web and bore no resemblance to > > Chaosium's RuneQuest except part of the name. > > Actually, Hasbro had nothing to do with that, it was all AvHill's > initiative after they lost the Glorantha rights. > > -- > talmeta at optonline.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From pascal.dury at fr.unisys.com Sat Dec 1 00:27:19 2001 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Fri, 30 Nov 2001 07:27:19 -0600 Subject: [RQ-RULES] Archives Message-ID: <5FA5BB3B120AD3119D5C00105A16403D019A3208@FR-DEF-EXCH-1> Well, as a matter of fact, the archives are still here. I actually retrieve them so TAL, if you can indicate me where I can put them ... Pascal -----Message d'origine----- De : S.S.Warlock [mailto:jurrubin at earthlink.net] Envoy? : vendredi 30 novembre 2001 14:22 ? : rq-rules at crashbox.com Objet : Re: [RQ-RULES] Archives Thank you! David Tal Meta wrote: > > Smart wrote: > > > > So I have only tonight to download it all?!? ARRGH! > > Gimme a few hours, and I'll put the archives up on my website. > > -- > talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - > talmeta ICQ - 12594453 > Homepage - > > One day my Boss asked me to submit a status report to him concerning a > project I was working on. I asked him if tomorrow would be soon > enough. He said, "If I wanted it tomorrow, I would have waited until > tomorrow to ask for it!" (New business manager, Hallmark Greeting > Cards.) _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From talmeta at optonline.net Mon Dec 3 15:34:11 2001 From: talmeta at optonline.net (Tal Meta) Date: Sun, 02 Dec 2001 23:34:11 -0500 Subject: [RQ-Rules] In case anyone is interested... Message-ID: <3C0B00C3.B1DB9864@optonline.net> I've mostly finished putting the first three incarnations of the list on my website, and will attempt to get the mpgn lists online asap (can't promise the same level of detail on that one, though). I've also located a few files that ftp.mpgn didn't have, as well as the RQ4 playtest archives (which are mineable for ideas, if nothing else). Updates as needed... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I am sick unto death of obscure English towns that exist seemingly for the sole accommodation of these so-called limerick writers and even sicker of their residents, all of whom suffer from physical deformities and spend their time dismembering relatives at fancy dress balls. -- Editor of the Limerick Times (Limerick, Ireland) From peter at maranci.net Mon Dec 3 22:24:56 2001 From: peter at maranci.net (Peter Maranci) Date: Mon, 03 Dec 2001 06:24:56 -0500 Subject: [RQ-Rules] Re: new material published since the mid-90's Message-ID: * " Smart" wrote: >Has there been any new material published since the mid-90's? Does anyone >know if Avalon Hill is planning on doing anything more with RQ? Is there a >FAQ somewhere I should be reading before potentially posting questions that >have been answered ad nauseum? Well, there's a section on my site which covers the history of RuneQuest; it's at http://www.maranci.net/rqpast.htm . It's fairly lengthy, and should answer your questions. Plus the site itself has a lot of original RuneQuest material, of course. Quick plug: the Chaos Project on the site remains open for anyone's chaotic features, found items, and/or magic items. There are hundreds already listed, but more would be nice. This is a repost, by the way. For some reason it didn't go through last time. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From MurfNMurf at aol.com Tue Dec 4 01:55:48 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Dec 2001 09:55:48 EST Subject: [RQ-Rules] Re: new material published since the mid-90's Message-ID: <10f.85e15de.293cec74@aol.com> In a message: > " Smart" wrote: > > Have you seen Tales of the Reaching Moon? -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011203/8069953f/attachment.html From jurrubin at earthlink.net Tue Dec 4 06:04:14 2001 From: jurrubin at earthlink.net ( Smart) Date: Tue, 04 Dec 2001 03:04:14 +0800 Subject: [RQ-Rules] Re: new material published since the mid-90's Message-ID: <20011203190414.6471.qmail@earthlink.net> Only one and that was some time ago. David -----Original Message----- From: MurfNMurf at aol.com Date: Mon, 3 Dec 2001 09:55:48 EST To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Re: new material published since the mid-90's > In a message: > > > > " Smart" wrote: > > > > > Have you seen Tales of the Reaching Moon? > -Ken- > -- From steveperrin at surfcity.net Tue Dec 4 08:46:47 2001 From: steveperrin at surfcity.net (Steve Perrin) Date: Mon, 3 Dec 2001 13:46:47 -0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules References: <1007415386.3910.80073.w15@yahoogroups.com> Message-ID: <007201c17c44$028b79c0$6401a8c0@surfcity.net> I thought we weren't using this group. And the survey was flawed because it didn't have a fourth choice for "RuneQuest variant." Steve Perrin www.perrinworlds.com/SPQR.html RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules ----- Original Message ----- From: To: Sent: Monday, December 03, 2001 1:36 PM Subject: [runequest-rules] Poll results for runequest-rules > > The following runequest-rules poll is now closed. Here are the > final results: > > > POLL QUESTION: What Version of RuneQuest Do You Play? > > CHOICES AND RESULTS > - RQ I - first edition, 0 votes, 0.00% > - RQ II - second edition, 1 votes, 14.29% > - RQ III - avalon hill , 6 votes, 85.71% > > > > For more information about this group, please visit > http://groups.yahoo.com/group/runequest-rules > > For help with Yahoo! Groups, please visit > http://help.yahoo.com/help/us/groups/ > > > > > > > > ------------------------ Yahoo! Groups Sponsor ---------------------~--> > PLAY Adversity AND WIN PRIZES! > Test your advertising trivia knowledge and win free products. > http://us.click.yahoo.com/bSZwRD/0AYDAA/9ZuFAA/7bYplB/TM > ---------------------------------------------------------------------~-> > > To unsubscribe from this group, send an email to: > runequest-rules-unsubscribe at yahoogroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > From jurrubin at earthlink.net Tue Dec 4 10:33:29 2001 From: jurrubin at earthlink.net ( Smart) Date: Tue, 04 Dec 2001 07:33:29 +0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules Message-ID: <20011203233329.1547.qmail@earthlink.net> And I naturally joined the list too late to participate in the survey. I'm for RQ3 though I'm finding SPQR CharGen intriguing. Wish my company gave bonuses this year. :( David Smart -----Original Message----- From: "Steve Perrin" Date: Mon, 3 Dec 2001 13:46:47 -0800 To: , Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules > I thought we weren't using this group. > > And the survey was flawed because it didn't have a fourth choice for > "RuneQuest variant." > > Steve Perrin > www.perrinworlds.com/SPQR.html -- From MurfNMurf at aol.com Tue Dec 4 12:59:38 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 3 Dec 2001 20:59:38 EST Subject: [RQ-Rules] RQ Alchemy question Message-ID: <133.5ae8a56.293d880a@aol.com> Hey gang, (and especially Steve Perrin [who my spellchecker wants to call Steve Peril], who was probably there at the time), While pounding together an assortment of Alchemy Rules, I've run across into something a little more Ken-approved, I got to rereading the RQ2 Alchemy stuff. After a couple of readings, I'm wondering if I've missed the mention of just _how much_ Potion someone can actually whip-up. There's a mention of a liter of Potion having 10 doses, so I _tentatively_ thought the liter is the unit used when talking about brewing up Potions. Any thoughts anyone? Can you bring any RQ arcana to light, Steve? :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011203/1dff036e/attachment.html From vesper at libra.seed.net.tw Tue Dec 4 13:39:13 2001 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Tue, 04 Dec 2001 10:39:13 +0800 Subject: [RQ-Rules] Re: [runequest-rules] Re: Poll results for runequest-rules References: <9uh48s+pd5b@eGroups.com> <00af01c17c5d$723a2320$d7624ed8@e0f4a7> Message-ID: <3C0C3751.63E0B734@libra.seed.net.tw> While I use 3 and some of the net updates for 4, modified heavily back to what I remember from when I played 1... With SP's sorcery and D&D monsters on occasion... I think the new survey that's leaning towards 'Variants' is more accurate. But what kind of variation???????? Jeremy Alan Chambers wrote: > > > Not flawed, even with a variant you still have to base it one two> > > of the core rules editions... > > > > besides, I wanted to get a picture of what was being used oput > > there... > > > I use a combination of the Two and one. > Alan > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011204/aeb46102/attachment.html From talmeta at optonline.net Tue Dec 4 14:25:37 2001 From: talmeta at optonline.net (Tal Meta) Date: Mon, 03 Dec 2001 22:25:37 -0500 Subject: [RQ-RULES] Archives References: <20011129154128.26122.qmail@earthlink.net> <3C0664B9.4906696A@optonline.net> <3C0787F7.4DD0BA46@earthlink.net> Message-ID: <3C0C4231.68A5E9@optonline.net> Hey, does anyone out there have the kind of patience that Loren obviously had when he archived the three previous lists (the ones I already have up? Otherwise, we're looking at a straight directory dump, unless I get severely bored over the holidays... :) -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - The idle man does not know what it is to enjoy rest. From talmeta at optonline.net Tue Dec 4 14:46:40 2001 From: talmeta at optonline.net (Tal Meta) Date: Mon, 03 Dec 2001 22:46:40 -0500 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules References: <1007415386.3910.80073.w15@yahoogroups.com> <007201c17c44$028b79c0$6401a8c0@surfcity.net> Message-ID: <3C0C4720.8D093F3F@optonline.net> Steve Perrin wrote: > > I thought we weren't using this group. Somebody snuck it in, I guess. I will be over there tomorrow to tighten up things. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "Stimpy! Move your butt! It's a higher mammal!" From steveperrin at surfcity.net Tue Dec 4 13:06:02 2001 From: steveperrin at surfcity.net (Steve Perrin) Date: Mon, 3 Dec 2001 18:06:02 -0800 Subject: [RQ-Rules] RQ Alchemy question References: <133.5ae8a56.293d880a@aol.com> Message-ID: <002501c17c68$39e2ea60$6401a8c0@surfcity.net> Nothing is coming to me, but your assumption is probably good enough. A liter seems like a lot, though. I don't have time to dig out my RQ2 to see what we said about what was needed for potions. I have a whole new system of weights and measures that will be in an upcoming SPQR chapter (haven't decided which one, yet) but I don't think I have a liquid measurement, yet. When I get on the other side of my current project (mundane tech writing) I can put some more time into the question. Steve Perrin ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Monday, December 03, 2001 5:59 PM Subject: [RQ-Rules] RQ Alchemy question Hey gang, (and especially Steve Perrin [who my spellchecker wants to call Steve Peril], who was probably there at the time), While pounding together an assortment of Alchemy Rules, I've run across into something a little more Ken-approved, I got to rereading the RQ2 Alchemy stuff. After a couple of readings, I'm wondering if I've missed the mention of just _how much_ Potion someone can actually whip-up. There's a mention of a liter of Potion having 10 doses, so I _tentatively_ thought the liter is the unit used when talking about brewing up Potions. Any thoughts anyone? Can you bring any RQ arcana to light, Steve? :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011203/b4ae33ef/attachment.html From talmeta at optonline.net Tue Dec 4 14:48:59 2001 From: talmeta at optonline.net (Tal Meta) Date: Mon, 03 Dec 2001 22:48:59 -0500 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules References: <20011203233329.1547.qmail@earthlink.net> Message-ID: <3C0C47AB.8D5F026B@optonline.net> Smart wrote: > > And I naturally joined the list too late to participate in the survey. I'm for RQ3 though I'm finding SPQR CharGen intriguing. Wish my company gave bonuses this year. :( Speaking of which, what's the status on that auction thingie? I never did hear about the final results. Do I owe you money, Steve? -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "Stimpy! Move your butt! It's a higher mammal!" From steveperrin at surfcity.net Tue Dec 4 20:24:03 2001 From: steveperrin at surfcity.net (Steve Perrin) Date: Tue, 4 Dec 2001 01:24:03 -0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules References: <20011203233329.1547.qmail@earthlink.net> <3C0C47AB.8D5F026B@optonline.net> Message-ID: <005a01c17ca5$6a890fe0$6401a8c0@surfcity.net> You are supposed to owe the GIDFA people money. Then they tell me who gets the subscriptions. So far, I haven't heard anything and I've dropped them a couple of messages. They should be billing you, though, so hang on until they do. Steve ----- Original Message ----- From: "Tal Meta" To: Sent: Monday, December 03, 2001 7:48 PM Subject: Re: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules > Smart wrote: > > > > And I naturally joined the list too late to participate in the survey. I'm for RQ3 though I'm finding SPQR CharGen intriguing. Wish my company gave bonuses this year. :( > > Speaking of which, what's the status on that auction thingie? I never > did hear about the final results. Do I owe you money, Steve? > > -- > talmeta at optonline.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > > "Stimpy! Move your butt! It's a higher mammal!" > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From andrew at crashbox.com Wed Dec 5 04:09:15 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 4 Dec 2001 09:09:15 -0800 Subject: [RQ-RULES] Archives In-Reply-To: <3C0C4231.68A5E9@optonline.net> References: <20011129154128.26122.qmail@earthlink.net> <3C0664B9.4906696A@optonline.net> <3C0787F7.4DD0BA46@earthlink.net> <3C0C4231.68A5E9@optonline.net> Message-ID: >Hey, does anyone out there have the kind of patience that Loren >obviously had when he archived the three previous lists (the ones I >already have up? Otherwise, we're looking at a straight directory dump, >unless I get severely bored over the holidays... :) Mailman has a separate script that runs the list archives. We can use it on an existing email file to create a web-based archive. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From jurrubin at earthlink.net Wed Dec 5 08:02:09 2001 From: jurrubin at earthlink.net ( Smart) Date: Wed, 05 Dec 2001 05:02:09 +0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules Message-ID: <20011204210210.26378.qmail@earthlink.net> > From: "Tal Meta" > To: > Sent: Monday, December 03, 2001 7:48 PM > Subject: Re: [RQ-Rules] Re: [runequest-rules] Poll results for > runequest-rules > > > Speaking of which, what's the status on that auction thingie? I never > > did hear about the final results. Do I owe you money, Steve? "auction thingie"? *sigh* Is this something _else_ I missed out on? David Smart -- From steve at perrinworlds.com Wed Dec 5 06:02:04 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 4 Dec 2001 11:02:04 -0800 Subject: [RQ-RULES] Archives References: <20011129154128.26122.qmail@earthlink.net> <3C0664B9.4906696A@optonline.net> <3C0787F7.4DD0BA46@earthlink.net> <3C0C4231.68A5E9@optonline.net> Message-ID: <000c01c17d0a$1d5d8e20$6401a8c0@surfcity.net> Just checking. My website email server has been changed around to prevent spamming, and I've been having trouble getting out on it. Steve ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Tuesday, December 04, 2001 9:09 AM Subject: Re: [RQ-RULES] Archives > >Hey, does anyone out there have the kind of patience that Loren > >obviously had when he archived the three previous lists (the ones I > >already have up? Otherwise, we're looking at a straight directory dump, > >unless I get severely bored over the holidays... :) > > Mailman has a separate script that runs the list archives. We can > use it on an existing email file to create a web-based archive. > > -Andrew > -- > /*----------------------------------------------------------------- > mailto:andrew at crashbox.com http://www.crashbox.com > -----------------------------------------------------------------*/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Wed Dec 5 08:33:11 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 4 Dec 2001 13:33:11 -0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules References: <20011204210210.26378.qmail@earthlink.net> Message-ID: <003501c17d0b$4687c620$6401a8c0@surfcity.net> The GIDFA auction was an auction to raise money for the victims of 9/11. Various games people and companies offered items for auction. I offered five subscriptions to SPQR. From the online records, it looks like five people bid, so all five subscriptions are taken. You can, of course, still get one from me. Steve Perrin www.perrinworlds.com/SPQR ----- Original Message ----- From: " Smart" To: Sent: Tuesday, December 04, 2001 1:02 PM Subject: Re: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules > > From: "Tal Meta" > > To: > > Sent: Monday, December 03, 2001 7:48 PM > > Subject: Re: [RQ-Rules] Re: [runequest-rules] Poll results for > > runequest-rules > > > > > Speaking of which, what's the status on that auction thingie? I never > > > did hear about the final results. Do I owe you money, Steve? > > "auction thingie"? *sigh* Is this something _else_ I missed out on? > > David Smart > -- > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Wed Dec 5 09:27:24 2001 From: jurrubin at earthlink.net (David Smart) Date: Wed, 05 Dec 2001 06:27:24 +0800 Subject: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules Message-ID: <20011204222724.9763.qmail@earthlink.net> -----Original Message----- From: "Steve Perrin" Date: Tue, 4 Dec 2001 13:33:11 -0800 To: Subject: Re: [RQ-Rules] Re: [runequest-rules] Poll results for runequest-rules > The GIDFA auction was an auction to raise money for the victims of 9/11. > Various games people and companies offered items for auction. I offered five > subscriptions to SPQR. From the online records, it looks like five people > bid, so all five subscriptions are taken. You can, of course, still get one > from me. > > Steve Perrin > www.perrinworlds.com/SPQR Thanks, Steve. I'm planning on SPQR being an after-Christmas present to myself. -- David Smart From esoteric at teleport.com Wed Dec 5 13:57:53 2001 From: esoteric at teleport.com (Brad Furst) Date: Tue, 4 Dec 2001 18:57:53 -0800 Subject: [RQ-Rules] cestus or fighting-claw Message-ID: Can a character wielding a cestus or fighting-claw (on one or both hands), choose (maybe he's not doing enough damage) to draw another standard weapon (sword?, for example) and wield that normally (instead of the cestus or fighting-claw ) without removing the cestus or fighting-claw? Brad Furst esoteric at teleport.com From s.francois2 at wanadoo.fr Wed Dec 5 16:30:47 2001 From: s.francois2 at wanadoo.fr (St=?ISO-8859-1?B?6Q==?=phane FRANCOIS) Date: Wed, 05 Dec 2001 06:30:47 +0100 Subject: [RQ-Rules] cestus or fighting-claw In-Reply-To: Message-ID: -> Objet?: [RQ-Rules] cestus or fighting-claw > > Can a character wielding a cestus or fighting-claw (on one or both > hands), choose (maybe he's not doing enough damage) to draw another > standard weapon (sword?, for example) and wield that normally > (instead of the cestus or fighting-claw ) without removing the cestus > or fighting-claw? For the cestus, I'd say possible with some penalties (maybe 10% for a light cestus, more for the heavy) because a cestus is designed for impact and hampers the grip on another weapon. For the claws I'd say no, or half skill at best, because the blades seriouusly restrict the user's hand freedom, and may prevent holding anything (I'm not sure the whay fighting claws are designed and held by the user) From jerrym at lanset.com Tue Dec 4 18:17:26 2001 From: jerrym at lanset.com (jerrym) Date: Mon, 3 Dec 2001 23:17:26 -0800 Subject: [RQ-Rules] reply to poll Message-ID: <01C17D15.046FB720.jerrym@lanset.com> the poll I did on yahoo wasn't a day..it was 36 hours..from Friday night until Monday ...it purpose was to take a 'snapshot' of what version people are using... now, I have a broad idea of that and so RQIII is what I'll reference..(its also the only version I have).. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.303 / Virus Database: 164 - Release Date: 11/24/01 From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Wed Dec 5 23:14:45 2001 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Wed, 5 Dec 2001 12:14:45 -0000 Subject: [RQ-Rules] Magic Favour In-Reply-To: <20011204213702.C81F54BD41@thinbits.com> Message-ID: <3C0E0FB4.14312.139D2E1@localhost> Hi guys, Can anyone who still has, or remembers which digest, I posted my conversions for Storm Tribes and Thunder Rebels (so Orlanth, Chalana Arroy, Humakt and Lhankor Mhy I think) magic please send me them so I can put them up on the Net and maybe post some more, Cheers, Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From jurrubin at earthlink.net Wed Dec 5 23:31:50 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Wed, 05 Dec 2001 06:31:50 -0600 Subject: [RQ-Rules] cestus or fighting-claw References: Message-ID: <3C0E13B6.9A7C31DB@earthlink.net> I've always gone with a ruling of he cannot use a weapon in the hand wearing the cestus/claw. He can choose to draw a second weapon using the hand NOT wearing the cestus/fighting-claw and use the weapon in that hand. The rules covering the use of two weapons come into play then. David Smart Brad Furst wrote: > > Can a character wielding a cestus or fighting-claw (on one or both > hands), choose (maybe he's not doing enough damage) to draw another > standard weapon (sword?, for example) and wield that normally > (instead of the cestus or fighting-claw ) without removing the cestus > or fighting-claw? > > Brad Furst > esoteric at teleport.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From Guy.Hoyle at Nextel.com Thu Dec 6 01:24:41 2001 From: Guy.Hoyle at Nextel.com (Hoyle, Guy) Date: Wed, 5 Dec 2001 09:24:41 -0500 Subject: [RQ-Rules] reply to poll Message-ID: <2952F0EF8665D511A6A400508BE3EC4A065FF1@dlantex01.nextel.com> Still, that's not a very long time to run a poll. Many people don't check their email on the weekends. Guy -----Original Message----- From: jerrym [mailto:jerrym at lanset.com] Sent: Tuesday, December 04, 2001 1:17 AM To: 'rq-rules at crashbox.com' Subject: [RQ-Rules] reply to poll the poll I did on yahoo wasn't a day..it was 36 hours..from Friday night until Monday ...it purpose was to take a 'snapshot' of what version people are using... now, I have a broad idea of that and so RQIII is what I'll reference..(its also the only version I have).. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.303 / Virus Database: 164 - Release Date: 11/24/01 _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From alanross at bellsouth.net Thu Dec 6 01:35:43 2001 From: alanross at bellsouth.net (Alan Chambers) Date: Wed, 5 Dec 2001 09:35:43 -0500 Subject: [RQ-Rules] reply to poll References: <2952F0EF8665D511A6A400508BE3EC4A065FF1@dlantex01.nextel.com> Message-ID: <007201c17d9a$1f4d9be0$41634ed8@e0f4a7> ----- Original Message ----- From: "Hoyle, Guy" To: Sent: Wednesday, December 05, 2001 9:24 AM Subject: RE: [RQ-Rules] reply to poll > Still, that's not a very long time to run a poll. Many people don't check > their email on the weekends. > > Guy > Maybe we should run a thread on what people use. let them say what varients they use and why. As long as nobody gets insulting I think that would be fun. Alan > -----Original Message----- > From: jerrym [mailto:jerrym at lanset.com] > Sent: Tuesday, December 04, 2001 1:17 AM > To: 'rq-rules at crashbox.com' > Subject: [RQ-Rules] reply to poll > > > the poll I did on yahoo wasn't a day..it was 36 hours..from Friday night > until Monday ...it purpose was to take a 'snapshot' of what version people > are using... > > now, I have a broad idea of that and so RQIII is what I'll reference..(its > also the only version I have).. > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.303 / Virus Database: 164 - Release Date: 11/24/01 > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From leonbk at yahoo.com Thu Dec 6 01:55:42 2001 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 5 Dec 2001 06:55:42 -0800 (PST) Subject: [RQ-Rules] Rules Poll Tread In-Reply-To: <007201c17d9a$1f4d9be0$41634ed8@e0f4a7> Message-ID: <20011205145542.83528.qmail@web14501.mail.yahoo.com> > Maybe we should run a thread on what people use. let > them say what varients they use and why Good idea. Here is mine. Mostly RQ4 - I like the skill separation into difficulty levels (easy, medium, hard) and I like their sorcery system. RQ3 armor and weapon damage - I do not like the RQ4 armor and weapon damage simplification. RQ2 critical hits - I like it, D&D3e character creation and classes in some campaings - This is fun. I used D&D3e classes/magics/feats for Malkioni as opposed to the usual sorcery and saints. HR (House Rules) for Alchemy, Skill Training, Fatigue(none), and Shaft-on-Shaft combat. The campaings take place on modified version of Glorantha, but characters may often find themselves in other world in search of magic/iteams/allies or on Hero Quests to the God Plane. I currently have a number of campaings: Chaos - fairly high powered (semi active) Orlanthi - brand new (active) Malkioni - low to medium powered (inactive) Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Buy the perfect holiday gifts at Yahoo! Shopping. http://shopping.yahoo.com From jgould at io.com Thu Dec 6 02:46:20 2001 From: jgould at io.com (Jim Gould) Date: Wed, 05 Dec 2001 09:46:20 -0600 Subject: [RQ-Rules] Rules Poll Tread In-Reply-To: <20011205145542.83528.qmail@web14501.mail.yahoo.com> References: <007201c17d9a$1f4d9be0$41634ed8@e0f4a7> Message-ID: <3.0.6.32.20011205094620.00b1c548@mail.io.com> At 06:55 AM 05-12-01 -0800, you wrote: >> Maybe we should run a thread on what people use. let >> them say what varients they use and why Keeno. I use RQ 3. I double hit points on everyone and everything. It seems to make fights more interesting without prolonging them unduly. I have a slightly Sandyized sorcery system that uses skill rather than Free INT as a manipulation base. I'd go completely Sandyized but I'm afraid of what some of my players would do. :-) My current modified system encourages much more variety in sorcery usage, rather than the one-trick-ponies the standard system seems to generate. No fatigue at all, of course. I hate the bookkeeping. I've tried some Mysticism and found it horribly broken, so it's no longer in the campaign. Other than that, it's vanilla RQ 3. The campaign is set in post-Moonfall Fronela. -- "Dammit" Jim Gould jgould at io.com http://www.io.com/~jgould http://www.britanniamanor.org Almost Universally Applicable Warning Label: Do not insert product in butt and strike with hammer. - Badger From talmeta at optonline.net Thu Dec 6 02:55:14 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 05 Dec 2001 10:55:14 -0500 Subject: [RQ-Rules] Updates & Stuff Message-ID: <3C0E4362.692CF7EB@optonline.net> Am currently adding the RQ4 archives and the A.Bell Discussion Lists to the archive on my site - found alot of stuff I'd never seen before in the discussion lists, which seem to have run concurrent with the digest of the time. (Including a 'wizardry' system I'll have to do a little further research on - it might make for a better system than the one I'm currently employing. They should be available shortly. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - The King and his advisor are overlooking the battle field: King: "How goes the battle plan?" Advisor: "See those little black specks running to the right?" K: "Yes." A: "Those are their guys. And all those little red specks running to the left are our guys. Then when they collide we wait till the dust clears." K: "And?" From lepus at nwlink.com Wed Dec 5 21:09:39 2001 From: lepus at nwlink.com (Brian Newman) Date: Wed, 5 Dec 2001 10:09:39 +0000 (/etc/localtime) Subject: [RQ-Rules] Rules Poll Tread In-Reply-To: <3.0.6.32.20011205094620.00b1c548@mail.io.com> Message-ID: I use RQ3 with a few modifications. Magic is much more like RQ2 -- common folk in Dragon Pass get spirit magic (not only divine magic). I use Peter Maranci's runic sorcery system. I have a simplified fatigue system and a few other special things, but I play it pretty much as written. Shade and sweet water, Blackberry - - - - - "Short answer: yes, with an if... long answer: no, with a but." -- Rev. Lovejoy From trentfs at ix.netcom.com Thu Dec 6 04:57:54 2001 From: trentfs at ix.netcom.com (trentfs at ix.netcom.com) Date: Wed, 05 Dec 2001 12:57:54 -0500 Subject: [RQ-Rules] Rules Poll Tread Message-ID: I use (well, used -- haven't run RQ since 1997) RQ3 as a baseline, modified as follows: Char-gen: re-worked prior experience to match the training & improvement rules, inspired by comments here skills/combat: using modified SPQR-style multiple successes (developed independently from notes/brainstorming here several years ago) fatigue: using proto-SPQR method posted here years ago personality traits: add-on, modified from Pendragon Pass (used mostly for background-development and color, not the central role they play in PDP) sorcery: Sandy Peteresen's system shamans & mysticism: I didn't discover Sandy's rules for these until after my campaign had ended, but if I were to begin a new one I'd likely use at least some of this setting: RQ3-style Glorantha -- I like the Big Picture that remains vague on the details; both earlier (RQ1-2) and later (HW) versions feel like too much specific 'One True World' detail stifling my creative freedom. That said, Griffin Mountain is still my favorite module. That was as of 4 years ago, anyway. Nowadays I might very well trash the whole thing for SPQR (since I'm using several of its proto-mechanics anyway) but until it looks like there's a reasonable chance of running another campaign I can't inspire myself to shell out actual money for a subscription (sorry Steve). Trent From rymoore at hotmail.com Thu Dec 6 08:49:09 2001 From: rymoore at hotmail.com (Ryan Moore) Date: Wed, 05 Dec 2001 21:49:09 +0000 Subject: [RQ-Rules] RQ survey Message-ID: I use a modified version of RQ 3. I changed character creation somewhat. I used to have Sandy's sorcery rules but I seem to have misplaced them. Could anyone point me to an archive that has them? Also I haven't ever seen his rules for shamans so if you know where I could find those as well that would be great! Thanks Ryan Moore _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp From talmeta at optonline.net Thu Dec 6 09:02:01 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 05 Dec 2001 17:02:01 -0500 Subject: [RQ-Rules] RQ survey References: Message-ID: <3C0E9959.C8C89CC2@optonline.net> Ryan Moore wrote: > > I use a modified version of RQ 3. I changed character creation somewhat. I > used to have Sandy's sorcery rules but I seem to have misplaced them. Could > anyone point me to an archive that has them? Also I haven't ever seen his > rules for shamans so if you know where I could find those as well that would > be great! I have a modified version of Sandy's sorcery on my site (below) under TalQuest, and there's an early draft under mailing list/Loren Miller's/Contents (you'll have to search a bit - I haven't gone in and moved the tasty bits towards the top yet, like the RQ-Tekumel conversion that's in there somewhere). I also have a modified version of Sandy's shamanism, as well as the late Maurice Beyke's system (they were corresponding with one another, by the looks of things). -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - One day my Boss asked me to submit a status report to him concerning a project I was working on. I asked him if tomorrow would be soon enough. He said, "If I wanted it tomorrow, I would have waited until tomorrow to ask for it!" (New business manager, Hallmark Greeting Cards.) From Guy.Hoyle at Nextel.com Thu Dec 6 09:08:11 2001 From: Guy.Hoyle at Nextel.com (Hoyle, Guy) Date: Wed, 5 Dec 2001 17:08:11 -0500 Subject: [RQ-Rules] RQ survey Message-ID: <2952F0EF8665D511A6A400508BE3EC4A065FF2@dlantex01.nextel.com> Hi Ryan, I see the Sorcery rules online at http://members.aol.com/Delecti/SandSorc.html . I have his rules on Kralori mysticism (which differ from the HW mysticism rules in concept) at http://www.guyhoyle.org/RQ/MYSTICS.doc . I don't seem to be able to find his shaman rules here, but I have them at home. Guy -----Original Message----- From: Ryan Moore [mailto:rymoore at hotmail.com] Sent: Wednesday, December 05, 2001 3:49 PM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] RQ survey I use a modified version of RQ 3. I changed character creation somewhat. I used to have Sandy's sorcery rules but I seem to have misplaced them. Could anyone point me to an archive that has them? Also I haven't ever seen his rules for shamans so if you know where I could find those as well that would be great! Thanks Ryan Moore _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From trentfs at ix.netcom.com Thu Dec 6 09:09:07 2001 From: trentfs at ix.netcom.com (trentfs at ix.netcom.com) Date: Wed, 05 Dec 2001 17:09:07 -0500 Subject: [RQ-Rules] RQ survey Message-ID: Ryan Moore wrote: > I use a modified version of RQ 3. I changed character creation somewhat. I >used to have Sandy's sorcery rules but I seem to have misplaced them. Could >anyone point me to an archive that has them? Also I haven't ever seen his >rules for shamans so if you know where I could find those as well that would >be great! The (AFAIK) latest versions of Sandy Petersen's sorcery, shaman, and mysticism rules can be found at http://www.snark.freeserve.co.uk/docs/ I just checked this address, and it still works. Hope this helps, Trent From andrew at crashbox.com Thu Dec 6 09:08:05 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 5 Dec 2001 14:08:05 -0800 Subject: [RQ-Rules] RQ survey In-Reply-To: <3C0E9959.C8C89CC2@optonline.net> References: <3C0E9959.C8C89CC2@optonline.net> Message-ID: >Ryan Moore wrote: >> >> I use a modified version of RQ 3. I changed character creation somewhat. I >> used to have Sandy's sorcery rules but I seem to have misplaced them. Could >> anyone point me to an archive that has them? Also I haven't ever seen his >> rules for shamans so if you know where I could find those as well that would >> be great! > >I have a modified version of Sandy's sorcery on my site (below) under >TalQuest, and there's an early draft under mailing list/Loren >Miller's/Contents (you'll have to search a bit - I haven't gone in and >moved the tasty bits towards the top yet, like the RQ-Tekumel conversion >that's in there somewhere). > >I also have a modified version of Sandy's shamanism, as well as the late >Maurice Beyke's system (they were corresponding with one another, by the >looks of things). Phillip Hibbs was the latest hosting spot if I recall. http://www.snark.freeserve.co.uk/docs/ -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From talmeta at optonline.net Thu Dec 6 09:08:48 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 05 Dec 2001 17:08:48 -0500 Subject: [RQ-Rules] RQ-Flavor Message-ID: <3C0E9AF0.CDCD8152@optonline.net> Well, I for one use a modified version of RQ-III, with modified versions of Sandy's Sorcery & Shamanism, Chaos Magic from the Stormbringer "Unknown East" supplement, a 'Wizardry' system borrowed from John Schultz, and RunePower by David Cheng. I've incorporated ideas from an endless variety of sources, and generally campaign on the World of Greyhawk... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - One day my Boss asked me to submit a status report to him concerning a project I was working on. I asked him if tomorrow would be soon enough. He said, "If I wanted it tomorrow, I would have waited until tomorrow to ask for it!" (New business manager, Hallmark Greeting Cards.) From andrew at crashbox.com Thu Dec 6 09:58:41 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 5 Dec 2001 14:58:41 -0800 Subject: [RQ-Rules] House Rules and copyright (to correct list) Message-ID: Again. (Stoopid mailer posted to the wrong list. Sigh.) It seems that Everyone has their own house rules (including me) that they cobble from a bunch of source. How does everyone deal with copyright? Do you make changes to other rules (Sandy's for example) and publish them on your website for your players? Do you reproduce modified tables from the original RQ and publish them? -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From ericla at ultranet.com Thu Dec 6 10:14:21 2001 From: ericla at ultranet.com (Eric Leventhal) Date: Wed, 05 Dec 2001 18:14:21 -0500 Subject: [RQ-Rules] RQ-Flavor In-Reply-To: <3C0E9AF0.CDCD8152@optonline.net> Message-ID: <5.1.0.14.0.20011205180737.00a750b0@pop.ma.ultranet.com> Greetings, Another DM and I campaign, mostly using RQ3 with various house rules adapting and expanding some on magic, esp. on sorcery. We've made high level sorcerers often more powerful (although I know many complain that they are already too powerful in RQ3) and have added some additional items for divine (such as pooling of divine points) and spirit magic (like the Lengthen spell that was mentioned on list some weeks ago). We use our own universe I started developing some 20 years ago (even before I started using RQ2), but we certainly draw from some of the elements of various RQ (and other) modules. One neat thing is that a couple of us now have kids who are gaming, not only with us by DM with their friends. They often use RQ, although they also use some other systems. Eric ------ Eric Leventhal Arthen ericla at ultranet.com From trentfs at ix.netcom.com Thu Dec 6 10:47:20 2001 From: trentfs at ix.netcom.com (trentfs at ix.netcom.com) Date: Wed, 05 Dec 2001 18:47:20 -0500 Subject: [RQ-Rules] House Rules and copyright (to correct list) Message-ID: Andrew Mellinger wrote: > It seems that Everyone has their own house rules (including me) >that they cobble from a bunch of source. How does everyone deal with >copyright? Do you make changes to other rules (Sandy's for example) >and publish them on your website for your players? Do you reproduce >modified tables from the original RQ and publish them? When I write up my house rules if they're adapted from a published source (like Sandy's sorcery or the Pendragon stuff) I always credit the original authors & copyright dates. When they're inspired by outside ideas but developed by me (like my char-gen mods and SPQR-esque skill & fatigue rules) I try to credit the folks who provided the ideas. Since I don't have them posted to a website and am not getting any money for them (I just gave printouts to any players who wanted them) I figure that's plenty. Trent From talmeta at optonline.net Thu Dec 6 11:19:00 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 05 Dec 2001 19:19:00 -0500 Subject: [RQ-Rules] House Rules and copyright (to correct list) References: Message-ID: <3C0EB974.8A66F205@optonline.net> "Andrew O. Mellinger" wrote: > > It seems that Everyone has their own house rules (including me) > that they cobble from a bunch of source. How does everyone deal with > copyright? Do you make changes to other rules (Sandy's for example) > and publish them on your website for your players? Do you reproduce > modified tables from the original RQ and publish them? I've done this, though it's off on an out-of-the way part of my site, and the full details are not fully available to those who don't know the right link. Where possible, I always try and credit the original authors. I have a huge file of every RQ spell I've gleaned from websites, the core rules, TotRM, etc., but I can't make it available because the task of properly crediting the individual authors would be monumental (in many cases, the original authors are unknown....) -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - No guts, no glory. From peter at maranci.net Thu Dec 6 14:29:57 2001 From: peter at maranci.net (Peter Maranci) Date: Wed, 05 Dec 2001 22:29:57 -0500 Subject: [RQ-Rules] The History of RuneQuest In-Reply-To: <200112052220.RAA10470@lists.ient.com> References: <200112052220.RAA10470@lists.ient.com> Message-ID: Sending this to both lists since they both seem to be active, but we need to get onto one list only soon! *"S.S.Warlock" wrote: >I'd heard some of it from past surfings of now-defunct >sites and emailed rumors but I'd never gotten the >"whole story". Well, it's not really the WHOLE story; there's always more to tell, and there were some things that I didn't feel comfortable including. The details of Oliver's story, for example. I've met Greg and Jack Dott (I accidentally insulted Jack to his face, actually, and Greg had me tortured and killed--long story), but I wouldn't want to misrepresent myself. I didn't have any inside information. I published a large RPG APA that Chaosium read, but that only got me a little bit of extra rumormongering now and again. :) I should also admit (although it's probably obvious) that my personal opinions may have tinged some of my descriptions a little bit. :) About the poll: I've had a poll on my site for about six months now. Here are the results: Which version(s) of RuneQuest do you prefer? Choose one or more. Basic Role-Playing (10) 5% Magic World (8) 4% RuneQuest I (10) 5% RuneQuest II (38) 19% RuneQuest III (71) 36% RuneQuest IV: Adventures In Glorantha (10) 5% RuneQuest: Slayers (5) 2% A heavily customized version (24) 12% Pendragon Pass (9) 4% Other (8) 4% No opinion/I don't roleplay (1) 0% Votes: 194. The poll can be accessed directly at http://pub.alxnet.com/poll?id=2068340&q=view, and includes some bar graphics if that sort of thing excites you. All of my polls (and quizzes) can be reached at http://www.maranci.net/quizpoll.htm . I had some sort of RQ question in mind, by my brain has just gone blank. I hope to do more work on the Basic RQ project soon, but right now time is short thanks to my two-month-old son. Not that I'm complaining, mind you. :) ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From jurrubin at earthlink.net Thu Dec 6 15:15:23 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Wed, 05 Dec 2001 22:15:23 -0600 Subject: [RQ-Rules] RQ survey References: <3C0E9959.C8C89CC2@optonline.net> Message-ID: <3C0EF0DB.4967DBE8@earthlink.net> I use almost pure RQ3 rules, if you consider picking and choosing from all of Avalon Hill's RQ3 material (including Land of the Ninja) to be "pure". I also use customized archery rules provided by a friend of mine and the demon rules from "Elric!". Finally, I use the some of the metals and other materials defined in ICE's MERP game. I combine all this to run a medievalistic campaign, based loosely on Tolkien's writings, with my own pantheon and cultures that have nothing to do with Glorantha. David Smart From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Thu Dec 6 23:16:50 2001 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Thu, 6 Dec 2001 12:16:50 -0000 Subject: [RQ-Rules] House Rules In-Reply-To: <20011205221403.31DF44BD46@thinbits.com> Message-ID: <3C0F61B1.25185.13BC2BF@localhost> Most of my house rules are on my webpage, so most people know what I use. I designed my own character generation rules, based on an old posting by MOB mixed in with GURPS mainly. I use a variant on Sandy's sorcery rules, use Sandy's shaman rules, and my own HeroQuest rules. I've toyed and twisted just about every possible facet of RuneQuest in an attempt to satisfy myself. About two years ago I got narked off with carrying around all my books to play RQ, however (I'd need the three GW hardback books, Gods of Glorantha, various issues of Tales and/or Drastic that contained important info for the game, lords of Terror and a bundle of papers containing all the house rules) so finally, one day, I typed everything up into one big 520 page book containing anything might ever conceivably need, from every spell description I could find to expanded weapon charts and so on. At the moment I'm trying to rewrite combat because it collapses at high levels. I'm running a sem-active campaign set in Otkorion, the information for which is also on my webpage. I'm finding RQ starts to have serious difficulties at the high level range. Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From tom at zunder.freeserve.co.uk Thu Dec 6 20:36:13 2001 From: tom at zunder.freeserve.co.uk (tom at zunder.freeserve.co.uk) Date: Thu, 6 Dec 2001 10:36:13 +0100 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #5 - 17 msgs Message-ID: <20011206093613.PDOO18169.fep06-svc.ttyl.com@localhost> I run Elric! these days, previously I ran RQ3 with the RQ4 fatigue rules. I played in a RQ3 game a couple of years back and found it a leetle too slow for me once a combat started. I will run RQ games again, and I think I'll run RQ3 but without hit locations or strike ranks and probably use the Elric! multiple attacks/parries rules. I also think that attack and parry skills are better merged into a single skill. It's just not intuitive to have 90% attack and 15% parry with a sword. Then again I may have subbed to SPQR by then and that may change my mind. _______________________________________________________________________ Never pay another Internet phone bill! Freeserve AnyTime, for all the Internet access you want, day and night, only ?12.99 per month. Sign-up at http://www.freeserve.com/time/anytime From leonbk at yahoo.com Fri Dec 7 00:50:02 2001 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 6 Dec 2001 05:50:02 -0800 (PST) Subject: [RQ-Rules] House Rules and copyright (to correct list) In-Reply-To: Message-ID: <20011206135002.5522.qmail@web14506.mail.yahoo.com> --- "Andrew O. Mellinger" wrote: > It seems that Everyone has their own house rules > (including me) > that they cobble from a bunch of source. How does > everyone deal with > copyright? Do you make changes to other rules > (Sandy's for example) > and publish them on your website for your players? > Do you reproduce > modified tables from the original RQ and publish > them? If I am distributing things to my players I do not worry about copyright or credits. If I post something on my website I give credit to the source. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com From andrew at crashbox.com Fri Dec 7 03:11:58 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Thu, 6 Dec 2001 08:11:58 -0800 Subject: [RQ-Rules] House Rules and copyright In-Reply-To: <005601c17df0$18360120$6401a8c0@surfcity.net> References: <005601c17df0$18360120$6401a8c0@surfcity.net> Message-ID: >Rules cannot be copyrighted, as I know only too well. > >The specific words in a set of rules can be copyrighted, however. So I do >not use any copyrighted tables, etc., in my rules set. I've even changed a >lot of the unique spell names for RuneQuest into their equivalents in SPQR. > >Steve Perrin This means a series of words right? So I could call a spell "Bladesharp" in my own rules but I couldn't use the same text right? About tables. How much does one have to change a table to be different enough to be derivate and not copyrighted? For example: The RQ weapons table. -Andrew >----- Original Message ----- >From: "Andrew O. Mellinger" >To: >Sent: Wednesday, December 05, 2001 2:19 PM >Subject: [RQ-RULES] House Rules and copyright > > >> Everyone, >> >> It seems that Everyone has their own house rules (including me) >> that they cobble from a bunch of source. How does everyone deal with >> copyright? Do you make changes to other rules (Sandy's for example) >> and publish them on your website for your players? Do you reproduce >> modified tables from the orignal RQ and publish them? >> > > -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From steve at perrinworlds.com Fri Dec 7 05:03:53 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 6 Dec 2001 10:03:53 -0800 Subject: [RQ-Rules] House Rules and copyright References: <005601c17df0$18360120$6401a8c0@surfcity.net> Message-ID: <008801c17e80$61e81d40$6401a8c0@surfcity.net> I'm not a lawyer, so I just try to present a good faith effort. As I understand it, distinctive words like Bladesharp could be called a copyright infringement, while something like fireball and lightning bolt, which are pretty generic, can't. If you change either the title or the description, you are probably in good shape. And if you aren't selling your house rules, you really have nothing to worry about, particularly since Hasbro is unlikely (but you never know) to be checking out random websites to make sure people are not infringing on a property of their that they are not supporting. Steve ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Thursday, December 06, 2001 8:11 AM Subject: Re: [RQ-Rules] House Rules and copyright > >Rules cannot be copyrighted, as I know only too well. > > > >The specific words in a set of rules can be copyrighted, however. So I do > >not use any copyrighted tables, etc., in my rules set. I've even changed a > >lot of the unique spell names for RuneQuest into their equivalents in SPQR. > > > >Steve Perrin > > This means a series of words right? So I could call a spell > "Bladesharp" in my own rules but I couldn't use the same text right? > > About tables. How much does one have to change a table to be > different enough to be derivate and not copyrighted? For example: > The RQ weapons table. > > -Andrew > > >----- Original Message ----- > >From: "Andrew O. Mellinger" > >To: > >Sent: Wednesday, December 05, 2001 2:19 PM > >Subject: [RQ-RULES] House Rules and copyright > > > > > >> Everyone, > >> > >> It seems that Everyone has their own house rules (including me) > >> that they cobble from a bunch of source. How does everyone deal with > >> copyright? Do you make changes to other rules (Sandy's for example) > >> and publish them on your website for your players? Do you reproduce > >> modified tables from the orignal RQ and publish them? > >> > > > -Andrew > > -- > /*----------------------------------------------------------------- > mailto:andrew at crashbox.com http://www.crashbox.com > -----------------------------------------------------------------*/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From dahak at dahak.free-online.co.uk Sat Dec 8 02:43:00 2001 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Fri, 7 Dec 2001 15:43:00 -0000 Subject: [RQ-Rules] Space, time and Identity. In-Reply-To: <20011205221403.31DF44BD46@thinbits.com> Message-ID: <002001c17f35$d9cd7700$76119fd4@kitsune> Does Crash box have an equivalent to the Yahoogroups File directory? I ask because I have a couple of files that I'd like opinions/ comment on [a list of the stats for all the fantasy/low tech weapons I've found for BRP games [currently in .xls] and a list of spells trawled from the various sources I'd like to know who to thank for, since I failed to record such things at the time.] that are a little unwieldy to drop onto a mailing list? Ideas anyone? Adam From phlnje.n-o.h22.leeds at ARTS-01.NOVELL.LEEDS.AC.UK Sat Dec 8 02:53:46 2001 From: phlnje.n-o.h22.leeds at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Fri, 7 Dec 2001 15:53:46 -0000 Subject: [RQ-Rules] Webpage Update Message-ID: <3C10E60B.9963.20261D9@localhost> I'm not actually sure if I've sent this "update" so apologies if I've sent this twice. There's an extended weapons list and skills list (mainly from a post by Tal Meta some time ago) on my webpage. Come Monday the Hero Wars conversions for RuneQuest will be available, including some of the Orlanth Adventurous spells I haven't as yet posted to the digest, Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From andrew at crashbox.com Sat Dec 8 03:37:20 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Fri, 7 Dec 2001 08:37:20 -0800 Subject: [RQ-Rules] Space, time and Identity. In-Reply-To: <002001c17f35$d9cd7700$76119fd4@kitsune> References: <002001c17f35$d9cd7700$76119fd4@kitsune> Message-ID: >Does Crash box have an equivalent to the Yahoogroups File directory? > >I ask because I have a couple of files that I'd like opinions/ comment >on [a list of the stats for all the fantasy/low tech weapons I've >found for BRP games [currently in .xls] and a list of spells trawled >from the various sources I'd like to know who to thank for, since I >failed to record such things at the time.] that are a little unwieldy >to drop onto a mailing list? It doesn't have the same sort of upload type things but it is easy enough for me to post things to the server for download. I control pretty much all of the server so, anything goes. Email me the files and I'll post them. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From talmeta at optonline.net Sat Dec 8 03:47:05 2001 From: talmeta at optonline.net (Tal Meta) Date: Fri, 07 Dec 2001 11:47:05 -0500 Subject: [RQ-Rules] Space, time and Identity. References: <002001c17f35$d9cd7700$76119fd4@kitsune> Message-ID: <3C10F289.13CEEE75@optonline.net> Adam Benedict Canning wrote: > > Does Crash box have an equivalent to the Yahoogroups File directory? > > I ask because I have a couple of files that I'd like opinions/ comment > on [a list of the stats for all the fantasy/low tech weapons I've > found for BRP games [currently in .xls] and a list of spells trawled > from the various sources I'd like to know who to thank for, since I > failed to record such things at the time.] that are a little unwieldy > to drop onto a mailing list? We could post them to the yahoo groups server; some of the functions there are useful enough to retain the position... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - let's go dancing on the backs of the bruised From dahak at dahak.free-online.co.uk Sat Dec 8 04:15:40 2001 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Fri, 7 Dec 2001 17:15:40 -0000 Subject: [RQ-Rules] Spell criticism : Transmogrify. In-Reply-To: <20011205221403.31DF44BD46@thinbits.com> Message-ID: <000401c17f42$cba8f020$3e179fd4@kitsune> As I have before for other spells I once again solicit informed opinion about the power levels, capabilities, etc of the following, which fills in my mind the unsatisfying hole that Shapechange leaves in capabilities. Transmogrify [Species] to [Species] Sorcery spell, attack, ranged This spell requires intensity equal to at least half the target's SIZ plus the change in the characters SIZ between the two species. This spell is only usable on and between complete [or complete excepting fixed INT] creature species. A different version of this spell exists for each different target species. Transmogrify alters the targets STR, CON, DEX, and SIZ. His INT, POW and APP remain unaltered. A characters new stats are based on those in there original form, subtract any fixed additions to the stat in the normal form, divide the remainder by the number of dice rolled for that stat in the normal form and multiply by the number of dice used in the new form, then add any fixed component for the new form. Round numbers towards the new species average for that stat. D3's count as half dice D4's as 2/3's of a dice, D8's as 4/3 of a dice. Thus a character whose size was 14 rolled on 2D6+6 [Human male for example] transformed into something of 4d6+24 [A cave troll] would have SIZ (14-6)*4/2 +24 = 8*2+24 = 40. Transformed into a halfling [SIZ 2D3] he would have SIZ (14-6)*(2*1/2)/2 = 8/2 = 4. Transformed into an Elf [SIZ 2D4+4] he would be SIZ (14-6)*(2*2/3))/2 +4= 8*(2/3)+4 = 16/3 +4 = 9 +1/3 rounded to 9. Special powers of the target species are only transferred if they are inherent in the body form and metabolism. Thus, a man shapechanged into a bat could fly (there would be a learning process involved), and if he were a fish, he could breathe water. Adam -- The Wizards Seventh Rule "Live in the Future, Not the Past." From jurrubin at earthlink.net Sat Dec 8 08:53:44 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Fri, 07 Dec 2001 15:53:44 -0600 Subject: [RQ-Rules] Errata? References: <3C0F61B1.25185.13BC2BF@localhost> Message-ID: <3C113A68.F658E521@earthlink.net> Was there ever any errata released, officially or unofficially, for AvHill's "Land of Ninja"? David From talmeta at optonline.net Sat Dec 8 09:15:36 2001 From: talmeta at optonline.net (Tal Meta) Date: Fri, 07 Dec 2001 17:15:36 -0500 Subject: [RQ-Rules] Spell criticism : Transmogrify. References: <000401c17f42$cba8f020$3e179fd4@kitsune> Message-ID: <3C113F88.44C0835A@optonline.net> Adam Benedict Canning wrote: > > A characters new stats are based on those in there original form, > subtract any fixed additions to the stat in the normal form, divide > the remainder by the number of dice rolled for that stat in the normal > form and multiply by the number of dice used in the new form, then add > any fixed component for the new form. Round numbers towards the new > species average for that stat. D3's count as half dice D4's as 2/3's > of a dice, D8's as 4/3 of a dice. Yuglflunccck. I don't want to do math that complex on a tax form, why would I want to do it in a game? I prefer Sandy's version, i.e.: TRANSFORM TO [species] Attack, Touch, Maintained (though some will be Exotic) This spell is only available to certain specialists. It acts like Shapechange (q.v.), but instead of restricting which creature is transformed, it dictates the species to which the target is transformed. For instance, a Woods Mage's Transform to Tree can transform a man, a bear, an elf, or a horse into a tree. You still need Intensity in the spell equal to at least half the target's SIZ. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If a woman has to choose between catching a fly ball and saving an infant's life, she will choose to save the infant's life without even considering if there are men on base. -- Dave Barry From jurrubin at earthlink.net Tue Dec 11 12:27:36 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Mon, 10 Dec 2001 19:27:36 -0600 Subject: [RQ-Rules] Ping? References: <3C0F61B1.25185.13BC2BF@localhost> <3C113A68.F658E521@earthlink.net> Message-ID: <3C156108.AAAE4EAC@earthlink.net> Just testing.... David From Mikko.Korhonen at future121.com Wed Dec 12 19:50:50 2001 From: Mikko.Korhonen at future121.com (Korhonen Mikko) Date: Wed, 12 Dec 2001 10:50:50 +0200 Subject: [RQ-Rules] Sandy's systems questions Message-ID: <5F71AC0888A6834D9834C74F2FC8D40B22E1EC@etna.icfx.fi> Hi all, i've been using Sandy's sorcery rules in my campaign as i think that they are best Sorcery rules for RQ so far. However, i keep running in to funny questions every once in a while. I use the latest version i have, i think it is the same version that was in print in YBOT #1. Question #1: The Art of Hold. Can sorcerer keep multiple spells in "hold"? Like few evoke lightnings, damage boosting, shapechange and maybe a teleport spell or two? Question #2: Permanence and Range. How do you handle the range problem? Do you use range as in the "initial casting", as someone suggested long time ago in rq-rules list? For example, sorcerer casts damage boost on his warriors and makes them permanent, and when they move out of the initial casting range do the spells: - drop? - go dormant? - stay up as usual? Question #3: Elementals and Dominate spells. Basically, sorcerer could find first Gloranthan airline company using bound sylphs and dominate (sylph) spell... So, have you guys used any limitations for how long the sorcerer can keep the elementals under domination and active? I know that Dominate being active spell needs concentration is thus a bit limited but any other limitations? Question #4: Has anyone collected sorcery spells in electronic format for RQ? I could use a few new spells... Thanks guys in advance! Cheers, Mikko Mikko Korhonen | Consultant Future121 Oy www.future121.com mikko.korhonen at future121.com Mob +358 40 549 1551 Tel +358 9 5491 2226 Fax +358 9 5491 2360 From talmeta at optonline.net Thu Dec 13 00:04:49 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 12 Dec 2001 08:04:49 -0500 Subject: [RQ-Rules] Sandy's systems questions References: <5F71AC0888A6834D9834C74F2FC8D40B22E1EC@etna.icfx.fi> Message-ID: <3C1755F1.BCF89BFA@optonline.net> Korhonen Mikko wrote: > > Question #1: The Art of Hold. Can sorcerer keep multiple spells in "hold"? > Like few evoke lightnings, damage boosting, shapechange and maybe a teleport > spell or two? Under the latest version, yes. But they consume presence as normal. > Question #2: Permanence and Range. How do you handle the range problem? Do > you use range as in the "initial casting", as someone suggested long time ago > in rq-rules list? For example, sorcerer casts damage boost on his warriors > and makes them permanent, and when they move out of the initial casting range > do the spells: > - drop? > - go dormant? > - stay up as usual? I've always played that they remain up, and that Range is only used to affect the target at time of casting. > Question #3: Elementals and Dominate spells. Basically, sorcerer could find > first Gloranthan airline company using bound sylphs and dominate (sylph) > spell... So, have you guys used any limitations for how long the sorcerer can > keep the elementals under domination and active? I know that Dominate being > active spell needs concentration is thus a bit limited but any other > limitations? An Active spell is it's own penalty. And as a form of travel, you can always use the sylph-as-whirlwind model; not too many people are going to want to travel long distances while being spun around several hundred times a minute. > Question #4: Has anyone collected sorcery spells in electronic format for RQ? > I could use a few new spells... Yes, I have a 'complete RQ Spell List' that I use (not quite 100%, as I recently found a largish cache of spells I hadn't had before). I'd make it freely available, but I'm currently unable to properly credit the sources. I have been known to send it out privately, however. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Culture is the habit of being pleased with the best and knowing why. From andrew at crashbox.com Thu Dec 13 04:27:49 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 12 Dec 2001 09:27:49 -0800 Subject: [RQ-Rules] Sandy's systems questions In-Reply-To: <3C1755F1.BCF89BFA@optonline.net> References: <5F71AC0888A6834D9834C74F2FC8D40B22E1EC@etna.icfx.fi> <3C1755F1.BCF89BFA@optonline.net> Message-ID: > > Question #1: The Art of Hold. Can sorcerer keep multiple spells in "hold"? > > Like few evoke lightnings, damage boosting, shapechange and maybe >a teleport > > spell or two? > >Under the latest version, yes. But they consume presence as normal. In our game we have held spell's count as half casting presence. > > Question #2: Permanence and Range. How do you handle the range problem? Do >> you use range as in the "initial casting", as someone suggested >>long time ago >> in rq-rules list? For example, sorcerer casts damage boost on his warriors >> and makes them permanent, and when they move out of the initial >>casting range >> do the spells: >> - drop? >> - go dormant? >> - stay up as usual? > >I've always played that they remain up, and that Range is only used to >affect the target at time of casting. From my conversations with Sandy (this was a few versions ago) it was decided that they fail when the leave the range of the initial spell. I think this is an important balancing feature, especially in game-world terms. Otherwise the sorcerer could stay home from the adventure and keep all the spells maintained on the group. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From talmeta at optonline.net Thu Dec 13 04:43:46 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 12 Dec 2001 12:43:46 -0500 Subject: [RQ-Rules] Sandy's systems questions References: <5F71AC0888A6834D9834C74F2FC8D40B22E1EC@etna.icfx.fi> <3C1755F1.BCF89BFA@optonline.net> Message-ID: <3C179752.52406214@optonline.net> "Andrew O. Mellinger" wrote: > > From my conversations with Sandy (this was a few versions ago) it > was decided that they fail when the leave the range of the initial > spell. I think this is an important balancing feature, especially in > game-world terms. Otherwise the sorcerer could stay home from the > adventure and keep all the spells maintained on the group. Yes, but relative to what? The Sorcerer, or the spot the sorcerer cast the spell? -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If there is no God, who pops up the next Kleenex? -- Art Hoppe From andrew at crashbox.com Thu Dec 13 04:55:14 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 12 Dec 2001 09:55:14 -0800 Subject: [RQ-Rules] Sandy's systems questions In-Reply-To: <3C179752.52406214@optonline.net> References: <5F71AC0888A6834D9834C74F2FC8D40B22E1EC@etna.icfx.fi> <3C1755F1.BCF89BFA@optonline.net> <3C179752.52406214@optonline.net> Message-ID: >"Andrew O. Mellinger" wrote: >> >> From my conversations with Sandy (this was a few versions ago) it >> was decided that they fail when the leave the range of the initial >> spell. I think this is an important balancing feature, especially in >> game-world terms. Otherwise the sorcerer could stay home from the >> adventure and keep all the spells maintained on the group. > >Yes, but relative to what? The Sorcerer, or the spot the sorcerer cast >the spell? The sorcerer. Here's the conversation: I asked: The Ecclesiarch of Seshnela decrees that all wizards will maintain a 2 point light spell on his cathedral at all times, [My visions was each sorcerer would maintain a "lightbulb" on the cathedral. Sure, this isn't threatening to the world, but one could find unbalancing examples.] Sandy answered: > Range _is_ part of the whole deal. A sorcerer who lived a mile outside > town would have to add on 8 Range to keep it up. It's no longer so pleasant > for them. I asked for clarification, Sandy said: > Spells are canceled when the target or caster moves outside their Range. [I take this to mean the distance between the two, not as relative to some fixed spot.] -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From Mikko.Korhonen at future121.com Thu Dec 13 22:26:48 2001 From: Mikko.Korhonen at future121.com (Korhonen Mikko) Date: Thu, 13 Dec 2001 13:26:48 +0200 Subject: [RQ-Rules] Sandy's systems questions Message-ID: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> Hi guys, and thanks for all the answers. Few points: Tal and Hold: >Under the latest version, yes. But they consume presence as normal. Was the rule that they take 1 point of Presence when in Hold, and take Presence normally when released? BTW, does the Sorcerer need free Presence when Held spell is released? For exmaple, Sorcerer Holds (6) Intensity 6 Range 3 Multispell 3 Evoke lightning for total of 18 spell "levels". When under attack, he releases this spell. Does he need 12 points of free Presence? (Intensity 6, Range3, Multispell3). Or do you handle Held spells as rules say, "free" spell? Andrew: > I asked for clarification, Sandy said: > > > Spells are canceled when the target or caster moves > outside their Range. Does this basically mean that if Sorcerer Stupefies an adversary then the target will be just fine when Sorcerer moves out of the initial casting range? Or does the spell automatically last untill ten minutes has passed if it is not maintained? The latter is something i will probably use. Cheers, Mikko From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Fri Dec 14 00:11:58 2001 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Thu, 13 Dec 2001 13:11:58 -0000 Subject: [RQ-Rules] Spirits of Reprisal Message-ID: <3C18A91D.29497.16E3C38@localhost> Has anyone got a comprehensive list of all of the spirits of reprisal for all of the cults? Has anyone ever added any interesting spirits of reprisal? Just wondering, Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From pascal.dury at fr.unisys.com Fri Dec 14 00:27:56 2001 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Thu, 13 Dec 2001 07:27:56 -0600 Subject: [RQ-Rules] Sandy's systems questions Message-ID: <5FA5BB3B120AD3119D5C00105A16403D019A321D@FR-DEF-EXCH-1> As I interpret the rules, You need full presence only if you intend to maintain your spell, otherwise it is 'free of presence'. Pascal -----Message d'origine----- De : Korhonen Mikko [mailto:Mikko.Korhonen at future121.com] Envoy? : jeudi 13 d?cembre 2001 12:27 ? : rq-rules at crashbox.com Objet : RE: [RQ-Rules] Sandy's systems questions Hi guys, and thanks for all the answers. Few points: Tal and Hold: >Under the latest version, yes. But they consume presence as normal. Was the rule that they take 1 point of Presence when in Hold, and take Presence normally when released? BTW, does the Sorcerer need free Presence when Held spell is released? For exmaple, Sorcerer Holds (6) Intensity 6 Range 3 Multispell 3 Evoke lightning for total of 18 spell "levels". When under attack, he releases this spell. Does he need 12 points of free Presence? (Intensity 6, Range3, Multispell3). Or do you handle Held spells as rules say, "free" spell? Andrew: > I asked for clarification, Sandy said: > > > Spells are canceled when the target or caster moves > outside their Range. Does this basically mean that if Sorcerer Stupefies an adversary then the target will be just fine when Sorcerer moves out of the initial casting range? Or does the spell automatically last untill ten minutes has passed if it is not maintained? The latter is something i will probably use. Cheers, Mikko _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From MurfNMurf at aol.com Fri Dec 14 01:18:28 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 13 Dec 2001 09:18:28 EST Subject: [RQ-Rules] Spirits of Reprisal Message-ID: <14d.5b12a09.294a12b4@aol.com> In a message dated 12/13/01 7:13:39 AM Central Standard Time, Nikk wonders about Spirits of Reprisal: > Has anyone got a comprehensive list of all of the spirits of reprisal > for all of the cults? Has anyone ever added any interesting spirits of > reprisal? > Well, in the game I'm currently playing in, we had an elf blow a pt of POW into an ancient statue of some sort of mysterious snake headed God (which seemed a bad thing to me, anyhow). The old godling kind of warmed up to him, and accepted him into her Cult. At some later point, with a Divination, it was learned the Snakegoddess was overseer of secret knowledge; assassins, poisons, etc, and she revealed her hand when she ordered the elf to start stealing stuff and betraying our gang. At the last, the elf decided to go against her, and had to face a big, supernatural snake-thing Spirit of Reprisal. He ended up losing the Spirit Combat and was turned into a snake :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011213/a2dadee6/attachment.html From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Fri Dec 14 02:52:36 2001 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Thu, 13 Dec 2001 15:52:36 -0000 Subject: [RQ-Rules] Odayla, Urox and Issaries conversions available Message-ID: <3C18CEC4.1041.2014F00@localhost> I've now uploaded an introduction, Odayla, Urox and Issaries conversion from Storm Tribes to RuneQuest. Go to http://www.crashbox.com/nikk/ All comments appreciated, Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From andrew at crashbox.com Fri Dec 14 03:10:57 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Thu, 13 Dec 2001 08:10:57 -0800 Subject: [RQ-Rules] Sandy's systems questions In-Reply-To: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> References: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> Message-ID: >Hi guys, > >and thanks for all the answers. Few points: > >Tal and Hold: > >>Under the latest version, yes. But they consume presence as normal. > >Was the rule that they take 1 point of Presence when in Hold, and take >Presence normally when released? BTW, does the Sorcerer need free Presence >when Held spell is released? For exmaple, Sorcerer Holds (6) Intensity 6 >Range 3 Multispell 3 Evoke lightning for total of 18 spell "levels". When >under attack, he releases this spell. Does he need 12 points of free >Presence? (Intensity 6, Range3, Multispell3). Or do you handle Held spells as >rules say, "free" spell? If I may: The rules state that they take 1 presence when in hold. However, for balance reasons I beleive most people make them held spells consume much more than that. >Andrew: >> I asked for clarification, Sandy said: >> >> > Spells are canceled when the target or caster moves >> outside their Range. > >Does this basically mean that if Sorcerer Stupefies an adversary then the >target will be just fine when Sorcerer moves out of the initial casting >range? Or does the spell automatically last untill ten minutes has passed if >it is not maintained? The latter is something i will probably use. This is the hard question. It really comes down to game-world feel and bookkeeping. Obviously, you don't people to keep track of the ranges of all held spells and be calculating relative distances all the time. On the flip side, you don't want the "stay-at-home" sorcerer effect either. I would say that spells are canceled when the distance between the two is too great. (This solves more problem than it creates IMHO.) But that it takes a few minutes to "wear off." So it isn't "snap" the spell is gone. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From dahak at dahak.free-online.co.uk Fri Dec 14 03:19:19 2001 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Thu, 13 Dec 2001 16:19:19 -0000 Subject: [RQ-Rules] Spell criticism : Transmogrify. In-Reply-To: <20011213133903.42E814BD3D@thinbits.com> Message-ID: <001001c183f1$eb234a00$5a109fd4@kitsune> > Date: Fri, 07 Dec 2001 17:15:36 -0500 > From: Tal Meta > Adam Benedict Canning wrote: > > > > A characters new stats are based on those in there original form, > > subtract any fixed additions to the stat in the normal > form, divide > > the remainder by the number of dice rolled for that stat > in the normal > > form and multiply by the number of dice used in the new > form, then add > > any fixed component for the new form. Round numbers > towards the new > > species average for that stat. D3's count as half dice > D4's as 2/3's > > of a dice, D8's as 4/3 of a dice. > > Yuglflunccck. > > I don't want to do math that complex on a tax form, why > would I want to > do it in a game? > > > I prefer Sandy's version, i.e.: > TRANSFORM TO [species] > Attack, Touch, Maintained > (though some will be Exotic) > This spell is only available to certain specialists. > It acts like > Shapechange (q.v.), but instead of restricting which creature is > transformed, it dictates the species to which the target is > transformed. The problem with sandy's version is "Shapechange does not alter any of the target's statistics, including SIZ. " Which means you end up turning people into huge toads with human levels of strength. Unlike being a werewolf for example which actually effects your stats. It would be simpler just to say roll for stats as per the new form, but I wanted to retain the characters relative abilities when they changed. Otherwise a undexterous human [compared with other humans] could end up becoming a very dextrous cat [compared with other cats.] And permanent Stat mods become a problem. Note that the transform for any given instantiation of the spell are fixed and not that bad once calculated. Though I can see your point about some of the transforms looking scary, but that was the cost of trying to describe the effect in as generic a form as possible. Transmogrify Human to Lion stat effects reduce to SIZx2, DEX+6, (STRx5/3)+12 all other stats remain the same. If you can think of a better way of achieving my objectives I'd like to know, but half sized lions and massive toads don't quite feel right to me. Adam From talmeta at optonline.net Fri Dec 14 03:33:26 2001 From: talmeta at optonline.net (Tal Meta) Date: Thu, 13 Dec 2001 11:33:26 -0500 Subject: [RQ-Rules] Sandy's systems questions References: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> Message-ID: <3C18D856.B3FF1ACB@optonline.net> Korhonen Mikko wrote: > > Was the rule that they take 1 point of Presence when in Hold, and take > Presence normally when released? BTW, does the Sorcerer need free Presence > when Held spell is released? For exmaple, Sorcerer Holds (6) Intensity 6 > Range 3 Multispell 3 Evoke lightning for total of 18 spell "levels". When > under attack, he releases this spell. Does he need 12 points of free > Presence? (Intensity 6, Range3, Multispell3). Or do you handle Held spells as > rules say, "free" spell? An earlier version of Hold allowed only 1 spell, that consumed only 1 Presence (certain Saintly invocations would permit more). I'd rules that since the current version of hold requires normal Presence to Hold the spell, that same Presence is used when the spell is released (i.e. only when the spell is ended does the Presence return). I also use the rules for 'Stale Presence' someone came up with, so the Presence on a spell that was Held for 6 months would return very slowly... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - -- Dave Barry, "'Mister Mediocre' Restaurants" From talmeta at optonline.net Fri Dec 14 03:35:25 2001 From: talmeta at optonline.net (Tal Meta) Date: Thu, 13 Dec 2001 11:35:25 -0500 Subject: [RQ-Rules] Spirits of Reprisal References: <3C18A91D.29497.16E3C38@localhost> Message-ID: <3C18D8CD.46E820E8@optonline.net> "N.J. Effingham" wrote: > > Has anyone got a comprehensive list of all of the spirits of reprisal > for all of the cults? Has anyone ever added any interesting spirits of > reprisal? Dunno how interesting or useful they are, but several of the cults I wrote up for my RQ/Greyhawk project have spirits of reprisal.... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I went to the eye doctor and found out I needed glasses for reading. So, I got some flip-up contact lenses. -- Steven Wright From talmeta at optonline.net Fri Dec 14 03:47:51 2001 From: talmeta at optonline.net (Tal Meta) Date: Thu, 13 Dec 2001 11:47:51 -0500 Subject: [RQ-Rules] Spell criticism : Transmogrify. References: <001001c183f1$eb234a00$5a109fd4@kitsune> Message-ID: <3C18DBB7.A7605487@optonline.net> Adam Benedict Canning wrote: > > The problem with sandy's version is "Shapechange does not alter any of > the target's statistics, including SIZ. " So you Multispell it with Diminish SIZ, and viola! > Unlike being a werewolf for example which actually effects your stats. True, but a werewolf can't be dispelled, either. > If you can think of a better way of achieving my objectives I'd like > to know, but half sized lions and massive toads don't quite feel right > to me. With a little Ceremony, Hold, and Multispell, many things are possible. :) -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If time heals all wounds, how come the belly button stays the same? From esoteric at teleport.com Sat Dec 15 09:08:06 2001 From: esoteric at teleport.com (Brad Furst) Date: Fri, 14 Dec 2001 14:08:06 -0800 Subject: [RQ-Rules] Sandy's systems questions In-Reply-To: <3C18D856.B3FF1ACB@optonline.net> References: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> <3C18D856.B3FF1ACB@optonline.net> Message-ID: >An earlier version of Hold allowed only 1 spell, that consumed only 1 >Presence (certain Saintly invocations would permit more). I'd rules that >since the current version of hold Where do you find that "current version"? >requires normal Presence to Hold the spell, I don't remember this in any of Sandy's publications. >that same Presence is used when the spell is released (i.e. only >when the spell is ended does the Presence return). I am aware of Sandy's rules published in Tenacles [fanzine] #1 (and #2 which has the shamans) and below. Do you know other sources? Sandy's Sorcery (c)1998 http://www.glorantha.to/~tome/lib/ssr_e1.htm and Sandy's Sorcery (c)1997 http://www.pensee.com/dunham/glorantha/sorcery.html and Sandy's Sorcery (c)1996 http://www.kerofin.demon.co.uk/game/sorcery/ and Comments and discussion of Sandy's Sorcery http://www.snark.freeserve.co.uk/sscomments.html and Philip Hibbs collection including Sandy's Shamans http://www.snark.freeserve.co.uk/docs/index.html Brad Furst esoteric at teleport.com From alanchambers at mediaone.net Sat Dec 15 09:20:58 2001 From: alanchambers at mediaone.net (Alan Chambers) Date: Fri, 14 Dec 2001 17:20:58 -0500 Subject: [RQ-Rules] Sandy's systems questions References: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> <3C18D856.B3FF1ACB@optonline.net> Message-ID: <010c01c184ed$9b439e20$01466218@atl.mediaone.net> I've just scanned the rules but one thing troubles me right off, the Vows. Exactly who are you making Vows to?How are they enforced? Alan ----- Original Message ----- From: "Brad Furst" To: Sent: Friday, December 14, 2001 5:08 PM Subject: Re: [RQ-Rules] Sandy's systems questions > >An earlier version of Hold allowed only 1 spell, that consumed only 1 > >Presence (certain Saintly invocations would permit more). I'd rules that > >since the current version of hold > > Where do you find that "current version"? > > >requires normal Presence to Hold the spell, > > I don't remember this in any of Sandy's publications. > > >that same Presence is used when the spell is released (i.e. only > >when the spell is ended does the Presence return). > > I am aware of Sandy's rules published in Tenacles [fanzine] #1 (and > #2 which has the shamans) and below. Do you know other sources? > > Sandy's Sorcery (c)1998 http://www.glorantha.to/~tome/lib/ssr_e1.htm and > > Sandy's Sorcery (c)1997 http://www.pensee.com/dunham/glorantha/sorcery.html and > > Sandy's Sorcery (c)1996 http://www.kerofin.demon.co.uk/game/sorcery/ and > > Comments and discussion of Sandy's Sorcery > http://www.snark.freeserve.co.uk/sscomments.html and > > Philip Hibbs collection including Sandy's Shamans > http://www.snark.freeserve.co.uk/docs/index.html > > Brad Furst > esoteric at teleport.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From talmeta at optonline.net Sat Dec 15 09:56:56 2001 From: talmeta at optonline.net (Tal Meta) Date: Fri, 14 Dec 2001 17:56:56 -0500 Subject: [RQ-Rules] Sandy's systems questions References: <5F71AC0888A6834D9834C74F2FC8D40B2577BB@etna.icfx.fi> <3C18D856.B3FF1ACB@optonline.net> Message-ID: <3C1A83B8.B73A159F@optonline.net> Brad Furst wrote: > > Where do you find that "current version"? Damned good question. I've searched everywhere, and can't find it anywhere except in my own particular spin on the rules. Must have been a house rule that got stuck in my brain. Sorry. :) -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - An ounce of clear truth is worth a pound of obfuscation. From MurfNMurf at aol.com Sat Dec 15 16:45:20 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 15 Dec 2001 00:45:20 EST Subject: [RQ-Rules] Wonky Dragon Math Message-ID: <12f.94e9211.294c3d70@aol.com> Hey gang, Maybe as some sort of _block_ left over from my encounter with the mind-numbing plethora of differing Dragon-types you see in D&D, I've always prettymuch stayed clear of the things myself; both in D&D, and since making the switch to RQ many, many moons ago. Anyhow, thanks to a couple of conversations and the recounting of a few Adventure Tales among our gaming group, I've recently gotten to thinking about Dragons in RQ. Wondering, and with a _somewhat_ firm grasp of the square cube law (acquired during skylarking on this list some time back concerning the Jolanti), I started looking up Dragon stats in the BRP-related stuff I owned. My idea was to get an idea of the the thing's dimensions, then push the square cube law both up & down to see what could be done. The only Dragons with notes concerning _any_ sorts of dimensions are the Stormbringer Dragon, with a wingspan of 30' across, and a length of 40', and the Wyvern, which is apparently about the size of a horse. Well, I didn't let the lack of _actual_ measurable stats stand in my way, and ended up using the RQ3 rulebook-provided Dragon with its SIZ of 20D6. Which works out to be a range of 20-120, with an average of 70 at "X" dimensions (_whatever_ they might be). Since for every doubling of linear measurements, volume, and thus weight, increases 8 times, I assumed that this worked backwards as well; so every halfing of linear measurements, volume, and thus weight, would have the weight being divided by 8. Working under this premise, a Dragon that is 1/2 "X" dimensions would have a SIZ range of 4-74, with an average of 46. And a halfing of _that_ Dragon's dimensions would result in a Dragon with a SIZ range of 1-50, with an average of 23. Anyone have any idea what "X" should be? Steve Perrin? You were there. Fill us in :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011215/b55a54d9/attachment.html From steve at perrinworlds.com Sat Dec 15 17:18:39 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 14 Dec 2001 22:18:39 -0800 Subject: [RQ-Rules] Wonky Dragon Math References: <12f.94e9211.294c3d70@aol.com> Message-ID: <001901c18530$591bc0c0$6401a8c0@surfcity.net> Check your Superworld Companion, which I believe you have, for the table on SIZ as weight. As I recall it also worked for RQ. SIZ as height was always more nebulous. All it can do is provide a very loose fit. Dragons are probably bigger than Giants with the same SIZ, for instance, because they are airborne and are probably less dense per cubic foot than a giant is. Best I can do for you. Steve ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Friday, December 14, 2001 9:45 PM Subject: [RQ-Rules] Wonky Dragon Math Hey gang, Maybe as some sort of _block_ left over from my encounter with the mind-numbing plethora of differing Dragon-types you see in D&D, I've always prettymuch stayed clear of the things myself; both in D&D, and since making the switch to RQ many, many moons ago. Anyhow, thanks to a couple of conversations and the recounting of a few Adventure Tales among our gaming group, I've recently gotten to thinking about Dragons in RQ. Wondering, and with a _somewhat_ firm grasp of the square cube law (acquired during skylarking on this list some time back concerning the Jolanti), I started looking up Dragon stats in the BRP-related stuff I owned. My idea was to get an idea of the the thing's dimensions, then push the square cube law both up & down to see what could be done. The only Dragons with notes concerning _any_ sorts of dimensions are the Stormbringer Dragon, with a wingspan of 30' across, and a length of 40', and the Wyvern, which is apparently about the size of a horse. Well, I didn't let the lack of _actual_ measurable stats stand in my way, and ended up using the RQ3 rulebook-provided Dragon with its SIZ of 20D6. Which works out to be a range of 20-120, with an average of 70 at "X" dimensions (_whatever_ they might be). Since for every doubling of linear measurements, volume, and thus weight, increases 8 times, I assumed that this worked backwards as well; so every halfing of linear measurements, volume, and thus weight, would have the weight being divided by 8. Working under this premise, a Dragon that is 1/2 "X" dimensions would have a SIZ range of 4-74, with an average of 46. And a halfing of _that_ Dragon's dimensions would result in a Dragon with a SIZ range of 1-50, with an average of 23. Anyone have any idea what "X" should be? Steve Perrin? You were there. Fill us in :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011214/7d4bde6c/attachment.html From jerrym at lanset.com Sat Dec 15 18:28:58 2001 From: jerrym at lanset.com (jerrym) Date: Fri, 14 Dec 2001 23:28:58 -0800 Subject: [RQ-Rules] RQIII perfect bound or perfect Cr@P? Message-ID: <001401c1853a$29e42720$ab225142@alf> LAST week I ordered off ebay a perfect bound RQIII deluxe still in shrink wrap and am happy with the rules... I was thinking of seeing how well the could work in spelljammer...but, that's another story.. My problem, it seems just a few days of reading through the book is starting to leave signs that the pages may be about to come apart.... has anybody else had this happen? --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.303 / Virus Database: 164 - Release Date: 11/24/01 -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011214/4b3eab07/attachment.html From ekjim at earthlink.net Sun Dec 16 00:16:55 2001 From: ekjim at earthlink.net (J and/or Ellen) Date: Sat, 15 Dec 2001 07:16:55 -0600 Subject: [RQ-Rules] Wonky Dragon Math References: <12f.94e9211.294c3d70@aol.com> <001901c18530$591bc0c0$6401a8c0@surfcity.net> Message-ID: <004c01c1856b$c9bebcc0$54083941@frkt5> Twenty-something years ago, I read an article in Omni magazine that speculated about possible anatomy of dragons. It answered both the how-could-something-ever-breathe-fire and the how-could-it-get-off-the-ground issues by assuming that the source of its firebreathing was hydrogen. Thus, as Steve says, a dragon could be waaaaay less dense than a giant. (And possibly a Hindenburg when defeated in combat.) ----- Original Message ----- From: Steve Perrin To: rq-rules at crashbox.com Sent: Saturday, December 15, 2001 12:18 AM Subject: Re: [RQ-Rules] Wonky Dragon Math Check your Superworld Companion, which I believe you have, for the table on SIZ as weight. As I recall it also worked for RQ. SIZ as height was always more nebulous. All it can do is provide a very loose fit. Dragons are probably bigger than Giants with the same SIZ, for instance, because they are airborne and are probably less dense per cubic foot than a giant is. Best I can do for you. Steve ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Friday, December 14, 2001 9:45 PM Subject: [RQ-Rules] Wonky Dragon Math Hey gang, Maybe as some sort of _block_ left over from my encounter with the mind-numbing plethora of differing Dragon-types you see in D&D, I've always prettymuch stayed clear of the things myself; both in D&D, and since making the switch to RQ many, many moons ago. Anyhow, thanks to a couple of conversations and the recounting of a few Adventure Tales among our gaming group, I've recently gotten to thinking about Dragons in RQ. Wondering, and with a _somewhat_ firm grasp of the square cube law (acquired during skylarking on this list some time back concerning the Jolanti), I started looking up Dragon stats in the BRP-related stuff I owned. My idea was to get an idea of the the thing's dimensions, then push the square cube law both up & down to see what could be done. The only Dragons with notes concerning _any_ sorts of dimensions are the Stormbringer Dragon, with a wingspan of 30' across, and a length of 40', and the Wyvern, which is apparently about the size of a horse. Well, I didn't let the lack of _actual_ measurable stats stand in my way, and ended up using the RQ3 rulebook-provided Dragon with its SIZ of 20D6. Which works out to be a range of 20-120, with an average of 70 at "X" dimensions (_whatever_ they might be). Since for every doubling of linear measurements, volume, and thus weight, increases 8 times, I assumed that this worked backwards as well; so every halfing of linear measurements, volume, and thus weight, would have the weight being divided by 8. Working under this premise, a Dragon that is 1/2 "X" dimensions would have a SIZ range of 4-74, with an average of 46. And a halfing of _that_ Dragon's dimensions would result in a Dragon with a SIZ range of 1-50, with an average of 23. Anyone have any idea what "X" should be? Steve Perrin? You were there. Fill us in :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011215/9e84b5d7/attachment.html From dahak at dahak.free-online.co.uk Sun Dec 16 02:22:51 2001 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Sat, 15 Dec 2001 15:22:51 -0000 Subject: [RQ-Rules] Spell criticism : Transmogrify. In-Reply-To: <20011215063203.778764BD3D@thinbits.com> Message-ID: <000201c1857c$5c9397e0$3c159fd4@kitsune> > Date: Thu, 13 Dec 2001 11:47:51 -0500 > From: Tal Meta > Adam Benedict Canning wrote: > > > > The problem with sandy's version is "Shapechange does not > alter any of > > the target's statistics, including SIZ. " > > So you Multispell it with Diminish SIZ, and viola! And any or all of Diminish/Enhance STR, DEX or CON > > Unlike being a werewolf for example which actually > effects your stats. > > True, but a werewolf can't be dispelled, either. > > > If you can think of a better way of achieving my > objectives I'd like > > to know, but half sized lions and massive toads don't > quite feel right > > to me. > > With a little Ceremony, Hold, and Multispell, many things > are possible. But more difficult and at least as ugly as far as system/rules work for result goes. It also feels wrong to have to use that many different spells and effects to build a classic effect. While creativity with the skills and spells is good, having to get that creative and relying on the players too always do so was what I was trying to avoid. Adam From slposey at concentric.net Sun Dec 16 03:48:35 2001 From: slposey at concentric.net (Stephen Posey) Date: Sat, 15 Dec 2001 09:48:35 -0700 Subject: [RQ-Rules] Wonky Dragon Math References: <12f.94e9211.294c3d70@aol.com> <001901c18530$591bc0c0$6401a8c0@surfcity.net> <004c01c1856b$c9bebcc0$54083941@frkt5> Message-ID: <3C1B7EE3.24C69005@concentric.net> > Twenty-something years ago, I read an article in Omni magazine that speculated > about possible anatomy of dragons. It answered both the > how-could-something-ever-breathe-fire... I seem to recall the article, I think it was expanded into (or was an excerpt from) a book I have: "The Flight of Dragons" which covers the same topic. Unfortunately it's packed away in my Mom's attic in another city so I can't make direct reference at the mo' (I'm going home for the holidays I'll look for it). > ...and the > how-could-it-get-off-the-ground... Ohhh, 'cause they had some magic dust, man! (sorry, it's that time of year ;-) (BTW, if any one doesn't "get" the reference, LMK) > ...issues by assuming that the source of its > firebreathing was hydrogen. > Thus, as Steve says, a dragon could be waaaaay less dense than a giant. (And > possibly a Hindenburg when defeated in combat.) In relation to that and in light of recent developments in Hydrogen technology, you might be interested in this (from the November issue of Discover magazine): http://www.discover.com/nov_01/featlovin.html See in particular the "The Hindenburg Revisited" sidebar towards the bottom of the page. Stephen Posey slposey at concentric.net From talmeta at optonline.net Sun Dec 16 04:00:10 2001 From: talmeta at optonline.net (Tal Meta) Date: Sat, 15 Dec 2001 12:00:10 -0500 Subject: [RQ-Rules] RQIII perfect bound or perfect Cr@P? References: <001401c1853a$29e42720$ab225142@alf> Message-ID: <3C1B819A.DEEE9FC6@optonline.net> > jerrym wrote: > > My problem, it seems just a few days of reading through the book is > starting to leave signs that the pages may be about to come apart.... > has anybody else had this happen? I took mine straight to Staples and had it wire bound; I can lay it flat, either 2 page or 1 page visible, and be assured that the pages aren't going anywhere. I generally do that with any book I expect to get alot of game use out of. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - kinda like a cloud i was up, way up in the sky From MurfNMurf at aol.com Sun Dec 16 04:50:04 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 15 Dec 2001 12:50:04 EST Subject: [RQ-Rules] RQIII perfect bound or perfect Cr@P? Message-ID: <8.1e2d0142.294ce74c@aol.com> Well, my copy of the RQ3 Rules lasted prettymuch intact until I was running a game about 5 or 6 yrs back, when the new guy to the campaign didn't listen to me insisting that if he were going to look through the rules, to support the spine, and be sure NOT to lay it flat. I heard a disturbing "crack", and that's when the slow decline started. Ever since then it started loosing pages out of the Sorcery section until the glue along the spine started to peel itself off :( It's currently in page protectors in a big notebook Hmm, spiral bound at Staples, huh? Certainly nothing that I'd've never thought about...How much did that run, anyhow?:) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011215/a2c3a02b/attachment.html From steve at perrinworlds.com Sun Dec 16 06:21:39 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sat, 15 Dec 2001 11:21:39 -0800 Subject: [RQ-Rules] Wonky Dragon Math References: <12f.94e9211.294c3d70@aol.com> <001901c18530$591bc0c0$6401a8c0@surfcity.net> <004c01c1856b$c9bebcc0$54083941@frkt5> Message-ID: <001b01c1859d$b9d9c160$6401a8c0@surfcity.net> There's a book called Flight of Dragons that lays out the whole theory. I'm not convinced by it, but no less an author than Barbara Hambly used it as her dragons in her first series. However, I was just figuring that a flying creature needs less weight per volume in any case. This is not to say they are still not huge (do you know how much a jet fighter weighs? It's a lot.) and well armored, though the armor is probably more similar to the modern composite armors than battleship plate. And current theories about the Hindenburg say that it was probably the rather inflammable paint that had been layered onto it and not the hydrogen that went up. After the disaster, the Germans repainted their other dirigibles with a non-inflammatory paint. Steve Perrin ----- Original Message ----- From: J and/or Ellen To: rq-rules at crashbox.com Sent: Saturday, December 15, 2001 5:16 AM Subject: Re: [RQ-Rules] Wonky Dragon Math Twenty-something years ago, I read an article in Omni magazine that speculated about possible anatomy of dragons. It answered both the how-could-something-ever-breathe-fire and the how-could-it-get-off-the-ground issues by assuming that the source of its firebreathing was hydrogen. Thus, as Steve says, a dragon could be waaaaay less dense than a giant. (And possibly a Hindenburg when defeated in combat.) ----- Original Message ----- From: Steve Perrin To: rq-rules at crashbox.com Sent: Saturday, December 15, 2001 12:18 AM Subject: Re: [RQ-Rules] Wonky Dragon Math Check your Superworld Companion, which I believe you have, for the table on SIZ as weight. As I recall it also worked for RQ. SIZ as height was always more nebulous. All it can do is provide a very loose fit. Dragons are probably bigger than Giants with the same SIZ, for instance, because they are airborne and are probably less dense per cubic foot than a giant is. Best I can do for you. Steve ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Friday, December 14, 2001 9:45 PM Subject: [RQ-Rules] Wonky Dragon Math Hey gang, Maybe as some sort of _block_ left over from my encounter with the mind-numbing plethora of differing Dragon-types you see in D&D, I've always prettymuch stayed clear of the things myself; both in D&D, and since making the switch to RQ many, many moons ago. Anyhow, thanks to a couple of conversations and the recounting of a few Adventure Tales among our gaming group, I've recently gotten to thinking about Dragons in RQ. Wondering, and with a _somewhat_ firm grasp of the square cube law (acquired during skylarking on this list some time back concerning the Jolanti), I started looking up Dragon stats in the BRP-related stuff I owned. My idea was to get an idea of the the thing's dimensions, then push the square cube law both up & down to see what could be done. The only Dragons with notes concerning _any_ sorts of dimensions are the Stormbringer Dragon, with a wingspan of 30' across, and a length of 40', and the Wyvern, which is apparently about the size of a horse. Well, I didn't let the lack of _actual_ measurable stats stand in my way, and ended up using the RQ3 rulebook-provided Dragon with its SIZ of 20D6. Which works out to be a range of 20-120, with an average of 70 at "X" dimensions (_whatever_ they might be). Since for every doubling of linear measurements, volume, and thus weight, increases 8 times, I assumed that this worked backwards as well; so every halfing of linear measurements, volume, and thus weight, would have the weight being divided by 8. Working under this premise, a Dragon that is 1/2 "X" dimensions would have a SIZ range of 4-74, with an average of 46. And a halfing of _that_ Dragon's dimensions would result in a Dragon with a SIZ range of 1-50, with an average of 23. Anyone have any idea what "X" should be? Steve Perrin? You were there. Fill us in :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011215/8604be12/attachment.html From talmeta at optonline.net Sun Dec 16 09:08:57 2001 From: talmeta at optonline.net (Tal Meta) Date: Sat, 15 Dec 2001 17:08:57 -0500 Subject: [RQ-Rules] RQIII perfect bound or perfect Cr@P? References: <8.1e2d0142.294ce74c@aol.com> Message-ID: <3C1BC9F9.CFD85F57@optonline.net> MurfNMurf at aol.com wrote: > > Hmm, spiral bound at Staples, huh? Certainly nothing that I'd've > never thought about...How much did that run, anyhow?:) $8 maybe? For the utility, it was well worth it. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - hey God, i think you owe me a great big apology From MurfNMurf at aol.com Sun Dec 16 09:31:40 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 15 Dec 2001 17:31:40 EST Subject: [RQ-Rules] Wonky Dragon Math Message-ID: <179.d3cdeb.294d294c@aol.com> Speaking of Dragons, one of the comments made by a player concerning the Dragons they'd encountered in our GM's campaign was that their stats differed from the standard book-provided Dragons, in that a Dragon's STR and SIZ were equal, and that CON was equal to 1/2 of STR. I thought I'd read something similar, but I didn't think it was in regard to Dragons. IIRC, there were notes very similar to this at the beginning of the Dinosaur section for the RQ2 Bestiary. The Dinos also had AP equal to the # of D6s it had in its damage modifier. Using the above for generating Dragons would certainly make for some exceptionally tough Dragons, I think :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011215/52f26ef4/attachment.html From jurrubin at earthlink.net Sun Dec 16 14:42:19 2001 From: jurrubin at earthlink.net (S.S.Warlock) Date: Sat, 15 Dec 2001 21:42:19 -0600 Subject: [RQ-Rules] House Rules References: <3C0F61B1.25185.13BC2BF@localhost> Message-ID: <3C1C181B.4F9A6438@earthlink.net> Speaking of house rules, I've always wondered how others handled the use of physical armor with armor enchantments on the body. If a weapon critical bypasses a byrnie of, say, chainmail, does it also bypass the armoring enchantment on the target's chest? How about if the chainmail itself has an armoring enchantment? And on a normal hit, does the armoring enchantment on the target's chest get added in full to the chainmail's armor value? David From MurfNMurf at aol.com Sun Dec 16 16:04:49 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 16 Dec 2001 00:04:49 EST Subject: [RQ-Rules] Wonky Dragon Math Message-ID: In a message dated 12/15/01 4:33:01 PM Central Standard Time, I wrote: > The Dinos also had AP equal to the # of D6s it had in its damage modifier. Well, having run across my notes later in the evening, a Dino's AP equals TWICE the # of D6s in its damage modifier. -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011216/47c8051f/attachment.html From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Mon Dec 17 00:24:07 2001 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Sun, 16 Dec 2001 13:24:07 -0000 Subject: [RQ-Rules] Moan and whinge In-Reply-To: <20011215193503.AE7C94BD3D@thinbits.com> Message-ID: <3C1CA077.27014.4A3D88@localhost> Right, this is a little moan and whinge, but I don't mean to offend anyone. Can you please cut off the message your are replying to and not use that horrible MIME encoded stuff. It probably isn't a problem in the non-digested form, but in the digest, it means half of it is taken up with meaningless gibberish or messages you've just read. *end moan* Nikk __________________________________ Nikk Effingham Work E-mail address: phlnje at leeds.ac.uk Permanent E-mail address: nikk at MailAndNews.com URL: http://www.crashbox.com/nikk/ From MurfNMurf at aol.com Mon Dec 17 13:02:13 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 16 Dec 2001 21:02:13 EST Subject: [RQ-Rules] More Dragon stuff Message-ID: Hey gang, While reading through a friend's copy of the MERP game in an effort to cadge spells for my RQ Sorcery document, I ran across their stats for Dragons. Though written in the mind-numbing ( _I_ couldn't make heads or tales out of them)MERP system, as I'd also been wondering about Dragon stats lately, I found them pretty interesting. Essentially the MERP Dragon is 90-120' long, with a wingspan 20% more than length, that can breath a cone of fire 300' long and 50' wide at the base. With the previously-mentioned Dragon rules in mind (STR&SIZ equal, CON=1/2 STR. AP= 2X damage dice), for laughs I decided to crank out RQ3 stats for this terror and see what I'd get. Well, seeing its HP, I tried to see how many hits with a particular weapon would deliver before being able to knock-off the beast. I also checked its HP total against a few beasts that are common to both MERP and RQ in an effort to see how many creatures with X HP would equal the Dragon's HP. With both figured out, I found they'd only be a couple points difference from one another :) Its RQ HP worked out to be a scarry _132_. Since its CON +SIZ would have to total 264 to give this number, I just backwards-figured what its STR, CON and SIZ would be. Grotesque Dragon stats follow: STR 176 Move 18/36 INT 24 HP 132 POW 21+ Ftg 264 CON 88 DEX 24 SIZ 176 Bite SR4 2D8+4+21D6 Claw SR4 1D10+3+21D6 Tail SR4 11D6 Breath SR1 Flames 15m wide at 91m, doing at least 4D6 to each location enveloped. If it instead breaths some sort of gas, it does so with POT 88. BODY 42/53 LIMB, HEAD 42/44 WINGS, TAIL 42/33 Yikes!!!!!!!!!!!!!!!!! -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011216/e3e3e2f5/attachment.html From Alain.RAMEAU at totalfinaelf.com Mon Dec 17 18:52:31 2001 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Mon, 17 Dec 2001 08:52:31 +0100 Subject: [RQ-Rules] [List Formatting] Readibility of the list Message-ID: <200112171052.JAA18067@vectrac-int.hd.corp.local> I have concerns about readibility of the list. I think there are more Mime and Html files (generally duplicating a text format) which render the readibility of the list very difficult. I din't remember it was that mixed-up format in the previous lists. Maybe this message itself will be in a weird format... It is probably too difficult to ask each list member to modify the message format when sent specifically for this list (I am not sure eihter how to do that), but can't something be done in the digect delivery specification to ensure only one format ? Alain From Guy.Hoyle at Nextel.com Tue Dec 18 01:47:50 2001 From: Guy.Hoyle at Nextel.com (Hoyle, Guy) Date: Mon, 17 Dec 2001 09:47:50 -0500 Subject: [RQ-Rules] OT: Subscription Question Message-ID: <2952F0EF8665D511A6A400508BE3EC4A066008@dlantex01.nextel.com> Hi there, Sorry to post an administrative question on the list, but I don't seem to have the information I need at hand. How do I switch my email address for this list from guy.hoyle at nextel.com to ghoyle1 at airmail.net ? Please reply to one or the other address so we don't jam up the bandwidth too much. Guy -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011217/62647bb1/attachment.html From slposey at concentric.net Tue Dec 18 02:54:55 2001 From: slposey at concentric.net (Stephen Posey) Date: Mon, 17 Dec 2001 08:54:55 -0700 Subject: [RQ-Rules] More Dragon stuff References: Message-ID: <3C1E154F.736198E2@concentric.net> MurfNMurf at aol.com wrote: > > Hey gang, > While reading through a friend's copy of the MERP game in an effort > to cadge spells for my RQ Sorcery document, I ran across their stats > for Dragons. > Though written in the mind-numbing ( _I_ couldn't make heads or > tales out of them)MERP system, as I'd also been wondering about Dragon > stats lately, I found them pretty interesting. > Essentially the MERP Dragon is 90-120' long, with a wingspan 20% > more than length, that can breath a cone of fire 300' long and 50' > wide at the base. > With the previously-mentioned Dragon rules in mind (STR&SIZ equal, > CON=1/2 STR. AP= 2X damage dice), for laughs I decided to crank out > RQ3 stats for this terror and see what I'd get. > Yikes!!!!!!!!!!!!!!!!! Yup, Tolkien's dragons, while perhaps not as bad as a Gloranthan True Dragon, are definitely nothing to mess with! I'd be interested in seeing any notes and results of your RM/MERP to RQ efforts, BTW. Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Tue Dec 18 04:29:08 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 17 Dec 2001 12:29:08 EST Subject: [RQ-Rules] More Dragon stuff Message-ID: <16d.5cdd14a.294f8564@aol.com> In a message dated 12/17/01 9:56:10 AM Central Standard Time, Stephen wonders: > I'd be interested in seeing any notes and results of your RM/MERP to RQ > efforts, BTW. > > I'll check through my notes, and get the spells that I _did_ cadge off to the list next post. BTW, I figured that if you were actually using dice to roll up the Grotesque Dragon, it'd be an average Dragon of 50-51D6 SIZ, or a 29-30D6 SIZ Dragon with maximum rolls...Waaaay beyond the book's 20D6 version. Again, Yikes!!!!!!!!!!!! :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011217/50f63d6a/attachment.html From steve at perrinworlds.com Tue Dec 18 05:19:50 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 17 Dec 2001 10:19:50 -0800 Subject: [RQ-Rules] [List Formatting] Readibility of the list References: <200112171052.JAA18067@vectrac-int.hd.corp.local> Message-ID: <002501c18727$6c4acbc0$6401a8c0@surfcity.net> For what it is worth, this message came to me just fine over my Outlook Express. Steve Perrin ----- Original Message ----- From: "RAMEAU Alain" To: Sent: Sunday, December 16, 2001 11:52 PM Subject: [RQ-Rules] [List Formatting] Readibility of the list > I have concerns about readibility of the list. I think there are more Mime > and Html files (generally duplicating a text format) which render the > readibility of the list very difficult. I din't remember it was that > mixed-up format in the previous lists. Maybe this message itself will be > in a weird format... > It is probably too difficult to ask each list member to modify the message > format when sent specifically for this list (I am not sure eihter how to > do that), but can't something be done in the digect delivery specification > to ensure only one format ? > > Alain > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From andrew at crashbox.com Tue Dec 18 05:33:55 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Mon, 17 Dec 2001 10:33:55 -0800 Subject: [RQ-Rules] [List Formatting] Readibility of the list In-Reply-To: <200112171052.JAA18067@vectrac-int.hd.corp.local> References: <200112171052.JAA18067@vectrac-int.hd.corp.local> Message-ID: >I have concerns about readibility of the list. I think there are more Mime >and Html files (generally duplicating a text format) which render the >readibility of the list very difficult. I din't remember it was that >mixed-up format in the previous lists. Maybe this message itself will be >in a weird format... >It is probably too difficult to ask each list member to modify the message >format when sent specifically for this list (I am not sure eihter how to >do that), but can't something be done in the digect delivery specification >to ensure only one format ? > >Alain I agree. I have my mailer set to look at emails in plain format, so haven't noticed them. I've been looking to see if Mailman can filter the mail and get rid of the attachments and HTMLness. I haven't found anything yet, but I'm sure someone has a plugin or something. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From steve at perrinworlds.com Tue Dec 18 05:32:56 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 17 Dec 2001 10:32:56 -0800 Subject: [RQ-Rules] More Dragon stuff References: <3C1E154F.736198E2@concentric.net> Message-ID: <00a001c18729$3f993a60$6401a8c0@surfcity.net> I'd be inclined to put most of the excess points into SIZ rather than CON. I just can't get behind an 88 CON. Of course, in SPQR, it is possible to just add Health Points to that derived from SIZ and CON. Steve Perrin www.perrinworlds.com/SPAR ----- Original Message ----- From: "Stephen Posey" To: Sent: Monday, December 17, 2001 7:54 AM Subject: Re: [RQ-Rules] More Dragon stuff > MurfNMurf at aol.com wrote: > > > > Hey gang, > > While reading through a friend's copy of the MERP game in an effort > > to cadge spells for my RQ Sorcery document, I ran across their stats > > for Dragons. > > Though written in the mind-numbing ( _I_ couldn't make heads or > > tales out of them)MERP system, as I'd also been wondering about Dragon > > stats lately, I found them pretty interesting. > > Essentially the MERP Dragon is 90-120' long, with a wingspan 20% > > more than length, that can breath a cone of fire 300' long and 50' > > wide at the base. > > With the previously-mentioned Dragon rules in mind (STR&SIZ equal, > > CON=1/2 STR. AP= 2X damage dice), for laughs I decided to crank out > > RQ3 stats for this terror and see what I'd get. > > > > > Yikes!!!!!!!!!!!!!!!!! > > Yup, Tolkien's dragons, while perhaps not as bad as a Gloranthan True > Dragon, are definitely nothing to mess with! > > I'd be interested in seeing any notes and results of your RM/MERP to RQ > efforts, BTW. > > Stephen Posey > slposey at concentric.net > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Tue Dec 18 06:01:53 2001 From: jurrubin at earthlink.net (David Smart) Date: Tue, 18 Dec 2001 03:01:53 +0800 Subject: [RQ-Rules] More Dragon stuff Message-ID: <20011217190153.5300.qmail@earthlink.net> Geez! Good thing Bilbo didn't know. (LotR movie is this Wednesday in Dallas!) David -----Original Message----- From: MurfNMurf at aol.com Date: Sun, 16 Dec 2001 21:02:13 EST To: rq-rules at crashbox.com Subject: [RQ-Rules] More Dragon stuff > Hey gang, > While reading through a friend's copy of the MERP game in an effort to > cadge spells for my RQ Sorcery document, I ran across their stats for > Dragons. -- David Smart From leonbk at yahoo.com Tue Dec 18 08:25:57 2001 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 17 Dec 2001 13:25:57 -0800 (PST) Subject: [RQ-Rules] Virus posing from Wizard's Attic !!!! In-Reply-To: Message-ID: <20011217212557.63040.qmail@web14503.mail.yahoo.com> Watch out guys I just received the following e-mail: >>>>>>>>>>> From: "Wizard's Attic" Wizard's.Attic at prodigy.net.mx> Subject: Damaged Product email Text: Hi! How are you?I send you this file in order to have your advice See you later. Thanks Attachment: Damaged_Product_email.doc.com >>>>>>>>>>> Do not open this file, as a scan showed that it is infected. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Check out Yahoo! Shopping and Yahoo! Auctions for all of your unique holiday gifts! Buy at http://shopping.yahoo.com or bid at http://auctions.yahoo.com From jurrubin at earthlink.net Tue Dec 18 08:55:57 2001 From: jurrubin at earthlink.net (David Smart) Date: Tue, 18 Dec 2001 05:55:57 +0800 Subject: [RQ-Rules] Binding Question Message-ID: <20011217215557.8991.qmail@earthlink.net> A friend of mine has stated discorporate shamans can be Dominated while engaged in spirit combat and forced into a Binding object. My position is that even though the shaman can't use his fetch for defense (according to RQIII), there is no spell for Binding such body-less shamans because such shamans don't qualify as "otherworld creatures", which Binding Enchantments are limited to. Comments? David -- David Smart From talmeta at optonline.net Tue Dec 18 09:09:46 2001 From: talmeta at optonline.net (Tal Meta) Date: Mon, 17 Dec 2001 17:09:46 -0500 Subject: [RQ-Rules] Binding Question References: <20011217215557.8991.qmail@earthlink.net> Message-ID: <3C1E6D2A.6221A47B@optonline.net> David Smart wrote: > > A friend of mine has stated discorporate shamans can be Dominated while engaged in spirit combat and forced into a Binding object. My position is that even though the shaman can't use his fetch for defense (according to RQIII), there is no spell for Binding such body-less shamans because such shamans don't qualify as "otherworld creatures", which Binding Enchantments are limited to. > > Comments? Let me add a new spell to my fave sorcerer's repetoire.... Bind Discorporate Shaman (2 points, INT + POW) -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - When cryptography is outlawed, bayl jvyy unir cevinpl. From esoteric at teleport.com Tue Dec 18 09:19:41 2001 From: esoteric at teleport.com (Brad Furst) Date: Mon, 17 Dec 2001 14:19:41 -0800 Subject: [RQ-Rules] Binding Question In-Reply-To: <20011217215557.8991.qmail@earthlink.net> References: <20011217215557.8991.qmail@earthlink.net> Message-ID: >A friend of mine has stated discorporate shamans can be Dominated >while engaged in spirit combat and forced into a Binding object. My >position is that even though the shaman can't use his fetch for >defense (according to RQIII), there is no spell for Binding such >body-less shamans because such shamans don't qualify as "otherworld >creatures", which Binding Enchantments are limited to. I agree with you. However, I think argument could be made that such body-less shamans are qualified as "Magic Spirits" as parameterized in the Creatures Book (and so are vulnerable to specific Dominate Magic Spirit spells or Control Magic Spirit or Command Magic Spirit). These are body-less, free-willed spirits, the same as body-less shamans. Some cultures may call them "demons." Brad Furst esoteric at teleport.com From slposey at concentric.net Tue Dec 18 10:20:06 2001 From: slposey at concentric.net (Stephen Posey) Date: Mon, 17 Dec 2001 16:20:06 -0700 Subject: [RQ-Rules] More Dragon stuff References: <3C1E154F.736198E2@concentric.net> <00a001c18729$3f993a60$6401a8c0@surfcity.net> Message-ID: <3C1E7DA6.56DAB5B2@concentric.net> Steve Perrin wrote: > > I'd be inclined to put most of the excess points into SIZ rather than CON. I > just can't get behind an 88 CON. Of course, in SPQR, it is possible to just > add Health Points to that derived from SIZ and CON. I've often thought that CON should be relative: in what sense is a healthy dragon, or horse, or whatever, more or less "healthy" than a healthy human? Assuming roughly the same density/toughness across living tissue it seems to me that size and natural armor is what makes the most difference. I'm thinking unusually high CON probably should be reserved for the "don't know it's dead already" critters like giant slugs. Stephen Posey slposey at concentric.net From slposey at concentric.net Tue Dec 18 10:28:33 2001 From: slposey at concentric.net (Stephen Posey) Date: Mon, 17 Dec 2001 16:28:33 -0700 Subject: [RQ-Rules] Virus posing from Wizard's Attic !!!! References: <20011217212557.63040.qmail@web14503.mail.yahoo.com> Message-ID: <3C1E7FA1.B190D161@concentric.net> Leon Kirshtein wrote: > > Watch out guys I just received the following e-mail: > >>>>>>>>>>> > From: "Wizard's Attic" Wizard's.Attic at prodigy.net.mx> > > > Subject: Damaged Product email > > Text: Hi! How are you?I send you this file in order to > have your advice > See you later. Thanks My company was spammed with messages like this constantly for a couple of weeks. If you receive ANY email containing some variant on that chunk of text (I've seen it in Spanish and Italian also) with an attachment it's probably a virus. If it's from a trusted sender check with them before opening (it's one of those autoforward viruses); if it's from someone you don't recognize, I suggest deleting it (and empty your Trash promptly). Stephen Posey slposey at concentric.net From steve at perrinworlds.com Tue Dec 18 12:15:25 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 17 Dec 2001 17:15:25 -0800 Subject: [RQ-Rules] GIDFA auction results References: <3C1E154F.736198E2@concentric.net> Message-ID: <004801c18761$7b4ff660$6401a8c0@surfcity.net> Just got word that my auction is on the top of the next batch of auctions to resolve. So those of you who bid on the subscriptions should be getting communicated with shortly about where to send the money. Then they tell me who to send the subscriptions to and everything is copacetic. You haven't missed anything. Real life has kept be from getting anything more done than I had done two months ago. Steve Perrin From jurrubin at earthlink.net Tue Dec 18 13:39:52 2001 From: jurrubin at earthlink.net (David Smart) Date: Mon, 17 Dec 2001 20:39:52 -0600 Subject: [RQ-Rules] Binding Question References: <20011217215557.8991.qmail@earthlink.net> <3C1E6D2A.6221A47B@optonline.net> Message-ID: <3C1EAC78.8357B08D@earthlink.net> LOL. Heck, Tal, your Spirit Magic rules make it easy to have really nasty shaman vs shaman spirit combat. Just cast Control(Human) when an opponent is down to a few MPs after creating a Bind(Human) matrix using 7 POW. A really wicked way to turn a powerful enemy into a powerful ally while getting access (indirectly) to a second fetch. Talk about ultimate vengeance. David Tal Meta wrote: > > David Smart wrote: > > > > A friend of mine has stated discorporate shamans can be Dominated while engaged in spirit combat and forced into a Binding object. My position is that even though the shaman can't use his fetch for defense (according to RQIII), there is no spell for Binding such body-less shamans because such shamans don't qualify as "otherworld creatures", which Binding Enchantments are limited to. > > > > Comments? > > Let me add a new spell to my fave sorcerer's repetoire.... Bind > Discorporate Shaman (2 points, INT + POW) From jurrubin at earthlink.net Tue Dec 18 14:14:43 2001 From: jurrubin at earthlink.net (David Smart) Date: Mon, 17 Dec 2001 21:14:43 -0600 Subject: [RQ-Rules] Sorcerous Critters References: <20011217215557.8991.qmail@earthlink.net> Message-ID: <3C1EB4A3.A716C65B@earthlink.net> Question for Steve Perry: Do creatures/monsters that can learn/use sorcery also have the various sorcerous skills like Range, Duration, etc.? Ex. A RQIII Hag is listed as knowing 2d6 points of Spirit Magic and 1d6 sorcery spells. The entry also shows it having "Intensity 25+27" (on the average). David From jurrubin at earthlink.net Tue Dec 18 14:31:37 2001 From: jurrubin at earthlink.net (David Smart) Date: Mon, 17 Dec 2001 21:31:37 -0600 Subject: [RQ-Rules] Binding Question References: <20011217215557.8991.qmail@earthlink.net> Message-ID: <3C1EB899.2A1400DB@earthlink.net> Brad Furst wrote: > > >A friend of mine has stated discorporate shamans can be Dominated > >while engaged in spirit combat and forced into a Binding object. My > >position is that even though the shaman can't use his fetch for > >defense (according to RQIII), there is no spell for Binding such > >body-less shamans because such shamans don't qualify as "otherworld > >creatures", which Binding Enchantments are limited to. > > I agree with you. However, I think argument could be made that such > body-less shamans are qualified as "Magic Spirits" as parameterized > in the Creatures Book (and so are vulnerable to specific Dominate > Magic Spirit spells or Control Magic Spirit or Command Magic Spirit). > These are body-less, free-willed spirits, the same as body-less > shamans. Some cultures may call them "demons." Hmmm. But the Binding Enchantment is the kicker. It's species specific so you couldn't use a Bind (Demon) spell; it's not specific enough though the Magic Spirit version is about as close as you can get. It would almost require an adventurer to travel to another plane of existence to find a species that considers humans to be "otherworldly" and learn the spell from them. Of course, the adventurer himself would be considered a fair target by whomever (whatever?) he's trying to learn the spell from. This could also provide a wild lead-in for adventures; an other planar denizen travels to Glorantha and defeats one of a group of PCs in spirit combat and takes him/her back to its plane as a bound spirit. The rest of the group have to find a shaman powerful enough to allow them to launch a rescue mission. Sounds a bit like a HeroQuest, eh? It would, I suppose, depend on how much loot the captive left behind. David From MurfNMurf at aol.com Tue Dec 18 17:14:57 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 18 Dec 2001 01:14:57 EST Subject: [RQ-Rules] MERP Spells Message-ID: <182.e9fe73.295038e1@aol.com> Stephen wondered earlier about my cadging of MERP spells for RQ. Well, I wound up with some interesting notes, but on a second reading found that several of the spells I really liked could, in fact, be easily duplicated by the Sense Projection spell. I ended up with a couple anyway: Know Road Ranged, Instant. Cast when the Sorcerer encounters a road or path unknown to him, this spell requires 3 Intensity to be effective, and gives the Sorcerer knowledge of the nearest Man-made structures (bridge, Inn, etc) or physical barriers (dead-end, split in the road, chasm, etc) to be found along the road in both directions, as well as the briefest of glimpses of what is to be encountered. The Sorcerer will not however, have any idea as to the distances involved. Trying to cast this at a4 way intersection would require twice the MPs. I also picked up one called something like Assess Value, where each level (or Intensity, I guess it'd be, huh?) allows the accuracy of an object's Evaluation roll to be improved by 10%; though I'm still trying to knock out an exact description thats a little closer description-wise to the net-provided spells Assess Skill and Assess Characteristic. Later :) -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20011218/0ed24ccb/attachment.html From steve at perrinworlds.com Tue Dec 18 19:10:17 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 18 Dec 2001 00:10:17 -0800 Subject: [RQ-Rules] Sorcerous Critters References: <20011217215557.8991.qmail@earthlink.net> <3C1EB4A3.A716C65B@earthlink.net> Message-ID: <005b01c1879b$6eb4ae20$6401a8c0@surfcity.net> On the assumption you meant Steve Perrin, I can't help you. That's why I simplified things in SPQR. Steve ----- Original Message ----- From: "David Smart" To: Sent: Monday, December 17, 2001 7:14 PM Subject: [RQ-Rules] Sorcerous Critters > Question for Steve Perry: > > Do creatures/monsters that can learn/use sorcery also have the various > sorcerous skills like Range, Duration, etc.? > > Ex. A RQIII Hag is listed as knowing 2d6 points of Spirit Magic and > 1d6 sorcery spells. The entry also shows it having "Intensity 25+27" (on > the average). > > David > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Tue Dec 18 22:26:42 2001 From: jurrubin at earthlink.net (David Smart) Date: Tue, 18 Dec 2001 05:26:42 -0600 Subject: [RQ-Rules] Sorcerous Critters References: <20011217215557.8991.qmail@earthlink.net> <3C1EB4A3.A716C65B@earthlink.net> <005b01c1879b$6eb4ae20$6401a8c0@surfcity.net> Message-ID: <3C1F27F2.6AACD6B6@earthlink.net> Steve Perrin wrote: > > On the assumption you meant Steve Perrin, I can't help you. That's why I > simplified things in SPQR. > > Steve I did and my deepest apologies, Steve. That's what a long work day and prescription cough medicine does to me. And thank you for your reply. Simple is good, especially with what little time I have for gaming nowadays. David From jurrubin at earthlink.net Tue Dec 18 23:11:33 2001 From: jurrubin at earthlink.net (David Smart) Date: Tue, 18 Dec 2001 06:11:33 -0600 Subject: [RQ-Rules] Binding Question References: <20011217215557.8991.qmail@earthlink.net> <3C1EB899.2A1400DB@earthlink.net> Message-ID: <3C1F3275.B81D1B94@earthlink.net> I wrote: > > Brad Furst wrote: > > > > I agree with you. However, I think argument could be made that such > > body-less shamans are qualified as "Magic Spirits" as parameterized > > in the Creatures Book (and so are vulnerable to specific Dominate > > Magic Spirit spells or Control Magic Spirit or Command Magic Spirit). > > These are body-less, free-willed spirits, the same as body-less > > shamans. Some cultures may call them "demons." > > Hmmm. > > But the Binding Enchantment is the kicker. It's species specific so > you couldn't use a Bind (Demon) spell; it's not specific enough though > the Magic Spirit version is about as close as you can get. Ah HA! Found the loophole. The descript for Ghost in RQ3 states "Ghosts possess only INT and POW." and "A ghost may possess any type of magic.. A shaman ghost may even have a fetch." This makes the argument much stronger if a discorporate shaman can be considered to be a ghost. All it takes to cinch it is to deal with the pesky spirit-body link that yanks the shaman back the instant his MPs reach zero. Sounds like what's really needed is an assassination team made up of an apparently weakened target the shaman really wants to kill (i.e. bait), a powerful sorceror (for Dominate Human/Ghost spells targeted using Mystic Vision), and a Humakti Priest/Rune Lord (Spirit Block and Sever Spirit spells). The real trick is to get the shaman to attack and be distracted long enough for the Dominate/Sever Spirit combo to be cast before he skedaddles back to his body. David From andrew at crashbox.com Wed Dec 19 09:44:46 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 18 Dec 2001 14:44:46 -0800 Subject: [RQ-Rules] Test Message-ID: Test Body. -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From andrew at crashbox.com Wed Dec 19 09:49:14 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 18 Dec 2001 14:49:14 -0800 Subject: [RQ-Rules] Test Message-ID: Test Styled Text Test -- /*----------------------------------------------------------------- --*/ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From andrew at crashbox.com Wed Dec 19 09:54:40 2001 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 18 Dec 2001 14:54:40 -0800 Subject: [RQ-Rules] ADMIN NOTE: Styled text Message-ID: Everyone, This isn't a binary group, it is really the information (opinions, ect) that matters, so we going to try keep this group plain-text only. Now, because I don't want to wage a war of instructing people on how to configure email programs, I've installed a script that should convert/condense HTML message (and MIME) into plain text message. Hopefully. So, if things look a little weird, please bear with me as we get this worked out. Thanks, -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From talmeta at optonline.net Thu Dec 20 04:54:11 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 19 Dec 2001 12:54:11 -0500 Subject: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 References: <130.3705d17.2906b376@aol.com> Message-ID: <3C20D443.764D82E8@optonline.net> LordIceheart at aol.com wrote: > > Warp Magic > Temporal, Passive, Spirit > 6 Points (Uncommon) - (but becoming more common (Quickly)) > (for those of you that like this spell and want to use it be my guest, > and if you make any modifications to it i would appreciate knowing) I'm evil; I came up with a sorcerous version of this.... Puissance Ranged, Active This spell must be cast with a minimum Intensity equal to the ENC of the weapon +1 (rounded up), and in the case of a missile weapon, sufficient Range to reach the target. Each additional point of Intensity above the minimum enables the weapon so affected to ignore 1 point of physical armor (physical or magical) without inflicting any additional damage. [Example: Damocles casts this spell on his longsword (ENC 2.5) with an intensity of 8. When striking any foe, the sword automatically ignores the first five points of armor the target possesses, and does normal damage - this spell can be combined with Damage Boosting.] Hello, Mr. Rune Lord.... -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If you hype something and it succeeds, you're a genius -- it wasn't a hype. If you hype it and it fails, then it was just a hype. -- Neil Bogart From jurrubin at earthlink.net Thu Dec 20 09:47:36 2001 From: jurrubin at earthlink.net (David Smart) Date: Thu, 20 Dec 2001 06:47:36 +0800 Subject: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 Message-ID: <20011219224736.16529.qmail@earthlink.net> -----Original Message----- From: Tal Meta > > I'm evil; I came up with a sorcerous version of this.... > > Puissance > Ranged, Active > This spell must be cast with a minimum Intensity equal to the ENC of > the weapon +1 (rounded up), and in the case of a missile weapon, > sufficient Range to reach the target. Each additional point of Intensity > above the minimum enables the weapon so affected to ignore 1 point of > physical armor (physical or magical) without inflicting any additional > damage. > [Example: Damocles casts this spell on his longsword (ENC 2.5) with an > intensity of 8. When striking any foe, the sword automatically ignores > the first five points of armor the target possesses, and does normal > damage - this spell can be combined with Damage Boosting.] > > Hello, Mr. Rune Lord.... Evil is right! I like to see characters forced to be defined by their skills rather than just be item mules. Questions, if I may: Does this work against shields and weapon armor points or just body armor? How about armoring enchantments on naked skin? Your definition above seems to indicate "No" to the first question and "Yes" to the second but I'd like to be sure of your intent. David -- David Smart From jurrubin at earthlink.net Thu Dec 20 09:59:44 2001 From: jurrubin at earthlink.net (David Smart) Date: Thu, 20 Dec 2001 06:59:44 +0800 Subject: [RQ-Rules] OT: Ultima Online Message-ID: <20011219225944.12118.qmail@earthlink.net> Just out of curiosity..does anyone on the list play Ultima Online? David -- David Smart From kruch7 at home.com Thu Dec 20 10:50:29 2001 From: kruch7 at home.com (Joseph Elric Smith) Date: Wed, 19 Dec 2001 18:50:29 -0500 Subject: [RQ-Rules] OT: Ultima Online References: <20011219225944.12118.qmail@earthlink.net> Message-ID: <000b01c188e7$f0ed7000$787ba8c0@vbch1.va.home.com> No but my wife and I both play eq and I play Daoc Ken Gygax is to Gaming what Kirby was to comic Alas poor Elric I was a thousand times more evil then you ----- Original Message ----- From: "David Smart" To: Sent: Wednesday, December 19, 2001 5:59 PM Subject: [RQ-Rules] OT: Ultima Online > Just out of curiosity..does anyone on the list play Ultima Online? > > David > -- > > > David Smart > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From alanchambers at mediaone.net Thu Dec 20 15:49:30 2001 From: alanchambers at mediaone.net (Alan Chambers) Date: Wed, 19 Dec 2001 23:49:30 -0500 Subject: [RQ-Rules] OT: Lord of the Rings Message-ID: <001301c18911$b7221cc0$01466218@atl.mediaone.net> It's Off Topic, but I have to share. I got to see LOTR tonight. They did a stunning job on it! The cast was excellent!It's a must see. Alan "You do not lead by hitting people over the head - that's assault, not leadership." - Dwight D. Eisenhower From talmeta at optonline.net Fri Dec 21 03:58:06 2001 From: talmeta at optonline.net (Tal Meta) Date: Thu, 20 Dec 2001 11:58:06 -0500 Subject: [RQ-RULES] Re: RuneQuest Rules Digest V4 #121 References: <20011219224736.16529.qmail@earthlink.net> Message-ID: <3C22189E.35F3D46E@optonline.net> David Smart wrote: > > Evil is right! I like to see characters forced to be defined by their skills rather than just be item mules. > Questions, if I may: Does this work against shields and weapon armor points or just body armor? How about armoring enchantments on naked skin? Your definition above seems to indicate "No" to the first question and "Yes" to the second but I'd like to be sure of your intent. I'd say that armor was armor, of whatever sort. Damage resistance, on the other hand, is something else entirely. Now, in the case of weapon armor, it gets tricky, because the armor is still there (for situations involving weapon damage and breakage) but for simply parrying, the spell would work as advertised. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I am sick unto death of obscure English towns that exist seemingly for the sole accommodation of these so-called limerick writers and even sicker of their residents, all of whom suffer from physical deformities and spend their time dismembering relatives at fancy dress balls. -- Editor of the Limerick Times (Limerick, Ireland) From jurrubin at earthlink.net Fri Dec 21 13:10:21 2001 From: jurrubin at earthlink.net (David Smart) Date: Thu, 20 Dec 2001 20:10:21 -0600 Subject: [RQ-Rules] OT: Ultima Online References: <20011219225944.12118.qmail@earthlink.net> <3BFA09EB.57452755@libra.seed.net.tw> Message-ID: <3C229A0D.CFB895C9@earthlink.net> If the Baja shard turns out to give you a good ping rate, give me a holler. Baja is my home shard. David Jeremy Martin wrote: > > I just got a demo CD and was going to install it and try it out. I play > Diablo II when I only have time for some computerized gaming... > > Online games are very nice for people living overseas who need to get > away and enjoy some mayhem with people who speak the same language... > > Jeremy > > David Smart wrote: > > > Just out of curiosity..does anyone on the list play Ultima Online? From talmeta at optonline.net Sat Dec 22 14:46:28 2001 From: talmeta at optonline.net (Tal Meta) Date: Fri, 21 Dec 2001 22:46:28 -0500 Subject: [RQ-Rules] MonCon Seeks GMs! Message-ID: <3C240214.D2D5E802@optonline.net> Greetings everyone. I'm the RPG coordinator for MonCon 2002, which is being held the weekend of April 5-7, at the Tinton Falls (NJ) Holiday Inn. If you're interested in running any events at our convention this year, please feel free to swing by our website (http://moncon2002.com) and fill out a GM registration form. Folks who run only 2 4-hour slots worth of events earn free admission to the con, and running more events than that can qualify for free food or free sleeping space as well. We're always looking for new GMs and fresh events, so even if you're into miniature events, card games, or board games, we're looking for those, as well. -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - If you can read this, you're too close. From steve at perrinworlds.com Mon Dec 24 08:27:59 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 23 Dec 2001 13:27:59 -0800 Subject: [RQ-Rules] Fw: GIDFA Auction Closed - Winner(s) Declared Message-ID: <006801c18bf8$b25d6520$6401a8c0@surfcity.net> Here's the email I just got from GIDFA. I assume the winners are being billed even as we type. Subscriptions go out as soon as I receive notice from GIDFA that payment has been made. Welcome aboard, all. Steve Perrin www.perrinworlds.com/SPQR ----- Original Message ----- From: "Webmaster FFN" To: Sent: Sunday, December 23, 2001 9:12 AM Subject: GIDFA Auction Closed - Winner(s) Declared > Stephen, > > The auction for the Steve Perrin's Quest Rules Subscription has ended, the > winners are as follows: > > 1) Brad First > 2942 SE Main Street > Portland > Oregon > USA > 97214 > > esoteric at portage.co.uk > > 2) Kenneth J Ruch > 694 Gruida Lane 102 > Virginia Beach > Virginia > USA > 23462 > > kruch7 at home.com > > 3)Aaron Sheffiled > 216 Hamilton avenue > Apt No 1 > Seaside Heights > NJ > USA > 08751-2322 > > talmeta at optonline.net > > 4) Thomas Iverson > 4420 Country Club Blvd > Sioux City > IA > USA > 51104 > > Yaldabaoth_777 at yahoo.com > > 5) Heather Grove > 66 Ridge Drive > No Haverill > NH > USA > 03774 > > heather at burningvoid.com > > The reserve price was met, so according to the GIDFA style auction rules a > value $21.00 per item has been accepted as a winning bid. > > As soon as confirmation of payment is received I will inform you. > > Regards > > Gary Thompson > CEO & President > The Fiction & Fantasy Network > > Proud Member of the Game Publishers Association (GPA) > GIDFA Founder > > From kruch7 at home.com Mon Dec 24 16:40:26 2001 From: kruch7 at home.com (Joseph Elric Smith) Date: Mon, 24 Dec 2001 00:40:26 -0500 Subject: [RQ-Rules] Fw: GIDFA Auction Closed - Winner(s) Declared References: <006801c18bf8$b25d6520$6401a8c0@surfcity.net> Message-ID: <002301c18c3d$7e600440$787ba8c0@vbch1.va.home.com> Kew I sent them off my payment today ken Gygax is to Gaming what Kirby was to comic Alas poor Elric I was a thousand times more evil then you ----- Original Message ----- From: "Steve Perrin" To: Sent: Sunday, December 23, 2001 4:27 PM Subject: [RQ-Rules] Fw: GIDFA Auction Closed - Winner(s) Declared > Here's the email I just got from GIDFA. I assume the winners are being > billed even as we type. Subscriptions go out as soon as I receive notice > from GIDFA that payment has been made. > > Welcome aboard, all. > > Steve Perrin > www.perrinworlds.com/SPQR > > ----- Original Message ----- > From: "Webmaster FFN" > To: > Sent: Sunday, December 23, 2001 9:12 AM > Subject: GIDFA Auction Closed - Winner(s) Declared > > > > Stephen, > > > > The auction for the Steve Perrin's Quest Rules Subscription has ended, the > > winners are as follows: > > > > 1) Brad First > > 2942 SE Main Street > > Portland > > Oregon > > USA > > 97214 > > > > esoteric at portage.co.uk > > > > 2) Kenneth J Ruch > > 694 Gruida Lane 102 > > Virginia Beach > > Virginia > > USA > > 23462 > > > > kruch7 at home.com > > > > 3)Aaron Sheffiled > > 216 Hamilton avenue > > Apt No 1 > > Seaside Heights > > NJ > > USA > > 08751-2322 > > > > talmeta at optonline.net > > > > 4) Thomas Iverson > > 4420 Country Club Blvd > > Sioux City > > IA > > USA > > 51104 > > > > Yaldabaoth_777 at yahoo.com > > > > 5) Heather Grove > > 66 Ridge Drive > > No Haverill > > NH > > USA > > 03774 > > > > heather at burningvoid.com > > > > The reserve price was met, so according to the GIDFA style auction rules a > > value $21.00 per item has been accepted as a winning bid. > > > > As soon as confirmation of payment is received I will inform you. > > > > Regards > > > > Gary Thompson > > CEO & President > > The Fiction & Fantasy Network > > > > Proud Member of the Game Publishers Association (GPA) > > GIDFA Founder > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jurrubin at earthlink.net Wed Dec 26 00:52:09 2001 From: jurrubin at earthlink.net (David Smart) Date: Tue, 25 Dec 2001 07:52:09 -0600 Subject: [RQ-Rules] Merry Christmas! Message-ID: <3C288489.EC5F1E14@earthlink.net> Here's hoping Santa was good to you all. May you and yours have a wonderful Christmas Day! David Smart From FireDrakeK at aol.com Thu Dec 27 06:31:56 2001 From: FireDrakeK at aol.com (FireDrakeK at aol.com) Date: Wed, 26 Dec 2001 14:31:56 EST Subject: [RQ-Rules] new to the list Message-ID: Hello. My name is Kalman Spigel. 1st off, please excuse my horrendous spelling, for it cannot be fixed. 2nd off, I'm relatively new to RQ, I've only been involved for 2 or 3 months. 3rd of all, I've done the research, and since most of my friends are into RQ2, I need to find a copy of the rules desperately. Can anybody help me? --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From talmeta at optonline.net Thu Dec 27 06:59:26 2001 From: talmeta at optonline.net (Tal Meta) Date: Wed, 26 Dec 2001 14:59:26 -0500 Subject: [RQ-Rules] new to the list References: Message-ID: <3C2A2C1E.4AF3EE2B@optonline.net> FireDrakeK at aol.com wrote: > > Hello. My name is Kalman Spigel. 1st off, please excuse my horrendous > spelling, for it cannot be fixed. AOL still doesn't offer a spell checker? For shame! :) > 3rd of all, I've done the research, and since most of my friends are into > RQ2, I need to find a copy of the rules desperately. For RQ2, your best bet is eBay, or an online dealer lie Dragons Trove (http://dragonstrove.com). -- talmeta at optonline.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - you made me throw it all away, my morals left to decay... From jurrubin at earthlink.net Sat Dec 29 04:35:03 2001 From: jurrubin at earthlink.net (David Smart) Date: Sat, 29 Dec 2001 01:35:03 +0800 Subject: [RQ-Rules] Dealing With Demons Message-ID: <20011228173503.21677.qmail@earthlink.net> A few days before the holidays, someone on the list asked if anyone had copies of the White Dwarf articles on demons in RQ. Well..I happened to stumble across my copies over Christmas. There was a series of three articles written by Dave Morris and a fourth article written by Jon Quaife. So if anyone has any questions about the material, I'll be happy to research and post the answers. I hope everyone had a good Christmas. Here's to another year of RQ! David Smart -- David Smart From slposey at concentric.net Sat Dec 29 04:52:26 2001 From: slposey at concentric.net (Stephen Posey) Date: Fri, 28 Dec 2001 10:52:26 -0700 Subject: [RQ-Rules] Dealing With Demons References: <20011228173503.21677.qmail@earthlink.net> Message-ID: <3C2CB15A.BE9EFAFB@concentric.net> David Smart wrote: > > A few days before the holidays, someone on the list asked if anyone had > copies of the White Dwarf articles on demons in RQ. > > Well..I happened to stumble across my copies over Christmas. There was a > series of three articles written by Dave Morris and a fourth article written > by Jon Quaife. So if anyone has any questions about the material, I'll be > happy to research and post the answers. > > I hope everyone had a good Christmas. Here's to another year of RQ! > > David Smart Hmm, I must have missed that original posting, I have ready access to these myself. Stephen Posey slposey at concentric.net From jurrubin at earthlink.net Sat Dec 29 05:53:49 2001 From: jurrubin at earthlink.net (David Smart) Date: Sat, 29 Dec 2001 02:53:49 +0800 Subject: [RQ-Rules] Dealing With Demons Message-ID: <20011228185349.74144.qmail@earthlink.net> -----Original Message----- From: Stephen Posey Date: Fri, 28 Dec 2001 10:52:26 -0700 To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Dealing With Demons > > Hmm, I must have missed that original posting, I have ready access to > these myself. > > Stephen Posey > slposey at concentric.net Excellent! I hate it when good RPG info is lost and these articles are rather decent. Came in very handy during my last campaign. Pity they can't be posted to the Web because of copyright laws. Oh well. David Smart -- David Smart From FireDrakeK at aol.com Sat Dec 29 17:40:42 2001 From: FireDrakeK at aol.com (FireDrakeK at aol.com) Date: Sat, 29 Dec 2001 01:40:42 EST Subject: [RQ-Rules] Re: New to RQ Message-ID: <166.6563f6a.295ebf6a@aol.com> In a message dated 12/28/2001 9:37:20 AM Pacific Standard Time, rq-rules-request at crashbox.com writes: > actually it does, but my spelling is so bad that AOL tends to miss it --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From slposey at concentric.net Sun Dec 30 04:10:31 2001 From: slposey at concentric.net (Stephen Posey) Date: Sat, 29 Dec 2001 10:10:31 -0700 Subject: [RQ-Rules] Dealing With Demons References: <20011228185349.74144.qmail@earthlink.net> Message-ID: <3C2DF907.644E935E@concentric.net> > > Hmm, I must have missed that original posting, I have ready access to > > these myself. > > > > Stephen Posey > > slposey at concentric.net > > Excellent! I hate it when good RPG info is lost and these articles are rather > decent. Came in very handy during my last campaign. > > Pity they can't be posted to the Web because of copyright laws. Oh well. Indeed, I was particularly saddened when White Dwarf became a pure GW/Warhammer organ; the old (pre-issue 100 or so) WD published some great RQ/BRP related (and other) material. A personal favorite is "Haunters of the Dark" (issue #67), a nominally Call of Cthulhu related article on creating unique and interesting ghosts which is (IMO) quite applicable to other BRP games as well. Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Sun Dec 30 04:45:08 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sat, 29 Dec 2001 12:45:08 EST Subject: [RQ-Rules] White Dwarf Message-ID: <2b.203981db.295f5b24@aol.com> Nice to hear that several different folks have access to old issues of WD :) I was wondering if anyone has WD 61. I found a list online somewhere that indicated #61 purportedly had some sort of expansion for RQ's Alchemy rules. I would really love to get a look at this, if it does _indeed_ exist, and I'm sure others would as well. Help? :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From ekjim at earthlink.net Sun Dec 30 02:23:13 2001 From: ekjim at earthlink.net (J and/or Ellen) Date: Sat, 29 Dec 2001 09:23:13 -0600 Subject: [RQ-Rules] Dealing With Demons References: <20011228173503.21677.qmail@earthlink.net> Message-ID: <000001c19094$7237bea0$bc40d03f@frkt5> I use RQ house rules to run a campaign in the Young Kingdoms, so I am very much interested in demonology. Lay it on me. J. ----- Original Message ----- From: "David Smart" To: Sent: Friday, December 28, 2001 11:35 AM Subject: [RQ-Rules] Dealing With Demons A few days before the holidays, someone on the list asked if anyone had copies of the White Dwarf articles on demons in RQ. Well..I happened to stumble across my copies over Christmas. There was a series of three articles written by Dave Morris and a fourth article written by Jon Quaife. So if anyone has any questions about the material, I'll be happy to research and post the answers. I hope everyone had a good Christmas. Here's to another year of RQ! David Smart -- David Smart From MurfNMurf at aol.com Sun Dec 30 18:12:57 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 02:12:57 EST Subject: [RQ-Rules] Sorcery spells Message-ID: <28.1fcb99ce.29601879@aol.com> Hi gang, While Houseruling the Sorcery rules, I noticed several spells that you might be interested in. Some are modified versions of already existing spells, some are inspired by MERP spells, some are 2 spells jammed together. Forgive in advance if I've posted any of these previously. -Ken- Create Sorcerer's Staff Ritual Enchantment A variation on the Create Familiar spell. With this Ritual, a Sorcerer's Staff is made into a Familiar-like thing, but is not transformed into a Complete Creature. A Staff need not be an actual Staff. Sorcerers have been known to have pieces of jewelry, wands, or weapons Enchanted in this way. If the Sorcerer created the object himself, the roll needed to create the Staff must be under both the Sorcerer's Enchanting Ritual, and whatever Craft skill he used to create the object. If the Sorcerer instead uses an object created by someone else, he must sacrifice 1 POW to attune the item. By using Multispell, this Ritual permanently transfers 1 or more points from the Sorcerer's INT or POW to the Staff. Unlike other Enchantments, a Sorcerer won't be able to add additional characteristics later, as the Staff will have been completed. For each point of the Sorcerer's INT used, the Staff gains 2D6 INT. For 1 POW, the Staff will have a POW equal to the Sorcerer's; regaining MP at the same rate as the Sorcerer. The Sorcerer and Staff have only a minor Telepathic link. The Sorcerer has a perpetual awareness of the approximate distance and direction of the Staff to his POW in kms. The Sorcerer can use the Staff's INT to store spells, and its MP to cast spells. To do this, the Staff must either be in the Sorcerer's possession, or in plain sight within his POW in meters. The Staff is unable to cast spells using its own initiative, but may be ordered to cast a particular spell under certain circumstances, or at a given time. The Staff will do this even if the Sorcerer isn't present when the conditions are satisfied. If using the Staff as a weapon, it is possible to increase the damage done with a single strike by +1D6 damage per pt of the Staff's POW the Sorcerer chooses to expend; the target taking this additional damage if his MP are overcome by those of the Staff. Emotion-affecting spells will not affect the Staff, nor be transmitted to the Sorcerer. Only spells actually directed at the Staff in an attempt to damage or destroy it can affect it; assuming its MP are overcome. A Sorcerer may have only a single Staff at any given time, and if he wishes to have a new one, must first destroy the old one. A Sorcerer's Staff has +1/2 AP, regardless of its material or form. If the Staff is broken, or reduced to zero POW, it becomes dead and useless. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Sun Dec 30 18:16:13 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 02:16:13 EST Subject: [RQ-Rules] Sorcery spells2 Message-ID: <18b.1372abf.2960193d@aol.com> SGkgZ2FuZywKwqDCoFdoaWxlIEhvdXNlcnVsaW5nIHRoZSBTb3JjZXJ5IHJ1bGVzLCBJIG5v dGljZWQgc2V2ZXJhbCBzcGVsbHMgdGhhdCB5b3UgCm1pZ2h0IGJlIGludGVyZXN0ZWQgaW4u CsKgwqBTb21lIGFyZSBtb2RpZmllZCB2ZXJzaW9ucyDCoG9mIGFscmVhZHkgZXhpc3Rpbmcg c3BlbGxzLCBzb21lIGFyZSBpbnNwaXJlZCAKYnkgTUVSUCBzcGVsbHMsIHNvbWUgYXJlIDIg c3BlbGxzIGphbW1lZCB0b2dldGhlci4gCsKgwqBGb3JnaXZlIGluIGFkdmFuY2UgaWYgSSd2 ZSBwb3N0ZWQgYW55IG9mIHRoZXNlIHByZXZpb3VzbHkuCsKgLUtlbi0KCkhpbmRlcgpSYW5n ZWQKRWFjaCBJbnRlbnNpdHkgYWZmZWN0cyB1cCB0byAyMCBTSVouIElmIG92ZXJjb21lLCBl YWNoIEludGVuc2l0eSBpbiBleGNlc3Mgb2YgCnRob3NlIHVzZWQgdG8gYWZmZWN0IFNJWiBk ZWNyZWFzZXMgdGhlIHRhcmdldOKAmXMgTW92ZSBieSAxbSwgYW5kIHdvcnNlbnMgREVYIApT UiBieSAxLiAKICAgSWYgREVYIFNSIGlzIHJlZHVjZWQgdG8gMTAsIHRoZSB2aWN0aW0gaXMg b25seSBhYmxlIHRvIGFjdCBvbmNlIGV2ZXJ5IDIgCk1lbGVlcy4gCiAgSWYgdGhlIHRhcmdl dOKAmXMgREVYIFNSIGlzIHJlZHVjZWQgdG8gMjAsIGhlIGlzIGNvbXBsZXRlbHkgaW1tb2Jp bGl6ZWQ7IGEgCmZyb3plbiBzdGF0dWUsIGFzIHNvbGlkIGFzIHN0ZWVsICgxOCBBUCksIHVu YWJsZSB0byBtb3ZlIGZvciB0aGUgc3BlbGwncyAKZHVyYXRpb24sIGFuZCBpbW11bmUgdG8g bW9zdCB0eXBlcyBvZiBkYW1hZ2U7IG1hZ2ljIG9yIG90aGVyd2lzZS4gQXR0YWNoZWQgCm9i amVjdHMsIG9yIHVuZm9ydHVuYXRlIGluZGl2aWR1YWxzIGluIGNvbnRhY3Qgd2l0aCB0aGUg c3ViamVjdCBhdCB0aGUgdGltZSAKYXJlIGluY2x1ZGVkIGluIHRoaXMgc3Rhc2lzLgogICBF YWNoIE1lbGVlIHNwZW50IEhpbmRlcmVkIHByaW9yIHRvIGNvbXBsZXRlIGltbW9iaWxpemF0 aW9uIGFsc28gY2F1c2VzIHRoZSAKdGFyZ2V0IHRvIGxvc2UgRmF0aWd1ZSBlcXVhbCB0byB0 aGUgc3BlbGzigJlzIEludGVuc2l0eS4K --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Sun Dec 30 18:18:05 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 02:18:05 EST Subject: [RQ-Rules] Sorcery spells3 Message-ID: <173.189a293.296019ad@aol.com> SGkgZ2FuZywKwqDCoFdoaWxlIEhvdXNlcnVsaW5nIHRoZSBTb3JjZXJ5IHJ1bGVzLCBJIG5v dGljZWQgc2V2ZXJhbCBzcGVsbHMgdGhhdCB5b3UgCm1pZ2h0IGJlIGludGVyZXN0ZWQgaW4u CsKgwqBTb21lIGFyZSBtb2RpZmllZCB2ZXJzaW9ucyDCoG9mIGFscmVhZHkgZXhpc3Rpbmcg c3BlbGxzLCBzb21lIGFyZSBpbnNwaXJlZCAKYnkgTUVSUCBzcGVsbHMsIHNvbWUgYXJlIDIg c3BlbGxzIGphbW1lZCB0b2dldGhlci4gCsKgwqBGb3JnaXZlIGluIGFkdmFuY2UgaWYgSSd2 ZSBwb3N0ZWQgYW55IG9mIHRoZXNlIHByZXZpb3VzbHkuCsKgLUtlbi0KCklyb25taW5kClRv dWNoClRoaXMgc3BlbGwgcmVxdWlyZXMgSW50ZW5zaXR5IGVxdWFsIHRvIDEvMiB0aGUgU29y Y2VyZXLigJlzIElOVCBmb3IgdGhlIHNwZWxsIAp0byBoYXZlIGFueSBlZmZlY3QuIEZvciB0 aGUgc3BlbGzigJlzIGR1cmF0aW9uLCB0aGUgU29yY2VyZXIgaXMgcGVybWl0dGVkIApwb3dl cmZ1bCBjb25jZW50cmF0aW9uLCBhbmQgd2lsbCBiZSBhYmxlIHRvIHVuZGVydGFrZSBhbnkg YWN0aXZpdHksIG9yIGV2ZW4gCnN1ZmZlciBkYW1hZ2Ugd2l0aG91dCBoYXZpbmcgaGlzIGNv bmNlbnRyYXRpb24gYnJva2VuLCB0aG91Z2ggaGUgY2FuIGRvIHNvIG9uIApoaXMgb3duLgog ICBUaGlzIHNwZWxsIGFsc28gcHJvdGVjdHMgYWdhaW5zdCBhbnkgbWluZCBlZmZlY3Rpbmcg bWFnaWNzLCBzdWNoIGFzIApNYWRuZXNzLCBldGMuIAoK --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Sun Dec 30 18:19:53 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 02:19:53 EST Subject: [RQ-Rules] Sorcery spells4 Message-ID: Hi gang, ??While Houseruling the Sorcery rules, I noticed several spells that you might be interested in. ??Some are modified versions ?of already existing spells, some are inspired by MERP spells, some are 2 spells jammed together. ??Forgive in advance if I've posted any of these previously. ?-Ken- Reincarnation Ritual Enchantment 3POW Each time this Enchantment is performed, it takes effect the next time the Sorcerer is slain. At death, the Sorcerer?s body and any personally Enchanted magical items corrupt with incredible speed, and at the same time reform, alive and whole in the Homing Circle of the Sorcerer?s choice. This Enchantment requires the Sorcerer have a Homing Circle to be of any effect. When killed, a POW x5 roll must be made to make sure the Sorcerer?s spirit goes back to his newly reformed body. A Fumble indicates his spirit has instead gone on to inhabit some other creature. If lucky enough to be in a sentient form, the Sorcerer will be surprising a lot of people once the new form is old enough to speak. From MurfNMurf at aol.com Sun Dec 30 18:22:57 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 02:22:57 EST Subject: [RQ-Rules] Sorcery spell jibberish Message-ID: <15.204256db.29601ad1@aol.com> Heck! Something turned my posts to jibberish :( -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Sun Dec 30 20:42:15 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 01:42:15 -0800 Subject: [RQ-Rules] Sorcery spells3 References: <173.189a293.296019ad@aol.com> Message-ID: <001c01c19116$44997420$6401a8c0@surfcity.net> Interesting spells. But HOW does Iron Mind protect from mind affecting (not effecting) magics? Does it nullify them entirely (too gross)? Does it add to the sorcerer's POW for defensive purposes? What? In general I dislike sorcery spells with a minimum intensity to be cast. I might be more inclined to say that each point of Intensity gives the sorcerer a 5% add in any concentration-keeping efforts. Steve Perrin, always interested in "researching" new spells. ----- Original Message ----- From: To: Sent: Saturday, December 29, 2001 11:18 PM Subject: [RQ-Rules] Sorcery spells3 > Hi gang, >> > Ironmind > Touch > This spell requires Intensity equal to 1/2 the Sorcerer?s INT for the spell > to have any effect. For the spell?s duration, the Sorcerer is permitted > powerful concentration, and will be able to undertake any activity, or even > suffer damage without having his concentration broken, though he can do so on > his own. > This spell also protects against any mind effecting magics, such as > Madness, etc. > > J ?yi ?0k?*Z ?b^ mnr?m mfW?x%QA?z+j [(m +j [( ^m? +j [(Y?b ~? From steve at perrinworlds.com Sun Dec 30 20:46:17 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 01:46:17 -0800 Subject: [RQ-Rules] Sorcery spells References: <28.1fcb99ce.29601879@aol.com> Message-ID: <002501c19116$d47303e0$6401a8c0@surfcity.net> On this one, are you saying that the Staff reduces its POW by one if used for additional damage? So that in a long fight that needs some heavy hitting, the whole staff could become useless? What is the reason for this? I'd think a simple expenditure of MPs for intensity of damage would do the trick. Steve Perrin, not one to blow away anyone's POW unnecessarily ----- Original Message ----- From: > > Create Sorcerer's Staff > Ritual Enchantment > A variation on the Create Familiar spell. With this Ritual, a Sorcerer's > Staff is made into a Familiar-like thing, but is not transformed into a > Complete Creature. A Staff need not be an actual Staff. Sorcerers have been > known to have pieces of jewelry, wands, or weapons Enchanted in this way. > If the Sorcerer created the object himself, the roll needed to create the > Staff must be under both the Sorcerer's Enchanting Ritual, and whatever Craft > skill he used to create the object. If the Sorcerer instead uses an object > created by someone else, he must sacrifice 1 POW to attune the item. > By using Multispell, this Ritual permanently transfers 1 or more points > from the Sorcerer's INT or POW to the Staff. Unlike other Enchantments, a > Sorcerer won't be able to add additional characteristics later, as the Staff > will have been completed. > For each point of the Sorcerer's INT used, the Staff gains 2D6 INT. > For 1 POW, the Staff will have a POW equal to the Sorcerer's; regaining MP > at the same rate as the Sorcerer. > The Sorcerer and Staff have only a minor Telepathic link. The Sorcerer > has a perpetual awareness of the approximate distance and direction of the > Staff to his POW in kms. > The Sorcerer can use the Staff's INT to store spells, and its MP to cast > spells. To do this, the Staff must either be in the Sorcerer's possession, > or in plain sight within his POW in meters. > The Staff is unable to cast spells using its own initiative, but may be > ordered to cast a particular spell under certain circumstances, or at a given > time. The Staff will do this even if the Sorcerer isn't present when the > conditions are satisfied. > If using the Staff as a weapon, it is possible to increase the damage > done with a single strike by +1D6 damage per pt of the Staff's POW the > Sorcerer chooses to expend; the target taking this additional damage if his > MP are overcome by those of the Staff. > Emotion-affecting spells will not affect the Staff, nor be transmitted to > the Sorcerer. Only spells actually directed at the Staff in an attempt to > damage or destroy it can affect it; assuming its MP are overcome. > A Sorcerer may have only a single Staff at any given time, and if he > wishes to have a new one, must first destroy the old one. > A Sorcerer's Staff has +1/2 AP, regardless of its material or form. > If the Staff is broken, or reduced to zero POW, it becomes dead and > useless. > > > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Sun Dec 30 20:49:05 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 01:49:05 -0800 Subject: [RQ-Rules] Sorcery spells2 References: <18b.1372abf.2960193d@aol.com> Message-ID: <002e01c19117$38880c40$6401a8c0@surfcity.net> Not sure how this would work with similar Quest Rules spells. And of course I don't use Strike Ranks, but simply reducing DEX would do the same job. Would you say the immobilizing into steel happens only after all the DEX is gone? Steve Perrin, not grabbing everything wholesale ----- Original Message ----- From: > > Hinder > Ranged > Each Intensity affects up to 20 SIZ. If overcome, each Intensity in excess of > those used to affect SIZ decreases the target?s Move by 1m, and worsens DEX > SR by 1. > If DEX SR is reduced to 10, the victim is only able to act once every 2 > Melees. > If the target?s DEX SR is reduced to 20, he is completely immobilized; a > frozen statue, as solid as steel (18 AP), unable to move for the spell's > duration, and immune to most types of damage; magic or otherwise. Attached > objects, or unfortunate individuals in contact with the subject at the time > are included in this stasis. > Each Melee spent Hindered prior to complete immobilization also causes the > target to lose Fatigue equal to the spell?s Intensity. From steve at perrinworlds.com Sun Dec 30 20:51:57 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 01:51:57 -0800 Subject: [RQ-Rules] Sorcery spells4 References: Message-ID: <003701c19117$9ef02c60$6401a8c0@surfcity.net> Since this is a sorcery ritual, is there a roll to accomplish it? Wouldn't a sorcery skill roll of some kind be better than the POW x 5 roll? I'd have to adapt it to Quest Rules, but it is interesting. Steve Perrin, whose enchantment rules need work, anyway. ----- Original Message ----- From: > > Reincarnation > Ritual Enchantment > 3POW > Each time this Enchantment is performed, it takes effect the next time the > Sorcerer is slain. At death, the Sorcerer?s body and any personally Enchanted > magical items corrupt with incredible speed, and at the same time reform, > alive and whole in the Homing Circle of the Sorcerer?s choice. > This Enchantment requires the Sorcerer have a Homing Circle to be of any > effect. > When killed, a POW x5 roll must be made to make sure the Sorcerer?s spirit > goes back to his newly reformed body. A Fumble indicates his spirit has > instead gone on to inhabit some other creature. If lucky enough to be in a > sentient form, the Sorcerer will be surprising a lot of people once the new > form is old enough to speak. > From MurfNMurf at aol.com Mon Dec 31 03:01:37 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 11:01:37 EST Subject: [RQ-Rules] Sorcery spells2 Message-ID: <105.ec0e427.29609461@aol.com> In a message dated 12/30/01 3:53:02 AM Central Standard Time, Steve wonders about the Hinder spell: > Not sure how this would work with similar Quest Rules spells. And of course > I don't use Strike Ranks, but simply reducing DEX would do the same job. > Would you say the immobilizing into steel happens only after all the DEX is > gone? > Well, after a glitch froze one of the Quake baddies into an indestructible statue--effectively a piece of the background that happened to man-shaped, I wondered at a spell that could do the same thing. I figured Hinder would be a good place to start, but it stopped at reducing DEX SR to 10. While looking through stuff, I noticed that Joint Rot completely immobilized someone at SR20. The "hard as steel" was an attempt to reflect the indestructibility of the Quake badguy. On thinking about it, I'd put the petrified individual's AP at 30 or so, actually. Also, I didn't want the spell to be used to petrify a target who could then simply have his throat slit. So there! lol! -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Mon Dec 31 03:11:31 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 11:11:31 EST Subject: [RQ-Rules] Sorcery spells4 Message-ID: <11f.9560ef7.296096b3@aol.com> In a message dated 12/30/01 3:56:13 AM Central Standard Time, Steve wonder about the Reincarnation spell: > Since this is a sorcery ritual, is there a roll to accomplish it? Wouldn't a > sorcery skill roll of some kind be better than the POW x 5 roll? I'd have to > adapt it to Quest Rules, but it is interesting. > I thought the spell was interesting when I found it,too :) Essentially a Sorcerer's version of a DI to escape, without all the baggage associated with DIs. I tacked on the Luck roll at the end as sort of a crock, because I figured with Reincarnation-proper, one _could_ actually come back as _anything_. Kind of throws an element of chance into the whole equation. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Mon Dec 31 03:44:06 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 11:44:06 EST Subject: [RQ-Rules] Sorcery spells Message-ID: <64.181b4e26.29609e56@aol.com> In a message dated 12/30/01 3:50:17 AM Central Standard Time, Steve wonders about the Sorcerer's Staff: > On this one, are you saying that the Staff reduces its POW by one if used > for additional damage? So that in a long fight that needs some heavy > hitting, the whole staff could become useless? What is the reason for this? > I'd think a simple expenditure of MPs for intensity of damage would do the > trick. > I'm pretty certain I swiped that POW-for-increased-damage bit right out of the Magicworld book. Yes, the Staff's POW _is_ reduced by 1 for each additional D8 added to the Staff's damage for a single strike. This could ultimately cause the Staff to become useless if the Sorcerer decides to abuse the POW-for-D8s option of the Enchantment. Expending MP for Intensity of damage would work fine, but since the Staff's MP regenerate, it'd _encourage_ the Sorcerer to fall back on this Damage Boosting. It'd be like eating potato chips, y'know? It'd get used _continually_. Having it cost POW instead of MP makes it much more dramatic whenever it is used. If things get really dicey, the Sorcerer could expend a _lot_ of the Staff's POW (the Staff having no say in the matter) for some amazing damage. Why, I think a Dragon's considerable hide might be breached, a gate shattered, or a bridge could be broken as a really horrible cresature attempts to closes on the gang. At such a point, any POW expenditure is pretty easily justified :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Mon Dec 31 03:55:11 2001 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Sun, 30 Dec 2001 11:55:11 EST Subject: [RQ-Rules] RQ Alchemy & WD again Message-ID: <7c.209174aa.2960a0ef@aol.com> Hey gang, As I didn't get a nibble first time around with it, I'll toss it back into the water :) ?? I was wondering if anyone has WD 61. I found a list online somewhere that indicated #61 purportedly had some sort of expansion for RQ's Alchemy rules. ?? I would really love to get a look at this, if it does _indeed_ exist, and I'm sure others would as well. ?? Help? :) ? -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Mon Dec 31 04:24:47 2001 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 30 Dec 2001 09:24:47 -0800 (PST) Subject: [RQ-Rules] D&D3 Feats conversion to RQ In-Reply-To: <28.1fcb99ce.29601879@aol.com> Message-ID: <20011230172447.10726.qmail@web14502.mail.yahoo.com> I have been working on converting D&D3 rules to RQ. These are my ideas on converting D&D3 feats. Please let me know what you guys think. Leon Kirshtein Feats: Alertness - +10% to Listen and Scan checks. Ambidexterity - Off-handed weapon skills are at 2/3 skill from the primary hand. Armor Proficiencies - Allows a character to rest even if wearing armor at a penalty ( -10% from all skills per night of rest in armor) Blind-Fight - You suffer only -50% to hit and parry for being unable to see your opponent. Brew Potion - +20% to Alchemy skill. Cleave - Allows an additional attack at 1/2 attack skill against another opponent, if the first opponent is incapacitated the same round. Combat Casting - +20% to Concentration checks. Combat Reflexes - character does not incur 3SR penalty in between attacks. Craft Skills - +20% to Enchant (or Ceremony) skill. Deflect Arrows - 20% base Arrow Cutting skill. Dodge - +20% Dodge (or +5% Defense) skill. Empower Spell - 10% base in Empower skill. (allows to cast spells with 1.5 time the Intensity for purposes of resistance rolls for x2 mp cost) Endurance - +4 to Con for resistance checks (poisons, disease, fear shock, etc) Enlarge Spell - 10% base in Intensity skill. Exotic Weapon Proficiency - Base weapon attack at 25%. Expertise - You may convert up to 25% from your Weapon Attack into Parry or Dodge. Extend Spell - 10% base in Range skill. Extra Turning - +50% to Lore skill. Far Shot - Choose a missile weapon. When you use this weapon, such as a bow, its range increment increases by one-half. If it is a thrown weapon, its increment is doubled. Forge Ring - +20% to Enchant (or Ceremony) skill. Great Cleave - Allows an additional attack at full attack skill against another opponent, if the first opponent is incapacitated the same round. Great Fortitude - +2 bonus to Con based checks (stackable with Endurance) Heighten Spell - 10% base in Heighten skill. (allows to cast spells at 1.5 time the effect for x2 mp cost) Improved Bull Rush - A weapons can not be set against you then executing a charge. Improved Critical - Choose a weapon. With that weapon your chance to critical is 1/10th of your skill. Improved Disarm - You do not have to wait till SR 10 to strike a weapon. Improved Initiative - You get -1 to you Dex and Melee SR. Improved Trip - +20% Maneuver skill. Improved Two-Weapon Fighting - Same as Two-Weapon Fighting by allows the use of a Buckler and Two handed weapon at no penalty. Improved Unarmed Strike - 20% base Martial Arts skill. Iron Will - ?+2 Pow for defending vs. spells and in spirit combat. Leadership - x2 Chr during combat situations Lightning Reflexes - ?x2 Dex for purposes of calculating skill modifiers. Martial Weapon Proficiency - Base weapon attack at 25%. Maximize Spell - 10% base in Maximize skill. (allows to cast spells at maximum effect for x2 mp cost) Mobility - Use (Dex * 2) / 5 to determine movement rate. Mounted Archery - 20% base skill at Kushile archery. Mounted Combat - Weapon attacks and spell casting is not limited by the ride skill. Point Blank Shot - +5% to hit +1 damage with a particular missile weapon at range of 30 feet or less. Power Attack - You may convert up to 25% of your Weapon Attack into Damage on a 5% for +1damage basis. Precise Shot - Allows to fire into melee with out a chance to hit an unintended target. Quick Draw - Allows a character to ready a weapon with out taking 3SR penalty. Quicken Spell - 10% base in Speed skill. Rapid Shot - An additional attack may be taken with an 1/SR missile weapon at -10% to all missile attacks that round. Or, the reload rate can be decreased at a cost of doubling the chance to fumble for that shot. Ride-By Attack - Allows full movement in the same round as engaged in combat if mounted. Run - Allows a character to move at x2 normal rate without making Con rolls. Scribe Scroll - +20% to Enchant (or Ceremony) skill. Shield Proficiency - Base shield parry at 25%. Shot on the Run - Allows full movement in the same round as engaged in missile combat. Silent Spell - 10% base in Silent skill. (allows to cast spells without making a sound for x2 mp cost) Simple Weapon Proficiency - Base weapon attack at 25%. Skill Focus - +20% with any skill Spell Focus - A particular spell can be intensified to skill/5 Spell Mastery - A particular spell's difficulty is reduced ( an easy spell will be treated as per Spell Focus) Spell Penetration - A particular spell's intensity is considered to be doubled for purposes of resistance rolls. Spirited Charge - Allows to use mounts damage bonus with any weapon (not just lance) Spring Attack - Allows full movement in the same round as engaged in combat. Still Spell - 10% base in Still skill. (allows to cast spells without making gestures for x2 mp cost) Stunning Fist - Subdual damage delivered by Fist or Kick attack ignores physical armor. Sunder - You do not suffer a 50% penalty for aiming an attack at the opponents weapon. Toughness - x2 Con for purposes of calculating hit points. Track - +20% to Tracking skill. Trample - May attempt to knock an opponent down. If successful then the mount may attempt a trample attack. Two-Weapon Fighting - Off-handed weapon skills are at 2/3 skill (100% if Ambidextrous) from the primary hand. Or allows the use of Buckler Shield at 2/3 skill and a two handed weapon at 2/3 skill at the same time. Weapon Finesse - use Dex instead of Str to calculate Attack skill modifier. Weapon Focus - Get a skill bonus of +5% to Attack, Parry, and +1 Damage with a selected weapon. Weapon Specialization - Get an additional skill bonus of +10% to Attack, Parry, and +2 Damage with a selected weapon. Whirlwind Attack - Allows a master to use full attack/defense skill then splitting a skill. __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com From steve at perrinworlds.com Mon Dec 31 06:53:37 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 11:53:37 -0800 Subject: [RQ-Rules] D&D3 Feats conversion to RQ References: <20011230172447.10726.qmail@web14502.mail.yahoo.com> Message-ID: <001d01c1916b$ae9ae700$6401a8c0@surfcity.net> Good stuff. But how does the player get these feats? You can't do it by level or experience point expenditure. I have some similar stuff in a character's beginning development in my benefits for Quest Rules. And I suppose the rest of it could be something one gets with cult or guild membership, perhaps paying actual silver for the privilege of learning. But some things are really developmental that should come with experience. Do you have a mechanic for getting a new feat? Perhaps giving them a 10% beginning chance (or perhaps based on something like Agility or Manipulation) and allowing increase if successfully used? Any thoughts? Steve Perrin, still expanding when he can ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Sunday, December 30, 2001 9:24 AM Subject: [RQ-Rules] D&D3 Feats conversion to RQ > I have been working on converting D&D3 rules to RQ. > These are my ideas on converting D&D3 feats. Please > let me know what you guys think. > > Leon Kirshtein > > Feats: > Alertness - +10% to Listen and Scan checks. > > Ambidexterity - Off-handed weapon skills are at 2/3 > skill from the primary hand. > > Armor Proficiencies - Allows a character to rest even > if wearing armor at a penalty ( -10% from all skills > per night of rest in armor) > > Blind-Fight - You suffer only -50% to hit and parry > for being unable to see your opponent. > > Brew Potion - +20% to Alchemy skill. > > Cleave - Allows an additional attack at 1/2 attack > skill against another opponent, if the first opponent > is incapacitated the same round. > > Combat Casting - +20% to Concentration checks. > > Combat Reflexes - character does not incur 3SR penalty > in between attacks. > > Craft Skills - +20% to Enchant (or Ceremony) skill. > > Deflect Arrows - 20% base Arrow Cutting skill. > > Dodge - +20% Dodge (or +5% Defense) skill. > > Empower Spell - 10% base in Empower skill. (allows to > cast spells with 1.5 time the Intensity for purposes > of resistance rolls for x2 mp cost) > > Endurance - +4 to Con for resistance checks (poisons, > disease, fear shock, etc) > > Enlarge Spell - 10% base in Intensity skill. > > Exotic Weapon Proficiency - Base weapon attack at 25%. > > Expertise - You may convert up to 25% from your Weapon > Attack into Parry or Dodge. > > Extend Spell - 10% base in Range skill. > > Extra Turning - +50% to Lore skill. > > Far Shot - Choose a missile weapon. When you use this > weapon, such as a bow, its range increment increases > by one-half. If it is a thrown weapon, its increment > is doubled. > > Forge Ring - +20% to Enchant (or Ceremony) skill. > > Great Cleave - Allows an additional attack at full > attack skill against another opponent, if the first > opponent is incapacitated the same round. > > Great Fortitude - +2 bonus to Con based checks > (stackable with Endurance) > > Heighten Spell - 10% base in Heighten skill. (allows > to cast spells at 1.5 time the effect for x2 mp cost) > Improved Bull Rush - A weapons can not be set against > you then executing a charge. > > Improved Critical - Choose a weapon. With that weapon > your chance to critical is 1/10th of your skill. > > Improved Disarm - You do not have to wait till SR 10 > to strike a weapon. > > Improved Initiative - You get -1 to you Dex and Melee > SR. > > Improved Trip - +20% Maneuver skill. > > Improved Two-Weapon Fighting - Same as Two-Weapon > Fighting by allows the use of a Buckler and Two handed > weapon at no penalty. > > Improved Unarmed Strike - 20% base Martial Arts > skill. > Iron Will - s+2 Pow for defending vs. spells and in > spirit combat. > > Leadership - x2 Chr during combat situations > > Lightning Reflexes - sx2 Dex for purposes of > calculating skill modifiers. > > Martial Weapon Proficiency - Base weapon attack at > 25%. > > Maximize Spell - 10% base in Maximize skill. (allows > to cast spells at maximum effect for x2 mp cost) > > Mobility - Use (Dex * 2) / 5 to determine movement > rate. > > Mounted Archery - 20% base skill at Kushile archery. > > Mounted Combat - Weapon attacks and spell casting is > not limited by the ride skill. > > Point Blank Shot - +5% to hit +1 damage with a > particular missile weapon at range of 30 feet or less. > > Power Attack - You may convert up to 25% of your > Weapon Attack into Damage on a 5% for +1damage basis. > > Precise Shot - Allows to fire into melee with out a > chance to hit an unintended target. > > Quick Draw - Allows a character to ready a weapon with > out taking 3SR penalty. > > Quicken Spell - 10% base in Speed skill. > > Rapid Shot - An additional attack may be taken with an > 1/SR missile weapon at -10% to all missile attacks > that round. Or, the reload rate can be decreased at a > cost of doubling the chance to fumble for that shot. > > Ride-By Attack - Allows full movement in the same > round as engaged in combat if mounted. > > Run - Allows a character to move at x2 normal rate > without making Con rolls. > > Scribe Scroll - +20% to Enchant (or Ceremony) skill. > > Shield Proficiency - Base shield parry at 25%. > > Shot on the Run - Allows full movement in the same > round as engaged in missile combat. > > Silent Spell - 10% base in Silent skill. (allows to > cast spells without making a sound for x2 mp cost) > > Simple Weapon Proficiency - Base weapon attack at 25%. > > Skill Focus - +20% with any skill > > Spell Focus - A particular spell can be intensified to > skill/5 > > Spell Mastery - A particular spell's difficulty is > reduced ( an easy spell will be treated as per Spell > Focus) > > Spell Penetration - A particular spell's intensity is > considered to be doubled for purposes of resistance > rolls. > > Spirited Charge - Allows to use mounts damage bonus > with any weapon (not just lance) > > Spring Attack - Allows full movement in the same round > as engaged in combat. > > Still Spell - 10% base in Still skill. (allows to cast > spells without making gestures for x2 mp cost) > > Stunning Fist - Subdual damage delivered by Fist or > Kick attack ignores physical armor. > > Sunder - You do not suffer a 50% penalty for aiming an > attack at the opponents weapon. > > Toughness - x2 Con for purposes of calculating hit > points. > > Track - +20% to Tracking skill. > > Trample - May attempt to knock an opponent down. If > successful then the mount may attempt a trample > attack. > > Two-Weapon Fighting - Off-handed weapon skills are at > 2/3 skill (100% if Ambidextrous) from the primary > hand. Or allows the use of Buckler Shield at 2/3 > skill and a two handed weapon at 2/3 skill at the > same time. > > Weapon Finesse - use Dex instead of Str to calculate > Attack skill modifier. > > Weapon Focus - Get a skill bonus of +5% to Attack, > Parry, and +1 Damage with a selected weapon. > > Weapon Specialization - Get an additional skill bonus > of +10% to Attack, Parry, and +2 Damage with a > selected weapon. > > Whirlwind Attack - Allows a master to use full > attack/defense skill then splitting a skill. > > > > __________________________________________________ > Do You Yahoo!? > Send your FREE holiday greetings online! > http://greetings.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Mon Dec 31 07:03:29 2001 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 30 Dec 2001 12:03:29 -0800 Subject: [RQ-Rules] Sorcery spells --magic staff References: <64.181b4e26.29609e56@aol.com> Message-ID: <006601c1916d$0d4b8380$6401a8c0@surfcity.net> Magic World was a simpler game. I can see your point. After all, if you just want to do more damage with the staff, you can put a Damage Boost on it. How about a Final Strike option that exchanges damage for radius? WIth Quest Rules it would just put some points into Area and some into Damage. Say a POW 15 Staff could do 10d8 in a very large space. Steve Perrin, strongly recommending Lord of the Rings, the movie--somehow this discussion reminded me of Gandalf facing the Balrog on the bridge ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Cc: steve at perrinworlds.com Sent: Sunday, December 30, 2001 8:44 AM Subject: Re: [RQ-Rules] Sorcery spells In a message dated 12/30/01 3:50:17 AM Central Standard Time, Steve wonders about the Sorcerer's Staff: On this one, are you saying that the Staff reduces its POW by one if used for additional damage? So that in a long fight that needs some heavy hitting, the whole staff could become useless? What is the reason for this? I'd think a simple expenditure of MPs for intensity of damage would do the trick. I'm pretty certain I swiped that POW-for-increased-damage bit right out of the Magicworld book. Yes, the Staff's POW _is_ reduced by 1 for each additional D8 added to the Staff's damage for a single strike. This could ultimately cause the Staff to become useless if the Sorcerer decides to abuse the POW-for-D8s option of the Enchantment. Expending MP for Intensity of damage would work fine, but since the Staff's MP regenerate, it'd _encourage_ the Sorcerer to fall back on this Damage Boosting. It'd be like eating potato chips, y'know? It'd get used _continually_. Having it cost POW instead of MP makes it much more dramatic whenever it is used. If things get really dicey, the Sorcerer could expend a _lot_ of the Staff's POW (the Staff having no say in the matter) for some amazing damage. Why, I think a Dragon's considerable hide might be breached, a gate shattered, or a bridge could be broken as a really horrible cresature attempts to closes on the gang. At such a point, any POW expenditure is pretty easily justified :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Mon Dec 31 17:47:01 2001 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 30 Dec 2001 22:47:01 -0800 (PST) Subject: [RQ-Rules] D&D3 Feats conversion to RQ In-Reply-To: <001d01c1916b$ae9ae700$6401a8c0@surfcity.net> Message-ID: <20011231064702.17674.qmail@web14510.mail.yahoo.com> --- Steve Perrin wrote: > Good stuff. > > But how does the player get these feats? You can't > do it by level or > experience point expenditure. > > I have some similar stuff in a character's beginning > development in my > benefits for Quest Rules. And I suppose the rest of > it could be something > one gets with cult or guild membership, perhaps > paying actual silver for the > privilege of learning. But some things are really > developmental that should > come with experience. Do you have a mechanic for > getting a new feat? > > Any thoughts? The way I do it is this: a character has to join some organization which offers access to one of the D&D3 classes (a guild, a school, etc). Then a character chooses a class to advance in. Within the class he chooses 5 class skills as his primary skills. Then all primary skills are at break points (10s, 20s, 30s, ...) the character may sacrifice 1pt of power (2pts for second class, 3pt for the third, and so on) and gain the next level. I do not give the skills or additianl hit points for gaining a level but do give all other abilities and feats associated with it. I find the low level D&D3 spells as no problem and character has as yet reached higher than 9th level (5 skills at 90% - 5th level spells). ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com From nysalor at lyyra.kempele.fi Mon Dec 31 21:09:32 2001 From: nysalor at lyyra.kempele.fi (Olli Kantola) Date: Mon, 31 Dec 2001 12:09:32 +0200 (EET) Subject: [RQ-Rules] D&D3 Feats conversion to RQ In-Reply-To: <20011230172447.10726.qmail@web14502.mail.yahoo.com> Message-ID: These were great! I think I'm going to use them in my campaign. It won't quite be RQ anymore anyway, so thanks. Olli Kantola From vesper at libra.seed.net.tw Tue Dec 4 02:20:01 2001 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Mon, 03 Dec 2001 23:20:01 +0800 Subject: [RQ-Rules] [RQ RULES] Gaming system? Message-ID: <3C0B9821.AFACD5C6@libra.seed.net.tw> The last letter about D&D3 and some d20 material I've been reading has got me thinking... I guess most of my problem is that in RQ, everyone by default has to be a warrior (except maybe the odd Chalana Arroy priestess). With the group I'm running, there's a lot going on and so they're always out adventuring. Every week, we seem to be coming back making experience checks and, since there's pretty much always a fight going on, even our mages have 60% plus with their weapons. And with the limitations of spells like Palsy and such, most of our mages just put Damage Boosting on their weapons and go in, too... I kinda miss the class distinctions of D&D. ( Don't stone me to death here...) I really like the system, but does anyone put a cap on how many exp checks a character can roll? Do you guys use the 100% max for non Rune types? I also just saw a campaign where the GM gave the players 17 weeks for training. How much time do most of you let your players train between 'adventures'? Granted, it would let the players specialize a character more... It just seems that there's always a bunch going on in the campaign I set up - it just logically follows the last scenario. I'm kind of wandering here - think I'll send this and see what you guys get from this... Thanks in advance. Jeremy