From northerndm at hotmail.com Wed May 1 02:37:54 2002 From: northerndm at hotmail.com (Northern DM) Date: Tue, 30 Apr 2002 09:37:54 -0700 Subject: [RQ-Rules] Invisibility - RQII Message-ID: Another question for the list. I use the spells from RQII that did not make it into RQIII. In the invisibility write up, it says that this spell makes the character invisibile by attracting the enemies attention to a spot other than where the character is. How would Detect Enemy work on this? Would Detect Enemy let the character know there is an enemy in the area but then the Invisibility spell would not let you know where that enemy is. In a sense, I know someone is around here but I do not know where. Is this a reasonable take? Thanks, Northern DM _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com From steve at perrinworlds.com Wed May 1 02:42:51 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 30 Apr 2002 09:42:51 -0700 Subject: [RQ-Rules] Invisibility - RQII References: Message-ID: <005001c1f066$11fb5920$6401a8c0@surfcity.net> Yes. ----- Original Message ----- From: "Northern DM" To: Sent: Tuesday, April 30, 2002 9:37 AM Subject: [RQ-Rules] Invisibility - RQII > Another question for the list. > > I use the spells from RQII that did not make it into RQIII. In the > invisibility write up, it says that this spell makes the character > invisibile by attracting the enemies attention to a spot other than where > the character is. How would Detect Enemy work on this? Would Detect Enemy > let the character know there is an enemy in the area but then the > Invisibility spell would not let you know where that enemy is. In a sense, > I know someone is around here but I do not know where. > > Is this a reasonable take? > > Thanks, > Northern DM > > _________________________________________________________________ > Send and receive Hotmail on your mobile device: http://mobile.msn.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From phlnje at ARTS-01.NOVELL.LEEDS.AC.UK Wed May 1 23:51:25 2002 From: phlnje at ARTS-01.NOVELL.LEEDS.AC.UK (N.J. Effingham) Date: Wed, 1 May 2002 14:51:25 +0100 Subject: [RQ-Rules] Poison Purge spells Message-ID: <3CD000EC.28796.1C948B2@localhost> Are there any spells for getting rid of poison, being amazingly lethal in RQ, I thought there might be some I've never noticed. I know there's Neutralise Poison, but if you're not a Rokari, that doesn't help. I remember Simon Phipps mentioned something about Poison Purge spells. Any ideas? Or should I just come up with my own and slot them in as part of the Healer cults? 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 leonbk at yahoo.com Thu May 2 00:05:16 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 1 May 2002 07:05:16 -0700 (PDT) Subject: [RQ-Rules] Poison Purge spells In-Reply-To: <3CD000EC.28796.1C948B2@localhost> Message-ID: <20020501140516.84697.qmail@web14503.mail.yahoo.com> There was a write up for a divine Neutralize poison spell as part of the demon cult of Meagera in one of the White Dwarf magazines. If I remeber correctly it canceled out poison on MP per Intensity basis. The fun part of it was what if the poison managed to stick around in your system for more than 15 minutes, the spell would no longer protect. I had a character use it once as a weapon of assassination. His victim died some two hours (Extension 3) after he injested the poison. Leon --- "N.J. Effingham" wrote: > Are there any spells for getting rid of poison, > being amazingly lethal > in RQ, I thought there might be some I've never > noticed. I know > there's Neutralise Poison, but if you're not a > Rokari, that doesn't > help. I remember Simon Phipps mentioned something > about > Poison Purge spells. Any ideas? Or should I just > come up with my > own and slot them in as part of the Healer cults? > > 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/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Health - your guide to health and wellness http://health.yahoo.com From tom at zunder.org.uk Thu May 2 00:05:46 2002 From: tom at zunder.org.uk (Thomas Zunder [work]) Date: Wed, 1 May 2002 15:05:46 +0100 Subject: [RQ-Rules] Celtic Figures and Orichalcum Armour In-Reply-To: <20020501140403.910274BD46@thinbits.com> Message-ID: <000201c1f119$4a9c7ad0$607ca78f@THZARRC> Alternative Armies have some gorgeous Celtic figures at; http://www.flintloque.com/indexerin.htm Also prepainted! Does Orichalcum armour increase your chances to cast spirit magic? -- Tom Zunder ICQ: 1521799 YM: kantor_rythmeiger http://www.elric.org.uk From leonbk at yahoo.com Thu May 2 00:23:45 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 1 May 2002 07:23:45 -0700 (PDT) Subject: [RQ-Rules] Celtic Figures and Orichalcum Armour In-Reply-To: <000201c1f119$4a9c7ad0$607ca78f@THZARRC> Message-ID: <20020501142345.21000.qmail@web14504.mail.yahoo.com> --- "Thomas Zunder [work]" wrote: > Does Orichalcum armour increase your chances to cast > spirit magic? Yes, +5% per point of encumbrance but any roll of 95 to 00 still fails. Leon Kirshtein ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? Yahoo! Health - your guide to health and wellness http://health.yahoo.com From dahak at dahak.free-online.co.uk Thu May 2 20:09:28 2002 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Thu, 2 May 2002 11:09:28 +0100 Subject: [RQ-Rules] Poison Purge spells In-Reply-To: <20020501140403.910274BD46@thinbits.com> Message-ID: <000d01c1f1c1$72069260$e9169fd4@kitsune> > From: "N.J. Effingham" > Date: Wed, 1 May 2002 14:51:25 +0100 > Are there any spells for getting rid of poison, being amazingly lethal > in RQ, I thought there might be some I've never noticed. I know > there's Neutralise Poison, but if you're not a Rokari, that doesn't > help. I remember Simon Phipps mentioned something about > Poison Purge spells. Any ideas? Or should I just come up with my > own and slot them in as part of the Healer cults? Precision Treat Poison [As per the eastern isle Precision ] Is the best I can think off. Adam From dahak at dahak.free-online.co.uk Thu May 2 20:09:30 2002 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Thu, 2 May 2002 11:09:30 +0100 Subject: [RQ-Rules] Spirit Magic Spells In-Reply-To: <20020501140403.910274BD46@thinbits.com> Message-ID: <000e01c1f1c1$73132060$e9169fd4@kitsune> > From: "Northern DM" > Date: Mon, 22 Apr 2002 11:43:32 -0700 > > Hello All, > > I'm running a basic fantasy campaign and I'm looking for > new spirit/battle > magic spells. If anybody has a website that has any new > spells, would you > mind sending me your link so I can take a look. http://www.dahak.free-online.co.uk/ should have the spells I've brought up on this list over the years. Adam From ghoyle1 at airmail.net Fri May 3 00:37:53 2002 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Thu, 2 May 2002 09:37:53 -0500 Subject: [RQ-Rules] Adapting RQ Scenarios Message-ID: <010501c1f1e6$f13fd8f0$8f14960a@us.nextel.com> I'm thinking about starting up a Greek myth campaign, and I had a great thought: the much-famed Cradle scenario from Big Rubble (which I own, but have never played or run) would be absolutely perfect. Make the Giant baby a child of the titans or the gods, make the Cradle itself a floating island, instead of floating down the Zola Fel make it the Mediterranean towards the Pillars of Hercules, etc. Instead of the Lunars, make it an evil king. Works very well! This made me wonder about adapting other RQ scenarios to legendary Greece. Can anybody else think of RQ scenarios or story elements that could be adapted to such a setting? Guy From steve at perrinworlds.com Sat May 4 03:21:42 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 3 May 2002 10:21:42 -0700 Subject: [RQ-Rules] Rare RuneQuest items on EBay References: <20020412185609.25405.qmail@web14503.mail.yahoo.com> Message-ID: <004f01c1f2c7$00da3a40$6401a8c0@surfcity.net> Hi guys, I have just put my copy of RQ1, with markup for the second edition, on EBay. I also put a copy of Cults of Prax there. They're under Toys and Hobbies, Role Playing Games. Pass the word. Steve Perrin From northerndm at hotmail.com Sat May 4 15:41:34 2002 From: northerndm at hotmail.com (Northern DM) Date: Fri, 03 May 2002 22:41:34 -0700 Subject: [RQ-Rules] Material Blocking Spells Message-ID: Another question. For battlemagic spells, it commonly says that the spell (ie: detect enemy) will be blocked by 1 m of dense material. If I am wandering through a heavy forest, what would the range of the spell be? Would 100 m still be reasonable? I think there should be some sort of penalty as all the trees around should block the spell as they are a dense material. Any thoughts. Northern DM _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com From steve at perrinworlds.com Sat May 4 16:18:03 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 3 May 2002 23:18:03 -0700 Subject: [RQ-Rules] Material Blocking Spells References: Message-ID: <001801c1f333$76450140$6401a8c0@surfcity.net> Certainly true, but the GM will have to figure out just how dense the forest is and rule from there. Perhaps limit the spell to 10 meters in a really dense forest. Steve Perrin, shooting from the hip. ----- Original Message ----- From: "Northern DM" To: Sent: Friday, May 03, 2002 10:41 PM Subject: [RQ-Rules] Material Blocking Spells > Another question. > > For battlemagic spells, it commonly says that the spell (ie: detect enemy) > will be blocked by 1 m of dense material. If I am wandering through a heavy > forest, what would the range of the spell be? Would 100 m still be > reasonable? I think there should be some sort of penalty as all the trees > around should block the spell as they are a dense material. > > Any thoughts. > > Northern DM > > _________________________________________________________________ > Send and receive Hotmail on your mobile device: http://mobile.msn.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From atg.atg at verizon.net Sat May 4 03:40:23 2002 From: atg.atg at verizon.net (Anthony Gremo) Date: Fri, 3 May 2002 13:40:23 -0400 Subject: [RQ-Rules] Rare RuneQuest items on EBay In-Reply-To: <004f01c1f2c7$00da3a40$6401a8c0@surfcity.net> Message-ID: <000001c1f2c9$9af46220$20e4fea9@xphost> Steve, you should sign them. That would make them collector's items! -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] On Behalf Of Steve Perrin Sent: Friday, May 03, 2002 1:22 PM To: rq-rules at crashbox.com Subject: [RQ-Rules] Rare RuneQuest items on EBay Hi guys, I have just put my copy of RQ1, with markup for the second edition, on EBay. I also put a copy of Cults of Prax there. They're under Toys and Hobbies, Role Playing Games. Pass the word. Steve Perrin _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.351 / Virus Database: 197 - Release Date: 4/19/2002 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.351 / Virus Database: 197 - Release Date: 4/19/2002 From steve at perrinworlds.com Mon May 6 04:15:09 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 5 May 2002 11:15:09 -0700 Subject: [RQ-Rules] Rare RuneQuest items on EBay References: <000001c1f2c9$9af46220$20e4fea9@xphost> Message-ID: <000701c1f460$cb0932e0$6401a8c0@surfcity.net> I said I would sign them if the collector wanted me to. Some people don't want signatures... I find I also have a copy of Cults of Terror available. Anyone here need a copy? No, I am not giving it away... :-( Steve ----- Original Message ----- From: "Anthony Gremo" To: Sent: Friday, May 03, 2002 10:40 AM Subject: RE: [RQ-Rules] Rare RuneQuest items on EBay > Steve, you should sign them. That would make them collector's items! > > > -----Original Message----- > From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] > On Behalf Of Steve Perrin > Sent: Friday, May 03, 2002 1:22 PM > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Rare RuneQuest items on EBay > > Hi guys, > > I have just put my copy of RQ1, with markup for the second edition, on > EBay. > I also put a copy of Cults of Prax there. > > They're under Toys and Hobbies, Role Playing Games. > > Pass the word. > > Steve Perrin > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > > --- > Incoming mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.351 / Virus Database: 197 - Release Date: 4/19/2002 > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.351 / Virus Database: 197 - Release Date: 4/19/2002 > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From ddinamico at hotmail.com Tue May 7 06:13:18 2002 From: ddinamico at hotmail.com (El Mercader de Sedas perez perez) Date: Mon, 06 May 2002 20:13:18 +0000 Subject: [RQ-Rules] A question about RQ Vikings Message-ID: Hi: We are 2 RQ players from Spain, and we are playing a Vikings campaign. One of the PCs is Initiate of Odin and Tyr at the same time, and we don't understand the rules of Magic. We think there's a mistake in the Spanish translation, and we don't have any English handbook to make a comparison. How does exactly an Initiate to learn his/her spiritual spells? How many spells can earn in a year? Please, if anyone knows the answer send it to us as quickly as you can. And if nobody knows the answer, would you send us the e-mail address of Greg Stafford, in order to ask him directly? Thank you very much, and keep up with the good work _________________________________________________________________ MSN Photos es la manera m?s sencilla de compartir e imprimir sus fotos: http://photos.msn.com/support/worldwide.aspx From steve at perrinworlds.com Tue May 7 06:23:07 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 6 May 2002 13:23:07 -0700 Subject: [RQ-Rules] A question about RQ Vikings References: Message-ID: <001001c1f53b$d667ffa0$6401a8c0@surfcity.net> Not familiar enough with Vikings to tell you about any special rules on spirit spells. I would think that a godi (priest) of Odin or Tyr would have shaman-like spirit abilities, but can't be sure. Emailing Greg won't do any good, however. He has divorced himself from RuneQuest. This is probably the best source of RQ rules you are going to find. Steve Perrin, who didn't have much to do with Vikings, sorry to say. www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "El Mercader de Sedas perez perez" To: Sent: Monday, May 06, 2002 1:13 PM Subject: [RQ-Rules] A question about RQ Vikings > Hi: > > We are 2 RQ players from Spain, and we are playing a Vikings campaign. One > of the PCs is Initiate of Odin and Tyr at the same time, and we don't > understand the rules of Magic. We think there's a mistake in the Spanish > translation, and we don't have any English handbook to make a comparison. > How does exactly an Initiate to learn his/her spiritual spells? How many > spells can earn in a year? Please, if anyone knows the answer send it to us > as quickly as you can. And if nobody knows the answer, would you send us the > e-mail address of Greg Stafford, in order to ask him directly? > > Thank you very much, and keep up with the good work > > > > _________________________________________________________________ > MSN Photos es la manera m?s sencilla de compartir e imprimir sus fotos: > http://photos.msn.com/support/worldwide.aspx > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From ghoyle1 at airmail.net Tue May 7 06:31:36 2002 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Mon, 6 May 2002 15:31:36 -0500 Subject: [RQ-Rules] A question about RQ Vikings References: <001001c1f53b$d667ffa0$6401a8c0@surfcity.net> Message-ID: <002d01c1f53d$05523b90$8f14960a@us.nextel.com> IIRC, there are seasonal ceremonies in which those who wish to learn spells can engage in "spirit communication" with the appropriate cult spirits; you can try and get any appropriate spell from the spirity by matching POW vs POW. This isn't typical spirit combat, because these are some mighty spirits you are going up against; however, I can't remember the details of the combat. I'll see if I can find the rules at home tonight. Guy ----- Original Message ----- From: "Steve Perrin" To: Sent: Monday, May 06, 2002 3:23 PM Subject: Re: [RQ-Rules] A question about RQ Vikings > Not familiar enough with Vikings to tell you about any special rules on > spirit spells. I would think that a godi (priest) of Odin or Tyr would have > shaman-like spirit abilities, but can't be sure. > > Emailing Greg won't do any good, however. He has divorced himself from > RuneQuest. This is probably the best source of RQ rules you are going to > find. > > Steve Perrin, who didn't have much to do with Vikings, sorry to say. > www.perrinworlds.com/SPQR.html > > ----- Original Message ----- > From: "El Mercader de Sedas perez perez" > To: > Sent: Monday, May 06, 2002 1:13 PM > Subject: [RQ-Rules] A question about RQ Vikings > > > > Hi: > > > > We are 2 RQ players from Spain, and we are playing a Vikings campaign. One > > of the PCs is Initiate of Odin and Tyr at the same time, and we don't > > understand the rules of Magic. We think there's a mistake in the Spanish > > translation, and we don't have any English handbook to make a comparison. > > How does exactly an Initiate to learn his/her spiritual spells? How many > > spells can earn in a year? Please, if anyone knows the answer send it to > us > > as quickly as you can. And if nobody knows the answer, would you send us > the > > e-mail address of Greg Stafford, in order to ask him directly? > > > > Thank you very much, and keep up with the good work > > > > > > > > _________________________________________________________________ > > MSN Photos es la manera m?s sencilla de compartir e imprimir sus fotos: > > http://photos.msn.com/support/worldwide.aspx > > > > _______________________________________________ > > 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 northerndm at hotmail.com Fri May 10 15:06:29 2002 From: northerndm at hotmail.com (Northern DM) Date: Thu, 09 May 2002 22:06:29 -0700 Subject: [RQ-Rules] Tal Meta's Psionic Rules Message-ID: Hello All, I have just found Tal Meta's psionic rules and just in time. My new campaign deals with a world that was found by Terrain forces and an insectoid race, Xithians. Both races fought each other over this world. Now, the Terrains and Xithians became trapped on this world and are now forced to live here. The other races on this world are your standard fantasy races. I wanted the Terrains to be a bit different and was planning to make them psionic to counterbalance magic. Also, the Terrains have become the overlords of the planet, using their advanced weaponry (which no longer exists but it put them in power centuries ago). So these psionic rules could be very helpful. However, has anyone used these rules and any feedback on their use (ie: balance issues, ease of use). My initial plan is to have the players make up characters using the original human inhabitants (the Dorians) and then have them come across the Terrains and their different magic (psionics). Thanks, Northern DM _________________________________________________________________ Join the world?s largest e-mail service with MSN Hotmail. http://www.hotmail.com From leonbk at yahoo.com Sat May 18 00:22:07 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 17 May 2002 07:22:07 -0700 (PDT) Subject: [RQ-Rules] Sandy's Sorcery In-Reply-To: Message-ID: <20020517142207.60811.qmail@web14508.mail.yahoo.com> I have been looking at the Sandy's Sorcery system and have a few question for those of you in the know. Lets say I have a character who is worshiper of the Seven Mothers and wishes to learn some sorcery. How would he acquare arts? How would he acquire presence? He does not wish to be a full sorcerer, just someone who known some sorcery. Would he need to take vows? ===== "No good deed shall go unpunished." __________________________________________________ Do You Yahoo!? LAUNCH - Your Yahoo! Music Experience http://launch.yahoo.com From dahak at dahak.free-online.co.uk Sat May 18 02:43:01 2002 From: dahak at dahak.free-online.co.uk (Adam Benedict Canning) Date: Fri, 17 May 2002 17:43:01 +0100 Subject: [RQ-Rules] A question about RQ Vikings In-Reply-To: <20020517143603.547BF4BD3F@thinbits.com> Message-ID: <000e01c1fdc1$e88c2a60$a5179fd4@kitsune> > From: "El Mercader de Sedas perez perez" > To: rq-rules at crashbox.com > Date: Mon, 06 May 2002 20:13:18 +0000 > Subject: [RQ-Rules] A question about RQ Vikings > Reply-To: rq-rules at crashbox.com > > Hi: > > We are 2 RQ players from Spain, and we are playing a > Vikings campaign. One > of the PCs is Initiate of Odin and Tyr at the same time, > and we don't > understand the rules of Magic. We think there's a mistake > in the Spanish > translation, and we don't have any English handbook to make > a comparison. > How does exactly an Initiate to learn his/her spiritual > spells? How many > spells can earn in a year? Please, if anyone knows the > answer send it to us > as quickly as you can. And if nobody knows the answer, > would you send us the > e-mail address of Greg Stafford, in order to ask him directly? Initiates gain spirit magic through the Winters night ritual. A character can only make one attempt per year to gain a spirit magic spell. The spell must be off the list for a god worshiped by the household or for the spirit of the household. For every round you beat the spirit [actually this is more impressing the spirit since its not quite spirit combat] you gain 1 point of the spell. The first time you loose that ends the attempt. You can only improve a spell by winning more rounds of combat in a subsequent year. Alternitavely certain spirit spell like abilities are provided by being possesed by a spirit sent by the deity [for example, Heimdall provides Second sight and Farsee as permanent effects for 2 POW.] Thats the rules. You might gain spirit magic by sacrificing yourself to Odin by the hanging from a tree for nine days. But thats an idea to suggest to your GM rather than one of the rules. Adam -- "It was one of the zoological high points of the Council's varied political history, right up there with the infamous Incendiary Cat Plot." Count Aral Vorkosigan, Mirror Dance From alanchambers at attbi.com Sat May 25 09:59:42 2002 From: alanchambers at attbi.com (Alan Chambers) Date: Fri, 24 May 2002 19:59:42 -0400 Subject: [RQ-Rules] Arrows Message-ID: <001501c2037f$142cb780$1c456218@attbi.com> Does anyone have any rules for use with Bodkin and Broadhead arrows? Thanks Alan "Wishful thinking might bring comfort, but not security." President George W. Bush From steve at perrinworlds.com Sat May 25 10:19:25 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 24 May 2002 17:19:25 -0700 Subject: [RQ-Rules] Arrows References: <001501c2037f$142cb780$1c456218@attbi.com> Message-ID: <000701c20381$d43e1c60$6401a8c0@surfcity.net> Assume Bodkin arrows do one point less damage, but go through two points of armor without subtracting from damage. Alternately, assume Broadhead arrows add +1 damage, only if the original damage penetrates armor. Probably one or the other, not both. Steve Perrin, continually coming up with different ways to deal with this... ----- Original Message ----- From: "Alan Chambers" To: Sent: Friday, May 24, 2002 4:59 PM Subject: [RQ-Rules] Arrows > Does anyone have any rules for use with Bodkin and Broadhead arrows? > Thanks > Alan > "Wishful thinking might bring comfort, but not security." > President George W. Bush > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From andrew at crashbox.com Wed May 29 01:32:08 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 28 May 2002 08:32:08 -0700 Subject: [RQ-Rules] Arrows In-Reply-To: <000701c20381$d43e1c60$6401a8c0@surfcity.net> References: <001501c2037f$142cb780$1c456218@attbi.com> <000701c20381$d43e1c60$6401a8c0@surfcity.net> Message-ID: >Assume Bodkin arrows do one point less damage, but go through two points of >armor without subtracting from damage. Alright, I'll bite. What's a Bodkin arrow? >Alternately, assume Broadhead arrows add +1 damage, only if the original >damage penetrates armor. > >Probably one or the other, not both. > >Steve Perrin, continually coming up with different ways to deal with this... I've also had a variety of diffent ways to handle other arrows. Also, I've I've used these types of things when doing different ammo types (when I use RQ as a basis for modern or future games.) One of the things I liked about MegaTraveller was their Penetration/Attentuation ideas. I've never found a mechanistically simple way to do this. My problem with flat adders is: If a rolled a arrow does 6 points with a +1 for after penetration of armor, and the person hits a 5 point armor, then the target takes 2 points. This is double damage against that armor. Whereas against a 3 point armor it would be 4 points, only a 1/3 increase. Does this sort of metric follow? Should it maybe double damage that penetrated? Or maybe armor only counts for half? While I prefer the prortional system, it is more math intensive, and would also be more damaging. In our campaign, I'd probably go expressly for +1/-1 kind of things solely to keep the game less lethal. What are other people tendencies? Proportional or scalar? And why? -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From steve at perrinworlds.com Wed May 29 02:39:46 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 28 May 2002 09:39:46 -0700 Subject: [RQ-Rules] Arrows References: <001501c2037f$142cb780$1c456218@attbi.com> <000701c20381$d43e1c60$6401a8c0@surfcity.net> Message-ID: <009301c20666$47524500$6401a8c0@surfcity.net> ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Tuesday, May 28, 2002 8:32 AM Subject: Re: [RQ-Rules] Arrows > >Assume Bodkin arrows do one point less damage, but go through two points of > >armor without subtracting from damage. > > Alright, I'll bite. What's a Bodkin arrow? > Bodkin arrows are slim, stilletto like arrows meant to penetrate armor. Broadheads are hunting arrows with, strangely enough, broad heads, meant to affect more flesh by hitting a broader area. ... > > My problem with flat adders is: > > If a rolled a arrow does 6 points with a +1 for after penetration > of armor, and the person hits a 5 point armor, then the target takes > 2 points. This is double damage against that armor. Whereas > against a 3 point armor it would be 4 points, only a 1/3 increase. > Does this sort of metric follow? Should it maybe double damage that > penetrated? Or maybe armor only counts for half? Yes, of course this metric follows. The arrow is only doing so much damage. The toughness of the armor affects this damage, but it has less effect on the penetrating attack. In this case, anyway, the importance is the effect of the arrow on the armor, not on the person. Just because 1+1 effectively doubles the original number is not important. With a game like RuneQuest, where hit locations have very few points to begin with, an extra +1 means a lot. Doubling is just plain excessive. > Steve Perrin From andrew at crashbox.com Wed May 29 03:12:20 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 28 May 2002 10:12:20 -0700 Subject: [RQ-Rules] Arrows In-Reply-To: <009301c20666$47524500$6401a8c0@surfcity.net> References: <001501c2037f$142cb780$1c456218@attbi.com> <000701c20381$d43e1c60$6401a8c0@surfcity.net> <009301c20666$47524500$6401a8c0@surfcity.net> Message-ID: > > >Assume Bodkin arrows do one point less damage, but go through two points >of >> >armor without subtracting from damage. >> >> Alright, I'll bite. What's a Bodkin arrow? >> > >Bodkin arrows are slim, stilletto like arrows meant to penetrate armor. >Broadheads are hunting arrows with, strangely enough, broad heads, meant to >affect more flesh by hitting a broader area. >... >> >> My problem with flat adders is: >> >> If a rolled a arrow does 6 points with a +1 for after penetration >> of armor, and the person hits a 5 point armor, then the target takes >> 2 points. This is double damage against that armor. Whereas >> against a 3 point armor it would be 4 points, only a 1/3 increase. >> Does this sort of metric follow? Should it maybe double damage that >> penetrated? Or maybe armor only counts for half? > >Yes, of course this metric follows. The arrow is only doing so much damage. >The toughness of the armor affects this damage, but it has less effect on >the penetrating attack. In this case, anyway, the importance is the effect >of the arrow on the armor, not on the person. Just because 1+1 effectively >doubles the original number is not important. From a previous email: >Alternately, assume Broadhead arrows add +1 damage, only if the original >damage penetrates armor. We must be talking about broadhead arrows here (+1 after penetration.) From the above description of broad head arrows that they would be affected by armor more, I would think. Should armor be more effective against broadhead arrows? I don't understand the statement of "In this case, anyway, the importance is the effect of the arrow on the armor, not on the person." I thought we were talking about rules to damage people and that armor remained undamaged? >With a game like RuneQuest, where hit locations have very few points to >begin with, an extra +1 means a lot. Doubling is just plain excessive. Exactly. I would be surprised to always add a +1 to damage. The problem I have with adders after penetration, is that you can *never* have just one point of wound damage. And since as you put it "...an extra +1 means a lot..." in RQ (when arms generally have 3 hp) then skipping that 1 point damage value is nasty. If the damage equals the armor, poof nothing. If the damage exceeds the armor by 1 then you get 2 points instead. This is a lesser version of the classic dagger problem (1D4+2). No wound or a severe wound with nothing in between. I can buy that for a .50 cal round, but not from an arrow regardless of the head type. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From steve at perrinworlds.com Wed May 29 05:23:09 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 28 May 2002 12:23:09 -0700 Subject: [RQ-Rules] Arrows References: <001501c2037f$142cb780$1c456218@attbi.com> <000701c20381$d43e1c60$6401a8c0@surfcity.net> <009301c20666$47524500$6401a8c0@surfcity.net> Message-ID: <005801c2067d$1a3a4420$6401a8c0@surfcity.net> ----- Original Message ----- From: "Andrew O. Mellinger" To: Sent: Tuesday, May 28, 2002 10:12 AM Subject: Re: [RQ-Rules] Arrows > >> My problem with flat adders is: > >> > >> If a rolled a arrow does 6 points with a +1 for after penetration > >> of armor, and the person hits a 5 point armor, then the target takes > >> 2 points. This is double damage against that armor. Whereas > >> against a 3 point armor it would be 4 points, only a 1/3 increase. > >> Does this sort of metric follow? Should it maybe double damage that > >> penetrated? Or maybe armor only counts for half? > > > >Yes, of course this metric follows. The arrow is only doing so much damage. > >The toughness of the armor affects this damage, but it has less effect on > >the penetrating attack. In this case, anyway, the importance is the effect > >of the arrow on the armor, not on the person. Just because 1+1 effectively > >doubles the original number is not important. > > From a previous email: > > >Alternately, assume Broadhead arrows add +1 damage, only if the original > >damage penetrates armor. > > We must be talking about broadhead arrows here (+1 after > penetration.) From the above description of broad head arrows that > they would be affected by armor more, I would think. Should armor be > more effective against broadhead arrows? Sorry, I was getting my arrowhead discussions mixed up and still thinking about bodkin arrows. Broadheads are really the default arrowhead, used for hunting. > I don't understand the statement of "In this case, anyway, the > importance is the effect > of the arrow on the armor, not on the person." I thought we were > talking about rules to damage people and that armor remained > undamaged? Sorry, again confusing bodkin discussion with broadhead discussion. Of course we are talking about the damage that gets through the armor with a Broadhead. > >With a game like RuneQuest, where hit locations have very few points to > >begin with, an extra +1 means a lot. Doubling is just plain excessive. > > Exactly. I would be surprised to always add a +1 to damage. > > The problem I have with adders after penetration, is that you can > *never* have just one point of wound damage. And since as you put it > "...an extra +1 means a lot..." in RQ (when arms generally have 3 hp) > then skipping that 1 point damage value is nasty. If the damage > equals the armor, poof nothing. If the damage exceeds the armor by 1 > then you get 2 points instead. This is a lesser version of the > classic dagger problem (1D4+2). No wound or a severe wound with > nothing in between. I can buy that for a .50 cal round, but not from > an arrow regardless of the head type. > > -Andrew I see your point, but stick to my guns. Once a broadhead arrow (or a dagger in the hands of someone who knows how to use it) actually gets through armor, it is nasty. There is no light wound. Steve Perrin