From Alain.RAMEAU at totalfinaelf.com Sat Feb 1 00:21:40 2003 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Fri, 31 Jan 2003 14:21:40 +0100 Subject: [RQ-Rules] Generic skills Message-ID: I agree with you on the language issues that it is a bit more complicated than I try to do it, but I don't intend to reproduce real world difficulties (RQ is a game, so we must have fun). For exemple, with (Know) Horse 50%, (Know) Bison 15%, and Train 40%, you could train Horses at 40%, and Train Bison at 15%. I take the hypothesis (possibly wrong in RW situation) than the generic Train includes some basic mecanism of training animals. The "know" [specific animal] skil give the extra bit for specifically training that animal. ------------------------------------------------------------------------- >What about using this system may also for other skills, may be : >[Animal] : to be used with Ride, Train, Care, ... I'm afraid you have to elaborate a bit; I don't get your point. We allways have the skills modifiers (agility, manipulate, etc.) don't that cover some of this allready? --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From pascal.dury at fr.unisys.com Sat Feb 1 00:26:47 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Fri, 31 Jan 2003 07:26:47 -0600 Subject: [RQ-Rules] Generic skills Message-ID: <5FA5BB3B120AD3119D5C00105A16403D0745DDC0@FR-DEF-EXCH-1> But when you learn to train an animal, you also "learn" it thus increasing your skill in the corresponding know skill isn't it ? Pascal -----Message d'origine----- De : RAMEAU Alain [mailto:Alain.RAMEAU at totalfinaelf.com] Envoy? : vendredi 31 janvier 2003 14:22 ? : rq-rules at crashbox.com Objet : [RQ-Rules] Generic skills I agree with you on the language issues that it is a bit more complicated than I try to do it, but I don't intend to reproduce real world difficulties (RQ is a game, so we must have fun). For exemple, with (Know) Horse 50%, (Know) Bison 15%, and Train 40%, you could train Horses at 40%, and Train Bison at 15%. I take the hypothesis (possibly wrong in RW situation) than the generic Train includes some basic mecanism of training animals. The "know" [specific animal] skil give the extra bit for specifically training that animal. ------------------------------------------------------------------------- >What about using this system may also for other skills, may be : >[Animal] : to be used with Ride, Train, Care, ... I'm afraid you have to elaborate a bit; I don't get your point. We allways have the skills modifiers (agility, manipulate, etc.) don't that cover some of this allready? --- 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 stolenbjorn at hotmail.com Sat Feb 1 00:44:21 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 31 Jan 2003 13:44:21 +0000 Subject: [RQ-Rules] Re: Generic skills -BETTER USED FOR THIS Message-ID: > (RQ is a game, so we must have fun). YES, OK. >For exemple, with (Know) Horse 50%, (Know) Bison 15%, and Train 40%, you >could train Horses at 40%, and Train Bison at 15%. > >I take the hypothesis (possibly wrong in RW situation) than the generic >Train includes some basic mecanism of training animals. The "know" >[specific animal] skil give the extra bit for specifically training that >animal. SOUNDS MUCH BETTER THAN THE LANGUAGE SECTION IMO ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Sat Feb 1 01:20:25 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Fri, 31 Jan 2003 14:20:25 +0000 (GMT) Subject: [RQ-Rules] RE: Bound Sylphs/Languages In-Reply-To: <20030131105104.56F424C26C@thinbits.com> Message-ID: <20030131142025.92737.qmail@web9603.mail.yahoo.com> Phil Hibbs: > Magic Spirits with Disruption or Demopralize and Mindspeech spells. Going > back to the ghost bound into a cart, I think maybe it is possible to bind a > spirit into a movable area, but you can't have a nebulous definition such > as > "the area under this object", because you can't put runes in thin air. With > a cart, you can enchant the entire cart so that the ghost can haunt the > interior, but a sylph bound to the area inside a cart couldn't get out and > push it along. If the cart is an open one, basically 2/4 wheels, a floor and a seat, presumably the enchantment would cover the floor of the cart. Since the cart is open there is no place to have an enchantment for the topmost boundary of the enchantment. So, the otherworld creature would be bound in an area defined by the enchantments on the floor of the cart and extending a certain distance into the air. Otherwise, all area enchantments must be in buildings or enclosed spaces, so no area enchantment could be made outside. If this is true, then you basically have a moveable surface with the spirit bound into the space directly above the surface. Turn it upside down and you have a moveable surface with the spirit bound directly below the surface. Make the surface a shield and you have a shield with the spirit bound to the area directly beneath the shield. In this case, the sylph can pick up the shield and move it. The same principle applies to boats, such as the Temple Barge of Zola Fel or to Moonboats. If the High Priest of the Temple Barge casts Warding to protect the inner sanctum of the barge, this Warding should not reasonably go down if the Temple Barge is moved. Similarly, binding Undines to an area around the bottom of the Temple Barge in order to move the barge over rapids etc should not mean the undines are freed when the Barge moves a few metres. Warding cast on a Moonboat would not go down when the Moonboat flies away and Lunes bound to the deck of the Moonboat will not disappear when the Moonboat moves. If the problem is the nebulous definition "the area under this object" then that is because I was explaining a principle, not defining a magical object. Your original objections were that an area enchantment cannot move, which I disagree with. As these seem to be about interpretations of a rule, I think we should accept that my interpretation and Phil's interpretation are substantially different and leave it at that. Nick: > An Example (NB This is what I _think_ Alain meant, any idiocies or > mistakes > are purely mine!): Know French 80% Calligraphy 75% Turkish 25%. The > character is reasonably fluent in French, and has a solid basic grasp of > Turkish. His handwriting is elegant and clear. He can write letters in > both > French and Turkish. So, if I had Know (Turkish) 60% and since Bashkiri is a related language (-20%, say), I could speak Bashkiri at 40%. Since I don't have Know (Bashkiri) then I wouldn't know about the Cyrillic Alphabet, so I wouldn't be able to read or write Bashkiri. Presumably, if I had Know (Turkish) 60% and Know (Russian) 50% then could use my Know (Russian) at -20% to be able to read/write Bashkiri (apart from the non-Russian sounds) and Know (Turkish) at -20% to speak it. That sounds more reasonable. So, being able to write the word for 5 (Bish) in Turkish will not help at all in Bashkiri, but knowing the symbols for the Cyrillic letters ("B", "I", "SH") would let you write Bish. (Sorry for the example, but I know enough about the languages to understand the difficulties involved in moving between them). Gianni: > No. You may have picked up spoken Turkish if you spent a reasonable amount > of time in the company of Turks (Midnight Express, anyone?); this does not > mean (especially as a Frenchman) that you know how to spell the sounds /sh/ > or /ch/ in Turkish! That is just an example. The use of a given alphabet > depends so much on each specific language it was adapted to that the system > simply does not work. On the other hand, Gloranthan languages may have very > similar sound patterns, hence the use of the various scripts differs little > from one language to the other. The referee's word is final, unless there > is > some official reference wrt this subject that I may be unaware of. The Theyalan (Orlanthi) languages in Glorantha are similar as they are part of the same family, but Western, Kralori and Pamaltelan languages are different as are non-human languages. The scripts are probably different as well. So, I don't think Gloranthan labguages are any easier than RW ones to model. The current Read/Write and Speak/Understand skills are probably as simple as they can be without being too simple to be useful. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From tiberius at runequest.za.org Mon Feb 3 16:41:14 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 3 Feb 2003 07:41:14 +0200 (SAST) Subject: [RQ-Rules] Quick Character Update Message-ID: <23930.196.8.104.27.1044250874.squirrel@mail.wack.co.za> Greetings all I was wondering if anyone knows of/has come up with a quick formule for updating characters that have not been activly played but have also been assumed to be busy and not just loafing about as time passes by. What has happened is some characters from an old campaign are being dusted off. Some 14 years have passed on the game world. All the palyers have deicded that their characters have been busy. Now the rules for aging, training, experiance and research are clear enough, so if someone really take sthe time,they can "self play" their characters through teh 14 years. EG, Dogmoore the Hungry who was last seen attempting to build a keep may have taken up training is stone masonry for 5 years, wandered for another 4 and possibly joined the legion for the rest. The thing is, he would clearly have had a few chances to make experience checks in normal play as well as to have stated that he was going to practice his swordsplay and obtain tuterlage to learn to read. What I did with one NPC was to first work out his aging - he is now 48 so would take the usual risk of losing on stats. Then I said he would get 1D20 exp per year, 1D6 training and 1D4 research. So I rolled 1D20 14 times (for 14 years) and split the total of all rolls amongst the skills he would be most likley to get exp in- Dodge, Sword, etc. The above method seems to have worked okay, he gained well in some fields, but really did not get the hang of some stuff he tried to research. Soo, any thoughts? Cheers Tony -- Orcs are great, but the empire is eternal! From stolenbjorn at hotmail.com Mon Feb 3 23:55:50 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 03 Feb 2003 12:55:50 +0000 Subject: [RQ-Rules] Quick Character Update Message-ID: ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From epon0608 at tiscali.be Tue Feb 4 00:09:39 2003 From: epon0608 at tiscali.be (epon0608 at tiscali.be) Date: Mon, 3 Feb 2003 14:09:39 +0100 Subject: [RQ-Rules] Lunar empire In-Reply-To: <002301c2c5e5$7bfbfe10$9002600a@otvfrap043> Message-ID: <3E35C33F00001884@ocpmta3.freegates.net> Hi, it is not a rule question, but I finally decided to throw my players in the Lunar Empire. Could somebody give me link where I can find information about it (The are going from Sartar to Glamour). Cheers Manu --------------------------------- Vous surfez avec une ligne classique ? Faites des economies avec Tiscali Complete ... Plus d'info sur http://complete.tiscali.be From stolenbjorn at hotmail.com Tue Feb 4 00:34:04 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 03 Feb 2003 13:34:04 +0000 Subject: [RQ-Rules] Lunar empire Message-ID: >Could somebody give me link where I can find information about it (The are >going from Sartar to Glamour). I've just done the same, 2 months ago, and I ended up printing out some 70 pages without pictures with fontsize 8 about lunar empire, the oronin valley and the cold line\erigia, very much info indeed, just go and search! http://www.btinternet.com/~Nick_Brooke/moonie/ Very much info Issaries.inc also have some good sites (Hero Wars material, etc.) ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Feb 4 07:03:24 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 03 Feb 2003 20:03:24 +0000 Subject: [RQ-Rules] Lunar Empire; it's domestical magical trinkets and gadgets Message-ID: As stated here in an earlier mail, I've recently been working on the Lunar Empire. As the Romans developed domestical advances, like the water closet, etc, I feel The Lunar Empire suits to bring this kind of luxury into the world of Glorantha. In our group of players, we want to take the consequenses of Glorantha beeing a world of strong magics, and have let the Empire's elite show of with the magical answer to today's dim-lights, central heating, warm and cold sprinkle water, warming in the floors, TV, radio, etc. This could allso spread into the communications with chariots without horses...Flying objects... (mobility, etc) I wonder if you lot have any comments, or suggestions as to which magical modern items could be made while following the magical rules of RQ? -And what the prices should be... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Feb 4 07:07:09 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 03 Feb 2003 20:07:09 +0000 Subject: [RQ-Rules] Prices on magical services in RQ Message-ID: I find the rules conserning calculation of prices on magical services in RQ a bit difficult. Have you any clear and good rules on calculating base prises on enchanted pow, pow use, divine spells cast, spirit spells\sorceryspells cast, etc? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From serazh at bellsouth.net Tue Feb 4 07:41:21 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Mon, 3 Feb 2003 15:41:21 -0500 Subject: [RQ-Rules] Prices on magical services in RQ Message-ID: <20030203204121.MWKC1242.imf38bis.bellsouth.net@mail.bellsouth.net> The rule we use is 1000 to 1500 coins for each point of power expended in enchantments. Getting divine spells cast, as long as they are not one use normally cost 100 coins as long as your not a cult enemy, in which case the wards kill you when you are silly enough to step into the temple and ask : ) Spirit spells are tricky because the caster may not want cash, but may want a favor or mission done, or goods that his people can use. Sorcery we charge 100 coins for common stuff, more for exotic stuff, and if you want long term duration in it, then it gets expensive, if you can find a sorceror with the free int. Serazh > > From: "Bjorn Stolen" > Date: 2003/02/03 Mon PM 03:07:09 EST > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Prices on magical services in RQ > > I find the rules conserning calculation of prices on magical services in RQ a bit difficult. Have you any clear and good rules on calculating base prises on enchanted pow, pow use, divine spells cast, spirit spells\sorceryspells cast, etc? > > > > ------------------------------------------ > > ------------------------------------------ > MSN Messenger > ------------------------------------------ > - Den raskeste veien mellom deg og dine venner > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > 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 Tue Feb 4 09:17:02 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 3 Feb 2003 14:17:02 -0800 (PST) Subject: [RQ-Rules] Prices on magical services in RQ In-Reply-To: <20030203204121.MWKC1242.imf38bis.bellsouth.net@mail.bellsouth.net> Message-ID: <20030203221702.28058.qmail@web41101.mail.yahoo.com> I use the following for my world: 1000 - 3000 sp per point depending on what it is. 1pt Binding matrix would most likely be 1000, while a 3pt would likely be 4500 because the person is more willing to create a 1pt item even 3 times than a 3pt item once. Spirit spells - 500 per point cummilitive, 1/2 price from your cult. Exp. 4pt Blade Sharp = 5000 sp (500 + 1000 + 1500 + 2000) or 1000 per point of non-variable spell Sorcery spells - 1000 per common spell. By the way the cost of a Blade Sharp 4 matrix IMW is about 10,000 ( 5000 for the spell + 5,000 to make a 4 point matrix). Leon Kirshtein --- serazh at bellsouth.net wrote: > The rule we use is 1000 to 1500 coins for each point > of power expended in enchantments. Getting divine > spells cast, as long as they are not one use > normally cost 100 coins as long as your not a cult > enemy, in which case the wards kill you when you are > silly enough to step into the temple and ask : ) > > Spirit spells are tricky because the caster may not > want cash, but may want a favor or mission done, or > goods that his people can use. > > Sorcery we charge 100 coins for common stuff, more > for exotic stuff, and if you want long term duration > in it, then it gets expensive, if you can find a > sorceror with the free int. > > Serazh > > > > > From: "Bjorn Stolen" > > Date: 2003/02/03 Mon PM 03:07:09 EST > > To: rq-rules at crashbox.com > > Subject: [RQ-Rules] Prices on magical services in > RQ > > > > I find the rules conserning calculation of > prices on magical services in RQ a bit difficult. > Have you any clear and good rules on calculating > base prises on enchanted pow, pow use, divine spells > cast, spirit spells\sorceryspells cast, etc? > > > > > > > > ------------------------------------------ > > > > ------------------------------------------ > > MSN Messenger > > ------------------------------------------ > > - Den raskeste veien mellom deg og dine venner > > ------------------------------------------ > > > > > > --- StripMime Report -- processed MIME parts --- > > text/html (html body -- converted) > > --- > > _______________________________________________ > > 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 __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From tcantine at incentre.net Tue Feb 4 16:30:43 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Mon, 3 Feb 2003 22:30:43 -0700 Subject: [RQ-Rules] Language, literacy and magic prices Message-ID: Hello, all. Nice to find an RQ rules list again after all these years. I used to be on one about 6 or 7 years ago, but it vanished. Anyway, I've had some thoughts on the topics I've been reading here: Languages In general, I think the RQ3 rules are pretty good as they stand with respect to languages and literacy. I do think that there should be some overlap between related languages, but I'm not quite sure how to work it. There's one point I'd like to toss out for discussion, which is that any new rule should reflect that language skills can reinforce each other. Knowing two related languages should be more helpful in being able to decipher a third language than just knowing one. For example, I find that my knowing a bit of French, COMBINED with my command of English, makes it easier for me to figure out what's being said in Italian, Spanish or even German. What's more, knowing a bit of French actually makes me more fluent in my native English. Indeed, even studying Japanese, a language which is almost completely unrelated to English, has strengthened by grasp of grammatical principles in general, thereby improving my English fluency. On a practical level, for RQ purposes, I'm not sure how to implement this, but I do think that a character who speaks English AND French at 40% each should have a much better chance at figuring out Portuguese than a character who speaks only English or only French, even at 60%. Commercial Magic Retail Costs The basic costs in the Gamemasters Book seem fairly straightforward to me, and pretty well justified. The tables are helpful enough, but I think the point to bear in mind is that these are guidelines; any time you have an adventurer buying a significant spell or enchantment, you should have some serious negotiating going on, and the adventurer shouldn't be surprised if it takes several days just to get a price named. I mean, nobody with any appreciable amount of magical power should be just zapping it off for a standard list price, no questions asked. If I'm a skilled sorcerer, and some armoured yahoo strolls in asking for high intensity Resist Damage for the next few weeks, I'm going to be wondering what's up. If this fellow is getting juiced up to go assassinate the King or make important enemies, I wanna know. And if he's setting himself up to be a potential threat to ME, I'm going to be paying very close attention. After-the-fact stuff like Treat Wounds, Neutralize Poison, I'm not going to worry about so much. Square the number of MP spent, and pay me that in coins for my trouble, and off you go. Resurrection, you'll have to see the priest at the temple next door, and he's probably going to charge a lot. Not that I'd blame him. 3 POW isn't something you can blow off everyday, after all. 3000 pennies is very reasonable, I think. But then, I tend to prefer low-magic campaigns, where magic is something rare and special, and those who know how to use it at all have reason to be wary. /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From tiberius at runequest.za.org Tue Feb 4 17:43:30 2003 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 4 Feb 2003 08:43:30 +0200 (SAST) Subject: [RQ-Rules] Trivia/Arcane Lore/Mystic Knowledge etc Message-ID: <65137.196.8.104.27.1044341010.squirrel@mail.wack.co.za> Is there maybe a knowledge based skill in RQ 2 or 1 which refers to mystical knowledge. Sometimes my characters may come across something which in my opinion, should not be commonly known, such as with a successful world lore roll. Maybe a secret held by a small and much ignored cult or something similar. I was thinking of making an Arcane Lore skill - which can only be increased by actually finding and decifering ancient tomes etc, so it will be strictly controlled, meaning that characters may spend years of research to gain a few points. -- Orcs are great, but the empire is eternal! From phil.hibbs at cgey.com Tue Feb 4 21:51:19 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 4 Feb 2003 10:51:19 -0000 Subject: [RQ-Rules] RE: Lunar Empire; it's domestical magical trinkets and gadgets Message-ID: <993BE7B40B41D31193C50008C75F68F207E97A91@exast02.capgemini.co.uk> Bjorn Stolen: >This could allso spread into the communications with chariots >without horses...Flying objects... (mobility, etc) Lunars have limited access to flying magics, but they do have lots of levitation. I'm not sure how the moon boats work. I suspect that they levitate, but I'm not sure how they get forward motion - maybe sails, maybe oarsmen with magic oars. Flying chariots would surely be pulled by demons. Philip Hibbs ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Tue Feb 4 22:32:12 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 4 Feb 2003 11:32:12 -0000 Subject: [RQ-Rules] RE: Trivia/Arcane Lore/Mystic Knowledge etc Message-ID: <993BE7B40B41D31193C50008C75F68F207E97A94@exast02.capgemini.co.uk> Tony Den: >Is there maybe a knowledge based skill in RQ 2 or 1 >which refers to mystical knowledge. I use Glorantha Lore, which has a base percentage of the character's age. It is knowledge about the cultures, races, and magic of Glorantha. Anything that is foreign to the character's culture is half chance to know, really weird or obscure stuff needs a special or critical. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From jurrubin at earthlink.net Tue Feb 4 23:22:40 2003 From: jurrubin at earthlink.net (D. Smart) Date: Tue, 04 Feb 2003 06:22:40 -0600 Subject: [RQ-Rules] Trivia/Arcane Lore/Mystic Knowledge etc References: <65137.196.8.104.27.1044341010.squirrel@mail.wack.co.za> Message-ID: <3E3FB090.3070609@earthlink.net> I'm not sure but I've also created a few lore skills for the arcane. Weather Lore and Demonology come to mind. Weather Lore is "arcane" as far as the common adventurer is concerned. Most can look up and realize those dark clouds overhead and rising winds mean a storm is coming but almost none realize the same in the mountains far to the west means a flash flood at the nearby river in 3 hours. Tony Den wrote: >Is there maybe a knowledge based skill in RQ 2 or 1 which refers to >mystical knowledge. Sometimes my characters may come across something >which in my opinion, should not be commonly known, such as with a >successful world lore roll. Maybe a secret held by a small and much >ignored cult or something similar. I was thinking of making an Arcane Lore >skill - which can only be increased by actually finding and decifering >ancient tomes etc, so it will be strictly controlled, meaning that >characters may spend years of research to gain a few points. > > > > From serazh at bellsouth.net Wed Feb 5 01:55:55 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Tue, 4 Feb 2003 9:55:55 -0500 Subject: [RQ-Rules] Language, literacy and magic prices Message-ID: <20030204145555.NOIO7679.imf31bis.bellsouth.net@mail.bellsouth.net> One house rule we use on languages is it takes 50 hours to get a base in a language (1d6+Comm mod). For each additional language you know over your native one, you subtract one from the 50 hours. Another words, the more languages you know, the easier it is to pick up new ones. Serazh > > From: tcantine at incentre.net (Thomas M. Cantine) > Date: 2003/02/04 Tue AM 12:30:43 EST > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Language, literacy and magic prices > > Hello, all. Nice to find an RQ rules list again after all these years. I > used to be on one about 6 or 7 years ago, but it vanished. > > Anyway, I've had some thoughts on the topics I've been reading here: > > Languages > > In general, I think the RQ3 rules are pretty good as they stand with > respect to languages and literacy. I do think that there should be some > overlap between related languages, but I'm not quite sure how to work it. > > There's one point I'd like to toss out for discussion, which is that any > new rule should reflect that language skills can reinforce each other. > Knowing two related languages should be more helpful in being able to > decipher a third language than just knowing one. For example, I find that > my knowing a bit of French, COMBINED with my command of English, makes it > easier for me to figure out what's being said in Italian, Spanish or even > German. What's more, knowing a bit of French actually makes me more fluent > in my native English. Indeed, even studying Japanese, a language which is > almost completely unrelated to English, has strengthened by grasp of > grammatical principles in general, thereby improving my English fluency. > > On a practical level, for RQ purposes, I'm not sure how to implement this, > but I do think that a character who speaks English AND French at 40% each > should have a much better chance at figuring out Portuguese than a > character who speaks only English or only French, even at 60%. > > > Commercial Magic Retail Costs > > The basic costs in the Gamemasters Book seem fairly straightforward to me, > and pretty well justified. The tables are helpful enough, but I think the > point to bear in mind is that these are guidelines; any time you have an > adventurer buying a significant spell or enchantment, you should have some > serious negotiating going on, and the adventurer shouldn't be surprised if > it takes several days just to get a price named. I mean, nobody with any > appreciable amount of magical power should be just zapping it off for a > standard list price, no questions asked. If I'm a skilled sorcerer, and > some armoured yahoo strolls in asking for high intensity Resist Damage for > the next few weeks, I'm going to be wondering what's up. If this fellow is > getting juiced up to go assassinate the King or make important enemies, I > wanna know. And if he's setting himself up to be a potential threat to ME, > I'm going to be paying very close attention. > After-the-fact stuff like Treat Wounds, Neutralize Poison, I'm not > going to worry about so much. Square the number of MP spent, and pay me > that in coins for my trouble, and off you go. Resurrection, you'll have to > see the priest at the temple next door, and he's probably going to charge a > lot. Not that I'd blame him. 3 POW isn't something you can blow off > everyday, after all. 3000 pennies is very reasonable, I think. > > But then, I tend to prefer low-magic campaigns, where magic is something > rare and special, and those who know how to use it at all have reason to be > wary. > > /=================================\ > | Thomas M. Cantine | > | "Will Think For Food" | > \=================================/ > http://www.incentre.net/tcantine > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From serazh at bellsouth.net Wed Feb 5 01:57:25 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Tue, 4 Feb 2003 9:57:25 -0500 Subject: [RQ-Rules] Trivia/Arcane Lore/Mystic Knowledge etc Message-ID: <20030204145725.NRQK7679.imf31bis.bellsouth.net@mail.bellsouth.net> We made a lore called Legend Lore, to cover old magics and items. Everyone starts with a 5% base, on the theory that we have all heard legends of things growing up as childhood stories. Serazh > > From: "Tony Den" > Date: 2003/02/04 Tue AM 01:43:30 EST > To: > Subject: [RQ-Rules] Trivia/Arcane Lore/Mystic Knowledge etc > > Is there maybe a knowledge based skill in RQ 2 or 1 which refers to > mystical knowledge. Sometimes my characters may come across something > which in my opinion, should not be commonly known, such as with a > successful world lore roll. Maybe a secret held by a small and much > ignored cult or something similar. I was thinking of making an Arcane Lore > skill - which can only be increased by actually finding and decifering > ancient tomes etc, so it will be strictly controlled, meaning that > characters may spend years of research to gain a few points. > > > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From soltakss at yahoo.com Wed Feb 5 02:10:17 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Tue, 4 Feb 2003 15:10:17 +0000 (GMT) Subject: [RQ-Rules] Quick Character Update, Prices on magical services in RQ In-Reply-To: <20030203205105.742AA4C26B@thinbits.com> Message-ID: <20030204151017.52202.qmail@web9608.mail.yahoo.com> Tony Den: > I was wondering if anyone knows of/has come up with a quick formule for > updating characters that have not been activly played but have also been > assumed to be busy and not just loafing about as time passes by. One of the old Chaosium supplements (maybe Thieves' World or Thieves' World Companion) had a table for working out what happened to a character in down-time. As I recall, you could have romantic liasons, find old friends and enemies, gain and lose fortunes and even die. Now, I'd be a bit annoyed if I rolled my down-time experience and found that I had died. > What I did with one NPC was to first work out his aging - he is now 48 so > would take the usual risk of losing on stats. Then I said he would get > 1D20 exp per year, 1D6 training and 1D4 research. So I rolled 1D20 14 > times (for 14 years) and split the total of all rolls amongst the skills > he would be most likley to get exp in- Dodge, Sword, etc. Why not say that he spent so many years as an apprentice stonemason, so many years as an adventurer and use the Prior Experience adds for those occupations? If you wanted, you could double the gains to reflect intensive study. It's a lot easier than rolling dice. Bjorn Stolen: > I find the rules conserning calculation of prices on magical services > in RQ a bit difficult. Have you any clear and good rules on calculating > base prises on enchanted pow, pow use, divine spells cast, spirit > spells\sorceryspells cast, etc? What we did was use a rough scale: 1000L for every point of POW expended 1000L for every Divine Spell cast 1/10 cost of any Spirit Magic Spell cast 100L per point of Sorcery Intensity/Range/Duration/Multispell 5,000L for summoning an otherworld creature 10,000L for a Resurrection We also modified this by giving multipliers: 1x Same or Associate Cult/Friend 0.5x Same party/Good Friend 2x Neutral cult/someone we didn't like We used the RQ2 costs for Spell Teaching, so 500L cumulative per point of variable spell, non-variable spells cost between 500L and 2000L. So, buying Heal 6 would cost 10,500L but paying for a casting of Heal 6 would cost 1,050L. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From Nick.Middleton at invensys.com Wed Feb 5 02:20:47 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 4 Feb 2003 15:20:47 +0000 Subject: [RQ-Rules] Quick Character Update, Prices on magical services in RQ Message-ID: >> I was wondering if anyone knows of/has come up with a quick formule for >> updating characters that have not been activly played but have also been >> assumed to be busy and not just loafing about as time passes by. > >One of the old Chaosium supplements (maybe Thieves' World or Thieves' World >Companion) had a table for working out what happened to a character in >down-time. As I recall, you could have romantic liasons, find old friends and >enemies, gain and lose fortunes and even die. Now, I'd be a bit annoyed if I >rolled my down-time experience and found that I had died. It's a while since I looked at it but that sounds like the down-time system from Midkemia Press' Cities supplement (which I have the RQIII version of by AH). Quite a good system IIRC, although perhaps a little heavy on detail for covering a period of a decade or more. I don't remember being able to die, but it is a while since I looked at it. I'll try to remember to look it out when I get home tonight. Cheers, Nick Middleton. From stolenbjorn at hotmail.com Wed Feb 5 11:38:24 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 05 Feb 2003 00:38:24 +0000 Subject: [RQ-Rules] Trivia/Arcane Lore/Mystic Knowledge etc Message-ID: I've made my own layout character sheet, with loads of slots open in the skills categories for add -on skills. I like this; I've got it from our Call of Cthulhu games where the GM encourages us to come up with the most insane skills. My favourite character David Schnyskelstein had skills like Set needle, slide down steep slopes, scream in a horryfying way, orchestrate chour, detect german loocking guys, etc. Another dude; a rather old one had 75% in pilot wheelchair... This adds flavour to both session and character (can develop into plain sillyness from time to time, though) >I'm not sure but I've also created a few lore skills for the arcane. >Weather Lore and >Demonology come to mind. Weather Lore is "arcane" as far as the >common adventurer >is concerned. Most can look up and realize those dark clouds >overhead and rising >winds mean a storm is coming but almost none realize the same in the >mountains far >to the west means a flash flood at the nearby river in 3 hours. > >Tony Den wrote: > >>Is there maybe a knowledge based skill in RQ 2 or 1 which refers to >>mystical knowledge. Sometimes my characters may come across >>something >>which in my opinion, should not be commonly known, such as with a >>successful world lore roll. Maybe a secret held by a small and much >>ignored cult or something similar. I was thinking of making an >>Arcane Lore >>skill - which can only be increased by actually finding and >>decifering >>ancient tomes etc, so it will be strictly controlled, meaning that >>characters may spend years of research to gain a few points. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 5 11:46:42 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 05 Feb 2003 00:46:42 +0000 Subject: [RQ-Rules] RE: Lunar Empire; it's domestical magical trinkets and gadgets Message-ID: >Lunars have limited access to flying magics, but they do have lots of >levitation. I'm not sure how the moon boats work. I suspect that they >levitate, but I'm not sure how they get forward motion - maybe sails, maybe >oarsmen with magic oars. > >Flying chariots would surely be pulled by demons. > According to material downloaded from Issaries.inc and a "moonie madness"-link, the propulsion of the moon boats have something to do with the glowline and the red moon itself. When I talk about lunar tech; I won't have them waging war in hovertanks, etc. Allthough it's dangerous to start comparing the world of glorantha with our world, I'll use a metaphor from our world: During the cold war, the east and west was allmost similar in tech (until the start of the 80's) but on the civilian sphere, the two worlds was decades apart. I'd rather wiev the God Learners to be rather like the west; good in civilian and military tech, whereas the Lunar Empire is allmost as clever on the civilian sphere but far behind on the military field. IMO the motivation for civilian development is the growing wealth of the upper class, the corrumpation of normes, morale, etc. The most important thing is to overdo the neighbour's garden, carpark, etc. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From dahak at compuserve.com Wed Feb 5 12:23:16 2003 From: dahak at compuserve.com (dahak at compuserve.com) Date: Wed, 05 Feb 2003 01:23:16 -0000 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #109 - 13 msgs In-Reply-To: <20030203205107.5520C4C1DC@thinbits.com> Message-ID: <3E406784.19147.288D259@localhost> On 3 Feb 2003 at 12:51, rq-rules-request at crashbox.com wrote: > Date: Mon, 3 Feb 2003 07:41:14 +0200 (SAST) > From: "Tony Den" > > I was wondering if anyone knows of/has come up with a quick formule for > updating characters that have not been activly played but have also been > assumed to be busy and not just loafing about as time passes by. What has > happened is some characters from an old campaign are being dusted off. > Some 14 years have passed on the game world. All the palyers have deicded > that their characters have been busy. > The above method seems to have worked okay, he gained well in some fields, > but really did not get the hang of some stuff he tried to research. > > Soo, any thoughts? Simplest, just choose the Backgrounds from the Character Gen chapter that best fit and give them 14 years of those [Or 4d6 for every point per year listed perhaps.] Adam From stolenbjorn at hotmail.com Wed Feb 5 19:17:09 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 05 Feb 2003 08:17:09 +0000 Subject: [RQ-Rules] more on Related languages Message-ID: The way I illustrate the thing with related languages, is to let it count in on the roleplaying (that became a wierd sentence...) What I mean is that if two persons try to comunicate and 5% is the highest level the poorest of the two have in the used language, their womunication is more limited than if they have related languages (from same lingo group; f.eks "Tehylan") -but no actual skill in the others language. If two barbarian dudes meet, for instance, I then look at the map to see how far apart the two countries are, and improvise from there. An ecsample from the "real" barbarian languages (Germanic): Norwegian, Swedish and Danish (= nordic) is so similar that it should be regarded as dialects. Islandics and duch people are harder to get, but there's still a lot of common words (Islandic is partly preserved norwegian from the Viking age, and little have changed for 1000 years!) But trying to speak with englishmen or germans is more difficult. It would still be possible to understand elementary sentences. I stayed one weekend with a german family when I was 11 years. The mother in the family could only speak german, and I could only speak Norwegian + some english. We still comunicated OK, as long as we sticked to stuff as "-have you slept well?", etc. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From phil.hibbs at cgey.com Wed Feb 5 21:05:00 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 5 Feb 2003 10:05:00 -0000 Subject: [RQ-Rules] RE: Quick Character Update Message-ID: <993BE7B40B41D31193C50008C75F68F207E97A9D@exast02.capgemini.co.uk> >It's a while since I looked at it but that sounds like the down-time >system from Midkemia Press' Cities supplement (which I have the RQIII >version of by AH). Yes, I believe that "Cities" and "Thieves World" had at least one author in common. I noticed that the "Runequest Cities" version still mentions Gold Pieces in a couple of places. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From soltakss at yahoo.com Thu Feb 6 00:49:05 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 5 Feb 2003 13:49:05 +0000 (GMT) Subject: [RQ-Rules] Langiages/Magic Costs/Arcane Knowledge/Flying Chariots In-Reply-To: <20030205005903.682114C26C@thinbits.com> Message-ID: <20030205134905.7087.qmail@web9604.mail.yahoo.com> Thomas M. Cantine: > In general, I think the RQ3 rules are pretty good as they stand with > respect to languages and literacy. I do think that there should be some > overlap between related languages, but I'm not quite sure how to work it. RQ3 actually has rules for this, with related languages having a simple penalty, so if I have Speak Sartarite 60% then I could use it to speak Tarshite at 50% (or something similar). There is even a table of related languages and the associated penalties somewhere. > The basic costs in the Gamemasters Book seem fairly straightforward to me, > and pretty well justified. The tables are helpful enough, but I think the > point to bear in mind is that these are guidelines; any time you have an > adventurer buying a significant spell or enchantment, you should have some > serious negotiating going on, and the adventurer shouldn't be surprised if > it takes several days just to get a price named. The prices for magic in RQ3 were far too low, in my opinion. I use the RQ2 magic prices and the RQ3 equipment prices, making everything more expensive. As to the cost of spells, some people will help people they know without haggling. Friendly temples will generally cast their spells, if practical, at the standard costs. The problems happen when you ride into a strange town and approach the local sorcerer, priest or shaman and ask him to cast some exotic spell for you. Most of the time, you should be told to get lost, unless you wave a big bag of gold in his face. Tony Den: > Is there maybe a knowledge based skill in RQ 2 or 1 which refers to > mystical knowledge. Sometimes my characters may come across something > which in my opinion, should not be commonly known, such as with a > successful world lore roll. Maybe a secret held by a small and much > ignored cult or something similar. I was thinking of making an Arcane Lore > skill - which can only be increased by actually finding and decifering > ancient tomes etc, so it will be strictly controlled, meaning that > characters may spend years of research to gain a few points. In RQ2 there was General Knowledge, which meant the character has a chance of knowing pretty much anything, but was extremely slow to learn. White Dwarf had Demonology. In RQ3 there are (Any) Lore skills to cover all eventualities. So, you could have (Cult) Lore for each cult, (Demon) Lore for a particular type of demon, Glorantha Lore for general Gloranthan knowledge and so on. The problem with a simple skill to cover all arcane knowledge is that those who use arcane powers by definition do not want to share it with others, so if I had EWF Arcane Lore and found a Dara Happan scroll, my EWF Arcane Lore wouldn't ne of much help. If I had Arcane Lore and I came from Sartar then there is no reason why that Lore would give me knowledge about Jrusteli documents, unless it was a difficult skill that involved study of all types of documents. Phil Hibbs: > Bjorn Stolen: > >This could allso spread into the communications with chariots > >without horses...Flying objects... (mobility, etc) > > Lunars have limited access to flying magics, but they do have lots of > levitation. I'm not sure how the moon boats work. I suspect that they > levitate, but I'm not sure how they get forward motion - maybe sails, maybe > oarsmen with magic oars. I saw a description of how Moonboats work, somewhere, but can't remember a word of it. I think they are blown along by the Moon Winds, which are apparently those winds captured by the Red Goddess, but that sounds as though Orlanthi could scupper a Moonboat fairly easily. > Flying chariots would surely be pulled by demons. Or Pegasi, or Sky Bulls, or Hippogriffs, or Griffins, or teams of Wind Children, or Dragons, or Wyverns. I've always wondered about flying chariots, they can't just be chariots pulled along by flying beasts otherwise they would fall down below the beasts instead of being pulled along behind them. Has anyone got any ideas? Nick: > It's a while since I looked at it but that sounds like the down-time system > from Midkemia Press' Cities supplement (which I have the RQIII version of > by AH). Quite a good system IIRC, although perhaps a little heavy on detail > for covering a period of a decade or more. I don't remember being able to > die, but it is a while since I looked at it. That's probably it. The RQ2 version was by Chaosium, so they might have tidied things up a bit for RQ3. I prefered to roleplay the events rather than roll on a table, but each to his own. Bjorn Stolen: > I've made my own layout character sheet, with loads of slots open in the > skills categories for add -on skills. I like this; I've got it from our > Call of Cthulhu games where the GM encourages us to come up with the most > insane skills. My favourite character David Schnyskelstein had skills like > Set needle, slide down steep slopes, scream in a horryfying way, > orchestrate chour, detect german loocking guys, etc. Another dude; a rather > old one had 75% in pilot wheelchair... This adds flavour to both session > and character (can develop into plain sillyness from time to time, though) When we played Call of Cthulhu, the GM gave us a set number of points, so that we could tailor our characters and pretty much allocate those points to whichever skills we wanted. Pete's character ended up with Shotgun 300% and very little else, as I recall. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From phil.hibbs at cgey.com Thu Feb 6 22:50:14 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 6 Feb 2003 11:50:14 -0000 Subject: [RQ-Rules] RE: Sylphs Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AA4@exast02.capgemini.co.uk> There are many other reasons why an area enchantment on a shield wouldn't do the trick. 1. The shield becomes critical to the formula, one decent acid blast and you have to make a new enchantment. And you're falling out of the sky (unless you still go with the Flight spell with sylph for added speed). Casting Protection on the shield might help, if you use the Heroes FAQ rule (it protects the shield from damage, but doesn't just make the AP's higher). 2. Elementals can only regain hit points while they are on the spirit plane. One decent shot with a firearrow ... see 1. Again, Protection (or Shimmer) on the sylph has got to be a good investment. 3. The rules for what you can do with a bound spirit are different for spirits bound into areas than for spirits bound into items. It isn't clear from the RQ3 rules that you can actually get an area-effect spirit to do anything - it requires some fairly "creative" reading. As I understand it, the only ways to get a spirit to do something are: 1. Keep it in yout fetch, and get it to perform one task. 2. Keep it in a binding, and get it to perform one task. 3. Keep it in a binding, and when you want to use it, cast Control on it, then put it back in the binding before the 5 minutes is up. With an elemental, you have the added problem that you have to release it back on to the Spirit Plane to heal, then replace it somehow. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Thu Feb 6 22:58:53 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 6 Feb 2003 11:58:53 -0000 Subject: [RQ-Rules] RE: Languages/Flying Chariots Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AA5@exast02.capgemini.co.uk> Simon Phipp: >There is even a table of related >languages and the associated penalties somewhere. The Players Book from the Genertela box. Me: >> Flying chariots would surely be pulled by demons. Simon: >Or Pegasi, or Sky Bulls, or Hippogriffs, or Griffins, or teams of Wind >Children, or Dragons, or Wyverns. I would be surprised to find Sky Bulls, Wind Children, or anything draconic in the service of the Lunar Empire. I'm not saying they don't have a few, but they'd be rare. The others would be less rare, but still quite hard to come by. In fact, anything flying would be rare in the empire - they just don't fly much. >they can't just be chariots pulled along by flying beasts otherwise they >would fall down below the beasts instead of being pulled along behind them. Don't be silly! Of course a flying creature can pull a chariot! You think physics has anything to do with it? Gravity? That's God Learner talk! Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From jeff.kyer at cgi.com Fri Feb 7 01:16:26 2003 From: jeff.kyer at cgi.com (KYER, JEFFREY) Date: Thu, 06 Feb 2003 09:16:26 -0500 Subject: [RQ-Rules] Gloranthacon Pre-Reg extended (plus a Hotel & Badge deal!) Message-ID: <3E426E3A.C37D1E88@cgi.com> Fellow Tribesfolk! Just a quick note to let you all know that, with the success of Pay Pal,we are extending the Pre-Registration period for Gloranthacon to February 28, 2003. Once again, pre-registration is $50 US ($75 CDN) Hotel rooms can be reserved by contacting Toronto Colony Hotel at 1-800-387-8687 (or 416-977-0707). Don't forget to ask for our convention rate! Single or Double $70 US ($109 CDN) Triple $80 US ($129 CDN) Quad $90 US ($139 CDN) If you have any troubles getting the hotel rate, contact us at gloranthacon at glorantha.com and we will sort things out. Hotel & Con Badge Deal To encourage those who are concerned about costs, Gloranthacon is also setting up a deal to help those traveling solo. A single room can be expensive for some so we are going to help people 'double up' if they cannot find a companion. For $145 US ($215 CDN) we will provide a weekend convention pass and hotel accomodations on Friday and Saturday night in a tripple room. (This price includes hotel taxes). That means a room cost of about $50 US/night - a considerable savings. However we can only do this for preregistered and pre-paid attendees. Contact us via email for further details. Hope to see you in March! Jeff Kyer Gloranthacon Organizer and Sacrificial King From phil.hibbs at cgey.com Fri Feb 7 03:30:45 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 6 Feb 2003 16:30:45 -0000 Subject: [RQ-Rules] RE: Quick Character Update Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AAB@exast02.capgemini.co.uk> Adam: >Simplest, just choose the Backgrounds from the Character Gen chapter >that best fit and give them 14 years of those I would allow a few years of Quick Experience (30 pts per year IIRC) but bear in mind that this can't take skills over 75%. If the player wants a more rounded set of skills, I'd let them take 5 years of one occupation and 10 years of another. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From leonbk at yahoo.com Fri Feb 7 03:32:43 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 6 Feb 2003 08:32:43 -0800 (PST) Subject: [RQ-Rules] RE: Sylphs In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97AA4@exast02.capgemini.co.uk> Message-ID: <20030206163243.13081.qmail@web41101.mail.yahoo.com> --- "Hibbs, Phil" wrote: > 1. The shield becomes critical to the formula, one > decent acid blast and you > have to make a new enchantment. And you're falling > out of the sky (unless > you still go with the Flight spell with sylph for > added speed). Casting > Protection on the shield might help, if you use the > Heroes FAQ rule (it > protects the shield from damage, but doesn't just > make the AP's higher). Nothing is perfect, however, it seems to me that if anyone is going to go to so much trouble in making such an item, then several strengthening/armoring enchantment on the shield may be in order. An iron kite shield 24 + 7(ench) = 31AP, that would have to be one heck of an acid blast to destroy in one shot. A Protection 4 or 6 would make it that much harder. > > 2. Elementals can only regain hit points while they > are on the spirit plane. I am not sure about that, but I a willing to go along with it. They can be healed however. > One decent shot with a firearrow ... see 1. Again, > Protection (or Shimmer) on the sylph has got to be > a good investment. I will go with protection as a better choice. In my experience they will be hit! > > With an elemental, you have the added problem that > you have to release it > back on to the Spirit Plane to heal, then replace it > somehow. Just heal it. They have physical bodies they can be touched. __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From phil.hibbs at cgey.com Fri Feb 7 03:55:32 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 6 Feb 2003 16:55:32 -0000 Subject: [RQ-Rules] RE: Prices on magical services in RQ Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AAC@exast02.capgemini.co.uk> >5,000L for summoning an otherworld creature That seems rather harsh - did you always use this, or would, for example, getting the Chalana Arroy to summon a cult Helaing Spirit cost rather less than this? >10,000L for a Resurrection Resurrection for sale? Surely some mistake! >We used the RQ2 costs for Spell Teaching, so 500L cumulative per point >of variable spell, non-variable spells cost between 500L and 2000L. So, >buying Heal 6 would cost 10,500L but paying for a casting of Heal 6 would >cost 1,050L. 500L wasn't a lot in RQ2, but 500 pennies is a lot in RQ3. The money scales just aren't compatable between the games. 1,000 pennies for a single casting of Heal 6 is outrageous, especially if it's a local acolyte or initiate of your cult casting it. I wish I could nail down the difference between your GM style and mine - sometimes you're more generous, sometimes less, and it's very confusing. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Fri Feb 7 22:38:13 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Fri, 7 Feb 2003 11:38:13 -0000 Subject: [RQ-Rules] RE: Sylphs Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AAE@exast02.capgemini.co.uk> Me: >> 2. Elementals can only regain hit points while they >> are on the spirit plane. Leon: >I am not sure about that, but I a willing to go >along with it. They can be healed however. I'm not convinced that they can. The phrase "cannot regain hit points until they return to the spirit plane" seems fairly clear to me - although the wording may not be precise as this is from memory. They have a physical form, but it isn't the same kind of body as normal creatures have. You can't heal a gnome for the same reason that you can't heal a brick wall. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From pascal.dury at fr.unisys.com Sat Feb 8 00:34:57 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Fri, 7 Feb 2003 07:34:57 -0600 Subject: [RQ-Rules] RE: Sylphs Message-ID: <5FA5BB3B120AD3119D5C00105A16403D0784F34C@FR-DEF-EXCH-1> Phil Hibbs wrote : I'm not convinced that they can. The phrase "cannot regain hit points until they return to the spirit plane" seems fairly clear to me - although the wording may not be precise as this is from memory. They have a physical form, but it isn't the same kind of body as normal creatures have. You can't heal a gnome for the same reason that you can't heal a brick wall. Phil, My interpretation would be that they can not 'naturally' regain those points. However, if you can not heal the elementals with a healing spell, you could use a form/set [substance] spell which according to the description can be use to repair up to 1 pt of damage on the substance per Intensity. Pascal From phil.hibbs at cgey.com Sat Feb 8 00:50:02 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Fri, 7 Feb 2003 13:50:02 -0000 Subject: [RQ-Rules] RE: Sylphs Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AAF@exast02.capgemini.co.uk> Leon: >>I am not sure about that, but I a willing to go >>along with it. They can be healed however. Me: >I'm not convinced that they can. The phrase "cannot regain hit points >until they return to the spirit plane" seems fairly clear to me - On re-reading the rules, it actually says something like "Elementals or other creatures bound into items cannot regain their hit points until they somehow manage to return to the Spirit Plane". So, the restriction only applies to creatures bound into objects, in the same way as the ability to command the bound creature only applies to creatures bound into objects. I'm still not convinced that Healing works on elementals, though. Or hellions. Maybe it does work on nymphs, but probably not on wraiths. Any other pseudo-creatures with hit points I've forgotten? Chonchons? I'm not sure, it probably does - if a crocodile can eat one... Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From steve at perrinworlds.com Sat Feb 8 02:11:02 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 7 Feb 2003 07:11:02 -0800 Subject: [RQ-Rules] RE: Sylphs References: <993BE7B40B41D31193C50008C75F68F207E97AAE@exast02.capgemini.co.uk> Message-ID: <009401c2cebb$217ea7b0$f4407442@wizard> Actually, it depends on how anal you are about healing spells. Regain hit points means exactly what it says, with the emphasis on "regain." That is a game-described process of natural healing. They cannot naturally heal. Magical healing is another thing entirely. On the other hand, for a gnome at least, perhaps a Repair spell would be more appropriate. Please note first sentence. I am no longer a rules authority and remember long discussions about whether someone could heal someone of another race. Anyone remember Xenohealing? The result of the discussions has long fled my memory. I tend to think Healing works, period, but I am a notorious magicphile. Steve Perrin, sticking his nose into a discussion and starting to drown ----- Original Message ----- From: "Hibbs, Phil" To: Sent: Friday, February 07, 2003 3:38 AM Subject: [RQ-Rules] RE: Sylphs > Me: > >> 2. Elementals can only regain hit points while they > >> are on the spirit plane. > > Leon: > >I am not sure about that, but I a willing to go > >along with it. They can be healed however. > > I'm not convinced that they can. The phrase "cannot regain hit points until > they return to the spirit plane" seems fairly clear to me - although the > wording may not be precise as this is from memory. They have a physical > form, but it isn't the same kind of body as normal creatures have. You can't > heal a gnome for the same reason that you can't heal a brick wall. > > Phil Hibbs. > > > **************************************************************************** **************** > " This message contains information that may be privileged or confidential and > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > the person to whom it is addressed. If you are not the intended recipient, you > are not authorized to read, print, retain, copy, disseminate, distribute, or use > this message or any part thereof. If you receive this message in error, pl ease > notify the sender immediately and delete all copies of this message ". > **************************************************************************** **************** > > _______________________________________________ > 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 Sat Feb 8 05:59:55 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 7 Feb 2003 10:59:55 -0800 (PST) Subject: [RQ-Rules] RE: Sylphs In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97AAF@exast02.capgemini.co.uk> Message-ID: <20030207185955.8391.qmail@web41104.mail.yahoo.com> --- "Hibbs, Phil" wrote: > I'm still not convinced that Healing works on > elementals, though. Or > hellions. Maybe it does work on nymphs, but probably > not on wraiths. Any > other pseudo-creatures with hit points I've > forgotten? Chonchons? I'm not > sure, it probably does - if a crocodile can eat > one... My take on this is: If it has hit points, it can be healed. The major the only exception which I can think of are zombies, which must be repaired instead of healed. Under the old rules Healing was only 1/2 effective on members of species different from the caster and Xenohealing was 100% effective on all creatures no matter the races involved. On a separate topic, I am not really comfortable withroamingtals romming the spirit plane. I always believed that elementals should be in the domain of sorcerersnd sorcerors and not subject to bindings through spirit combat. Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From serazh at bellsouth.net Sat Feb 8 08:17:24 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Fri, 7 Feb 2003 16:17:24 -0500 Subject: [RQ-Rules] RE: Sylphs Message-ID: <20030207211726.MNFZ12463.imf25bis.bellsouth.net@mail.bellsouth.net> In our game world, they are summoned from the world spirit, and do not ever go on the spirit plane. Also some of the gods have summoning, command, and binding for ones allied with their cult ie the earth god offers summon, command, bind earth elemental, the goddess of the air does air elementals etc. As far as healing they can be, but it is half effectiveness because of different species. Serazh > > From: Leon Kirshtein > Date: 2003/02/07 Fri PM 01:59:55 EST > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] RE: Sylphs > > --- "Hibbs, Phil" wrote: > > I'm still not convinced that Healing works on > > elementals, though. Or > > hellions. Maybe it does work on nymphs, but probably > > not on wraiths. Any > > other pseudo-creatures with hit points I've > > forgotten? Chonchons? I'm not > > sure, it probably does - if a crocodile can eat > > one... > > My take on this is: If it has hit points, it can be > healed. The major the only exception which I can > think of are zombies, which must be repaired instead > of healed. > > Under the old rules Healing was only 1/2 effective on > members of species different from the caster and > Xenohealing was 100% effective on all creatures no > matter the races involved. > > On a separate topic, I am not really comfortable > withroamingtals romming the spirit plane. I always > believed that elementals should be in the domain of > sorcerersnd sorcerors and not subject to bindings > through spirit combat. > > Leon Kirshtein > > __________________________________________________ > Do you Yahoo!? > Yahoo! Mail Plus - Powerful. Affordable. Sign up now. > http://mailplus.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 Sat Feb 8 16:37:28 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 7 Feb 2003 21:37:28 -0800 Subject: [RQ-Rules] RE: Sylphs References: <20030207185955.8391.qmail@web41104.mail.yahoo.com> Message-ID: <006801c2cf34$2b9577a0$f4407442@wizard> Well, actually Leon, Elementals as originally described were the domain of priests of elemental gods. That was a priestly spell, Summon Elemental. Once sorcerers were introduced, the paradigm of the elemental was completely altered, so I imagine elemental spirts on the spirit plane are a justifiable addition to the lexicon. Steve Perrin, who has been so good about keeping out of this discussion... ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Friday, February 07, 2003 10:59 AM Subject: Re: [RQ-Rules] RE: Sylphs > On a separate topic, I am not really comfortable > withroamingtals romming the spirit plane. I always > believed that elementals should be in the domain of > sorcerersnd sorcerors and not subject to bindings > through spirit combat. > > Leon Kirshtein > > __________________________________________________ > From leonbk at yahoo.com Sat Feb 8 18:26:59 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 7 Feb 2003 23:26:59 -0800 (PST) Subject: [RQ-Rules] RE: Sylphs In-Reply-To: <006801c2cf34$2b9577a0$f4407442@wizard> Message-ID: <20030208072659.48020.qmail@web41110.mail.yahoo.com> --- Steve Perrin wrote: > Well, actually Leon, Elementals as originally > described were the domain of > priests of elemental gods. That was a priestly > spell, Summon Elemental. Once > sorcerers were introduced, the paradigm of the > elemental was completely > altered, so I imagine elemental spirts on the spirit > plane are a justifiable addition to the lexicon. Well, I do not think they belong there. I guess I have a more D&Dish view of the way things should be which includes elemental planes. By the way, has anyone ever came up with Light elemental? We have shades for darkness, but nothing for light. > Steve Perrin, who has been so good about keeping out > of this discussion... That is nothing to brag about. We alway value your input and I personally feel slighted if you have an opinion and do not share it. Leon __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From steve at perrinworlds.com Sun Feb 9 07:00:02 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sat, 8 Feb 2003 12:00:02 -0800 Subject: [RQ-Rules] RE: Sylphs References: <20030208072659.48020.qmail@web41110.mail.yahoo.com> Message-ID: <007701c2cfac$ab8c7a30$f4407442@wizard> Until recently, mosttly the discussion was between people who were doing things I would never do with the rules. If I want to write/play a superhero game, I play a superhero game. But we started getting into intent of the rules and their historical (within the game) roots, and on that I have opinions. But in many cases they are opinions as hazy as my memory of the discussions that led to the rules being written. Since I am looked on as a source of knowledge, I try not to get involved in discussions where my position might give a fallacious impression of "the right way." I sold my babies. You raise them the way you want to. Steve Perrin, creator of stuff ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Friday, February 07, 2003 11:26 PM Subject: Re: [RQ-Rules] RE: Sylphs > --- Steve Perrin wrote: > > Well, actually Leon, Elementals as originally > > described were the domain of > > priests of elemental gods. That was a priestly > > spell, Summon Elemental. Once > > sorcerers were introduced, the paradigm of the > > elemental was completely > > altered, so I imagine elemental spirts on the spirit > > plane are a justifiable addition to the lexicon. > > Well, I do not think they belong there. I guess I > have a more D&Dish view of the way things should be > which includes elemental planes. > > By the way, has anyone ever came up with Light > elemental? We have shades for darkness, but nothing > for light. > > > Steve Perrin, who has been so good about keeping out > > of this discussion... > > That is nothing to brag about. We alway value your > input and I personally feel slighted if you have an > opinion and do not share it. > > Leon > > __________________________________________________ > Do you Yahoo!? > Yahoo! Mail Plus - Powerful. Affordable. Sign up now. > http://mailplus.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 jurrubin at earthlink.net Sun Feb 9 14:46:31 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sat, 08 Feb 2003 21:46:31 -0600 Subject: [RQ-Rules] RE: Sylphs References: <20030208072659.48020.qmail@web41110.mail.yahoo.com> <007701c2cfac$ab8c7a30$f4407442@wizard> Message-ID: <3E45CF17.1000609@earthlink.net> And in case you haven't heard it lately... Thank you for a game that's provided two decades of fun and comradery for my friends and me. It's helped people grow closer together and convinced one failing high school student who played in one of my campaigns that he can actually makes A's. He wrote a paper on castle siege techniques that he learned in my RQ-based campaign and received his first A because of it. He went on to become a officer in the U.S. Army instead of dropping out. Steve, you've give us and people throughout the world one damn fine creation. *tips hat in respect and admiration* David Smart Steve Perrin wrote: >I sold my babies. You raise them the way you want to. > >Steve Perrin, creator of stuff > > From soltakss at yahoo.com Mon Feb 10 01:26:28 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 9 Feb 2003 14:26:28 +0000 (GMT) Subject: [RQ-Rules] RE: /Flying Chariots/Prices of magical services In-Reply-To: <20030207115109.A3EE94C2C4@thinbits.com> Message-ID: <20030209142628.91032.qmail@web9608.mail.yahoo.com> Phil Hibbs: > Me: > >> Flying chariots would surely be pulled by demons. > > Simon: > >Or Pegasi, or Sky Bulls, or Hippogriffs, or Griffins, or teams of Wind > >Children, or Dragons, or Wyverns. > > I would be surprised to find Sky Bulls, Wind Children, or anything draconic > in the service of the Lunar Empire. I'm not saying they don't have a few, > but they'd be rare. The others would be less rare, but still quite hard to > come by. In fact, anything flying would be rare in the empire - they just > don't fly much. The Lunars use Wyvers quite a lot, though, in the Cradle scenario and in the Coders description. And yes, the Lunars don't fly much, but there again neither do the Orlanthi, apart from Wind Lords and worshippers of minor cults. > >they can't just be chariots pulled along by flying beasts otherwise they > >would fall down below the beasts instead of being pulled along behind > them. > > Don't be silly! Of course a flying creature can pull a chariot! You think > physics has anything to do with it? Gravity? That's God Learner talk! That's OK then. That's pretty much how I saw it. Leon Kirshtein: > Nothing is perfect, however, it seems to me that if > anyone is going to go to so much trouble in making > such an item, then several strengthening/armoring > enchantment on the shield may be in order. > > An iron kite shield 24 + 7(ench) = 31AP, that would > have to be one heck of an acid blast to destroy in one > shot. A Protection 4 or 6 would make it that much > harder. A good Vomit Acid (one of my favourite spells of all time) spell would do it. Phil Hibbs: > >> 2. Elementals can only regain hit points while they > >> are on the spirit plane. > > Leon: > >I am not sure about that, but I a willing to go > >along with it. They can be healed however. > > I'm not convinced that they can. The phrase "cannot regain hit points until > they return to the spirit plane" seems fairly clear to me - although the > wording may not be precise as this is from memory. They have a physical > form, but it isn't the same kind of body as normal creatures have. You > can't > heal a gnome for the same reason that you can't heal a brick wall. We always read that as meaning the elementals cannot naturally recover hit points through natural healing, but that they could be healed. In RQ2 they would need Xenohealing, in RQ3 it is double cost Heal. Of course, I wouldn't fancy putting my hand into a Salamander, Lune or Shade in order to heal it. Phil Hibbs: > >5,000L for summoning an otherworld creature > > That seems rather harsh - did you always use this, or would, for example, > getting the Chalana Arroy to summon a cult Helaing Spirit cost rather less > than this? Normally, we never paid anyone to summon creatures as most of our PCs had a good Summon skill and were in enough cults that they could summon most useful things. When we did need to summon things like Healing Spirits, we thought that 5000L wasn't too bad. > >10,000L for a Resurrection > > Resurrection for sale? Surely some mistake! Ah, but we played that any cult with Resurrection charged 10,000L, but Chalana Arroy tended to alow Resurrection on tick, with debts accruing that had to be paid off. I know the rules say that they cannot charge for it, but that is open to abuse. We also allowed the cult tithe to be used for paying for things like Resurrection as it was going to help the cult in the long run. So, we had the concept of Cult Credit, which was a count of the tithe taken minus the services bought with it, such as Healing, Training, Room and Board and Equipment. That way, we could keep track of who was a drain on the cult and who supported the cult financially. > >We used the RQ2 costs for Spell Teaching, so 500L cumulative per point > >of variable spell, non-variable spells cost between 500L and 2000L. So, > >buying Heal 6 would cost 10,500L but paying for a casting of Heal 6 would > >cost 1,050L. > > 500L wasn't a lot in RQ2, but 500 pennies is a lot in RQ3. The money scales > just aren't compatable between the games. 1,000 pennies for a single > casting > of Heal 6 is outrageous, especially if it's a local acolyte or initiate of > your cult casting it. If you compare the cost of Heal 6 to the cost of a suit of bronze plate, RQ2 has a suit of bronze plate costing 790L, RQ3 has it as 6750L, so a Heal 6 is expensive in RQ2 but cheap in RQ3. I personally think the cost of RQ3 spirit magic is very, very low. Spirit Magic should be expensive, but cults can teach it for free as part of cult duties and as part of prior experience. That way, a Humakti learning Bladesharp for free saves a substantial amount of money rather than saving a pittance. Also, performing services in exchange for learning spells suddenly becomes worthwhile. > I wish I could nail down the difference between your GM style and mine - > sometimes you're more generous, sometimes less, and it's very confusing. Basically, from an economics point of view, I take the RQ3 equipment costs, the RQ2 potions and spell costs and a variation of the RQ2 Treasure Factors that generates higher incomes for TFs over 100. If the PCs face a foe or series of foes, then I calculate their TF and roll to find their estimated worth. That is then converted into treasure, equipment and magic items that they will carry. The RQ2 TF rules always come out with more treasure than the RQ3 Danger Class rules. I always played that if the PCs could defeat a foe or group of foes then they were entitled to the rewards, if they could find them and take them away. Things are more exepnsive in my version of Glorantha, but the rewards are greater for adventurous PCs. Normal people, however, do not normally have money. They cannot afford to go out and buy a suit of armour or a new spell. They don't pay people to cast spells for them. Instead, they live their lives in service of their local cults and they are supported by their clan, their cult and their overlords. This means that weaponthanes are supplied with armour, training and spells by their clan or cult. Cults teach spells over a period of time. Sometimes, payment is by learning a spell rather than cash. So, most people operate in a cashless or cash-minimal society. If you look at the Standards of Living tables in RQ3, you will see that a suit of Bronze plate armour (6750L) costs more than the annual income of a knight, thane, merchant, outstanding warrior, well-to-do priest, powerful shaman or sorcerer. So, well-equipped adventurers live beyond their normal means. They do this by raiding and stealing which gives them a disproportionate income. However, they spend it on unusual things, such as armour, training or spells and so do not have the equivalent standard of living. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From talmeta at talmeta.net Tue Feb 11 10:33:18 2003 From: talmeta at talmeta.net (Tal Meta) Date: Mon, 10 Feb 2003 18:33:18 -0500 Subject: [RQ-Rules] RE: Sylphs References: <20030208072659.48020.qmail@web41110.mail.yahoo.com> Message-ID: <3E4836BE.3000201@talmeta.net> Leon Kirshtein wrote: > --- Steve Perrin wrote: > > By the way, has anyone ever came up with Light > elemental? We have shades for darkness, but nothing > for light. I did, the Flare... Flares (Light Elementals) Characteristics Average STR 1d6 3-4 SIZ 1 cubic meter POW 1d6 3-4 HP 1d6 3-4 Move 6 6 Flares manifest as globes of brilliantly shining light. Anyone within a flare has all of their senses overloaded, sight is impossible in the light, a vast roaring fills the ears, and the senses of taste, touch and scent fluctuate wildly from one extreme to another. A flare's primary attack is it's blinding presence, whereby it matches it's magic points vs. the target's CON. The flare must be touching or partially englobing the target's head to use this attack form. When a flare attacks, it may engulf 10 SIZ worth of opponents for each cubic meter of SIZ it possesses. Victims within a flare are grasped by it's STR (match STR vs. STR to overcome) and anyone grasped by the flare is subject to it's blinding attack. Anyone else remaining within the flare's presence loses 1 fatigue point per round to the wildly changing sensory input inside the flare's volume. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Avoidable complexity should indeed be avoided. From phil.hibbs at cgey.com Tue Feb 11 21:22:19 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 11 Feb 2003 10:22:19 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97ABE@exast02.capgemini.co.uk> Leon: >By the way, has anyone ever came up with Light >elemental? We have shades for darkness, but >nothing for light. Light is not an element, but fire is which is close. Light is a Power rune, IIRC. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From stolenbjorn at hotmail.com Wed Feb 12 00:10:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 11 Feb 2003 13:10:28 +0000 Subject: [RQ-Rules] The flare Message-ID: I liked the flare elemental. I think they could be the cousins of the fireelemental. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Wed Feb 12 00:24:32 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Tue, 11 Feb 2003 13:24:32 +0000 (GMT) Subject: [RQ-Rules] Elementals In-Reply-To: <20030210234809.B7C1A4C1FC@thinbits.com> Message-ID: <20030211132432.25620.qmail@web9608.mail.yahoo.com> Leon Kirshtein: > On a separate topic, I am not really comfortable > withroamingtals romming the spirit plane. I always > believed that elementals should be in the domain of > sorcerersnd sorcerors and not subject to bindings > through spirit combat. Funnily enough, HeroWars has Elementals coming from the Sorcery Plane and being commanded by Sorcerers. Animists and Theists have their own versions of elemental beings, so the current Gloranthan view is the same as yours. > Well, I do not think they belong there. I guess I > have a more D&Dish view of the way things should be > which includes elemental planes. Or a more HeroWarsish view. However, I like the idea of a big blob of darkness/water/earth/fire/air which can be summoned by Priests, Sorcerers or Shamans and used or bound, so I make no distinctions. Also, elemental deities should be able to summon elemental beings to help them, in RQ these are Elementals. I can't see why elemental shamans can't do the same, or at least can't go to their own part of the Spirit Plane and borrow one. It should be quite difficult for an Aldryami Shaman to capture a Salamander, though, because the Shaman would have to go to a different part of the Spirit Plane, in my opinion. I don't use the Spirit Plane Encounter Tables in my games. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From phil.hibbs at cgey.com Wed Feb 12 01:00:06 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 11 Feb 2003 14:00:06 -0000 Subject: [RQ-Rules] RE: The flare Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AC2@exast02.capgemini.co.uk> From bick10 at attbi.com Wed Feb 12 01:29:57 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Tue, 11 Feb 2003 14:29:57 +0000 Subject: [RQ-Rules] RE: The flare Message-ID: <20030211144126.6D4AB4C1FC@thinbits.com> > Phil Hibbs. > From a Gloranthan POV, the Flare elemental doesn't make sense, and not just > because Light isn't an Element. Each of the five senses has an elemental > association: > > Fire Sight > Air Smell > Dark Hearing > Water Taste > Earth Touch So, what about Lunes? Or are they the sixth sense? The Mind. > But as the great man says, YGMV. As I say, If I'm not having fun running the game, they the players arn't having any fun. So why bother playing if were not having fun. Thus, do what is fun. From serazh at bellsouth.net Wed Feb 12 01:36:34 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Tue, 11 Feb 2003 9:36:34 -0500 Subject: [RQ-Rules] RE: The flare Message-ID: <20030211143634.YOVS1351.imf40bis.bellsouth.net@mail.bellsouth.net> Its a game with magic, you put in anything that makes you happy, besides the normal elementals,we currently have the Rime (Ice), and the molten (Lava). The Rime is the elemental of the god of cold, the molten was created by a sorceror specializing in elementals. Serazh > > From: "Hibbs, Phil" > Date: 2003/02/11 Tue AM 09:00:06 EST > To: "'rq-rules at crashbox.com'" > Subject: [RQ-Rules] RE: The flare > > From a Gloranthan POV, the Flare elemental doesn't make sense, and not just > because Light isn't an Element. Each of the five senses has an elemental > association: > > Fire Sight > Air Smell > Dark Hearing > Water Taste > Earth Touch > > Only some kind of transelemental that embodied the power of more than one > element could affect more than one sense. > > But as the great man says, YGMV. > > Phil Hibbs. > > > ******************************************************************************************** > " This message contains information that may be privileged or confidential and > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > the person to whom it is addressed. If you are not the intended recipient, you > are not authorized to read, print, retain, copy, disseminate, distribute, or use > this message or any part thereof. If you receive this message in error, please > notify the sender immediately and delete all copies of this message ". > ******************************************************************************************** > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From phil.hibbs at cgey.com Wed Feb 12 01:36:40 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 11 Feb 2003 14:36:40 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AC3@exast02.capgemini.co.uk> Someone: >So, what about Lunes? Or are they the sixth sense? The Mind. That makes perfect sense! Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From talmeta at talmeta.net Wed Feb 12 02:22:49 2003 From: talmeta at talmeta.net (Tal Meta) Date: Tue, 11 Feb 2003 10:22:49 -0500 Subject: [RQ-Rules] RE: The flare References: <993BE7B40B41D31193C50008C75F68F207E97AC2@exast02.capgemini.co.uk> Message-ID: <3E491549.6060907@talmeta.net> Hibbs, Phil wrote: > Only some kind of transelemental that embodied the power of more than one > element could affect more than one sense. i designed them for the God of Light, in a world without Gloranthan elemental connotations. > But as the great man says, YGMV. So true. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Beware of all enterprises that require new clothes. From bick10 at attbi.com Wed Feb 12 02:26:33 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Tue, 11 Feb 2003 15:26:33 +0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <20030211153803.8568F4C011@thinbits.com> > Phil Hibbs. > That makes perfect sense! Pun the senses? From leonbk at yahoo.com Wed Feb 12 03:33:53 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 11 Feb 2003 08:33:53 -0800 (PST) Subject: [RQ-Rules] Elementals In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97AC3@exast02.capgemini.co.uk> Message-ID: <20030211163353.92940.qmail@web41111.mail.yahoo.com> Ok, what about a Selene? And who says that light is not an element? Maybe it was just imprisoned during God Time and is just waiting to be released by some heros. Personally, I think relating elements to senses is a strech. If you can accept darkness as an element there is no reason that light can not be viewed as one as well. Leon Kirshtein --- "Hibbs, Phil" wrote: > Someone: > >So, what about Lunes? Or are they the sixth sense? > The Mind. > > That makes perfect sense! > > Phil Hibbs. __________________________________________________ Do you Yahoo!? Yahoo! Shopping - Send Flowers for Valentine's Day http://shopping.yahoo.com From tom at zunder.org.uk Wed Feb 12 03:35:53 2003 From: tom at zunder.org.uk (TomZ Moz Work XP) Date: Tue, 11 Feb 2003 16:35:53 +0000 Subject: [RQ-Rules] OT: Links Message-ID: <3E492669.70704@zunder.org.uk> Off Topic I'm looking to build reciprocal links between my sites and others. If you have a roleplaying, moorcockian or Gloranthan website and wish to swap links, please email me off list. www.elric.org.uk www.griselda.org.uk From phil.hibbs at cgey.com Wed Feb 12 03:48:22 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 11 Feb 2003 16:48:22 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AC5@exast02.capgemini.co.uk> Leon Kirshtein: >If you can accept darkness as an element >there is no reason that light can not be viewed as one >as well. In Glorantha, darkness is an element. Light is not. I suppose you could quest to "discover" the elemental nature of a Power Rune, and I guess that's what the Red Goddess did to establish the Moon as an element, and maybe also the Young Elementals. It would be tricky, though. In any other game world, I would be surprised to find that darkness was an element, and would expect not to find shades as a kind of elemental. There may be something entirely similar, some other kind of darkness spirit that does fearshock and freezing damage, but it doesn't have to be an elemental. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From leonbk at yahoo.com Wed Feb 12 04:03:09 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 11 Feb 2003 09:03:09 -0800 (PST) Subject: [RQ-Rules] RE: Elementals In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97AC5@exast02.capgemini.co.uk> Message-ID: <20030211170309.1129.qmail@web41111.mail.yahoo.com> --- "Hibbs, Phil" wrote: > In Glorantha, darkness is an element. Light is not. > I suppose you could > quest to "discover" the elemental nature of a Power > Rune, and I guess that's > what the Red Goddess did to establish the Moon as an > element, and maybe also > the Young Elementals. It would be tricky, though. Therefore, it is possible. And nothing is more probable than telling a bunch of player characters "It would be tricky." > In any other game world, I would be surprised to > find that darkness was an > element, and would expect not to find shades as a > kind of elemental. There > may be something entirely similar, some other kind > of darkness spirit that > does fearshock and freezing damage, but it doesn't > have to be an elemental. All game systems borrow from each other, if not at design then at implementation. It would not surprise me at the least to run into a darkness element in any role playing game. Leon __________________________________________________ Do you Yahoo!? Yahoo! Shopping - Send Flowers for Valentine's Day http://shopping.yahoo.com From stolenbjorn at hotmail.com Wed Feb 12 19:58:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 08:58:32 +0000 Subject: [RQ-Rules] RE: Elementals Message-ID: Suggestion to allow Light elementals into Glorantha: They could be the result of the god learners tinkering with the fireelementals to create somthing like the lightbulb Thomas Eddison discovered. They made shafting Gods a proffession, and could easily have somthing like this, as there isn't made any rules to my knowledge on how their magic system workes\ed. I like the consept of having the players discovering lightelementals trapped in little glassbulbs hanging from ropes in an ancient GL lab... ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 12 20:07:40 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 09:07:40 +0000 Subject: [RQ-Rules] Question on the lunar magic Message-ID: ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From pascal.dury at fr.unisys.com Wed Feb 12 20:44:01 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Wed, 12 Feb 2003 03:44:01 -0600 Subject: [RQ-Rules] RE: Elementals Message-ID: <5FA5BB3B120AD3119D5C00105A16403D0784F47D@FR-DEF-EXCH-1> I always though of the different kind of elementals as opposite forces. As someone said : "every force has its opposite" So rather than associate elements with senses I merely think that they are opposite forces : Earth vs Air; Fire vs Water; Darkness vs Light; Lunes vs ? -> the opposite force surely exists, it is just that nobody ever find it yet Again it is my IMHO ... And probably tainted with God Learner "science" Pascal -----Message d'origine----- De : Hibbs, Phil [mailto:phil.hibbs at cgey.com] Envoy? : mardi 11 f?vrier 2003 17:48 ? : 'rq-rules at crashbox.com' Objet : [RQ-Rules] RE: Elementals Leon Kirshtein: >If you can accept darkness as an element >there is no reason that light can not be viewed as one >as well. In Glorantha, darkness is an element. Light is not. I suppose you could quest to "discover" the elemental nature of a Power Rune, and I guess that's what the Red Goddess did to establish the Moon as an element, and maybe also the Young Elementals. It would be tricky, though. In any other game world, I would be surprised to find that darkness was an element, and would expect not to find shades as a kind of elemental. There may be something entirely similar, some other kind of darkness spirit that does fearshock and freezing damage, but it doesn't have to be an elemental. Phil Hibbs. **************************************************************************** **************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". **************************************************************************** **************** _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From phil.hibbs at cgey.com Wed Feb 12 22:28:00 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 12 Feb 2003 11:28:00 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AC8@exast02.capgemini.co.uk> Pascal: >Lunes vs ? -> the opposite force surely exists, it is just that nobody >ever find it yet That's the whole basis of Lunar philosophy - it unites everything, and is opposed to nothing, except that which is opposed to the peace and unity that it brings. Maybe "moon" is actually sub-divided into Red (Rufelza), Blue (Annilla), and Green (the as yet unrevealed draconic moon that travels backwards in time). These aspects may appear to be opposed to each other, but in fact they will unify into the White Moon. This is straying into Digest territory, really. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From stolenbjorn at hotmail.com Wed Feb 12 23:15:35 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 12:15:35 +0000 Subject: [RQ-Rules] Straying Message-ID: We can handle some straying into digest territory from time to time; can't we? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 12 23:17:02 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 12:17:02 +0000 Subject: [RQ-Rules] Lunar magics Message-ID: It seems my lunarmagicsmail got lost in the void... So I try again: Can a lunar priest alter the Dininespells as well as the spirit spells with the lunar's answer to the scourcerers magicskills?   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 12 23:25:34 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 12:25:34 +0000 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's affecting me and the game I run. So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value of the two and SIZ? My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is averidge; should thus an averidge person never be able to increase his cha's? I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From tiberius at runequest.za.org Wed Feb 12 23:27:22 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 12 Feb 2003 14:27:22 +0200 (SAST) Subject: [RQ-Rules] Elementals Message-ID: <61904.196.8.104.31.1045052842.squirrel@mail.wack.co.za> Talking elementals, i always kinda found it silly to call an earth elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and Undines for water sound okey, but gnomes!!!! What medication was the the designer taking. Tony -- Orcs are great, but the empire is eternal! From Nick.Middleton at invensys.com Wed Feb 12 23:36:09 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Wed, 12 Feb 2003 12:36:09 +0000 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: >I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's >affecting me and the game I run. > >So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value >of the two and SIZ? > >My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is >averidge; should thus an averidge person never be able to increase his cha's? > > >I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating >that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. >get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! Do whatever suits your game best. For what it's worth, I tend to think of SR=CON=SIZ as representing peak physical condition _for that individual_ as it seems far more intuitive to me that there are limits imposed by basic physiology on how far one can develop ones physical attributes without supernatural intervention. Others felt differently during our last discussion, but I would recommend using something like the CHA / APP rules as a model: consistency in mechanics is always a good thing IME (helps rules "melt into the background"). Cheers, Nick Middleton From kruch7 at cox.net Wed Feb 12 23:42:23 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Wed, 12 Feb 2003 07:42:23 -0500 Subject: [RQ-Rules] Elementals References: <61904.196.8.104.31.1045052842.squirrel@mail.wack.co.za> Message-ID: <005b01c2d294$31052a10$6f7ba8c0@kenneith93j41k> Well considering in certain mythology a gnome is an earth spirit, it is not al that bad, they could of gone with the Germanic myths and named them kobolds :0 ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Tony Den" To: Sent: Wednesday, February 12, 2003 7:27 AM Subject: [RQ-Rules] Elementals > Talking elementals, i always kinda found it silly to call an earth > elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and > Undines for water sound okey, but gnomes!!!! What medication was the the > designer taking. > > Tony > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From Alain.RAMEAU at totalfinaelf.com Thu Feb 13 00:01:09 2003 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Wed, 12 Feb 2003 14:01:09 +0100 Subject: [RQ-Rules] opposing elements Message-ID: In Hero Wars, the elements have an order of superiority, as per the Chinese "Leaf, Scissor, Stone" game. The order of the elements are Water > Fire > Darkness > Earth > Air > Water In game terms, you can give bonus for spells of one element used against creatures of the next element. For exemple for the use of Fire spells on Darkness creatures. The contrary is not necessarily true. Alain. ________________________________________________ Message: 16 From: "Dury, Pascal" To: "'rq-rules at crashbox.com'" Subject: RE : [RQ-Rules] RE: Elementals Date: Wed, 12 Feb 2003 03:44:01 -0600 Reply-To: rq-rules at crashbox.com I always though of the different kind of elementals as opposite forces. As someone said : "every force has its opposite" So rather than associate elements with senses I merely think that they = are opposite forces : Earth vs Air; Fire vs Water; Darkness vs Light; Lunes vs ? -> the opposite force surely exists, it is just that nobody = ever find it yet Again it is my IMHO ... And probably tainted with God Learner "science" Pascal --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From serazh at bellsouth.net Thu Feb 13 00:12:36 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Wed, 12 Feb 2003 8:12:36 -0500 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: <20030212131236.JUWV17654.imf19bis.bellsouth.net@mail.bellsouth.net> We use the half again rule for Str and Con as well, also we do have some magic sites, and a few other odds and ends that will give stats that ignore normal limits, although some cost power to get. Serazh > > From: "Bjorn Stolen" > Date: 2003/02/12 Wed AM 07:25:34 EST > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Increasing of characteristics II > > I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's affecting me and the game I run. > > So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value of the two and SIZ? > > My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is averidge; should thus an averidge person never be able to increase his cha's? > > > I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! > > > > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > Hotmail SMS > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From serazh at bellsouth.net Thu Feb 13 00:14:04 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Wed, 12 Feb 2003 8:14:04 -0500 Subject: [RQ-Rules] Elementals Message-ID: <20030212131404.JWMD17654.imf19bis.bellsouth.net@mail.bellsouth.net> They probably took it from some of the stories or myths about elementals and fey creatures of the earth. Todd > > From: "Tony Den" > Date: 2003/02/12 Wed AM 07:27:22 EST > To: > Subject: [RQ-Rules] Elementals > > Talking elementals, i always kinda found it silly to call an earth > elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and > Undines for water sound okey, but gnomes!!!! What medication was the the > designer taking. > > Tony > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From phil.hibbs at cgey.com Thu Feb 13 00:14:08 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 12 Feb 2003 13:14:08 -0000 Subject: [RQ-Rules] RE: Lunar magics Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AC9@exast02.capgemini.co.uk> Bjorn Stolen: >Can a lunar priest alter the Divine spells as well as the spirit >spells with the lunar's answer to the sorcerers magicskills? No, absolutely not! If they could, then on the full moon day they could cast Shield 18 with Extension 18 (7 years duration, IIRC), for the cost of 2 POW! Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From soltakss at yahoo.com Thu Feb 13 00:15:31 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 12 Feb 2003 13:15:31 +0000 (GMT) Subject: [RQ-Rules] Re: Elementals In-Reply-To: <20030212114310.18D654C269@thinbits.com> Message-ID: <20030212131531.84866.qmail@web9605.mail.yahoo.com> Phil Hibbs: > Light is not an element, but fire is which is close. Light is a Power rune, > IIRC. and > From a Gloranthan POV, the Flare elemental doesn't make sense, and not just > because Light isn't an Element. Each of the five senses has an elemental > association: > > Fire Sight > Air Smell > Dark Hearing > Water Taste > Earth Touch Not forgetting: Lunar Balance Serazh: > Its a game with magic, you put in anything that makes you happy, besides > the normal elementals,we currently have the Rime (Ice), and the molten > (Lava). The Rime is the elemental of the god of cold, the molten was > created by a sorceror specializing in elementals. Leon Kirshtein: > Ok, what about a Selene? Blue Moon elemental. > Personally, I think relating elements to senses is a > strech. If you can accept darkness as an element > there is no reason that light can not be viewed as one > as well. In Glorantha, the elements are related to the senses as above. In other worlds, the relationship is not as clear. > In any other game world, I would be surprised to find that darkness was an > element, and would expect not to find shades as a kind of elemental. There > may be something entirely similar, some other kind of darkness spirit that > does fearshock and freezing damage, but it doesn't have to be an elemental. It all depends what you mean by "elemental". If you mean "being summoned from an Element" then in Glorantha there are only a few specified elements so there are a few elementals. In Alternate Earth there would be Fire/Air/Earth/Water for the European Elements, but other cultures have other elements - iron and wood, for example. It is easier to generalise and say that elements are "beings summoned from a physical substance/rune", that way you open it up to include darkness/water/earth/fire/air/lunar/light/lava/ice/plant/heat/cold/law/chaos and any other kind of elemental you want. That would fit better in non-Gloranthan worlds and could even work in Gloranthan worlds. The general rules would be the same, the statistics would be similar, how to summon/bind/dismiss them would be the same but their powers would be different. That way, you can invent as many different elementals as you want. Of course, they wouldn't necessarily be called "elementals", but I would as it is easier. Pascal Dury: > I always though of the different kind of elementals as opposite forces. > As someone said : "every force has its opposite" > > So rather than associate elements with senses I merely think that they = > are > opposite forces : > Earth vs Air; > Fire vs Water; > Darkness vs Light; > Lunes vs ? -> the opposite force surely exists, it is just that nobody = > ever > find it yet In Glorantha, that works better as Runic oppositions. Imagine a wheel with a hub and opposing spokes. Spoke pairs would be Earth/Air, Fire/Water, Light/Shadow (Darkness), Heat/Cold, Life/Death and so on. The Rune in the hub is Lunar. Outside of Glorantha, the runic pairs are not so important. Don't get me started on using Sky as a Form Rune, so you can have Dark Sky as a combination of runes. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From stolenbjorn at hotmail.com Thu Feb 13 00:19:27 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 13:19:27 +0000 Subject: [RQ-Rules] RE: Lunar magics Message-ID: >Bjorn Stolen: > >Can a lunar priest alter the Divine spells as well as the spirit > >spells with the lunar's answer to the sorcerers magicskills? > >No, absolutely not! If they could, then on the full moon day they could cast >Shield 18 with Extension 18 (7 years duration, IIRC), for the cost of 2 POW! Thanks; I was kind of hoping for a reply like this, so their warping abilities are limited to spirit magics only + those divinespells that specially states that they can be warped, then? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From phil.hibbs at cgey.com Thu Feb 13 01:05:24 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 12 Feb 2003 14:05:24 -0000 Subject: [RQ-Rules] RE: Lunar magics Message-ID: <993BE7B40B41D31193C50008C75F68F207E97ACC@exast02.capgemini.co.uk> >+ those divinespells that specially states that they can be warped, then? I don't recall it listing any Divine spells that can be manipulated with Lunar magic skills. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From bick10 at attbi.com Thu Feb 13 02:03:04 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Wed, 12 Feb 2003 15:03:04 +0000 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: <20030212151443.F330F4C011@thinbits.com> > From: "Bjorn Stolen" > So the question goes: -Should it really not be possible to rais through training > STR and CON over the highest value of the two and SIZ? > I'm reading the rules right now, and see that the rule for DEX and APP in > my oppinion is much better; Stating that you can only rais those characteristics > to half again the original (Cormac with DEX 8 can max. get DEX 12, > etc... Couldn't this rule allso count for CON and STR? I think so! Here is what I am thinking of applying my next RQ campaign. STR & CON can be raised to Half again the lowest of the three stats, STR, CON, SIZ. This gives a not to the original rules and still allows for increases. Also, I am no longer creating PC's randomly. The players will create their characters using a point building system that will encompass characteristics and skills. So the maximizers can max to the best potential and the roleplayers can design their ideal character. Jim From MurfNMurf at aol.com Thu Feb 13 03:01:35 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 12 Feb 2003 11:01:35 EST Subject: [RQ-Rules] Straying and Elementals Message-ID: <26.34ad2c48.2b7bc9df@aol.com> In a message dated 2/12/2003 6:18:50 AM Central Standard Time, stolenbjorn at hotmail.com writes: > We can handle some straying into digest territory from time to time; can't > we? > > Well, as much as *I* prefer to have that tired-ass, increasingly pedantic Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the RQ rules system, like you say, there seems the inevitable and repeated drift toward continued Gloranthan material. Now me, I got *real* tired of all that miserable Gloranthan baggage ("Glorantha is wonderful/oh-so-unique/so much better and richer than other setting/Greg's inspired *vision*/ etc...") associated with the Glorantha List, so in response have developed a pretty low tolerence for the stuff myself :) Who really cares *what*, through an application of the RQ Rules, *is* or *is not* appropos for Glorantha? Certainly not *me* (and others on this list---you know who you are ) To heck with Glorantha! As for the Elemental question... Elementals ( in the sense of creatures of magically animated material or energy) can be *anything* you want them to be. Our GM for example, as Serajh mentioned in a post previously, has included both Lava and Ice flavors to her list of Elementals (and which I cadged and included, in decidedly *tweaked* forms, to my Elemental write-up from last year). I've seen Tornado Elementals, as well as Mud, IIRC, and even (ugh!) *Dung* Elementals someplace on the Wwweb. For that matter, sometime back I received a copy of an old WD article on Celtic RQ spells from somneone on this list, which included a type of foresty-undergrowth-green Elemental :) So why *not* a Light Elemental? Do what you want, its still *only* a game :) Best. Be Fiann-valorous in your wounding ewxploits! -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From phil.hibbs at cgey.com Thu Feb 13 03:01:49 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 12 Feb 2003 16:01:49 -0000 Subject: [RQ-Rules] RE: Increasing of characteristics II Message-ID: <993BE7B40B41D31193C50008C75F68F207E97ACF@exast02.capgemini.co.uk> Jim: >The players will create their characters >using a point building system What system will you be using? I'd like to see it. We use Nikk Effingham's system: http://www.crashbox.com/nikk/chargen.htm It's quite good, but some of the numbers need adjusting. Disadvantages are not worth taking if the character is high-level, and some advantages are too expensive (particularly, cash). Also, many of the advantages and disadvantages actually change the game rules significantly, which some people are uncomfortable with. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From talmeta at talmeta.net Thu Feb 13 03:27:38 2003 From: talmeta at talmeta.net (Tal Meta) Date: Wed, 12 Feb 2003 11:27:38 -0500 Subject: [RQ-Rules] Straying and Elementals References: <26.34ad2c48.2b7bc9df@aol.com> Message-ID: <3E4A75FA.6000908@talmeta.net> Given the long association of RQ & Glorantha, the occasional straying isn't anything to get worked up about. But I'll admit, when the Glorantha digest arrives in my inbox, 4 times out of 5 I look at the subjects, and hit delete... The roundhouse debates over the proper lance length for a bolo lizard tribesman get old, quickly. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I went to the doctor because I'd swallowed a bottle of sleeping pills. My doctor told me to have a few drinks and get some rest. From phil.hibbs at cgey.com Thu Feb 13 03:41:41 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 12 Feb 2003 16:41:41 -0000 Subject: [RQ-Rules] RE: Straying and Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AD0@exast02.capgemini.co.uk> >Well, as much as *I* prefer to have that tired-ass, increasingly pedantic >Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the RQ >rules system, like you say, there seems the inevitable and repeated drift >toward continued Gloranthan material. Message received and understood, but where the RuneQuest rules need to be discussed, I reserve the right to explain the context where necessary. > Do what you want, its still *only* a game :) Sure, but games have rules. Limits are there to be overcome, not ignored. Otherwise you might just as well play The Adventures of Baron Munchausen (not that I'm knocking that excellent game). Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From leonbk at yahoo.com Thu Feb 13 04:17:42 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 12 Feb 2003 09:17:42 -0800 (PST) Subject: [RQ-Rules] RE: Lunar magics In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97ACC@exast02.capgemini.co.uk> Message-ID: <20030212171742.31384.qmail@web41102.mail.yahoo.com> I think he is confusing affected by and manipulated. Lunar divine magic is affected by the phase of the moon, while spirit magic is both affected by the phase of the moon and can be manipulated, by those who know how, by Lunars. Leon --- "Hibbs, Phil" wrote: > >+ those divinespells that specially states that > they can be warped, then? > > I don't recall it listing any Divine spells that can > be manipulated with > Lunar magic skills. > > Phil Hibbs. __________________________________________________ Do you Yahoo!? Yahoo! Shopping - Send Flowers for Valentine's Day http://shopping.yahoo.com From stolenbjorn at hotmail.com Thu Feb 13 06:16:19 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 19:16:19 +0000 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: >Here is what I am thinking of applying my next RQ campaign. STR & CON can be >raised to Half again the lowest of the three stats, STR, CON, SIZ. I've allso decided to do this. >This gives a not to the original rules and still allows for increases. Also, I >am no longer creating PC's randomly. The players will create their characters >using a point building system that will encompass characteristics and skills. >So the maximizers can max to the best potential and the roleplayers can design >their ideal character. I think you're too kind on thi maximisers; I usually try and harrass them hoping for them to find somthing else to do ;) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Feb 13 06:21:37 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 19:21:37 +0000 Subject: [RQ-Rules] Straying and Elementals Message-ID: >In a message dated 2/12/2003 6:18:50 AM Central Standard Time, >stolenbjorn at hotmail.com writes: > > We can handle some straying into digest territory from time to time; can't > > we? > Now me, I got *real* tired of all that miserable Gloranthan baggage >("Glorantha is wonderful/oh-so-unique/so much better and richer than other >setting/Greg's inspired *vision*/ etc...") associated with the Glorantha >List, so in response have developed a pretty low tolerence for the stuff >myself :) Well, my point was that we all agree that it's rules that is the subject of this mail ring, but that I'm glad that the ones administrating this site don't kick out people just because they on occations stray into discussions about culing, linedancing Glorantha or traditional Norwegian oildrillingprocedures. > To heck with Glorantha! Well, that's hardly the best way to avoid Glorantha discussions... ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Feb 13 06:29:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 12 Feb 2003 19:29:28 +0000 Subject: [RQ-Rules] RE: Lunar magics Message-ID: >I think he is confusing affected by and manipulated. > >Lunar divine magic is affected by the phase of the >moon, while spirit magic is both affected by the phase >of the moon and can be manipulated, by those who know >how, by Lunars. > >Leon Ahh! Thanks a lot, that clarified things for me. I'm only a norwegion, and when reading english rules, it happens that I miss out stuf. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Thu Feb 13 08:39:07 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 12 Feb 2003 21:39:07 +0000 (GMT) Subject: [RQ-Rules] Lunar Manipulates, Tired-Ass Glorantha In-Reply-To: <20030212161811.EBA334C011@thinbits.com> Message-ID: <20030212213907.29962.qmail@web9603.mail.yahoo.com> Phil Hibbs: > Bjorn Stolen: > >Can a lunar priest alter the Divine spells as well as the spirit > >spells with the lunar's answer to the sorcerers magicskills? > > No, absolutely not! If they could, then on the full moon day they could > cast > Shield 18 with Extension 18 (7 years duration, IIRC), for the cost of 2 > POW! I totally agree, under no circumstances should they do this. > >+ those divinespells that specially states that they can be warped, then? > > I don't recall it listing any Divine spells that can be manipulated with > Lunar magic skills. None can, although we played that Firshala's Soul Fire doubled up Disrupt damage and also manipulated disrupt damage. If you use RQ2 Multispell then Lunar Manipulates would work with the extra spells. Ken Murphy: > Well, as much as *I* prefer to have that tired-ass, increasingly > pedantic > Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the RQ > rules system, like you say, there seems the inevitable and repeated drift > toward continued Gloranthan material. Probably because most published examples, and all published RQ rules, are Glorantha-based. > Now me, I got *real* tired of all that miserable Gloranthan baggage > ("Glorantha is wonderful/oh-so-unique/so much better and richer than other > setting/Greg's inspired *vision*/ etc...") associated with the Glorantha > List, so in response have developed a pretty low tolerence for the stuff > myself :) > Who really cares *what*, through an application of the RQ Rules, *is* or > > *is not* appropos for Glorantha? Certainly not *me* (and others on this > list---you know who you are ) > To heck with Glorantha! For people playing RQ in Glorantha, it is important. For people who never play in Glorantha, it is irrelevant. However, some people play only in Glorantha and want to see how the rules affect their game. > I've seen Tornado Elementals, as well as Mud, IIRC, and even (ugh!) > *Dung* > Elementals someplace on the Wwweb. For that matter, sometime back I > received > a copy of an old WD article on Celtic RQ spells from somneone on this > list, > which included a type of foresty-undergrowth-green Elemental :) The Jack-in-the-green was a plant elemental and jolly nasty it can be, too. I saw someone use a toenail elemental and a hair elemental, both made from the cut toenails and cut hair of a sorcerer. > So why *not* a Light Elemental? Why not indeed? I used all kinds of elementals and I played a Gloranthan game. > Do what you want, its still *only* a game :) It's always only a game. Nothing more, nothing less. Simon (Phipp not Hibbs) __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From MurfNMurf at aol.com Thu Feb 13 11:10:00 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 12 Feb 2003 19:10:00 EST Subject: [RQ-Rules] Lunar Manipulates, Tired-Ass Glorantha Message-ID: <1d5.27930de.2b7c3c58@aol.com> Hi gang, In response to my anti-Gloranthan rant, Simon points out: > Ken Murphy: > > > Well, as much as *I* prefer to have that tired-ass, increasingly > > pedantic > > Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the > RQ > > rules system, like you say, there seems the inevitable and repeated drift > > > toward continued Gloranthan material. > > Probably because most published examples, and all published RQ rules, are > Glorantha-based. Ya, excellent point, actually :) Really everyone, I'm sorry for letting my anti-Gloranthan bias get the best of me. Please excuse me. As for Elementals: > > I > saw someone use a toenail elemental and a hair elemental, both made from > the > cut toenails and cut hair of a sorcerer. > Okay now, thats just *wrong*.lol! Best. -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Thu Feb 13 18:27:29 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 12 Feb 2003 23:27:29 -0800 Subject: [RQ-Rules] Elementals References: <1d5.27930de.2b7c3c58@aol.com> Message-ID: <00f501c2d331$5eb5dbb0$f4407442@wizard> Readers of my SPQR rules know that I've left the door open for any kind of Elemental. Law Elemental? Sure. Movement Elemental, no problem. Given that the classic elements have nothing really to do with the physical world, concepts and states of being have just as much ability to generate elementals as anything else.. Steve Perrin, just getting in another plug. www.perrinworlds.com/SPQR.html ----- Original Message ----- From: To: Sent: Wednesday, February 12, 2003 4:10 PM Subject: Re: [RQ-Rules] Lunar Manipulates, Tired-Ass Glorantha > Hi gang, > In response to my anti-Gloranthan rant, Simon points out: > > > Ken Murphy: > > > > > Well, as much as *I* prefer to have that tired-ass, increasingly > > > pedantic > > > Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the > > RQ > > > rules system, like you say, there seems the inevitable and repeated drift > > > > > toward continued Gloranthan material. > > > > Probably because most published examples, and all published RQ rules, are > > Glorantha-based. > > Ya, excellent point, actually :) > Really everyone, I'm sorry for letting my anti-Gloranthan bias get the > best of me. > Please excuse me. > > As for Elementals: > > > > I > > saw someone use a toenail elemental and a hair elemental, both made from > > the > > cut toenails and cut hair of a sorcerer. > > > Okay now, thats just *wrong*.lol! > > Best. > -Ken Murphy- > > > --- 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 Alain.RAMEAU at totalfinaelf.com Thu Feb 13 20:48:54 2003 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Thu, 13 Feb 2003 10:48:54 +0100 Subject: [RQ-Rules] unusual elementals Message-ID: It reminds me an Article in some old RQ fanzine dealing with unusual elementals, such as Law, Chaos, Statis and the like. They were not really "freely movable" elementals, but rather a fixed nexus of the related aspect. I don't recall in details, but I think somebody in a stasis elemental could not move anymore (or STR vs POW roll ?). In a chaos elemental, he/she would gain chaos features. There was also a Death elemental (with quite obvious effect), and Harmony/Healing elementals. Plus other ones I don't remember... Alain. ________________________________________________ Readers of my SPQR rules know that I've left the door open for any kind of Elemental. Law Elemental? Sure. Movement Elemental, no problem. Given that the classic elements have nothing really to do with the physical world, concepts and states of being have just as much ability to generate elementals as anything else.. Steve Perrin, just getting in another plug. www.perrinworlds.com/SPQR.html --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From phil.hibbs at cgey.com Thu Feb 13 21:46:11 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 13 Feb 2003 10:46:11 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> >The Jack-in-the-green was a plant elemental and jolly nasty it can be, too. >I saw someone use a toenail elemental and a hair elemental, both made from >the cut toenails and cut hair of a sorcerer. "Elemental". Think about it. It's a creature that is formed from an "element". What is an element? It's one of the building blocks of reality. The stuff that more complex things are made of. A spirit that forms a body from toenail clippings may be possible, but it certainly isn't an elemental, unless there's a particle called "toeclippium" that toenail clippings are made of. Earth, fire, water and air were the four elements that Aristotle et al recognised. Indian and buddhist though only recognised fire, water and earth. The Chinese recognised wood, fire, earth, metal, and water. Magic from these traditions would have access to different elementals, and even the common ones would differ in detail from one to the other. A greek fire elemental would, naturally, splash all over people and burn their skin off. An Indian fire elemental might do the RQ-esueq "engulf" attack (I don't know that much about Indian mythology), and a Chinese fire elemental would probably fly through the air spitting jets of flame down on people. I find it difficult to entertain a magtical tradition that recognises toenail clippings as an elemental substance. And if it has to be made from the clippings of a sorceror, that just re-inforces my theory that it isn't an elemental - the substance has some kind of magic in it, making it different from ordinary material. Elementals, by definition, can form from ordinary, non-magical material. They have to - I'm not sure you can form a fire elemental from conjured flame, or an earth elemental from illusory substance. If someone says something was "eroded by the elements", I don't immediately think it has been scraped with toenail clippings. >X-( Steve Perrin: >Given that the classic elements have nothing really >to do with the physical world, Half the fun of playing in a fantasy world is that you accept magical explanations as being true. Gravity isn't generated by bilions of individual particles interacting, the rain doesn't fall just because of air pressure and evaporation, and lightning certainly doesn't strike because of molecular friction generating a static charge, with cosmic rays generating conductive paths. All these things have a magical, or mythological, explanation. In a game set in ancient China, surely the world really /is/ built out of wood, fire, earth, metal and water. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From talmeta at talmeta.net Thu Feb 13 22:17:42 2003 From: talmeta at talmeta.net (Tal Meta) Date: Thu, 13 Feb 2003 06:17:42 -0500 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> Message-ID: <3E4B7ED6.1070403@talmeta.net> Hibbs, Phil wrote: > I find it difficult to entertain a magtical tradition that recognises > toenail clippings as an elemental substance. And if it has to be made from > the clippings of a sorceror, that just re-inforces my theory that it isn't > an elemental - the substance has some kind of magic in it, making it > different from ordinary material. Elementals, by definition, can form from > ordinary, non-magical material. They have to - I'm not sure you can form a > fire elemental from conjured flame, or an earth elemental from illusory > substance. True, but the one thing that captivated me about RQ illusions was that rather than tricking the mind, they create temporary reality; a fire elemental certainly could be summoned from an illusionary fire, since for the duration of the illusion, the fire is REAL. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - From rico at ricosweb.com Fri Feb 14 02:04:44 2003 From: rico at ricosweb.com (Rich Allen) Date: Thu, 13 Feb 2003 08:04:44 -0700 Subject: [RQ-Rules] SPQR In-Reply-To: <00f501c2d331$5eb5dbb0$f4407442@wizard> Message-ID: <000301c2d371$3f1485f0$0a01a8c0@MAIN> > Readers of my SPQR rules know... That reminds me! Monday morning on the way to work in Salt Lake City I saw a Utah vanity plate that just said SPQR on it. It took me a few minutes to figure out why those initials sounded so familiar! Small world, eh Steve? Rich Allen From phil.hibbs at cgey.com Fri Feb 14 02:07:42 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 13 Feb 2003 15:07:42 -0000 Subject: [RQ-Rules] Illusions & Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AD7@exast02.capgemini.co.uk> True, but the one thing that captivated me about RQ illusions was that rather than tricking the mind, they create temporary reality; a fire elemental certainly could be summoned from an illusionary fire, since for the duration of the illusion, the fire is REAL. -----Original Message----- From: rq-rules-request at crashbox.com [mailto:rq-rules-request at crashbox.com] Sent: 12 February 2003 16:18 To: rq-rules at crashbox.com Subject: RQ-Rules digest, Vol 1 #114 - 15 msgs Send RQ-Rules mailing list submissions to rq-rules at crashbox.com To subscribe or unsubscribe via the World Wide Web, visit http://www.crashbox.com/mailman/listinfo/rq-rules or, via email, send a message with subject or body 'help' to rq-rules-request at crashbox.com You can reach the person managing the list at rq-rules-admin at crashbox.com When replying, please edit your Subject line so it is more specific than "Re: Contents of RQ-Rules digest..." Today's Topics: 1. Straying (Bjorn Stolen) 2. Lunar magics (Bjorn Stolen) 3. Increasing of characteristics II (Bjorn Stolen) 4. Elementals (Tony Den) 5. Re: Increasing of characteristics II (Nick.Middleton at invensys.com) 6. Re: Elementals (Joseph Elric Smith Mormon minion of Arioch) 7. opposing elements (RAMEAU Alain) 8. Re: Increasing of characteristics II (serazh at bellsouth.net) 9. Re: Elementals (serazh at bellsouth.net) 10. RE: Lunar magics (Hibbs, Phil) 11. Re: Elementals (=?iso-8859-1?q?Simon=20Phipp?=) 12. Re: RE: Lunar magics (Bjorn Stolen) 13. RE: Lunar magics (Hibbs, Phil) 14. Re: Increasing of characteristics II (bick10 at attbi.com) 15. Re: Straying and Elementals (MurfNMurf at aol.com) --__--__-- Message: 1 From: "Bjorn Stolen" To: rq-rules at crashbox.com Date: Wed, 12 Feb 2003 12:15:35 +0000 Subject: [RQ-Rules] Straying Reply-To: rq-rules at crashbox.com We can handle some straying into digest territory from time to time; can't we? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- --__--__-- Message: 2 From: "Bjorn Stolen" To: rq-rules at crashbox.com Date: Wed, 12 Feb 2003 12:17:02 +0000 Subject: [RQ-Rules] Lunar magics Reply-To: rq-rules at crashbox.com It seems my lunarmagicsmail got lost in the void... So I try again: Can a lunar priest alter the Dininespells as well as the spirit spells with the lunar's answer to the scourcerers magicskills?   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- --__--__-- Message: 3 From: "Bjorn Stolen" To: rq-rules at crashbox.com Date: Wed, 12 Feb 2003 12:25:34 +0000 Subject: [RQ-Rules] Increasing of characteristics II Reply-To: rq-rules at crashbox.com I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's affecting me and the game I run. So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value of the two and SIZ? My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is averidge; should thus an averidge person never be able to increase his cha's? I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- --__--__-- Message: 4 Date: Wed, 12 Feb 2003 14:27:22 +0200 (SAST) From: "Tony Den" To: Subject: [RQ-Rules] Elementals Reply-To: rq-rules at crashbox.com Talking elementals, i always kinda found it silly to call an earth elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and Undines for water sound okey, but gnomes!!!! What medication was the the designer taking. Tony -- Orcs are great, but the empire is eternal! --__--__-- Message: 5 From: Nick.Middleton at invensys.com Subject: Re: [RQ-Rules] Increasing of characteristics II To: rq-rules at crashbox.com Date: Wed, 12 Feb 2003 12:36:09 +0000 Reply-To: rq-rules at crashbox.com >I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's >affecting me and the game I run. > >So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value >of the two and SIZ? > >My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is >averidge; should thus an averidge person never be able to increase his cha's? > > >I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating >that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. >get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! Do whatever suits your game best. For what it's worth, I tend to think of SR=CON=SIZ as representing peak physical condition _for that individual_ as it seems far more intuitive to me that there are limits imposed by basic physiology on how far one can develop ones physical attributes without supernatural intervention. Others felt differently during our last discussion, but I would recommend using something like the CHA / APP rules as a model: consistency in mechanics is always a good thing IME (helps rules "melt into the background"). Cheers, Nick Middleton --__--__-- Message: 6 From: "Joseph Elric Smith Mormon minion of Arioch" To: Subject: Re: [RQ-Rules] Elementals Date: Wed, 12 Feb 2003 07:42:23 -0500 Organization: Lord of the Seven Darks Reply-To: rq-rules at crashbox.com Well considering in certain mythology a gnome is an earth spirit, it is not al that bad, they could of gone with the Germanic myths and named them kobolds :0 ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Tony Den" To: Sent: Wednesday, February 12, 2003 7:27 AM Subject: [RQ-Rules] Elementals > Talking elementals, i always kinda found it silly to call an earth > elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and > Undines for water sound okey, but gnomes!!!! What medication was the the > designer taking. > > Tony > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules --__--__-- Message: 7 To: rq-rules at crashbox.com From: RAMEAU Alain Date: Wed, 12 Feb 2003 14:01:09 +0100 Subject: [RQ-Rules] opposing elements Reply-To: rq-rules at crashbox.com In Hero Wars, the elements have an order of superiority, as per the Chinese "Leaf, Scissor, Stone" game. The order of the elements are Water > Fire > Darkness > Earth > Air > Water In game terms, you can give bonus for spells of one element used against creatures of the next element. For exemple for the use of Fire spells on Darkness creatures. The contrary is not necessarily true. Alain. ________________________________________________ Message: 16 From: "Dury, Pascal" To: "'rq-rules at crashbox.com'" Subject: RE : [RQ-Rules] RE: Elementals Date: Wed, 12 Feb 2003 03:44:01 -0600 Reply-To: rq-rules at crashbox.com I always though of the different kind of elementals as opposite forces. As someone said : "every force has its opposite" So rather than associate elements with senses I merely think that they = are opposite forces : Earth vs Air; Fire vs Water; Darkness vs Light; Lunes vs ? -> the opposite force surely exists, it is just that nobody = ever find it yet Again it is my IMHO ... And probably tainted with God Learner "science" Pascal --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- --__--__-- Message: 8 From: To: rq-rules at crashbox.com, rq-rules at crashbox.com Subject: Re: [RQ-Rules] Increasing of characteristics II Date: Wed, 12 Feb 2003 8:12:36 -0500 Reply-To: rq-rules at crashbox.com We use the half again rule for Str and Con as well, also we do have some magic sites, and a few other odds and ends that will give stats that ignore normal limits, although some cost power to get. Serazh > > From: "Bjorn Stolen" > Date: 2003/02/12 Wed AM 07:25:34 EST > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Increasing of characteristics II > > I know there was a serious discussion on the topic of characeristicsincreasing two months ago, but now it's affecting me and the game I run. > > So the question goes: -Should it really not be possible to rais through training STR and CON over the highest value of the two and SIZ? > > My players thinks it's a disasterously flawed rule. Imagine someone having STR, SIZ and CON of 11, which is averidge; should thus an averidge person never be able to increase his cha's? > > > I'm reading the rules right now, and see that the rule for DEX and APP in my oppinion is much better; Stating that you can only rais those characteristics to half again the original (Cormac with DEX 8 can max. get DEX 12, etc... Couldn't this rule allso count for CON and STR? I think so! > > > > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > Hotmail SMS > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --__--__-- Message: 9 From: To: rq-rules at crashbox.com, Subject: Re: [RQ-Rules] Elementals Date: Wed, 12 Feb 2003 8:14:04 -0500 Reply-To: rq-rules at crashbox.com They probably took it from some of the stories or myths about elementals and fey creatures of the earth. Todd > > From: "Tony Den" > Date: 2003/02/12 Wed AM 07:27:22 EST > To: > Subject: [RQ-Rules] Elementals > > Talking elementals, i always kinda found it silly to call an earth > elemental a Gnome. Sure, Salamanders for fire and Syplhs for air and > Undines for water sound okey, but gnomes!!!! What medication was the the > designer taking. > > Tony > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --__--__-- Message: 10 From: "Hibbs, Phil" To: "'rq-rules at crashbox.com'" Date: Wed, 12 Feb 2003 13:14:08 -0000 Subject: [RQ-Rules] RE: Lunar magics Reply-To: rq-rules at crashbox.com Bjorn Stolen: >Can a lunar priest alter the Divine spells as well as the spirit >spells with the lunar's answer to the sorcerers magicskills? No, absolutely not! If they could, then on the full moon day they could cast Shield 18 with Extension 18 (7 years duration, IIRC), for the cost of 2 POW! Phil Hibbs. **************************************************************************** **************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". **************************************************************************** **************** --__--__-- Message: 11 Date: Wed, 12 Feb 2003 13:15:31 +0000 (GMT) From: =?iso-8859-1?q?Simon=20Phipp?= To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Elementals Reply-To: rq-rules at crashbox.com Phil Hibbs: > Light is not an element, but fire is which is close. Light is a Power rune, > IIRC. and > From a Gloranthan POV, the Flare elemental doesn't make sense, and not just > because Light isn't an Element. Each of the five senses has an elemental > association: > > Fire Sight > Air Smell > Dark Hearing > Water Taste > Earth Touch Not forgetting: Lunar Balance Serazh: > Its a game with magic, you put in anything that makes you happy, besides > the normal elementals,we currently have the Rime (Ice), and the molten > (Lava). The Rime is the elemental of the god of cold, the molten was > created by a sorceror specializing in elementals. Leon Kirshtein: > Ok, what about a Selene? Blue Moon elemental. > Personally, I think relating elements to senses is a > strech. If you can accept darkness as an element > there is no reason that light can not be viewed as one > as well. In Glorantha, the elements are related to the senses as above. In other worlds, the relationship is not as clear. > In any other game world, I would be surprised to find that darkness was an > element, and would expect not to find shades as a kind of elemental. There > may be something entirely similar, some other kind of darkness spirit that > does fearshock and freezing damage, but it doesn't have to be an elemental. It all depends what you mean by "elemental". If you mean "being summoned from an Element" then in Glorantha there are only a few specified elements so there are a few elementals. In Alternate Earth there would be Fire/Air/Earth/Water for the European Elements, but other cultures have other elements - iron and wood, for example. It is easier to generalise and say that elements are "beings summoned from a physical substance/rune", that way you open it up to include darkness/water/earth/fire/air/lunar/light/lava/ice/plant/heat/cold/law/chaos and any other kind of elemental you want. That would fit better in non-Gloranthan worlds and could even work in Gloranthan worlds. The general rules would be the same, the statistics would be similar, how to summon/bind/dismiss them would be the same but their powers would be different. That way, you can invent as many different elementals as you want. Of course, they wouldn't necessarily be called "elementals", but I would as it is easier. Pascal Dury: > I always though of the different kind of elementals as opposite forces. > As someone said : "every force has its opposite" > > So rather than associate elements with senses I merely think that they = > are > opposite forces : > Earth vs Air; > Fire vs Water; > Darkness vs Light; > Lunes vs ? -> the opposite force surely exists, it is just that nobody = > ever > find it yet In Glorantha, that works better as Runic oppositions. Imagine a wheel with a hub and opposing spokes. Spoke pairs would be Earth/Air, Fire/Water, Light/Shadow (Darkness), Heat/Cold, Life/Death and so on. The Rune in the hub is Lunar. Outside of Glorantha, the runic pairs are not so important. Don't get me started on using Sky as a Form Rune, so you can have Dark Sky as a combination of runes. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com --__--__-- Message: 12 From: "Bjorn Stolen" To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] RE: Lunar magics Date: Wed, 12 Feb 2003 13:19:27 +0000 Reply-To: rq-rules at crashbox.com >Bjorn Stolen: > >Can a lunar priest alter the Divine spells as well as the spirit > >spells with the lunar's answer to the sorcerers magicskills? > >No, absolutely not! If they could, then on the full moon day they could cast >Shield 18 with Extension 18 (7 years duration, IIRC), for the cost of 2 POW! Thanks; I was kind of hoping for a reply like this, so their warping abilities are limited to spirit magics only + those divinespells that specially states that they can be warped, then? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- --__--__-- Message: 13 From: "Hibbs, Phil" To: "'rq-rules at crashbox.com'" Date: Wed, 12 Feb 2003 14:05:24 -0000 Subject: [RQ-Rules] RE: Lunar magics Reply-To: rq-rules at crashbox.com >+ those divinespells that specially states that they can be warped, then? I don't recall it listing any Divine spells that can be manipulated with Lunar magic skills. Phil Hibbs. **************************************************************************** **************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". **************************************************************************** **************** --__--__-- Message: 14 From: bick10 at attbi.com To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Increasing of characteristics II Date: Wed, 12 Feb 2003 15:03:04 +0000 Reply-To: rq-rules at crashbox.com > From: "Bjorn Stolen" > So the question goes: -Should it really not be possible to rais through training > STR and CON over the highest value of the two and SIZ? > I'm reading the rules right now, and see that the rule for DEX and APP in > my oppinion is much better; Stating that you can only rais those characteristics > to half again the original (Cormac with DEX 8 can max. get DEX 12, > etc... Couldn't this rule allso count for CON and STR? I think so! Here is what I am thinking of applying my next RQ campaign. STR & CON can be raised to Half again the lowest of the three stats, STR, CON, SIZ. This gives a not to the original rules and still allows for increases. Also, I am no longer creating PC's randomly. The players will create their characters using a point building system that will encompass characteristics and skills. So the maximizers can max to the best potential and the roleplayers can design their ideal character. Jim --__--__-- Message: 15 From: MurfNMurf at aol.com Date: Wed, 12 Feb 2003 11:01:35 EST Subject: Re: [RQ-Rules] Straying and Elementals To: rq-rules at crashbox.com Reply-To: rq-rules at crashbox.com In a message dated 2/12/2003 6:18:50 AM Central Standard Time, stolenbjorn at hotmail.com writes: > We can handle some straying into digest territory from time to time; can't > we? > > Well, as much as *I* prefer to have that tired-ass, increasingly pedantic Glorantha kept *seperate* (from my keyboard to the Gods' ears) from the RQ rules system, like you say, there seems the inevitable and repeated drift toward continued Gloranthan material. Now me, I got *real* tired of all that miserable Gloranthan baggage ("Glorantha is wonderful/oh-so-unique/so much better and richer than other setting/Greg's inspired *vision*/ etc...") associated with the Glorantha List, so in response have developed a pretty low tolerence for the stuff myself :) Who really cares *what*, through an application of the RQ Rules, *is* or *is not* appropos for Glorantha? Certainly not *me* (and others on this list---you know who you are ) To heck with Glorantha! As for the Elemental question... Elementals ( in the sense of creatures of magically animated material or energy) can be *anything* you want them to be. Our GM for example, as Serajh mentioned in a post previously, has included both Lava and Ice flavors to her list of Elementals (and which I cadged and included, in decidedly *tweaked* forms, to my Elemental write-up from last year). I've seen Tornado Elementals, as well as Mud, IIRC, and even (ugh!) *Dung* Elementals someplace on the Wwweb. For that matter, sometime back I received a copy of an old WD article on Celtic RQ spells from somneone on this list, which included a type of foresty-undergrowth-green Elemental :) So why *not* a Light Elemental? Do what you want, its still *only* a game :) Best. Be Fiann-valorous in your wounding ewxploits! -Ken Murphy- --- 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/mailman/listinfo/rq-rules End of RQ-Rules Digest From phil.hibbs at cgey.com Fri Feb 14 02:25:54 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 13 Feb 2003 15:25:54 -0000 Subject: [RQ-Rules] Illusions & Elements Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AD8@exast02.capgemini.co.uk> Oops, sorry, damn that Ctrl-Enter key! >a fire elemental certainly could be summoned from an illusionary >fire, since for the duration of the illusion, the fire is REAL. It perplexed me as to while they were called illusions, when they clearly are not. Philip Hibbs ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From gianni at basicrps.com Fri Feb 14 02:34:39 2003 From: gianni at basicrps.com (Gianni) Date: Thu, 13 Feb 2003 16:34:39 +0100 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> Message-ID: <000f01c2d375$6c521bf0$9002600a@otvfrap043> > Earth, fire, water and air were the four elements that Aristotle et al > recognised. Indian and buddhist though only recognised fire, water and > earth. Buddhism recognises 5 elements: earth, fire, air, water, void. I agree with your message as a whole though. An interesting web page about elements: http://www.friesian.com/elements.htm Gianni From bick10 at attbi.com Fri Feb 14 03:18:13 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 13 Feb 2003 16:18:13 +0000 Subject: [RQ-Rules] Increasing of characteristics II Message-ID: <20030213163002.332084C011@thinbits.com> Bjorn Stolen > I think you're too kind on thi maximisers; I usually try and > harrass them hoping for them to find somthing else to do ;) Ah... Most of them where there when I started gaming... 27 years ago. So I can easily forgive maximizing. I also know what to expect after they put the pencil and calculator down. They roleplay the character. If they have fun both working the scores and roleplaying, who am I to complain. I go back to my theory of gaming. If I am not having fun GMing then the players are not having fun, and if they are not having fun, I am not having fun; we game to have fun. The short is I do not have a problem with using the rules to the best effect. Part of the fun. Jim From mccrackan at yahoo.com Fri Feb 14 02:55:03 2003 From: mccrackan at yahoo.com (J and/or Ellen) Date: Thu, 13 Feb 2003 09:55:03 -0600 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> Message-ID: <012c01c2d378$45fd4e40$3410fea9@frkt5> From: "Hibbs, Phil" > Earth, fire, water and air were the four elements that Aristotle et al > recognised. Indian and buddhist though only recognised fire, water and > earth. The Chinese recognised wood, fire, earth, metal, and water. Magic > from these traditions would have access to different elementals, and even > the common ones would differ in detail from one to the other. A greek fire > elemental would, naturally, splash all over people and burn their skin off. > An Indian fire elemental might do the RQ-esueq "engulf" attack (I don't know > that much about Indian mythology), and a Chinese fire elemental would > probably fly through the air spitting jets of flame down on people. You lost me there. Seems to me that this is a matter of various interpretations of a common reality. The Chinese just happened to have been familiar with a few elements of which other cultures were ignorant. Frex, just because Newton was ignorant of uranium doesn't mean that the element didn't exist in his time. And since the reality is constant, I don't understand why Greeks, Chinese, and Indians would summon different races (or whatever) of fire elementals simply because the summoners are from different cultures. Again, an element is the purest form of material; therefore, shouldn't elementals themselves be simple critters? > Half the fun of playing in a fantasy world is that you accept magical > explanations as being true. Gravity isn't generated by bilions of individual > particles interacting, the rain doesn't fall just because of air pressure > and evaporation, and lightning certainly doesn't strike because of molecular > friction generating a static charge, with cosmic rays generating conductive > paths. All these things have a magical, or mythological, explanation. In a > game set in ancient China, surely the world really /is/ built out of wood, > fire, earth, metal and water. Okay, if the Chinese are in a different universe entirely from the Greeks, it would make sense that their elementals might be different. But surely living a mere continent apart wouldn't make their ellies vary much. From phil.hibbs at cgey.com Fri Feb 14 03:28:18 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 13 Feb 2003 16:28:18 -0000 Subject: [RQ-Rules] RE: Increasing of characteristics II Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AD9@exast02.capgemini.co.uk> Jim: >The short is I do not have a problem with using the rules to the >best effect. Part of the fun. Quite, sometimes you need to play the numbers to get a character that you enjoy playing, in a points based system. If I want to play a Lankhor Mhy, or a Rune Lord of , or a Lunar sorceror, then I have to be pretty careful how I spend my points in order to make the requirements as they can be quite expensive. If I want to play The Iron Surfer, it becomes even more difficult (not least because I have to persuade the GM that a Wind Lord can be an acolyte too). :-) Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Fri Feb 14 03:36:13 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 13 Feb 2003 16:36:13 -0000 Subject: [RQ-Rules] RE: Elementals Message-ID: <993BE7B40B41D31193C50008C75F68F207E97ADA@exast02.capgemini.co.uk> J and/or Ellen: >Okay, if the Chinese are in a different universe entirely from the Greeks, >it would make sense that their elementals might be different. But surely >living a mere continent apart wouldn't make their ellies vary much. In a Greek fantasy game, I would expect to meet elementals based on the Aristotelian theories. In a Chinese fantasy game, I would not be susprised to meet metal elementals. In a game that encompassed both... well, that depends on whether you think that only one can be right, and that the others must be wrong. Personally, I have no problem with both being "correct", even though mutually exclusive. This happens a lot in Glorantha, but let's not go there, it doesn't have a monopoly on subjective reality. I go with the explanation that neither are truly correct, but each tradition knows a subset of the truth. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From kruch7 at cox.net Fri Feb 14 03:41:16 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Thu, 13 Feb 2003 11:41:16 -0500 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> <012c01c2d378$45fd4e40$3410fea9@frkt5> Message-ID: <004101c2d37e$ba6b00f0$6f7ba8c0@kenneith93j41k> Ah but the reality of the creation is based upon the belief of the user so that a Greek elementals would summon something different then a Chinese because he see the world differently. and no until enough people believed in uranium it doesn't exist :) the world used to really be flat and it wasn't; until enough people believed in it being round that it changed shape and so too with the planets star etc. it takes a critical mass of belief to alter reality to what it's current shape is. I can hardly wait till enough people believe in aliens and space travel to make it a reality Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "J and/or Ellen" > > Half the fun of playing in a fantasy world is that you accept magical > > explanations as being true. Gravity isn't generated by bilions of > individual > > particles interacting, the rain doesn't fall just because of air pressure > > and evaporation, and lightning certainly doesn't strike because of > molecular > > friction generating a static charge, with cosmic rays generating > conductive > > paths. All these things have a magical, or mythological, explanation. In a > > game set in ancient China, surely the world really /is/ built out of wood, > > fire, earth, metal and water. > > Okay, if the Chinese are in a different universe entirely from the Greeks, > it would make sense that their elementals might be different. But surely > living a mere continent apart wouldn't make their ellies vary much. > > > ____________________________________ From Michael.Christian at corbis.com Fri Feb 14 03:41:39 2003 From: Michael.Christian at corbis.com (Michael Christian) Date: Thu, 13 Feb 2003 08:41:39 -0800 Subject: [RQ-Rules] RE: Elementals Message-ID: <306F012D0A00D611BC9D0008C791927404AC98F0@seamail1.continuum.corbis.corp> It seems as if some of these things would be more easily classified as golems of one sort or another. Particularly those made of hair, fingernails, dung, etc. Even if the stats were to use the same sort of formula, it seems as if half of the argument here is about the name. Though I suppose that the argument could be made that golems are created and elementals are summoned. That being the case is there a magical plane of fingernails lurking somewhere in the multiverse where elementals of that type come from. Yech. Michael -----Original Message----- From: Hibbs, Phil [mailto:phil.hibbs at cgey.com] Sent: Thursday, February 13, 2003 8:36 AM To: 'rq-rules at crashbox.com' Subject: [RQ-Rules] RE: Elementals J and/or Ellen: >Okay, if the Chinese are in a different universe entirely from the Greeks, >it would make sense that their elementals might be different. But surely >living a mere continent apart wouldn't make their ellies vary much. In a Greek fantasy game, I would expect to meet elementals based on the Aristotelian theories. In a Chinese fantasy game, I would not be susprised to meet metal elementals. In a game that encompassed both... well, that depends on whether you think that only one can be right, and that the others must be wrong. Personally, I have no problem with both being "correct", even though mutually exclusive. This happens a lot in Glorantha, but let's not go there, it doesn't have a monopoly on subjective reality. I go with the explanation that neither are truly correct, but each tradition knows a subset of the truth. Phil Hibbs. **************************************************************************** **************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". **************************************************************************** **************** _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From stolenbjorn at hotmail.com Fri Feb 14 04:53:25 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 13 Feb 2003 17:53:25 +0000 Subject: [RQ-Rules] Re: maximisers Message-ID: >Bjorn Stolen > > I think you're too kind on thi maximisers; I usually try and > > harrass them hoping for them to find somthing else to do ;) > >Ah... Most of them where there when I started gaming... 27 years ago. So I can >easily forgive maximizing. I also know what to expect after they put the >pencil and calculator down. They roleplay the character. If they have fun >both working the scores and roleplaying, who am I to complain. I go back to >my theory of gaming. If I am not having fun GMing then the players are not >having fun, and if they are not having fun, I am not having fun; we game to >have fun. > >The short is I do not have a problem with using the rules to the best effect. >Part of the fun. > >Jim I'm not as tolerant as you, then. In my oppinion, the rules for any game is there to establish a common base from where to play. It's not created for someone with a solicitor inside him finding some material to train his skills on. Where I've encountered maximisers, they allways end up ranting about some detail for 2 hours = 2 hours gaming lost. ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From bick10 at attbi.com Fri Feb 14 06:32:48 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 13 Feb 2003 19:32:48 +0000 Subject: [RQ-Rules] Re: maximisers Message-ID: <20030213194443.503E14C011@thinbits.com> Bjorn Stolen > I'm not as tolerant as you, then. In my oppinion, the rules for any game is > there to establish a common base from where to play. It's not created for > someone with a solicitor inside him finding some material to train his skills > on. Where I've encountered maximisers, they allways end up ranting about some > detail for 2 hours = 2 hours gaming lost. I have encountered them too. My solution is both very simple and complicated. Simply - The GM/DM/Narrator/Storyteller is the final arbitrator to the rules. Do not argue during gaming session when he/she makes a decision on the rules. Complicated - There is more going on in the GMs head than remembering rules. Plots, plans, multiple NPC actions, several PC that need attention. Mistakes are going to be made and rules not remembered or miss-remembered. When it happens there is a chance that someone will ketch it. The GM is obliged to hear the rule, but once the GM makes a decision it is final. This must me done quickly to keep game flow moving and limit interruptions. Under no circumstances is a player allowed to continue debating a rule once the person running that night's session has made a decision. The player is however allowed to pout quietly if so inclined. If the pouting player wishes to debate further, they may do so in-between sessions. If they are able to convince the GM that he was wrong we move forwards. Backing up, rewards, or other changes are not obligatory from the GM. Some situation may be corrected though. If the GM so desires he can stick to his ruling and at worst, create a new House rule. In practice the GM will admit the mistake and we live with it. The player may still pout if so inclined. We all make mistakes. I have, do and will. I just don't let them stop the game. Example, not too long ago I made a mistake on poison rules. That mistake caused the death of a PC. Another player made note of it but kept quite. (I wondered what he was looking up) In-between session a player pointed it out to me. My solution was to revive the dead PC. Mostly likely claiming he was in a coma. However, the player decided that he was much more excited to play a new PC he had created that very night. Oh - we had a glorious funeral the next gaming session. The greatest threat for a 2 hour loss of gaming is side line BSing. I have a harder time controlling that than I do rules-lawyers. Jim - Who can get distracted too easy. From jurrubin at earthlink.net Fri Feb 14 05:16:21 2003 From: jurrubin at earthlink.net (David Smart) Date: Thu, 13 Feb 2003 12:16:21 -0600 (CST) Subject: [RQ-Rules] Re: maximisers Message-ID: <5600814.1045167389215.JavaMail.nobody@grover.psp.pas.earthlink.net> Jim, Your view is right on with mine..as is the ease with which I'm distracted. *grin* Pity there's no RQ players in Plano, TX. David Smart -------Original Message------- From: bick10 at attbi.com Sent: 02/13/03 01:32 PM The greatest threat for a 2 hour loss of gaming is side line BSing. I have a harder time controlling that than I do rules-lawyers. Jim - Who can get distracted too easy. _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules > From DevinC at aol.com Fri Feb 14 07:32:34 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Thu, 13 Feb 2003 15:32:34 -0500 Subject: [RQ-Rules] unusual elementals Message-ID: <639D678B.40F76219.00047AF1@aol.com> Since people can actually quote from the dreaded AD&D here, that system also had some interesting elementals: Para Elementals were a combination of the four elements: Ooze (Earth and Water) Steam (Fire and Water) Magma or Lava (Fire and Earth) Fog or Mist (Water and Air) Heat (Fire and Air) Dust (Earth and Air) In addition, there was a nature elemental, which was a composite of all of the elements, a time elemental, a storm or tempest elemental. Devin From mccrackan at yahoo.com Fri Feb 14 09:40:07 2003 From: mccrackan at yahoo.com (J and/or Ellen) Date: Thu, 13 Feb 2003 16:40:07 -0600 Subject: [RQ-Rules] unusual elementals References: <639D678B.40F76219.00047AF1@aol.com> Message-ID: <01b001c2d3b0$dc7d01c0$3410fea9@frkt5> As I said in a related message about a year ago: I love the idea of para-elementals, but I believe they shouldn't be as mighty as "pure" elementals, as the fact that they're combined sort of dilutes them. This would explain why the Big Four are the most popular, too. ----- Original Message ----- From: To: Sent: Thursday, February 13, 2003 2:32 PM Subject: Re: [RQ-Rules] unusual elementals > Since people can actually quote from the dreaded AD&D here, that system also had some interesting elementals: > > Para Elementals were a combination of the four elements: > > Ooze (Earth and Water) > Steam (Fire and Water) > Magma or Lava (Fire and Earth) > Fog or Mist (Water and Air) > Heat (Fire and Air) > Dust (Earth and Air) > > In addition, there was a nature elemental, which was a composite of all of the elements, a time elemental, a storm or tempest elemental. > > Devin > _______________________________________________ > 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 Sat Feb 15 04:41:10 2003 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Fri, 14 Feb 2003 09:41:10 -0800 Subject: [RQ-Rules] Fwd: Character Generation/Elementals Message-ID: >Delivered-To: andrew at thinbits.com >Date: Fri, 14 Feb 2003 04:34:53 -0800 >To: runequest-rules at crashbox.com >Cc: >Subject: Character Generation/Elementals >From: nikk at cyber-rights.net > > >-----BEGIN PGP SIGNED MESSAGE----- > >CHARACTER GENERATION > >Yes, my character generation system does need number tweaking in >places, but that's what playtesting is for I suppose. I'm looking at >going through it again with a fine toothcomb, I'd certainly suggest >lowering the maximum starting skill for a beginning character from >75 to, say, 65, as that makes a good warrior, but about four or five >adventures away from 75 (which I think is a good haul). But all >suggestions are welcome! I've tweaked it myself from time to time, >and tried to make it better, but the more people who use it, the >more I can ensure the numbers all work! > >As for adventages and disadvantages - advantages should be bloody >expensive, some of them are really bloody good and stay with you >forever. Some are naff, and I should look at them again (like Trap >Detection), whilst others are good at some levels but not others >(say Hit Point Bonus, which after a while becomes useless but is >quite useful at lower levels). Cash, as Philip pointed out, needs >looking at. Perhaps I'll make some sort of chart? Status and fame >also don't work for me, but I don't particularly want to introduce >yet another mechanic. > >One disadvantages, they should be quite harsh for the points you >get, to discourage the (as Robin Laws put it) one legged, one armed >half blind adventurers who load up on disadvantages. I wanted them >to at least be used in some way to make a better, more coherent >character as oppossed to a character who just took random >disadvantages for points. And some disadvantages should be more >expensive (you'd be amazed at how many times the eunuch had >regretted that particular choice when it comes marriages etc...). It >also appears that I haven't updated my rules in line with the one's >I'm currently using, which remedies the problem at high level. >Basically, at high levels you multiple the points gained from a >disadvantage, and the points you have to pay for an advantage, so a >Heroic level character gets 5 or 6 times the amount of points for >taking "One leg". But the numbers would have to be tweaked (I have >to say, I'm only using the second tier of numbers at the moment, the >third tier > makes your characters quite powerful). > >ELEMENTALS > >There's 5 elemental runes, and I see no reason why the other >elemental runes (cold, shadow, ice, light, blue moon rune, dark >earth etc...) can't just be "sub elemental" runes with their own >elementals. So you could have: > >DARKNESS: Shades, Cold Elementals, Shadow Elementals >MOON: Lunes, Selenes, some lunes for the other Lunar phases (a green >Lunar elemental sounds very exciting) but for them you'd need shards >from the other moons, none of which are very common >AIR: Sylph (and Kolati, Umbroli etc...) >EARTH: Gnome, Dark Earth Elemental (I don't think Dark Gnome sounds >very good), maybe mud elementals and metal elementals if you fancy >SKY: Salamander, Light Elemental, Star Elemental, Sun Elemental, Sky Elemental > >Not too sure about torando elementals, I'd just say they were >spirits, but I think the difference would be academic anyhow. >Actually, a big bumper book of elementals doesn't sound like a half >bad project... > >-----BEGIN PGP SIGNATURE----- >Version: Hush 2.2 (Java) >Note: This signature can be verified at https://www.hushtools.com/verify > >wl0EARECAB0FAj5M4moWHG5pa2tAY3liZXItcmlnaHRzLm5ldAAKCRCzzg9aP/unzSyW >AKCfm2LnrWPSouhMW9OBp5GL3Lv7bACePado3nm93WF7QWBatArzqyA7ZNM= >=udJC >-----END PGP SIGNATURE----- > > > > >Get your free encrypted email at http://www.cyber-rights.net -- From talmeta at talmeta.net Sat Feb 15 04:56:07 2003 From: talmeta at talmeta.net (Tal Meta) Date: Fri, 14 Feb 2003 12:56:07 -0500 Subject: [RQ-Rules] Fwd: Character Generation/Elementals References: Message-ID: <3E4D2DB7.4010107@talmeta.net> Andrew O. Mellinger wrote: >> Not too sure about torando elementals, I'd just say they were spirits, >> but I think the difference would be academic anyhow. Actually, a big >> bumper book of elementals doesn't sound like a half bad project... I started one, once, but ran out of steam on the project... -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Anger kills. From rico at ricosweb.com Sat Feb 15 05:05:44 2003 From: rico at ricosweb.com (Rich Allen) Date: Fri, 14 Feb 2003 11:05:44 -0700 Subject: [RQ-Rules] Skill increase rate In-Reply-To: Message-ID: <001501c2d453$b2c4a100$df0a0a0a@dohealth.com> > lowering the maximum starting skill for a beginning character from > 75 to, say, 65, as that makes a good warrior, but about four or five > adventures away from 75 (which I think is a good haul). This brings up a subject I've been wondering about for a while now. How do/did you guys handle the skill increase rolls in your games?? The way we played at first (I'm not sure if this was by the book or not, it's been too long) you could only have one check per skill, and you could only make the roll once you've made it back to home/base/whatever for a few days. 10% in four or five adventures was unheard of. We eventually changed this to three checks per skill (one each for success, special, and critical rolls) because we almost NEVER had downtime between adventures. Sometimes we would bend our rules a bit and allow checks while on the road between adventures, if the journey was more than a day or so, but that was fairly rare too. In the four years or so of real-time RQ gaming, I never had a character with more than a %93 in any skill. I think one player had a single character with a %102 in a skill, nobody else came close. As our characters got higher and higher skills, it would sometimes be three or four adventures before the high skills went up AT ALL. I'd always just assumed that RQ was written that way, and accepted it. But with Silver Surfers and other examples like quoted above, I'm starting to wonder if we had misinterpreted the rules somehow. Rich Allen From aescleal at btinternet.com Sat Feb 15 05:27:10 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Fri, 14 Feb 2003 18:27:10 +0000 (GMT) Subject: [RQ-Rules] Skill increase rate Message-ID: <1032256.1045247230830.JavaMail.root@127.0.0.1> Doesn't sound like you misinterpreted the rules: In the first long RQ II campaign I played in, the adventurers were reaching 100+ in skills after 100 sessions (about 30 adventures) using one experience check per skill per adventure with a week to reflect between adventures. Skills tended to shoot up to 75 if we had time for training and slow down a lot after that. The campaign was episodic in that we tended to have one adventure per (shut yer ears if you don't like the G word) season and perhaps 4 weeks (1600L worth of training) if we had the cash. In RQ III the rate seemed to a bit slower - although money seemed to be less of a factor. Anyway, after 10 years several of us had adventurers with some skills over 150%. At 75% skill in RQII you'll make an experience roll about 1/3 of the time with INT 13, so it'd take 'em ~2 years (allowing 5 adventures/year) to master a skill from trained out. Cheers, Ash > from: Rich Allen > date: Fri, 14 Feb 2003 18:05:44 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Skill increase rate > > > > lowering the maximum starting skill for a beginning character from > > 75 to, say, 65, as that makes a good warrior, but about four or five > > adventures away from 75 (which I think is a good haul). > > > This brings up a subject I've been wondering about for a while > now. How do/did you guys handle the skill increase rolls in your > games?? The way we played at first (I'm not sure if this was by the > book or not, it's been too long) you could only have one check per > skill, and you could only make the roll once you've made it back to > home/base/whatever for a few days. 10% in four or five adventures was > unheard of. > We eventually changed this to three checks per skill (one each > for success, special, and critical rolls) because we almost NEVER had > downtime between adventures. Sometimes we would bend our rules a bit > and allow checks while on the road between adventures, if the journey > was more than a day or so, but that was fairly rare too. In the four > years or so of real-time RQ gaming, I never had a character with more > than a %93 in any skill. I think one player had a single character with > a %102 in a skill, nobody else came close. As our characters got higher > and higher skills, it would sometimes be three or four adventures before > the high skills went up AT ALL. > I'd always just assumed that RQ was written that way, and > accepted it. But with Silver Surfers and other examples like quoted > above, I'm starting to wonder if we had misinterpreted the rules > somehow. > > Rich Allen > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From phil.hibbs at cgey.com Sat Feb 15 05:42:32 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Fri, 14 Feb 2003 18:42:32 -0000 Subject: [RQ-Rules] RE: Skill increase rate Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AE1@exast02.capgemini.co.uk> >The way we played at first (I'm not sure if this was by the >book or not, it's been too long) you could only have one check >per skill, and you could only make the roll once you've made it >back to home/base/whatever for a few days. 10% in four or five >adventures was unheard of. 10% should be do-able. I think it's a little odd that characters should be adventuring all the time, although I have been in a campaign that was non-stop for about two and a half seasons. In a more episodic game, esp. one where the characters have a cultural context, one tick per adventure should net +7 after 5 adventures, for skills around the 60% mark. I think RQ2 was a little more generous, considering you always got +5% or nothing. The Dorastor game I'm in is really odd, in that we get about one "adventure" every other season. Most of those are just random encounters at the moment, as a new GM has taken over that's never run a game before. Philip Hibbs ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From serazh at bellsouth.net Sat Feb 15 05:46:01 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Fri, 14 Feb 2003 13:46:01 -0500 Subject: [RQ-Rules] Skill increase rate Message-ID: <20030214184601.EUPA3751.imf13bis.bellsouth.net@mail.bellsouth.net> What does Int have to do with experience rolls? I never played RQ2 so forgive me if I missed something there. We do ours at the end of each game month, and you get one experience check per skill. For example I have Right hand sword attack at 90% with modifier, and my modifier is +15, I want to roll over 75% to go up, at which point I get 1d6 or take 3 points. If Im at 120% in Sword attack, I will still have my attack modifier chance to go up, in this case 86 or higher on a d100 (- 15 for Attack modifier). After you reach 150% in a skill, you have only a 5% chance to improve it. Serazh > > From: aescleal at btinternet.com > Date: 2003/02/14 Fri PM 01:27:10 EST > To: rq-rules at crashbox.com, rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Skill increase rate > > Doesn't sound like you misinterpreted the rules: > > In the first long RQ II campaign I played in, the adventurers were reaching 100+ in skills after 100 sessions (about 30 adventures) using one experience check per skill per adventure with a week to reflect between adventures. Skills tended to shoot up to 75 if we had time for training and slow down a lot after that. The campaign was episodic in that we tended to have one adventure per (shut yer ears if you don't like the G word) season and perhaps 4 weeks (1600L worth of training) if we had the cash. > > In RQ III the rate seemed to a bit slower - although money seemed to be less of a factor. Anyway, after 10 years several of us had adventurers with some skills over 150%. > > At 75% skill in RQII you'll make an experience roll about 1/3 of the time with INT 13, so it'd take 'em ~2 years (allowing 5 adventures/year) to master a skill from trained out. > > Cheers, > > Ash > > > from: Rich Allen > > date: Fri, 14 Feb 2003 18:05:44 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Skill increase rate > > > > > > > lowering the maximum starting skill for a beginning character from > > > 75 to, say, 65, as that makes a good warrior, but about four or five > > > adventures away from 75 (which I think is a good haul). > > > > > > This brings up a subject I've been wondering about for a while > > now. How do/did you guys handle the skill increase rolls in your > > games?? The way we played at first (I'm not sure if this was by the > > book or not, it's been too long) you could only have one check per > > skill, and you could only make the roll once you've made it back to > > home/base/whatever for a few days. 10% in four or five adventures was > > unheard of. > > We eventually changed this to three checks per skill (one each > > for success, special, and critical rolls) because we almost NEVER had > > downtime between adventures. Sometimes we would bend our rules a bit > > and allow checks while on the road between adventures, if the journey > > was more than a day or so, but that was fairly rare too. In the four > > years or so of real-time RQ gaming, I never had a character with more > > than a %93 in any skill. I think one player had a single character with > > a %102 in a skill, nobody else came close. As our characters got higher > > and higher skills, it would sometimes be three or four adventures before > > the high skills went up AT ALL. > > I'd always just assumed that RQ was written that way, and > > accepted it. But with Silver Surfers and other examples like quoted > > above, I'm starting to wonder if we had misinterpreted the rules > > somehow. > > > > Rich Allen > > > > _______________________________________________ > > 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 phil.hibbs at cgey.com Sat Feb 15 05:45:57 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Fri, 14 Feb 2003 18:45:57 -0000 Subject: [RQ-Rules] RE: Skill increase rate Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AE2@exast02.capgemini.co.uk> Serazh: >After you reach 150% in a skill, you have only a 5% chance >to improve it. I don't remember that - is that an RQ3 rule, or a house rule? I guess it sounds reasonable. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From aescleal at btinternet.com Sat Feb 15 05:57:48 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Fri, 14 Feb 2003 18:57:48 +0000 (GMT) Subject: [RQ-Rules] Skill increase rate Message-ID: <5267665.1045249068308.JavaMail.root@127.0.0.1> You have missed something. In RQ II the chance of increasing a skill was: 100 - skill + experience bonus where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - INT) if your INT was less than 9. Skills couldn't increase over 100%. (Just noticed a typo in the original message, the INT in the example should be 15, not 13.) There were a couple of special cases: - If your skill was less than 100 you'd always get an increase if you rolled less than your INT; - If you were a Rune Lord you could increase skills over 100% by rolling under your INT. As for RQ III, dunno where you got the 5% chance for skills over 150%, unless it was errated somewhere. Cheers, Ash > from: serazh at bellsouth.net > date: Fri, 14 Feb 2003 18:46:01 > to: rq-rules at crashbox.com, rq-rules at crashbox.com, rq-rules at crashbox.com > subject: Re: Re: [RQ-Rules] Skill increase rate > > What does Int have to do with experience rolls? I never played RQ2 so forgive me if I missed something there. We do ours at the end of each game month, and you get one experience check per skill. For example I have Right hand sword attack at 90% with modifier, and my modifier is +15, I want to roll over 75% to go up, at which point I get 1d6 or take 3 points. > > If Im at 120% in Sword attack, I will still have my attack modifier chance to go up, in this case 86 or higher on a d100 (- 15 for Attack modifier). After you reach 150% in a skill, you have only a 5% chance to improve it. > > Serazh > > > > > From: aescleal at btinternet.com > > Date: 2003/02/14 Fri PM 01:27:10 EST > > To: rq-rules at crashbox.com, rq-rules at crashbox.com > > Subject: Re: [RQ-Rules] Skill increase rate > > > > Doesn't sound like you misinterpreted the rules: > > > > In the first long RQ II campaign I played in, the adventurers were reaching 100+ in skills after 100 sessions (about 30 adventures) using one experience check per skill per adventure with a week to reflect between adventures. Skills tended to shoot up to 75 if we had time for training and slow down a lot after that. The campaign was episodic in that we tended to have one adventure per (shut yer ears if you don't like the G word) season and perhaps 4 weeks (1600L worth of training) if we had the cash. > > > > In RQ III the rate seemed to a bit slower - although money seemed to be less of a factor. Anyway, after 10 years several of us had adventurers with some skills over 150%. > > > > At 75% skill in RQII you'll make an experience roll about 1/3 of the time with INT 13, so it'd take 'em ~2 years (allowing 5 adventures/year) to master a skill from trained out. > > > > Cheers, > > > > Ash > > > > > from: Rich Allen > > > date: Fri, 14 Feb 2003 18:05:44 > > > to: rq-rules at crashbox.com > > > subject: Re: [RQ-Rules] Skill increase rate > > > > > > > > > > lowering the maximum starting skill for a beginning character from > > > > 75 to, say, 65, as that makes a good warrior, but about four or five > > > > adventures away from 75 (which I think is a good haul). > > > > > > > > > This brings up a subject I've been wondering about for a while > > > now. How do/did you guys handle the skill increase rolls in your > > > games?? The way we played at first (I'm not sure if this was by the > > > book or not, it's been too long) you could only have one check per > > > skill, and you could only make the roll once you've made it back to > > > home/base/whatever for a few days. 10% in four or five adventures was > > > unheard of. > > > We eventually changed this to three checks per skill (one each > > > for success, special, and critical rolls) because we almost NEVER had > > > downtime between adventures. Sometimes we would bend our rules a bit > > > and allow checks while on the road between adventures, if the journey > > > was more than a day or so, but that was fairly rare too. In the four > > > years or so of real-time RQ gaming, I never had a character with more > > > than a %93 in any skill. I think one player had a single character with > > > a %102 in a skill, nobody else came close. As our characters got higher > > > and higher skills, it would sometimes be three or four adventures before > > > the high skills went up AT ALL. > > > I'd always just assumed that RQ was written that way, and > > > accepted it. But with Silver Surfers and other examples like quoted > > > above, I'm starting to wonder if we had misinterpreted the rules > > > somehow. > > > > > > Rich Allen > > > > > > _______________________________________________ > > > 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From serazh at bellsouth.net Sat Feb 15 06:38:23 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Fri, 14 Feb 2003 14:38:23 -0500 Subject: [RQ-Rules] RE: Skill increase rate Message-ID: <20030214193825.SKAV12463.imf25bis.bellsouth.net@mail.bellsouth.net> Sorry, thats a house rule, the GM wanted a way to explain how some of us hit that skill at the age of 34, while creatures that were virtually immortal such as High Elves, and dragons, were not around 1000% in thier skills. Serazh > > From: "Hibbs, Phil" > Date: 2003/02/14 Fri PM 01:45:57 EST > To: "'rq-rules at crashbox.com'" > Subject: [RQ-Rules] RE: Skill increase rate > > Serazh: > >After you reach 150% in a skill, you have only a 5% chance > >to improve it. > > I don't remember that - is that an RQ3 rule, or a house rule? I guess it > sounds reasonable. > > Phil Hibbs. > > > ******************************************************************************************** > " This message contains information that may be privileged or confidential and > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > the person to whom it is addressed. If you are not the intended recipient, you > are not authorized to read, print, retain, copy, disseminate, distribute, or use > this message or any part thereof. If you receive this message in error, please > notify the sender immediately and delete all copies of this message ". > ******************************************************************************************** > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From serazh at bellsouth.net Sat Feb 15 06:40:05 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Fri, 14 Feb 2003 14:40:05 -0500 Subject: [RQ-Rules] Skill increase rate Message-ID: <20030214194006.SMWK12463.imf25bis.bellsouth.net@mail.bellsouth.net> Glad I missed RQ 2 : ) And yes the 5% rule was House rule, sorry. Serazh > > From: aescleal at btinternet.com > Date: 2003/02/14 Fri PM 01:57:48 EST > To: rq-rules at crashbox.com > Subject: Re: Re: [RQ-Rules] Skill increase rate > > You have missed something. In RQ II the chance of increasing a skill was: > > 100 - skill + experience bonus > > where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - INT) if your INT was less than 9. Skills couldn't increase over 100%. > > (Just noticed a typo in the original message, the INT in the example should be 15, not 13.) > > There were a couple of special cases: > > - If your skill was less than 100 you'd always get an increase if you rolled less than your INT; > > - If you were a Rune Lord you could increase skills over 100% by rolling under your INT. > > As for RQ III, dunno where you got the 5% chance for skills over 150%, unless it was errated somewhere. > > Cheers, > > Ash > > > from: serazh at bellsouth.net > > date: Fri, 14 Feb 2003 18:46:01 > > to: rq-rules at crashbox.com, rq-rules at crashbox.com, rq-rules at crashbox.com > > subject: Re: Re: [RQ-Rules] Skill increase rate > > > > What does Int have to do with experience rolls? I never played RQ2 so forgive me if I missed something there. We do ours at the end of each game month, and you get one experience check per skill. For example I have Right hand sword attack at 90% with modifier, and my modifier is +15, I want to roll over 75% to go up, at which point I get 1d6 or take 3 points. > > > > If Im at 120% in Sword attack, I will still have my attack modifier chance to go up, in this case 86 or higher on a d100 (- 15 for Attack modifier). After you reach 150% in a skill, you have only a 5% chance to improve it. > > > > Serazh > > > > > > > > From: aescleal at btinternet.com > > > Date: 2003/02/14 Fri PM 01:27:10 EST > > > To: rq-rules at crashbox.com, rq-rules at crashbox.com > > > Subject: Re: [RQ-Rules] Skill increase rate > > > > > > Doesn't sound like you misinterpreted the rules: > > > > > > In the first long RQ II campaign I played in, the adventurers were reaching 100+ in skills after 100 sessions (about 30 adventures) using one experience check per skill per adventure with a week to reflect between adventures. Skills tended to shoot up to 75 if we had time for training and slow down a lot after that. The campaign was episodic in that we tended to have one adventure per (shut yer ears if you don't like the G word) season and perhaps 4 weeks (1600L worth of training) if we had the cash. > > > > > > In RQ III the rate seemed to a bit slower - although money seemed to be less of a factor. Anyway, after 10 years several of us had adventurers with some skills over 150%. > > > > > > At 75% skill in RQII you'll make an experience roll about 1/3 of the time with INT 13, so it'd take 'em ~2 years (allowing 5 adventures/year) to master a skill from trained out. > > > > > > Cheers, > > > > > > Ash > > > > > > > from: Rich Allen > > > > date: Fri, 14 Feb 2003 18:05:44 > > > > to: rq-rules at crashbox.com > > > > subject: Re: [RQ-Rules] Skill increase rate > > > > > > > > > > > > > lowering the maximum starting skill for a beginning character from > > > > > 75 to, say, 65, as that makes a good warrior, but about four or five > > > > > adventures away from 75 (which I think is a good haul). > > > > > > > > > > > > This brings up a subject I've been wondering about for a while > > > > now. How do/did you guys handle the skill increase rolls in your > > > > games?? The way we played at first (I'm not sure if this was by the > > > > book or not, it's been too long) you could only have one check per > > > > skill, and you could only make the roll once you've made it back to > > > > home/base/whatever for a few days. 10% in four or five adventures was > > > > unheard of. > > > > We eventually changed this to three checks per skill (one each > > > > for success, special, and critical rolls) because we almost NEVER had > > > > downtime between adventures. Sometimes we would bend our rules a bit > > > > and allow checks while on the road between adventures, if the journey > > > > was more than a day or so, but that was fairly rare too. In the four > > > > years or so of real-time RQ gaming, I never had a character with more > > > > than a %93 in any skill. I think one player had a single character with > > > > a %102 in a skill, nobody else came close. As our characters got higher > > > > and higher skills, it would sometimes be three or four adventures before > > > > the high skills went up AT ALL. > > > > I'd always just assumed that RQ was written that way, and > > > > accepted it. But with Silver Surfers and other examples like quoted > > > > above, I'm starting to wonder if we had misinterpreted the rules > > > > somehow. > > > > > > > > Rich Allen > > > > > > > > _______________________________________________ > > > > 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 > > > > > > > _______________________________________________ > > 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 stolenbjorn at hotmail.com Sat Feb 15 07:41:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 14 Feb 2003 20:41:32 +0000 Subject: [RQ-Rules] RE: Skill increase rate Message-ID: >Sorry, thats a house rule, the GM wanted a way to explain how some of us hit that skill at the age of 34, while creatures that were virtually immortal such as High Elves, and dragons, were not around 1000% in thier skills. > >Serazh I allways thought some NPC's with very high skills got it from previous experience and magics. The diamond dwarfs with 900% skills and Rasalkark with allmost 400% in some skills are probably very old. I don't think skill checks should be able to rais a skill to more than around 100% (not counting in the skills modifiers). My point is the same as in the Pepsi comersial; Been there, done that (excluding the "Doin' it tomorrow"-bit.") ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rico at ricosweb.com Sat Feb 15 08:38:32 2003 From: rico at ricosweb.com (Rich Allen) Date: Fri, 14 Feb 2003 14:38:32 -0700 Subject: [RQ-Rules] RE: Skill increase rate In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97AE1@exast02.capgemini.co.uk> Message-ID: <001801c2d471$6ccb4910$df0a0a0a@dohealth.com> Thanks gang, I'm glad to hear we weren't missing out on a rule or something. Oh, and we weren't playing the "Glorantha game" so things like clan and cult duties weren't an issue, but maybe we did adventure a little more than normal. Thing is, that's what we as players liked to do. Downtime wasn't interesting to us, and training was way too expensive. Rich Allen From jellen at ameritech.net Sat Feb 15 08:51:18 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Fri, 14 Feb 2003 15:51:18 -0600 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> <012c01c2d378$45fd4e40$3410fea9@frkt5> <004101c2d37e$ba6b00f0$6f7ba8c0@kenneith93j41k> Message-ID: <029f01c2d473$350c6ed0$3410fea9@frkt5> Interesting theory, but it holds up only while sentient beings exist. What about before then? ----- Original Message ----- From: "Joseph Elric Smith Mormon minion of Arioch" To: Sent: Thursday, February 13, 2003 10:41 AM Subject: Re: [RQ-Rules] RE: Elementals > Ah but the reality of the creation is based upon the belief of the user so > that a Greek elementals would summon something different then a Chinese > because he see the world differently. and no until enough people believed in > uranium it doesn't exist :) > the world used to really be flat and it wasn't; until enough people believed > in it being round that it changed shape and so too with the planets star > etc. it takes a critical mass of belief to alter reality to what it's > current shape is. I can hardly wait till enough people believe in aliens and > space travel to make it a reality > Ken > > Gygax is to Gaming what Kirby was to comics > Alas poor Elric I was a thousand times more evil than you > http://www.geocities.com/J_Elric_Smith/Index.html > ----- Original Message ----- > From: "J and/or Ellen" > > > Half the fun of playing in a fantasy world is that you accept magical > > > explanations as being true. Gravity isn't generated by bilions of > > individual > > > particles interacting, the rain doesn't fall just because of air > pressure > > > and evaporation, and lightning certainly doesn't strike because of > > molecular > > > friction generating a static charge, with cosmic rays generating > > conductive > > > paths. All these things have a magical, or mythological, explanation. In > a > > > game set in ancient China, surely the world really /is/ built out of > wood, > > > fire, earth, metal and water. > > > > Okay, if the Chinese are in a different universe entirely from the Greeks, > > it would make sense that their elementals might be different. But surely > > living a mere continent apart wouldn't make their ellies vary much. > > > > > > ____________________________________ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From kruch7 at cox.net Sat Feb 15 13:12:51 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 14 Feb 2003 21:12:51 -0500 Subject: [RQ-Rules] RE: Elementals References: <993BE7B40B41D31193C50008C75F68F207E97AD3@exast02.capgemini.co.uk> <012c01c2d378$45fd4e40$3410fea9@frkt5> <004101c2d37e$ba6b00f0$6f7ba8c0@kenneith93j41k> <029f01c2d473$350c6ed0$3410fea9@frkt5> Message-ID: <008901c2d497$be6c8b50$6f7ba8c0@kenneith93j41k> Well you could say microscopic , and or molecular life has always existed or that man kind is but a dream of the photon., and we have them to blame for bringing us in to existence. :) ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "J and/or Ellen" To: Sent: Friday, February 14, 2003 4:51 PM Subject: Re: [RQ-Rules] RE: Elementals > Interesting theory, but it holds up only while sentient beings exist. What > about before then? > > ----- Original Message ----- > From: "Joseph Elric Smith Mormon minion of Arioch" > To: > Sent: Thursday, February 13, 2003 10:41 AM > Subject: Re: [RQ-Rules] RE: Elementals > > > > Ah but the reality of the creation is based upon the belief of the user so > > that a Greek elementals would summon something different then a Chinese > > because he see the world differently. and no until enough people believed > in > > uranium it doesn't exist :) > > the world used to really be flat and it wasn't; until enough people > believed > > in it being round that it changed shape and so too with the planets star > > etc. it takes a critical mass of belief to alter reality to what it's > > current shape is. I can hardly wait till enough people believe in aliens > and > > space travel to make it a reality > > Ken > > > > Gygax is to Gaming what Kirby was to comics > > Alas poor Elric I was a thousand times more evil than you > > http://www.geocities.com/J_Elric_Smith/Index.html > > ----- Original Message ----- > > From: "J and/or Ellen" > > > > Half the fun of playing in a fantasy world is that you accept magical > > > > explanations as being true. Gravity isn't generated by bilions of > > > individual > > > > particles interacting, the rain doesn't fall just because of air > > pressure > > > > and evaporation, and lightning certainly doesn't strike because of > > > molecular > > > > friction generating a static charge, with cosmic rays generating > > > conductive > > > > paths. All these things have a magical, or mythological, explanation. > In > > a > > > > game set in ancient China, surely the world really /is/ built out of > > wood, > > > > fire, earth, metal and water. > > > > > > Okay, if the Chinese are in a different universe entirely from the > Greeks, > > > it would make sense that their elementals might be different. But surely > > > living a mere continent apart wouldn't make their ellies vary much. > > > > > > > > > ____________________________________ > > > > _______________________________________________ > > 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 tcantine at incentre.net Sat Feb 15 16:32:59 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Fri, 14 Feb 2003 22:32:59 -0700 Subject: [RQ-Rules] Skill advancement Message-ID: > This brings up a subject I've been wondering about for a while >now. How do/did you guys handle the skill increase rolls in your >games?? The way we played at first (I'm not sure if this was by the >book or not, it's been too long) you could only have one check per >skill, and you could only make the roll once you've made it back to >home/base/whatever for a few days. 10% in four or five adventures was >unheard of. My reading of this rule has softened just a bit. I don't insist that characters return to base, but I do impose several days for the lessons to sink in. I actually remember my real-life Drive (Manual Transmission) skill going up a couple of percentiles once, several days after making a successful skill check to shift into first gear. I could have consciously repeated the technique I had used on that successful check at any time, but what I noticed several days later was that I had internalized the new technique completely, and was using it automatically. So my take on it is that about a week for new tricks to become internalized is about right. And I also think that the system as it stands, requiring a roll OVER the skill to actually advance, is an excellent reflection of what's really happening. I'm relatively experienced in driving my 5-speed Toyota now, so while I make successful skill checks all the time, I rarely do so in a way that involves discovering new tricks. This brings up a house rule I've been discussing with Bjorn on a message board at runequest.za.org. Essentially it is intended to reflect the fact that someone who reaches high skill levels in, say, sword attack OUGHT to have learned some tricks of general application which will help out in, say, mace attack. I had a character who reached something like 112% in 1h Sword, and it struck me as odd that he'd be as helpless as a new character with a mace at default skill. After all, his ability to watch an opponent's body movement for vulnerabilities, or to plant his feet for effective maneuver, should not be limited completely to when he has a sword in his right hand. He should be much better with the sword than the mace, but a veteran warrior should still be better able to take care of himself in a fight with some facility, regardless of the weapon in hand. So, here is the solution I came up with. Treat the Attack and Parry modifiers as skills in their own right. They start out as equal to the Manipulation and Agility modifiers respectively, but can increase through experience in a fashion similar to that of other skills, albeit more slowly. An experience check for either is awarded only on a Fumbled roll, or on the critical success of an opponent. In other words, if you fumble an attack or your opponent gets a critical success attacking, assuming you survive the battle, you darn well ought to learn something important about general offensive technique. Likewise, if you fumble a parry or have one of your attacks critically parried or dodged, presumably you will have encountered something about defense from which you can learn. Now, these modifiers will grow very slowly, but as they increase they will extend their benefits to ALL affected attack or parry/dodge skills. Gaining 3 percentiles of attack modifier effectively means gaining 3 percentiles in EVERY melee weapon. (Oh, yes. It doesn't apply to missile weapons.) What's more, in certain circumstances, it will actually speed up your ability to progress in a given weapon, because of the effect of modifiers on the skill increase roll. This makes sense, because someone who has a good general grasp of melee tactics will be quicker able to identify the purpose, strengths and weaknesses of a weapon. ("Hmmm. You call this a rapier, you say? Interesting. Doesn't seem to be balanced for use with a shield, so I suppose naturally you'd want to hold it between yourself and your foe. Ah, yes, of course, and that would lead to an emphasis on thrusting rather than slashing, which explains the thinness of the blade, and the shape of the grip. Tell me, am I holding it correctly? And I presume one normally uses a dagger or such in the other hand, or is that considered ungentlemanly?") /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From stolenbjorn at hotmail.com Sat Feb 15 17:32:42 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Sat, 15 Feb 2003 06:32:42 +0000 Subject: [RQ-Rules] General experience in martial arts Message-ID: As Tom writes, he, me and one other dude have had some rounds on the RQ.za.org on the matter he explains on an earlier mail. My wiev in the discussion is rather similar with his, just that I use the Martial Arts skill as the general attack \ parry skill. I let it be just as hard to increase my version of the MA as he wants it to be to increase the general attack and parry skill. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From tcantine at incentre.net Sun Feb 16 09:55:07 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Sat, 15 Feb 2003 15:55:07 -0700 Subject: [RQ-Rules] Insanely high skills through experience... Message-ID: I'm not sure one would need to explain that. Remember that the more opportunities to have to gain experience checks, the more opportunities you give the Law of Averages to kill you. I expect any entity who's used a skill enough to reach 1000% would have run into the Fumble of Doom against the Critical of the Lucky Peasant a dozen times over. >Message: 5 >From: >To: rq-rules at crashbox.com, > "'rq-rules at crashbox.com'" >Subject: Re: [RQ-Rules] RE: Skill increase rate >Date: Fri, 14 Feb 2003 14:38:23 -0500 >Reply-To: rq-rules at crashbox.com > >Sorry, thats a house rule, the GM wanted a way to explain how some of us >hit that skill at the age of 34, while creatures that were virtually >immortal such as High Elves, and dragons, were not around 1000% in thier >skills. > >Serazh /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From jellen at ameritech.net Mon Feb 17 01:15:31 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Sun, 16 Feb 2003 08:15:31 -0600 Subject: [RQ-Rules] Overskills (was Skill advancement) References: Message-ID: <03e401c2d5c5$ddcfc550$3410fea9@frkt5> SPQR's concept of overskills (Offense and Defense) would address this issue well if it weren't for the fact that overskills are, I believe, set in stone at the moment of character generation. I like your ideas for increasing such skills thru fumbles & criticals (talk about looking on the bright side of a bad situation!). ----- Original Message ----- From: "Thomas M. Cantine" To: Sent: Friday, February 14, 2003 11:32 PM Subject: [RQ-Rules] Skill advancement > ...This brings up a house rule I've been discussing with Bjorn on a > message board at runequest.za.org. Essentially it is intended to reflect > the fact that someone who reaches high skill levels in, say, sword attack > OUGHT to have learned some tricks of general application which will help > out in, say, mace attack. I had a character who reached something like 112% > in 1h Sword, and it struck me as odd that he'd be as helpless as a new > character with a mace at default skill. After all, his ability to watch an > opponent's body movement for vulnerabilities, or to plant his feet for > effective maneuver, should not be limited completely to when he has a sword > in his right hand. He should be much better with the sword than the mace, > but a veteran warrior should still be better able to take care of himself > in a fight with some facility, regardless of the weapon in hand. > So, here is the solution I came up with. Treat the Attack and Parry > modifiers as skills in their own right. They start out as equal to the > Manipulation and Agility modifiers respectively, but can increase through > experience in a fashion similar to that of other skills, albeit more > slowly. An experience check for either is awarded only on a Fumbled roll, > or on the critical success of an opponent. In other words, if you fumble an > attack or your opponent gets a critical success attacking, assuming you > survive the battle, you darn well ought to learn something important about > general offensive technique. Likewise, if you fumble a parry or have one of > your attacks critically parried or dodged, presumably you will have > encountered something about defense from which you can learn. > Now, these modifiers will grow very slowly, but as they increase > they will extend their benefits to ALL affected attack or parry/dodge > skills. Gaining 3 percentiles of attack modifier effectively means gaining > 3 percentiles in EVERY melee weapon. (Oh, yes. It doesn't apply to missile > weapons.) What's more, in certain circumstances, it will actually speed up > your ability to progress in a given weapon, because of the effect of > modifiers on the skill increase roll. This makes sense, because someone who > has a good general grasp of melee tactics will be quicker able to identify > the purpose, strengths and weaknesses of a weapon. ("Hmmm. You call this a > rapier, you say? Interesting. Doesn't seem to be balanced for use with a > shield, so I suppose naturally you'd want to hold it between yourself and > your foe. Ah, yes, of course, and that would lead to an emphasis on > thrusting rather than slashing, which explains the thinness of the blade, > and the shape of the grip. Tell me, am I holding it correctly? And I > presume one normally uses a dagger or such in the other hand, or is that > considered ungentlemanly?") > > /=================================\ > | Thomas M. Cantine | > | "Will Think For Food" | > \=================================/ > http://www.incentre.net/tcantine > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From aescleal at btinternet.com Mon Feb 17 01:55:58 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Sun, 16 Feb 2003 14:55:58 +0000 (GMT) Subject: [RQ-Rules] Insanely high skills through experience... Message-ID: <4891615.1045407358588.JavaMail.root@127.0.0.1> Two things wrong with that statement: - Not all activities are dangerous - I doubt many Lankhor Mhy sages die in Glorantha due to paper cuts; - All the characters I've seen in RQ II and most of 'em in III have obscene divine intervention chances (they're Rune Lord) or incredible healing magic (Heal Body or somesuch with an Allied Spirit on hand to cast it for them) if they have skills > 100%. So there's still a chance that Trollkin's going to get you, but only if you've got low POW (cf. Rurik the Restless). A simplistic way of looking at it is that if a character can get a shield in the way 95% of the time, less than 1/400 strikes against them is going to hurt badly and for the simple expedient of 10 POW for a DI it's not going to hurt at all. Going a bit further, 5 Adventures a year, taking 10 strikes per adventure on average implies ~ 1 POW / year to avoid death. Cheers, Ash > from: "Thomas M. Cantine" > date: Sat, 15 Feb 2003 22:55:07 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Insanely high skills through experience... > > I'm not sure one would need to explain that. Remember that the more > opportunities to have to gain experience checks, the more opportunities you > give the Law of Averages to kill you. I expect any entity who's used a > skill enough to reach 1000% would have run into the Fumble of Doom against > the Critical of the Lucky Peasant a dozen times over. > > >Message: 5 > >From: > >To: rq-rules at crashbox.com, > > "'rq-rules at crashbox.com'" > >Subject: Re: [RQ-Rules] RE: Skill increase rate > >Date: Fri, 14 Feb 2003 14:38:23 -0500 > >Reply-To: rq-rules at crashbox.com > > > >Sorry, thats a house rule, the GM wanted a way to explain how some of us > >hit that skill at the age of 34, while creatures that were virtually > >immortal such as High Elves, and dragons, were not around 1000% in thier > >skills. > > > >Serazh > > /=================================\ > | Thomas M. Cantine | > | "Will Think For Food" | > \=================================/ > http://www.incentre.net/tcantine > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From AAlanrichards at aol.com Mon Feb 17 02:46:41 2003 From: AAlanrichards at aol.com (AAlanrichards at aol.com) Date: Sun, 16 Feb 2003 10:46:41 EST Subject: [RQ-Rules] Re: Finger nail elementals Message-ID: Wouldn't these be Elementals of the Man Rune ? From joemills at columbus.rr.com Mon Feb 17 05:08:45 2003 From: joemills at columbus.rr.com (Joe Mills) Date: Sun, 16 Feb 2003 13:08:45 -0500 Subject: [RQ-Rules] Quck Humakti Gift Question References: <20030116181102.C590D4C269@thinbits.com> Message-ID: <000701c2d5e6$72559180$dae5a618@columbus.rr.com> Hey guys, Just wondering if a Humakti Gift on a specific weapon is cancelled by the death of the Humakti. -- Joe From pontus.amberg at telia.com Mon Feb 17 07:50:53 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Sun, 16 Feb 2003 21:50:53 +0100 Subject: SV: [RQ-Rules] Quck Humakti Gift Question In-Reply-To: <000701c2d5e6$72559180$dae5a618@columbus.rr.com> Message-ID: <000201c2d5fd$193e2320$3200a8c0@brainst8> I think it is cancelled. At least an Humakti initiate's gift on a Lottery Sword (described in Tales of the Reaching Moon #5) is revoked by his death. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Joe Mills Skickat: den 16 februari 2003 19:09 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Quck Humakti Gift Question Hey guys, Just wondering if a Humakti Gift on a specific weapon is cancelled by the death of the Humakti. -- Joe _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From soltakss at yahoo.com Mon Feb 17 09:00:43 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 16 Feb 2003 22:00:43 +0000 (GMT) Subject: [RQ-Rules] Re: Skill increase rate In-Reply-To: <20030214220503.E342C4C338@thinbits.com> Message-ID: <20030216220043.30780.qmail@web9607.mail.yahoo.com> Ash: > You have missed something. In RQ II the chance of increasing a skill was: > > 100 - skill + experience bonus > > where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - > INT) if your INT was less than 9. Skills couldn't increase over 100%. It sounds complicated, but it was incredibly easy to use in practice. You rolled your dice, if you rolled below 100 - skill then you knew you had succeeded, if you rolled a lot higher you knew you had failed, if you rolled around that level then you worked it out. Very quick, very easy. > (Just noticed a typo in the original message, the INT in the example should > be 15, not 13.) > > There were a couple of special cases: > > - If your skill was less than 100 you'd always get an increase if you > rolled less than your INT; > > - If you were a Rune Lord you could increase skills over 100% by rolling > under your INT. We ended up with most skills being rolled on INT as most of our skills were over 100. Defence was increasible only by rolling under INT, no matter what the skill. > As for RQ III, dunno where you got the 5% chance for skills over 150%, > unless it was errated somewhere. We always played that you had a 5% chance of doing anything, if you had the skill to start of with, so even with experience, you should have a 5% chance of increasing after all the modifiers. Serazh: > Glad I missed RQ 2 : ) And yes the 5% rule was House rule, sorry. Glad I didn't. It was better than RQ3 in many ways. Rich Allen: > Thanks gang, I'm glad to hear we weren't missing out on a rule > or something. Oh, and we weren't playing the "Glorantha game" so things > like clan and cult duties weren't an issue, but maybe we did adventure a > little more than normal. Thing is, that's what we as players liked to > do. Downtime wasn't interesting to us, and training was way too > expensive. We never bothered with silly things like clans and cult duties involved going into an enemy temple and dufing up everyone we found and we played a Gloranthan campaign. We adventured and tok time out for training when it was necessary, although we each had 2 or 3 PCs, so we could have one resting and one adventuring. We didn't mind downtime as it normally included rolling experience, sacrificing for spells, training and spirit binding. That took all of five minutes for the whole group, then on to the next adventure. See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From soltakss at yahoo.com Mon Feb 17 09:29:23 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 16 Feb 2003 22:29:23 +0000 (GMT) Subject: [RQ-Rules] Re: Toenails/GMs In-Reply-To: <20030214184103.26FD34C337@thinbits.com> Message-ID: <20030216222923.26875.qmail@web9603.mail.yahoo.com> Michael Christian: > It seems as if some of these things would be more easily classified as > golems of one sort or another. Particularly those made of hair, > fingernails, > dung, etc. Even if the stats were to use the same sort of formula, it seems > as if half of the argument here is about the name. Though I suppose that > the > argument could be made that golems are created and elementals are summoned. > That being the case is there a magical plane of fingernails lurking > somewhere in the multiverse where elementals of that type come from. Yech. He had the idea that if the Norse Gods could make a ship from the uncut toenails of bad Vikings, then there had to be a plane of fingernails that could be accessed. It followed on that things could be summoned from such a plane. By the way, these were not golems made from a little bit of fingernails/hair, this was a mad, immortal sorcerer who cut his nails and hair into vats for many, many years, so he had two vats full of toenails and hair from which he summoned medium elementals (the GM thought that a large elemental was too big). The idea of being engulfed in a cube of toenails several metres in length is particularly unpleasant. Jim: > I have encountered them too. My solution is both very simple and > complicated. > > Simply - > The GM/DM/Narrator/Storyteller is the final arbitrator to the rules. Do > not > argue during gaming session when he/she makes a decision on the rules. I have seen players argue for a whole hour on a rule point that was unfair. It can spoil the game in that way. > Complicated - > There is more going on in the GMs head than remembering rules. Plots, > plans, > multiple NPC actions, several PC that need attention. Mistakes are going > to be > made and rules not remembered or miss-remembered. When it happens there is > a > chance that someone will ketch it. The GM is obliged to hear the rule, but > once the GM makes a decision it is final. This must me done quickly to > keep > game flow moving and limit interruptions. Under no circumstances is a > player > allowed to continue debating a rule once the person running that night's > session has made a decision. The player is however allowed to pout quietly > if so inclined. Hear, hear. We had the idea that players could point out rules that the GM had forgotten, if they were correct then the GM normally revised his opinion. Otherwise, if it was a matter of opinion the GM always won. We had a multi-GM campaign for a long time and each GM had his own interreptation of certain areas, so we knew not to argue with Curly when he played that "Speak to Birds" got the responses of "I'm hungry, got any food? What's a Lunar? What's yesterday? Got any food?", for instance. > If the pouting player wishes to debate further, they may do so in-between > sessions. If they are able to convince the GM that he was wrong we move > forwards. Backing up, rewards, or other changes are not obligatory from > the > GM. Some situation may be corrected though. If the GM so desires he can > stick > to his ruling and at worst, create a new House rule. In practice the GM > will > admit the mistake and we live with it. The player may still pout if so > inclined. We never, ever, took time back. If a GM made a mistake and owned up to it then he tried to put it right by undoing the effects. If a magical item was lost then it was given back. If someone died then he was brought back or rescued by NPCs or the PCs could mount an easy rescue. If it was dificult to undo, then it stayed done. > We all make mistakes. I have, do and will. I just don't let them stop the > game. I've never seen a GM who has never made a mistake. I made hundreds. > The greatest threat for a 2 hour loss of gaming is side line BSing. I have > a > harder time controlling that than I do rules-lawyers. Although, we had the concept of "1D3 sub-rules" which meant that any decision was always tempered with a number of sub-rules that altered its meaning. We had a campaign of rules-lawyers and it never hurt us, really. Nikk: > >ELEMENTALS > > > >There's 5 elemental runes, and I see no reason why the other > >elemental runes (cold, shadow, ice, light, blue moon rune, dark > >earth etc...) can't just be "sub elemental" runes with their own > >elementals. So you could have: > > > >DARKNESS: Shades, Cold Elementals, Shadow Elementals > >MOON: Lunes, Selenes, some lunes for the other Lunar phases (a green > >Lunar elemental sounds very exciting) but for them you'd need shards > >from the other moons, none of which are very common > >AIR: Sylph (and Kolati, Umbroli etc...) > >EARTH: Gnome, Dark Earth Elemental (I don't think Dark Gnome sounds > >very good), maybe mud elementals and metal elementals if you fancy > >SKY: Salamander, Light Elemental, Star Elemental, Sun Elemental, Sky > Elemental > > > >Not too sure about torando elementals, I'd just say they were > >spirits, but I think the difference would be academic anyhow. My Tornado Sylphs basically are normal sylphs that spin around really fast and throw people into the air. They are a subtype of sylph, but perhaps they shouldn't be, after all Whirlvishes are not a subtype of sylph. Tal Meta: > Anger kills. Reminds me of Sledge Hammer's quote that "... guns don't kill people." - "What, you mean 'guns don't kill people, people kill people'?" - "No, bullets, bullets kill people." See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From soltakss at yahoo.com Mon Feb 17 09:54:03 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 16 Feb 2003 22:54:03 +0000 (GMT) Subject: [RQ-Rules] Re: Quick Humakti Gift Question In-Reply-To: <20030216224302.C322A4C33A@thinbits.com> Message-ID: <20030216225403.29427.qmail@web9603.mail.yahoo.com> Ash: > Two things wrong with that statement: > > - Not all activities are dangerous - I doubt many Lankhor Mhy sages die in > Glorantha due to paper cuts; You'd be surprised. > - All the characters I've seen in RQ II and most of 'em in III have > obscene divine intervention chances (they're Rune Lord) or incredible > healing magic (Heal Body or somesuch with an Allied Spirit on hand to cast > it for them) if they have skills > 100%. So there's still a chance that > Trollkin's going to get you, but only if you've got low POW (cf. Rurik the > Restless). Rurik Runespear was always seen as a bit of a joke amongst our PC Yelmalians. > A simplistic way of looking at it is that if a character can get a shield > in the way 95% of the time, less than 1/400 strikes against them is going > to hurt badly and for the simple expedient of 10 POW for a DI it's not > going to hurt at all. Not forgetting the 70% Natural Defence (using RQ2 or RQ3 combat location tables) - hitting a non-vital location doesn't kill you. Also, a well-prepared Rune Level is likely to have enchanted his Hit Points up, possibly to double, so he'd have say 30 HPs and 10 HPs in a vital location, so the Lucky Peasant is going to have to do 20 points of damage to kill the Rune Level (if double damage to a vital kills as RQ2) or 30 HPs (to take HPs down to 0) or 60 HPs (to take HPs down to -30) depending on the rules played. A Lucky Peasant with a poleaxe might do it, but otherwise it seems unlikely. > Going a bit further, 5 Adventures a year, taking 10 strikes per adventure > on average implies ~ 1 POW / year to avoid death. 10 strikes per adventure? We took 10 strikes just going down the street to do the shopping :-) I used a rule of thumb of 1 adventure per season for Priests and 2 for Rune Lords, so we would have had 10 adventures per year. Joe: > Just wondering if a Humakti Gift on a specific weapon is cancelled by > the death of the Humakti. I would say yes, because the gift is specific to the Humakti as well as to the weapon. Gifts gained on a HeroQuest might remain after the Humakti has died, depending on the HeroQuest conditions. See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From Tony.Williamson at aucklandcity.govt.nz Mon Feb 17 10:54:43 2003 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Mon, 17 Feb 2003 12:54:43 +1300 Subject: [RQ-Rules] Re: Skill increase rate Message-ID: <03Feb17.125900nzdt.119172@inetgate.akcity.govt.nz> Just to add my two cents worth, RQ II skill increases were always 5% chance to increase you skill over 100% if you were Rune level, or IQ bonus (which ever was greater) of 3% per point of IQ over 12 - just another way to look at it. I prefer the RQ II system over the RQ III system by far. Tony -----Original Message----- From: Simon Phipp [mailto:soltakss at yahoo.com] Sent: Monday, 17 February 2003 11:01 To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Skill increase rate Ash: > You have missed something. In RQ II the chance of increasing a skill was: > > 100 - skill + experience bonus > > where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - > INT) if your INT was less than 9. Skills couldn't increase over 100%. It sounds complicated, but it was incredibly easy to use in practice. You rolled your dice, if you rolled below 100 - skill then you knew you had succeeded, if you rolled a lot higher you knew you had failed, if you rolled around that level then you worked it out. Very quick, very easy. > (Just noticed a typo in the original message, the INT in the example should > be 15, not 13.) > > There were a couple of special cases: > > - If your skill was less than 100 you'd always get an increase if you > rolled less than your INT; > > - If you were a Rune Lord you could increase skills over 100% by rolling > under your INT. We ended up with most skills being rolled on INT as most of our skills were over 100. Defence was increasible only by rolling under INT, no matter what the skill. > As for RQ III, dunno where you got the 5% chance for skills over 150%, > unless it was errated somewhere. We always played that you had a 5% chance of doing anything, if you had the skill to start of with, so even with experience, you should have a 5% chance of increasing after all the modifiers. Serazh: > Glad I missed RQ 2 : ) And yes the 5% rule was House rule, sorry. Glad I didn't. It was better than RQ3 in many ways. Rich Allen: > Thanks gang, I'm glad to hear we weren't missing out on a rule > or something. Oh, and we weren't playing the "Glorantha game" so things > like clan and cult duties weren't an issue, but maybe we did adventure a > little more than normal. Thing is, that's what we as players liked to > do. Downtime wasn't interesting to us, and training was way too > expensive. We never bothered with silly things like clans and cult duties involved going into an enemy temple and dufing up everyone we found and we played a Gloranthan campaign. We adventured and tok time out for training when it was necessary, although we each had 2 or 3 PCs, so we could have one resting and one adventuring. We didn't mind downtime as it normally included rolling experience, sacrificing for spells, training and spirit binding. That took all of five minutes for the whole group, then on to the next adventure. See Ya Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.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 This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. From aescleal at btinternet.com Mon Feb 17 20:02:50 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 09:02:50 +0000 (GMT) Subject: [RQ-Rules] Re: Skill increase rate Message-ID: <5694089.1045472570803.JavaMail.root@127.0.0.1> Sorry to be pedantic, but the rules say roll your INT or less - have a look in Rick Meints reprints if you haven't got the original rules to hand. Cheers, Ash > from: "Williamson, Tony" > date: Sun, 16 Feb 2003 23:54:43 > to: rq-rules at crashbox.com > subject: RE: [RQ-Rules] Re: Skill increase rate > > Just to add my two cents worth, > RQ II skill increases were always 5% chance to increase you skill over 100% > if you were Rune level, or IQ bonus (which ever was greater) of 3% per point > of IQ over 12 - just another way to look at it. > > I prefer the RQ II system over the RQ III system by far. > > Tony > > -----Original Message----- > From: Simon Phipp [mailto:soltakss at yahoo.com] > Sent: Monday, 17 February 2003 11:01 > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Re: Skill increase rate > > > Ash: > > > You have missed something. In RQ II the chance of increasing a skill was: > > > > 100 - skill + experience bonus > > > > where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - > > INT) if your INT was less than 9. Skills couldn't increase over 100%. > > It sounds complicated, but it was incredibly easy to use in practice. You > rolled your dice, if you rolled below 100 - skill then you knew you had > succeeded, if you rolled a lot higher you knew you had failed, if you rolled > around that level then you worked it out. Very quick, very easy. > > > (Just noticed a typo in the original message, the INT in the example > should > > be 15, not 13.) > > > > There were a couple of special cases: > > > > - If your skill was less than 100 you'd always get an increase if you > > rolled less than your INT; > > > > - If you were a Rune Lord you could increase skills over 100% by rolling > > under your INT. > > We ended up with most skills being rolled on INT as most of our skills were > over 100. > > Defence was increasible only by rolling under INT, no matter what the skill. > > > As for RQ III, dunno where you got the 5% chance for skills over 150%, > > unless it was errated somewhere. > > We always played that you had a 5% chance of doing anything, if you had the > skill to start of with, so even with experience, you should have a 5% chance > of increasing after all the modifiers. > > Serazh: > > > Glad I missed RQ 2 : ) And yes the 5% rule was House rule, sorry. > > Glad I didn't. It was better than RQ3 in many ways. > > Rich Allen: > > > Thanks gang, I'm glad to hear we weren't missing out on a rule > > or something. Oh, and we weren't playing the "Glorantha game" so things > > like clan and cult duties weren't an issue, but maybe we did adventure a > > little more than normal. Thing is, that's what we as players liked to > > do. Downtime wasn't interesting to us, and training was way too > > expensive. > > We never bothered with silly things like clans and cult duties involved > going > into an enemy temple and dufing up everyone we found and we played a > Gloranthan campaign. We adventured and tok time out for training when it was > necessary, although we each had 2 or 3 PCs, so we could have one resting and > one adventuring. We didn't mind downtime as it normally included rolling > experience, sacrificing for spells, training and spirit binding. That took > all of five minutes for the whole group, then on to the next adventure. > > See Ya > > Simon > > > __________________________________________________ > Do You Yahoo!? > Everything you'll ever need on one web page > from News and Sport to Email and Music Charts > http://uk.my.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 > > This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. > > Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From tiberius at runequest.za.org Mon Feb 17 20:28:07 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 17 Feb 2003 11:28:07 +0200 (SAST) Subject: [RQ-Rules] Caltrops Message-ID: <13060.196.8.104.31.1045474087.squirrel@mail.wack.co.za> Does anyone know of a rule of thumb used for caltrops? I put together some basic ules for damage etc on my site, but methinks they could use soem editing. http://www.runequest.za.org/article/articleview/36/1/18/ the premise I have used is that someone stepping on a caltrop is unlikley to have steel bootsoles. The nature of the device would be to punch through aleather soles and infict damage to the victims foot, the heavier the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ <=10 would take 1 point damage while someone with SIZ 18 would take 2 points. (18/2 rounded up). Tony -- Orcs are great, but the empire is eternal! From phil.hibbs at cgey.com Mon Feb 17 21:17:20 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Mon, 17 Feb 2003 10:17:20 -0000 Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AE8@exast02.capgemini.co.uk> Ash: > - Not all activities are dangerous - I doubt many >Lankhor Mhy sages die in Glorantha due to paper cuts; Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you have to spend an entire year just training and sleeping to get an 8% chance of a 1.5% increase through research. That's 500 years to get another 100% a knowledge skill. Other categories are up to around three times quicker as you can get higher modifiers (+24% attack modifier is not un-heard-of). Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From gianni at basicrps.com Mon Feb 17 22:09:49 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 17 Feb 2003 12:09:49 +0100 Subject: [RQ-Rules] Meints reprints - Vol.III - Cult compendium Message-ID: <001101c2d675$16f64070$9002600a@otvfrap043> Looks yummy.... http://www.tradetalk.de/english/index.php3 But how come it is already sold on tradetalk.de and not yet on glorantha.info? Gianni webmaster of basicrps.com From aescleal at btinternet.com Mon Feb 17 22:18:00 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 11:18:00 +0000 (GMT) Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <7493069.1045480680862.JavaMail.root@127.0.0.1> If someone else knows the skill at a higher level they can teach you far more effectively - if you have 200% in RQIII and the teacher has 205% you can match him in ~12 weeks. All it takes is one sage to gain an increase in a skill through research and he (or she) can spread the competence around fairly quickly. This doesn't happen with skills with experience check boxes, 'cause you can't train in them past 75%. Cheers, Ash > from: "Hibbs, Phil" > date: Mon, 17 Feb 2003 10:17:20 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > Ash: > > - Not all activities are dangerous - I doubt many > >Lankhor Mhy sages die in Glorantha due to paper cuts; > > Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you > have to spend an entire year just training and sleeping to get an 8% chance > of a 1.5% increase through research. That's 500 years to get another 100% a > knowledge skill. Other categories are up to around three times quicker as > you can get higher modifiers (+24% attack modifier is not un-heard-of). > > Phil Hibbs. > > > ******************************************************************************************** > " This message contains information that may be privileged or confidential and > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > the person to whom it is addressed. If you are not the intended recipient, you > are not authorized to read, print, retain, copy, disseminate, distribute, or use > this message or any part thereof. If you receive this message in error, please > notify the sender immediately and delete all copies of this message ". > ******************************************************************************************** > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From aescleal at btinternet.com Mon Feb 17 22:20:55 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 11:20:55 +0000 (GMT) Subject: [RQ-Rules] Caltrops Message-ID: <3728327.1045480855546.JavaMail.root@127.0.0.1> How about doing the targets damage bonus 1D4 or so? Cheers, Ash > from: Tony Den > date: Mon, 17 Feb 2003 09:28:07 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Caltrops > > Does anyone know of a rule of thumb used for caltrops? I put together some > basic ules for damage etc on my site, but methinks they could use soem > editing. http://www.runequest.za.org/article/articleview/36/1/18/ > > the premise I have used is that someone stepping on a caltrop is unlikley > to have steel bootsoles. The nature of the device would be to punch > through aleather soles and infict damage to the victims foot, the heavier > the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ <=10 > would take 1 point damage while someone with SIZ 18 would take 2 points. > (18/2 rounded up). > Tony > > > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From stolenbjorn at hotmail.com Mon Feb 17 23:12:00 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 17 Feb 2003 12:12:00 +0000 Subject: [RQ-Rules] Re: Quick Humakti Gift Question Message-ID: SIMON: I HEREBY WOE THAT MY PLAYERS NEVER SHAL    REACH SUCH LEVELS! > > > Two things wrong with that statement: > > > > - Not all activities are dangerous - I doubt many Lankhor Mhy sages die in > > Glorantha due to paper cuts; > >You'd be surprised. > > > - All the characters I've seen in RQ II and most of 'em in III have > > obscene divine intervention chances (they're Rune Lord) or incredible > > healing magic (Heal Body or somesuch with an Allied Spirit on hand to cast > > it for them) if they have skills > 100%. So there's still a chance that > > Trollkin's going to get you, but only if you've got low POW (cf. Rurik the > > Restless). > >Rurik Runespear was always seen as a bit of a joke amongst our PC Yelmalians. > > > > A simplistic way of looking at it is that if a character can get a shield > > in the way 95% of the time, less than 1/400 strikes against them is going > > to hurt badly and for the simple expedient of 10 POW for a DI it's not > > going to hurt at all. > >Not forgetting the 70% Natural Defence (using RQ2 or RQ3 combat location >tables) - hitting a non-vital location doesn't kill you. > >Also, a well-prepared Rune Level is likely to have enchanted his Hit Points >up, possibly to double, so he'd have say 30 HPs and 10 HPs in a vital >location, so the Lucky Peasant is going to have to do 20 points of damage to >kill the Rune Level (if double damage to a vital kills as RQ2) or 30 HPs (to >take HPs down to 0) or 60 HPs (to take HPs down to -30) depending on the >rules played. A Lucky Peasant with a poleaxe might do it, but otherwise it >seems unlikely. > > > Going a bit further, 5 Adventures a year, taking 10 strikes per adventure > > on average implies ~ 1 POW / year to avoid death. > >10 strikes per adventure? We took 10 strikes just going down the street to do >the shopping :-) > >I used a rule of thumb of 1 adventure per season for Priests and 2 for Rune >Lords, so we would have had 10 adventures per year. > >Joe: > > Just wondering if a Humakti Gift on a specific weapon is cancelled by > > the death of the Humakti. > >I would say yes, because the gift is specific to the Humakti as well as to >the weapon. Gifts gained on a HeroQuest might remain after the Humakti has >died, depending on the HeroQuest conditions. > >See Ya > >Simon > > >__________________________________________________ >Do You Yahoo!? >Everything you'll ever need on one web page >from News and Sport to Email and Music Charts >http://uk.my.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 ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From aescleal at btinternet.com Mon Feb 17 23:38:46 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 12:38:46 +0000 (GMT) Subject: [RQ-Rules] OT: Mail Format Message-ID: <411952.1045485526287.JavaMail.root@127.0.0.1> Is it just me, or are other people suffering from having "plus signs" removed in their postings? Cheers, Ash > from: aescleal at btinternet.com > date: Mon, 17 Feb 2003 11:20:55 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Caltrops > > How about doing the targets damage bonus 1D4 or so? > > Cheers, > > Ash > > > from: Tony Den > > date: Mon, 17 Feb 2003 09:28:07 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Caltrops > > > > Does anyone know of a rule of thumb used for caltrops? I put together some > > basic ules for damage etc on my site, but methinks they could use soem > > editing. http://www.runequest.za.org/article/articleview/36/1/18/ > > > > the premise I have used is that someone stepping on a caltrop is unlikley > > to have steel bootsoles. The nature of the device would be to punch > > through aleather soles and infict damage to the victims foot, the heavier > > the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ <=10 > > would take 1 point damage while someone with SIZ 18 would take 2 points. > > (18/2 rounded up). > > Tony > > > > > > -- > > Orcs are great, but the empire is eternal! > > > > > > _______________________________________________ > > 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 serazh at bellsouth.net Tue Feb 18 01:55:43 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Mon, 17 Feb 2003 9:55:43 -0500 Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <20030217145543.BRFI28707.imf17bis.bellsouth.net@mail.bellsouth.net> See I have a problem with that 75% rule, you can find someone out there is at 200% and he cant teach you anything in weapons skills because your at 75%? That doesnt make a bit of sense, I would say that the teachers weapon skill and teaching skill together must always be 100% higher than your skill, but you can still be taught, and the cost over 75% can be doubled, and possibly tripled at 100%. That is if you can find someone that good willing to teach, but it should not be impossible. But thats just my opinion. Serazh P.S. Just proof-read my note, and wanted to say this isnt an attack or disagreement with your statement Ash, just made me think of that rule that has always irritated me, so please dont take it personally. > > From: aescleal at btinternet.com > Date: 2003/02/17 Mon AM 06:18:00 EST > To: rq-rules at crashbox.com, rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > If someone else knows the skill at a higher level they can teach you far more effectively - if you have 200% in RQIII and the teacher has 205% you can match him in ~12 weeks. All it takes is one sage to gain an increase in a skill through research and he (or she) can spread the competence around fairly quickly. > > This doesn't happen with skills with experience check boxes, 'cause you can't train in them past 75%. > > Cheers, > > Ash > > > from: "Hibbs, Phil" > > date: Mon, 17 Feb 2003 10:17:20 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > Ash: > > > - Not all activities are dangerous - I doubt many > > >Lankhor Mhy sages die in Glorantha due to paper cuts; > > > > Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you > > have to spend an entire year just training and sleeping to get an 8% chance > > of a 1.5% increase through research. That's 500 years to get another 100% a > > knowledge skill. Other categories are up to around three times quicker as > > you can get higher modifiers (+24% attack modifier is not un-heard-of). > > > > Phil Hibbs. > > > > > > ******************************************************************************************** > > " This message contains information that may be privileged or confidential and > > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > > the person to whom it is addressed. If you are not the intended recipient, you > > are not authorized to read, print, retain, copy, disseminate, distribute, or use > > this message or any part thereof. If you receive this message in error, please > > notify the sender immediately and delete all copies of this message ". > > ******************************************************************************************** > > > > _______________________________________________ > > 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 serazh at bellsouth.net Tue Feb 18 02:00:50 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Mon, 17 Feb 2003 10:00:50 -0500 Subject: [RQ-Rules] Caltrops Message-ID: <20030217150050.BXAI28707.imf17bis.bellsouth.net@mail.bellsouth.net> I agree with Ash, damage bonus is a good way to do it, just keep in mind on animals it make not be that effective, horses would hate it, but elephants could probably care less. As far as seeing if they step on one, the D&D system isn't too bad, I think its 10 caltrops cover a 5 foot square, requiring a dex X 3 not to step on one. And you could say above dex X 5 you hit 1d3 of them, and maybe on fumble you get 1d6. Could be nasty. Serazh > > From: aescleal at btinternet.com > Date: 2003/02/17 Mon AM 06:20:55 EST > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Caltrops > > How about doing the targets damage bonus 1D4 or so? > > Cheers, > > Ash > > > from: Tony Den > > date: Mon, 17 Feb 2003 09:28:07 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Caltrops > > > > Does anyone know of a rule of thumb used for caltrops? I put together some > > basic ules for damage etc on my site, but methinks they could use soem > > editing. http://www.runequest.za.org/article/articleview/36/1/18/ > > > > the premise I have used is that someone stepping on a caltrop is unlikley > > to have steel bootsoles. The nature of the device would be to punch > > through aleather soles and infict damage to the victims foot, the heavier > > the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ <=10 > > would take 1 point damage while someone with SIZ 18 would take 2 points. > > (18/2 rounded up). > > Tony > > > > > > -- > > Orcs are great, but the empire is eternal! > > > > > > _______________________________________________ > > 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 phil.hibbs at cgey.com Tue Feb 18 02:35:01 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Mon, 17 Feb 2003 15:35:01 -0000 Subject: [RQ-Rules] Re: Skill increase rate Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AF0@exast02.capgemini.co.uk> Simon Phipp: >Defence was increasible only by rolling under INT, no matter what the skill. I thought Defence couldn't be increased. How do you tick it? You never roll on it. It was overpowered as it was, IMO, and good riddance to it. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From stolenbjorn at hotmail.com Tue Feb 18 02:44:05 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 17 Feb 2003 15:44:05 +0000 Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: Serezh: I think that most teachers can only teach you to a certain level. After that you have to find out what works best for you, and in this process you might develop your own unike way of doing it. This is somthing you eventually is on your own about. It might be that this is what the gamedesigners tought about when they said you can't ba tought anything after reaching 75% I have no strong oppinions wether a housrule is apropriate or not. Mabye you could be taught further up, but needed a kind of special success to be allowed to increase, and need criticals to increase after 100%? This might cover the fact that you find a tutor that fit your way of thinking and moving perfectly... >See I have a problem with that 75% rule, you can find someone out there is at 200% and he >cant teach you anything in weapons skills because your at 75%? That doesnt make a bit of >sense, I would say that the teachers weapon skill and teaching skill together must always be >100% higher than your skill, but you can still be taught, and the cost over 75% can be >doubled, and possibly tripled at 100%. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From aescleal at btinternet.com Tue Feb 18 03:10:58 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 16:10:58 +0000 (GMT) Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <4593834.1045498258064.JavaMail.root@127.0.0.1> It irritates me as well - it's one of the reasons I've used my own experience system for the last 5 years. Cheers, Ash > from: serazh at bellsouth.net > date: Mon, 17 Feb 2003 14:55:43 > to: rq-rules at crashbox.com, rq-rules at crashbox.com, rq-rules at crashbox.com > subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > See I have a problem with that 75% rule, you can find someone out there is at 200% and he cant teach you anything in weapons skills because your at 75%? That doesnt make a bit of sense, I would say that the teachers weapon skill and teaching skill together must always be 100% higher than your skill, but you can still be taught, and the cost over 75% can be doubled, and possibly tripled at 100%. > > That is if you can find someone that good willing to teach, but it should not be impossible. But thats just my opinion. > > Serazh > > P.S. > Just proof-read my note, and wanted to say this isnt an attack or disagreement with your statement Ash, just made me think of that rule that has always irritated me, so please dont take it personally. > > > > > From: aescleal at btinternet.com > > Date: 2003/02/17 Mon AM 06:18:00 EST > > To: rq-rules at crashbox.com, rq-rules at crashbox.com > > Subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > If someone else knows the skill at a higher level they can teach you far more effectively - if you have 200% in RQIII and the teacher has 205% you can match him in ~12 weeks. All it takes is one sage to gain an increase in a skill through research and he (or she) can spread the competence around fairly quickly. > > > > This doesn't happen with skills with experience check boxes, 'cause you can't train in them past 75%. > > > > Cheers, > > > > Ash > > > > > from: "Hibbs, Phil" > > > date: Mon, 17 Feb 2003 10:17:20 > > > to: rq-rules at crashbox.com > > > subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > Ash: > > > > - Not all activities are dangerous - I doubt many > > > >Lankhor Mhy sages die in Glorantha due to paper cuts; > > > > > > Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you > > > have to spend an entire year just training and sleeping to get an 8% chance > > > of a 1.5% increase through research. That's 500 years to get another 100% a > > > knowledge skill. Other categories are up to around three times quicker as > > > you can get higher modifiers (+24% attack modifier is not un-heard-of). > > > > > > Phil Hibbs. > > > > > > > > > ******************************************************************************************** > > > " This message contains information that may be privileged or confidential and > > > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > > > the person to whom it is addressed. If you are not the intended recipient, you > > > are not authorized to read, print, retain, copy, disseminate, distribute, or use > > > this message or any part thereof. If you receive this message in error, please > > > notify the sender immediately and delete all copies of this message ". > > > ******************************************************************************************** > > > > > > _______________________________________________ > > > 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From aescleal at btinternet.com Tue Feb 18 03:14:39 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Mon, 17 Feb 2003 16:14:39 +0000 (GMT) Subject: [RQ-Rules] Re: Skill increase rate Message-ID: <3423632.1045498479439.JavaMail.root@127.0.0.1> If an attack missed due to defence, you'd get an experience check. Defense tended to work the opposite of most skills in that the higher you got, the faster people tended to improve. Some of our RQ II characters reached > 70% over the course 100 or so sessions. Cheers, Ash > from: "Hibbs, Phil" > date: Mon, 17 Feb 2003 15:35:01 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Re: Skill increase rate > > Simon Phipp: > >Defence was increasible only by rolling under INT, no matter what the > skill. > > I thought Defence couldn't be increased. How do you tick it? You never roll > on it. It was overpowered as it was, IMO, and good riddance to it. > > Phil Hibbs. > > > ******************************************************************************************** > " This message contains information that may be privileged or confidential and > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > the person to whom it is addressed. If you are not the intended recipient, you > are not authorized to read, print, retain, copy, disseminate, distribute, or use > this message or any part thereof. If you receive this message in error, please > notify the sender immediately and delete all copies of this message ". > ******************************************************************************************** > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jellen at ameritech.net Tue Feb 18 03:31:22 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Mon, 17 Feb 2003 10:31:22 -0600 Subject: [RQ-Rules] Caltrops References: <20030217150050.BXAI28707.imf17bis.bellsouth.net@mail.bellsouth.net> Message-ID: <050c01c2d6a2$022af190$3410fea9@frkt5> Shouldn't a penalty be applied to victims who are charging or otherwise moving quickly? ----- Original Message ----- From: To: ; Sent: Monday, February 17, 2003 9:00 AM Subject: Re: Re: [RQ-Rules] Caltrops I agree with Ash, damage bonus is a good way to do it, just keep in mind on animals it make not be that effective, horses would hate it, but elephants could probably care less. As far as seeing if they step on one, the D&D system isn't too bad, I think its 10 caltrops cover a 5 foot square, requiring a dex X 3 not to step on one. And you could say above dex X 5 you hit 1d3 of them, and maybe on fumble you get 1d6. Could be nasty. Serazh > > From: aescleal at btinternet.com > Date: 2003/02/17 Mon AM 06:20:55 EST > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Caltrops > > How about doing the targets damage bonus 1D4 or so? > > Cheers, > > Ash > > > from: Tony Den > > date: Mon, 17 Feb 2003 09:28:07 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Caltrops > > > > Does anyone know of a rule of thumb used for caltrops? I put together some > > basic ules for damage etc on my site, but methinks they could use soem > > editing. http://www.runequest.za.org/article/articleview/36/1/18/ > > > > the premise I have used is that someone stepping on a caltrop is unlikley > > to have steel bootsoles. The nature of the device would be to punch > > through aleather soles and infict damage to the victims foot, the heavier > > the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ <=10 > > would take 1 point damage while someone with SIZ 18 would take 2 points. > > (18/2 rounded up). > > Tony > > > > > > -- > > Orcs are great, but the empire is eternal! > > > > > > _______________________________________________ > > 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 > _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From serazh at bellsouth.net Tue Feb 18 05:07:05 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Mon, 17 Feb 2003 13:07:05 -0500 Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <20030217180705.VSVH251.imf15bis.bellsouth.net@mail.bellsouth.net> Care to share with a brother gamer?..... Serazh > > From: aescleal at btinternet.com > Date: 2003/02/17 Mon AM 11:10:58 EST > To: rq-rules at crashbox.com > Subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > It irritates me as well - it's one of the reasons I've used my own experience system for the last 5 years. > > Cheers, > > Ash > > > from: serazh at bellsouth.net > > date: Mon, 17 Feb 2003 14:55:43 > > to: rq-rules at crashbox.com, rq-rules at crashbox.com, rq-rules at crashbox.com > > subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > See I have a problem with that 75% rule, you can find someone out there is at 200% and he cant teach you anything in weapons skills because your at 75%? That doesnt make a bit of sense, I would say that the teachers weapon skill and teaching skill together must always be 100% higher than your skill, but you can still be taught, and the cost over 75% can be doubled, and possibly tripled at 100%. > > > > That is if you can find someone that good willing to teach, but it should not be impossible. But thats just my opinion. > > > > Serazh > > > > P.S. > > Just proof-read my note, and wanted to say this isnt an attack or disagreement with your statement Ash, just made me think of that rule that has always irritated me, so please dont take it personally. > > > > > > > > From: aescleal at btinternet.com > > > Date: 2003/02/17 Mon AM 06:18:00 EST > > > To: rq-rules at crashbox.com, rq-rules at crashbox.com > > > Subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > If someone else knows the skill at a higher level they can teach you far more effectively - if you have 200% in RQIII and the teacher has 205% you can match him in ~12 weeks. All it takes is one sage to gain an increase in a skill through research and he (or she) can spread the competence around fairly quickly. > > > > > > This doesn't happen with skills with experience check boxes, 'cause you can't train in them past 75%. > > > > > > Cheers, > > > > > > Ash > > > > > > > from: "Hibbs, Phil" > > > > date: Mon, 17 Feb 2003 10:17:20 > > > > to: rq-rules at crashbox.com > > > > subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > > > Ash: > > > > > - Not all activities are dangerous - I doubt many > > > > >Lankhor Mhy sages die in Glorantha due to paper cuts; > > > > > > > > Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you > > > > have to spend an entire year just training and sleeping to get an 8% chance > > > > of a 1.5% increase through research. That's 500 years to get another 100% a > > > > knowledge skill. Other categories are up to around three times quicker as > > > > you can get higher modifiers (+24% attack modifier is not un-heard-of). > > > > > > > > Phil Hibbs. > > > > > > > > > > > > ******************************************************************************************** > > > > " This message contains information that may be privileged or confidential and > > > > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > > > > the person to whom it is addressed. If you are not the intended recipient, you > > > > are not authorized to read, print, retain, copy, disseminate, distribute, or use > > > > this message or any part thereof. If you receive this message in error, please > > > > notify the sender immediately and delete all copies of this message ". > > > > ******************************************************************************************** > > > > > > > > _______________________________________________ > > > > 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 > > > > > > > _______________________________________________ > > 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 serazh at bellsouth.net Tue Feb 18 05:08:09 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Mon, 17 Feb 2003 13:08:09 -0500 Subject: [RQ-Rules] Caltrops Message-ID: <20030217180809.VTZD251.imf15bis.bellsouth.net@mail.bellsouth.net> Yes, I would say full move or charge is Dex X 1 Serazh > > From: "J and/or Ellen" > Date: 2003/02/17 Mon AM 11:31:22 EST > To: > Subject: Re: Re: [RQ-Rules] Caltrops > > Shouldn't a penalty be applied to victims who are charging or otherwise > moving quickly? > > ----- Original Message ----- > From: > To: ; > Sent: Monday, February 17, 2003 9:00 AM > Subject: Re: Re: [RQ-Rules] Caltrops > > > I agree with Ash, damage bonus is a good way to do it, just keep in mind on > animals it make not be that effective, horses would hate it, but elephants > could probably care less. > > As far as seeing if they step on one, the D&D system isn't too bad, I think > its 10 caltrops cover a 5 foot square, requiring a dex X 3 not to step on > one. And you could say above dex X 5 you hit 1d3 of them, and maybe on > fumble you get 1d6. Could be nasty. > > Serazh > > > > > From: aescleal at btinternet.com > > Date: 2003/02/17 Mon AM 06:20:55 EST > > To: rq-rules at crashbox.com > > Subject: Re: [RQ-Rules] Caltrops > > > > How about doing the targets damage bonus 1D4 or so? > > > > Cheers, > > > > Ash > > > > > from: Tony Den > > > date: Mon, 17 Feb 2003 09:28:07 > > > to: rq-rules at crashbox.com > > > subject: Re: [RQ-Rules] Caltrops > > > > > > Does anyone know of a rule of thumb used for caltrops? I put together > some > > > basic ules for damage etc on my site, but methinks they could use soem > > > editing. http://www.runequest.za.org/article/articleview/36/1/18/ > > > > > > the premise I have used is that someone stepping on a caltrop is > unlikley > > > to have steel bootsoles. The nature of the device would be to punch > > > through aleather soles and infict damage to the victims foot, the > heavier > > > the victim (bigger SIZ), the mor ethe damage. thus a victim with SIZ > <=10 > > > would take 1 point damage while someone with SIZ 18 would take 2 points. > > > (18/2 rounded up). > > > Tony > > > > > > > > > -- > > > Orcs are great, but the empire is eternal! > > > > > > > > > _______________________________________________ > > > 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 > > > > _______________________________________________ > 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 Tony.Williamson at aucklandcity.govt.nz Tue Feb 18 05:24:19 2003 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Tue, 18 Feb 2003 07:24:19 +1300 Subject: [RQ-Rules] Re: Skill increase rate Message-ID: <03Feb18.072835nzdt.119063@inetgate.akcity.govt.nz> So sorry you are right, and I knew that, I'm getting confused with standard skill rolls, too early in the morning for me :) Tony -----Original Message----- From: aescleal at btinternet.com [mailto:aescleal at btinternet.com] Sent: Monday, 17 February 2003 22:03 To: rq-rules at crashbox.com; rq-rules at crashbox.com Subject: RE: [RQ-Rules] Re: Skill increase rate Sorry to be pedantic, but the rules say roll your INT or less - have a look in Rick Meints reprints if you haven't got the original rules to hand. Cheers, Ash > from: "Williamson, Tony" > date: Sun, 16 Feb 2003 23:54:43 > to: rq-rules at crashbox.com > subject: RE: [RQ-Rules] Re: Skill increase rate > > Just to add my two cents worth, > RQ II skill increases were always 5% chance to increase you skill over 100% > if you were Rune level, or IQ bonus (which ever was greater) of 3% per point > of IQ over 12 - just another way to look at it. > > I prefer the RQ II system over the RQ III system by far. > > Tony > > -----Original Message----- > From: Simon Phipp [mailto:soltakss at yahoo.com] > Sent: Monday, 17 February 2003 11:01 > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Re: Skill increase rate > > > Ash: > > > You have missed something. In RQ II the chance of increasing a skill was: > > > > 100 - skill + experience bonus > > > > where experience bonus was 3 x (INT -12) if your INT was > 12, 3 x (9 - > > INT) if your INT was less than 9. Skills couldn't increase over 100%. > > It sounds complicated, but it was incredibly easy to use in practice. You > rolled your dice, if you rolled below 100 - skill then you knew you had > succeeded, if you rolled a lot higher you knew you had failed, if you rolled > around that level then you worked it out. Very quick, very easy. > > > (Just noticed a typo in the original message, the INT in the example > should > > be 15, not 13.) > > > > There were a couple of special cases: > > > > - If your skill was less than 100 you'd always get an increase if you > > rolled less than your INT; > > > > - If you were a Rune Lord you could increase skills over 100% by rolling > > under your INT. > > We ended up with most skills being rolled on INT as most of our skills were > over 100. > > Defence was increasible only by rolling under INT, no matter what the skill. > > > As for RQ III, dunno where you got the 5% chance for skills over 150%, > > unless it was errated somewhere. > > We always played that you had a 5% chance of doing anything, if you had the > skill to start of with, so even with experience, you should have a 5% chance > of increasing after all the modifiers. > > Serazh: > > > Glad I missed RQ 2 : ) And yes the 5% rule was House rule, sorry. > > Glad I didn't. It was better than RQ3 in many ways. > > Rich Allen: > > > Thanks gang, I'm glad to hear we weren't missing out on a rule > > or something. Oh, and we weren't playing the "Glorantha game" so things > > like clan and cult duties weren't an issue, but maybe we did adventure a > > little more than normal. Thing is, that's what we as players liked to > > do. Downtime wasn't interesting to us, and training was way too > > expensive. > > We never bothered with silly things like clans and cult duties involved > going > into an enemy temple and dufing up everyone we found and we played a > Gloranthan campaign. We adventured and tok time out for training when it was > necessary, although we each had 2 or 3 PCs, so we could have one resting and > one adventuring. We didn't mind downtime as it normally included rolling > experience, sacrificing for spells, training and spirit binding. That took > all of five minutes for the whole group, then on to the next adventure. > > See Ya > > Simon > > > __________________________________________________ > Do You Yahoo!? > Everything you'll ever need on one web page > from News and Sport to Email and Music Charts > http://uk.my.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 > > This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. > > Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. > _______________________________________________ > 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 This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. From Rjmeints at aol.com Tue Feb 18 12:11:17 2003 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Mon, 17 Feb 2003 20:11:17 EST Subject: [RQ-Rules] Re: Meints Reprints Message-ID: All, The reason that the Cult Compendium isn't available on my website is that I have yet to update it since the book came out. Waylate on the updates, but I've been busy. I've actually got most of the site ready to upload, I just haven't uploaded it yet. I'll do so this week. Rick --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From Tony.Williamson at aucklandcity.govt.nz Tue Feb 18 12:17:29 2003 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Tue, 18 Feb 2003 14:17:29 +1300 Subject: [RQ-Rules] Re: Meints Reprints Message-ID: <03Feb18.142146nzdt.119071@inetgate.akcity.govt.nz> I have just received my copy of Cult Compendium a couple of weeks ago and it is awesome !! Highly recommend it. Tony W -----Original Message----- From: Rjmeints at aol.com [mailto:Rjmeints at aol.com] Sent: Tuesday, 18 February 2003 14:11 To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Meints Reprints All, The reason that the Cult Compendium isn't available on my website is that I have yet to update it since the book came out. Waylate on the updates, but I've been busy. I've actually got most of the site ready to upload, I just haven't uploaded it yet. I'll do so this week. Rick --- 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 This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. From aescleal at btinternet.com Tue Feb 18 21:06:04 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Tue, 18 Feb 2003 10:06:04 +0000 (GMT) Subject: [RQ-Rules] Re: Insanely high skills through experience... Message-ID: <4521665.1045562764981.JavaMail.root@127.0.0.1> It's somewhere on: http://www.btinternet.com/~aescleal/RPG.htm Sorry 'bout the colour scheme and occasional crap use of English... :-) Cheers, Ash > from: serazh at bellsouth.net > date: Mon, 17 Feb 2003 18:07:05 > to: rq-rules at crashbox.com, rq-rules at crashbox.com > subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > Care to share with a brother gamer?..... > > Serazh > > > > > From: aescleal at btinternet.com > > Date: 2003/02/17 Mon AM 11:10:58 EST > > To: rq-rules at crashbox.com > > Subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > It irritates me as well - it's one of the reasons I've used my own experience system for the last 5 years. > > > > Cheers, > > > > Ash > > > > > from: serazh at bellsouth.net > > > date: Mon, 17 Feb 2003 14:55:43 > > > to: rq-rules at crashbox.com, rq-rules at crashbox.com, rq-rules at crashbox.com > > > subject: Re: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > See I have a problem with that 75% rule, you can find someone out there is at 200% and he cant teach you anything in weapons skills because your at 75%? That doesnt make a bit of sense, I would say that the teachers weapon skill and teaching skill together must always be 100% higher than your skill, but you can still be taught, and the cost over 75% can be doubled, and possibly tripled at 100%. > > > > > > That is if you can find someone that good willing to teach, but it should not be impossible. But thats just my opinion. > > > > > > Serazh > > > > > > P.S. > > > Just proof-read my note, and wanted to say this isnt an attack or disagreement with your statement Ash, just made me think of that rule that has always irritated me, so please dont take it personally. > > > > > > > > > > > From: aescleal at btinternet.com > > > > Date: 2003/02/17 Mon AM 06:18:00 EST > > > > To: rq-rules at crashbox.com, rq-rules at crashbox.com > > > > Subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > > > If someone else knows the skill at a higher level they can teach you far more effectively - if you have 200% in RQIII and the teacher has 205% you can match him in ~12 weeks. All it takes is one sage to gain an increase in a skill through research and he (or she) can spread the competence around fairly quickly. > > > > > > > > This doesn't happen with skills with experience check boxes, 'cause you can't train in them past 75%. > > > > > > > > Cheers, > > > > > > > > Ash > > > > > > > > > from: "Hibbs, Phil" > > > > > date: Mon, 17 Feb 2003 10:17:20 > > > > > to: rq-rules at crashbox.com > > > > > subject: Re: [RQ-Rules] Re: Insanely high skills through experience... > > > > > > > > > > Ash: > > > > > > - Not all activities are dangerous - I doubt many > > > > > >Lankhor Mhy sages die in Glorantha due to paper cuts; > > > > > > > > > > Most Lankhor Mhy skills aren't tickable, and once you get up to 200%, you > > > > > have to spend an entire year just training and sleeping to get an 8% chance > > > > > of a 1.5% increase through research. That's 500 years to get another 100% a > > > > > knowledge skill. Other categories are up to around three times quicker as > > > > > you can get higher modifiers (+24% attack modifier is not un-heard-of). > > > > > > > > > > Phil Hibbs. > > > > > > > > > > > > > > > ******************************************************************************************** > > > > > " This message contains information that may be privileged or confidential and > > > > > is the property of the Cap Gemini Ernst & Young Group. It is intended only for > > > > > the person to whom it is addressed. If you are not the intended recipient, you > > > > > are not authorized to read, print, retain, copy, disseminate, distribute, or use > > > > > this message or any part thereof. If you receive this message in error, please > > > > > notify the sender immediately and delete all copies of this message ". > > > > > ******************************************************************************************** > > > > > > > > > > _______________________________________________ > > > > > 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 > > > > > > > > > > _______________________________________________ > > > 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From soltakss at yahoo.com Wed Feb 19 00:11:54 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Tue, 18 Feb 2003 13:11:54 +0000 (GMT) Subject: [RQ-Rules] Nitpicking again In-Reply-To: <20030217184202.3C63B4C348@thinbits.com> Message-ID: <20030218131154.54988.qmail@web9605.mail.yahoo.com> Aaaagh! Too many nested copies! I'm having to use the Page Down button far too many times :-) Seriously, it does make replies incredibly hard to read if the whole of the newsletter or a whole series of replies are included in every reply. > > > > > > > > > > _______________________________________________ > > > > > 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 > > > > > > > > > > _______________________________________________ > > > 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 > > Nitpickingly yours Simon (Phipp not Hibbs) __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From phil.hibbs at cgey.com Wed Feb 19 03:00:43 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 18 Feb 2003 16:00:43 -0000 Subject: [RQ-Rules] Re: Nitpicking again Message-ID: <993BE7B40B41D31193C50008C75F68F207E97AF6@exast02.capgemini.co.uk> I agree - there are a lot of emails that are barely readable on the web as well. Messages that don't wrap lines, messages that are triple-spaced with > or   everywhere, etc. Any effort to clean this up would be appreciated. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From tcantine at incentre.net Wed Feb 19 13:48:04 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Tue, 18 Feb 2003 19:48:04 -0700 Subject: [RQ-Rules] Thoughts on Caltrops Message-ID: Serazh wrote: >I agree with Ash, damage bonus is a good way to do it, just keep in mind >on animals it make not be that effective, horses would hate it, but >elephants could probably care less. Er, just as a point of fact, elephants' feet are VERY sensitive, and caltrops would be even more effective against them than against horses, who, after all, have shoes NAILED to their hooves. Not to suggest caltrops can't hurt horses very badly, but that they do have two advantages elephants don't: small footprints (making actual contact with the caltrop less likely) and hooves which, however slightly, introduce a chance that the caltrop might be knocked aside before doing its damage. (On the other hand, elephants are usually very careful where they put their feet, and unless they're really in a hurry or distracted, may often feel the sharp point before putting any weight on it.) I like Ash's idea of using the victim's damage bonus in some way, except that it occurs to me that there's only so far in a caltrop will go, which is to say, all the way. Above a certain mass, all creatures should in principle take the same damage, which wouldn't really be all that much immediately, except for its effects on mobility. Rather than relying on hit point values (which could lead to the absurd consequence of killing big critters with enough caltrops), I would suggest ruling instead that a hit with a caltrop automatically impales for a total of 1D2 damage ignoring armour. (Why ignore armour? Most creatures will have no appreciable armour on the soles of their feet, but if they do, use the creature's damage bonus to the caltrop damage to see if it penetrates and inflicts the 1D2. Consider that an elephant wearing iron plate sandals for 12 points will have a damage bonus of +5D6, meaning the caltrop will do on average 19 points. So let's just forget about armouring feet against caltrops...) Now, once a beast has lost the use of a foot, I would require the animal to make a DEX check to avoid falling, with the multiplier maybe based on the number of legs remaining, and perhaps the movement rate. A trotting horse would therefore need a DEXx3 to avoid a fall, while one at full gallop would need DEXx1 and one who absent-mindedly stepped on one while grazing would get a DEXx5. (A galloping giant centipede probably wouldn't even slow down.) In any case, the situation would call for Ride rolls, if there is a rider, even if the mount does not fall. It seems to me that the main damage inflicted through caltrops would be indirect, that is, falling damage. I have posted some clarifications to falling and knockback rules at www.runequest.za.org; perhaps if there's interest, I'll pass them along to the list here... /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From serazh at bellsouth.net Wed Feb 19 15:33:51 2003 From: serazh at bellsouth.net (serazh at bellsouth.net) Date: Tue, 18 Feb 2003 23:33:51 -0500 Subject: [RQ-Rules] Thoughts on Caltrops Message-ID: <20030219043351.RFWP1290.imf33bis.bellsouth.net@mail.bellsouth.net> My assumption was we were talking about caltrops on the scale of jacks, easy to carry, and still quite effective against humanoid types. As far as elephants my information on thier feet came from this link, and against jack size caltrops, Im not sure they would notice. http://elephant.elehost.com/About_Elephants/Anatomy/The_Feet/the_feet.html The problem with caltrops is they are too circumstantial, depending on what they are used against, and what the target has on its feet, for example a giant or large creature wearing any kind of footwear, is going to have at least a inch of substance on the bottom of thier foot, in which case a jack sized caltrop is going to be completely absorbed by the sole of the shoe or boot. And like I said above, the size of the caltrops is also a factor, if you use larger ones in your game, then they would probably be more dangerous, but also better chance to see and evade. The main purpose in our game for them is slowing down the enemy. And on falling on them I agree with Thomas Cantine, it could be really bad to take one in a foot, and then lose your balance and land on more. Serazh > > From: tcantine at incentre.net (Thomas M. Cantine) > Date: 2003/02/18 Tue PM 09:48:04 EST > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Thoughts on Caltrops > > > Serazh wrote: > > >I agree with Ash, damage bonus is a good way to do it, just keep in mind > >on animals it make not be that effective, horses would hate it, but > >elephants could probably care less. > > Er, just as a point of fact, elephants' feet are VERY sensitive, > and caltrops would be even more effective against them than against horses, > who, after all, have shoes NAILED to their hooves. Not to suggest caltrops > can't hurt horses very badly, but that they do have two advantages > elephants don't: small footprints (making actual contact with the caltrop > less likely) and hooves which, however slightly, introduce a chance that > the caltrop might be knocked aside before doing its damage. (On the other > hand, elephants are usually very careful where they put their feet, and > unless they're really in a hurry or distracted, may often feel the sharp > point before putting any weight on it.) > > I like Ash's idea of using the victim's damage bonus in some way, except > that it occurs to me that there's only so far in a caltrop will go, which > is to say, all the way. Above a certain mass, all creatures should in > principle take the same damage, which wouldn't really be all that much > immediately, except for its effects on mobility. Rather than relying on hit > point values (which could lead to the absurd consequence of killing big > critters with enough caltrops), I would suggest ruling instead that a hit > with a caltrop automatically impales for a total of 1D2 damage ignoring > armour. (Why ignore armour? Most creatures will have no appreciable armour > on the soles of their feet, but if they do, use the creature's damage bonus > to the caltrop damage to see if it penetrates and inflicts the 1D2. > Consider that an elephant wearing iron plate sandals for 12 points will > have a damage bonus of +5D6, meaning the caltrop will do on average 19 > points. So let's just forget about armouring feet against caltrops...) > > Now, once a beast has lost the use of a foot, I would require the animal to > make a DEX check to avoid falling, with the multiplier maybe based on the > number of legs remaining, and perhaps the movement rate. A trotting horse > would therefore need a DEXx3 to avoid a fall, while one at full gallop > would need DEXx1 and one who absent-mindedly stepped on one while grazing > would get a DEXx5. (A galloping giant centipede probably wouldn't even slow > down.) In any case, the situation would call for Ride rolls, if there is a > rider, even if the mount does not fall. > > It seems to me that the main damage inflicted through caltrops would be > indirect, that is, falling damage. I have posted some clarifications to > falling and knockback rules at www.runequest.za.org; perhaps if there's > interest, I'll pass them along to the list here... > > /=================================\ > | Thomas M. Cantine | > | "Will Think For Food" | > \=================================/ > http://www.incentre.net/tcantine > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From stolenbjorn at hotmail.com Wed Feb 19 22:41:10 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 19 Feb 2003 11:41:10 +0000 Subject: [RQ-Rules] Re: Thoughts on Caltrops and elephants Message-ID: >Serazh wrote: > > >I agree with Ash, damage bonus is a good way to do it, just keep in mind > >on animals it make not be that effective, horses would hate it, but > >elephants could probably care less. > > Er, just as a point of fact, elephants' feet are VERY sensitive, >and caltrops would be even more effective against them than against horses, >who, after all, have shoes NAILED to their hooves. Not to suggest caltrops >can't hurt horses very badly, but that they do have two advantages >elephants don't: small footprints (making actual contact with the caltrop >less likely) and hooves which, however slightly, introduce a chance that >the caltrop might be knocked aside before doing its damage. (On the other >hand, elephants are usually very careful where they put their feet, and >unless they're really in a hurry or distracted, may often feel the sharp >point before putting any weight on it.) Very good point! In india, a battle was actually lost because the too eager general ordered his elephants into the streets of a besiged city. The elephants stepped on thingies the rebellous(? -haven't got the scource on front of me...) had thrown infront of the massive creatures. The result was that the mahoots lost control of the beasts which panicked, and the result was a lot of attackers and their elephants killed by eachother and the ocational jarvelin, slingstone etc. from the salvaged defenders ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 19 22:45:45 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 19 Feb 2003 11:45:45 +0000 Subject: [RQ-Rules] Re: Caltrops, elephants int and minefields Message-ID: >Im not sure they would notice. Well when king cobra's teeth can penentrate elephants, i asume that little spiky thingies can as well, considering the weight of them when stepping down. An optional rule on the use of this stuff, could of course be that the creature spots them and refuses to move; mabye even more psykologically effective than actually do damage with the thingies. It's just like minefields in modern warfare, it's OK to blow some enemy to pieces, but that's really just a bonus. The main principle is to delay the enemy which have the psycological aspects forcing them to clear it allthough there might be a statistically good chanse to just charge through it ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Feb 19 22:48:54 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 19 Feb 2003 11:48:54 +0000 Subject: [RQ-Rules] Elephant's int Message-ID: ...I've seen a movie where they show how elephants are very consious on where they put their feet. The saying that they're afraid of mice is related to this. They don't like beeing bitten by snakes, etc, and associate anything running or looking suspicious between their feet is attempted to avoid. If they're so afraid of snakebites, it could perhaps be taken as credit for them getting hurt from caltrops? On the other hand, it can be taken to credit for them seeing the little things and simply stepping where they don't lay... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From peter at maranci.net Thu Feb 20 07:36:53 2003 From: peter at maranci.net (Peter Maranci) Date: Wed, 19 Feb 2003 15:36:53 -0500 (EST) Subject: [RQ-Rules] Killing us with kindness! Message-ID: <2818.216.118.190.11.1045687013.squirrel@webmail> Shortly after I posted the vote links for five RuneQuest sites here, someone apparently started cheating on behalf of some of the sites. As a result we've been eliminated from the list entirely for . Which means we're pretty much screwed; the cheating is apparently an ongoing thing, so every time the list is reset we're eliminated all over again. It's kind of frustrating, since our sites were in the top 5 *without* cheating. Please only vote once per site per day at most. And please, *please* don't cheat. It's no favor. Thanks! Oh, I almost forgot: I started a chatroom for RQ (and roleplaying in general) last night. If anyone feels like shooting the breeze about RQ, I'll be checking in now and again. It's a java-based chat that doesn't require installation (it just runs in your browser), and you can use a guest login. http://www.network54.com/Hide/Chat/92667 ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From Rjmeints at aol.com Thu Feb 20 15:10:58 2003 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Wed, 19 Feb 2003 23:10:58 EST Subject: [RQ-Rules] My new website: www.glorantha.info Message-ID: <10d.200b523b.2b85af52@aol.com> All, Just thought I'd let you all know that I've launched the first version of my new website. I've latched onto the domain www.glorantha.info and have begun filling it with all sorts of information on, surprise, Glorantha. Since I've been a collector of the material I've focused on the information formerly only available in my book, the Meints Index to Glorantha. I've got loads of product covers and info on all the classic RQ supplements, with lots more to come on all the fan published stuff, Hero Wars products, and conventions. The site isn't finished, but large sections of it are complete and it shouldn't have any bugs or navigation nightmares in it. It also has the latest information on how to buy the Gloranthan Classics reprints, plus a smidgen of used RQ2 stuff. Check it out and let me know what else you'd like added, or what isn't worth keeping. PS: www.glorantha.co.uk is a dead site. I don't have access to update it from the US, so I've asked for it to be deleted. Some day they'll probably get around to doing that for me. Enjoy, Rick Meints www.glorantha.info --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From jurrubin at earthlink.net Thu Feb 20 23:28:24 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 20 Feb 2003 06:28:24 -0600 Subject: [RQ-Rules] My new website: www.glorantha.info References: <10d.200b523b.2b85af52@aol.com> Message-ID: <3E54C9E8.1020206@earthlink.net> NIIIICE! That's how I like websites..concise with tons of info and no graphics that don't enhance the info.. Thank you! David Smart Rjmeints at aol.com wrote: >All, > >Just thought I'd let you all know that I've >launched the first version of my new website. >I've latched onto the domain www.glorantha.info >and have begun filling it with all sorts of >information on, surprise, Glorantha. Since I've >been a collector of the material I've focused >on the information formerly only available in >my book, the Meints Index to Glorantha. I've >got loads of product covers and info on all >the classic RQ supplements, with lots more to come >on all the fan published stuff, Hero Wars products, >and conventions. The site isn't finished, but large >sections of it are complete and it shouldn't have >any bugs or navigation nightmares in it. > >It also has the latest information on how to >buy the Gloranthan Classics reprints, plus >a smidgen of used RQ2 stuff. > >Check it out and let me know what else you'd >like added, or what isn't worth keeping. > >PS: www.glorantha.co.uk is a dead site. >I don't have access to update it from the US, >so I've asked for it to be deleted. Some day >they'll probably get around to doing that for me. > >Enjoy, >Rick Meints >www.glorantha.info > > >--- 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 phil.hibbs at cgey.com Thu Feb 27 22:46:49 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 27 Feb 2003 11:46:49 -0000 Subject: [RQ-Rules] MP Storage Message-ID: <993BE7B40B41D31193C50008C75F68F207E97B23@exast02.capgemini.co.uk> For what purposes can MPs be drawn from storage devices? According to a strict reading of the rules, I think it can only be done for spell casting. What about spirit combat? Lunes? Vampiric touch? Replenishing personal MPs? Opinions, please! I usually allow it for any expenditure, so long as the character is expecting it. So, if they are jumped by a Lune (as they were last night), then the first point comes off their personal MPs. Likewise spirit combat, in the absence of magical vision. I don't allow them to replenish personal MPs from anywhere, although I used to. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From tiberius at runequest.za.org Thu Feb 27 23:16:00 2003 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 27 Feb 2003 14:16:00 +0200 (SAST) Subject: [RQ-Rules] Ygg Message-ID: <39893.196.8.104.31.1046348160.squirrel@mail.wack.co.za> Aargh, I cannot believe this! I have been working on a cult for a bloody war god, on whom my worlds orcs and barbarians swear before taking to battle. I thought of using Ygg - a name sometimes used to refer to Wotan (teutonically speaking). I have written it into myths and stories. Now, just when messing about on the web, I come across http://www.glorantha.com/hw/cultshort_ygg.html Soo - while Ygg can hardly be copywrited (or he may send Thor down to smite said copywriter), if I use the name, the glorantha fans will make a point of saying I have copied them. Dammit! Tony -- Orcs are great, but the empire is eternal! From peter.johansson at padrigu.gu.se Thu Feb 27 23:45:25 2003 From: peter.johansson at padrigu.gu.se (Peter Johansson) Date: Thu, 27 Feb 2003 13:45:25 +0100 Subject: [RQ-Rules] MP Storage References: <993BE7B40B41D31193C50008C75F68F207E97B23@exast02.capgemini.co.uk> Message-ID: <3E5E0865.3070606@padrigu.gu.se> Personally I wouldn?t let stored MP be used in spirit combat, vampiric touch etc. The reason is that a vampiric touch for instance is not a person giving/using MP to transfer to the vampire but the vampire stealing MP by force from the person. An analogy, and probably a stupid one, would be that I can not use my storage of bread, cheese and meat to substitute lost hit points when I'm bitten by a dragon snail. If, however, a vampire decides to touch a persons storage crystal instead of the person in question I'd probably let the vampire drain the storage crystal. If a person is inside a Lune or other MP-draining entities, perhaps its could use its draining attack on the storage crystal instead of the mind of the victim, allowing it to drain the crystal instead of the person. That must be the "decision" of the Lune however, not the person attacked. Perhaps Lunes can be treated as if they detect power sources and becomes attracted to the most potent power source within it, which could be a power storage crystal instead of the mind of the owner. /Peter J Hibbs, Phil wrote: >For what purposes can MPs be drawn from storage devices? According to a >strict reading of the rules, I think it can only be done for spell casting. >What about spirit combat? Lunes? Vampiric touch? Replenishing personal MPs? >Opinions, please! > >I usually allow it for any expenditure, so long as the character is >expecting it. So, if they are jumped by a Lune (as they were last night), >then the first point comes off their personal MPs. Likewise spirit combat, >in the absence of magical vision. I don't allow them to replenish personal >MPs from anywhere, although I used to. > >Phil Hibbs. > From phil.hibbs at cgey.com Fri Feb 28 03:57:09 2003 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Thu, 27 Feb 2003 16:57:09 -0000 Subject: [RQ-Rules] RE: MP Storage Message-ID: <993BE7B40B41D31193C50008C75F68F207E97B27@exast02.capgemini.co.uk> >If, however, a vampire decides to touch a persons storage crystal >instead of the person in question I'd probably let the vampire drain >the storage crystal. If a person is inside a Lune or other MP-draining >entities, perhaps its could use its draining attack on the storage >crystal instead of the mind of the victim, allowing it to drain the >crystal instead of the person. A vampire would be daft to do that - attacking the individual is so much more effective. A Lune might simultaneously drain all the bound spirits that it engulfs, but probably not other storage devices. Spirits are quite dangerous enough already, as most adventuring parties don't have much in the way of Spirit Screen (very few cults teach it) or Spirit Block. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From bick10 at attbi.com Fri Feb 28 07:14:33 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 27 Feb 2003 20:14:33 +0000 Subject: [RQ-Rules] MP Storage Message-ID: <20030227202825.E9D6C4BD66@thinbits.com> > For what purposes can MPs be drawn from storage devices? According to a > strict reading of the rules, I think it can only be done for spell casting. > What about spirit combat? Lunes? Vampiric touch? Replenishing personal MPs? > Opinions, please! > > I usually allow it for any expenditure, so long as the character is > expecting it. So, if they are jumped by a Lune (as they were last night), > then the first point comes off their personal MPs. Likewise spirit combat, > in the absence of magical vision. I don't allow them to replenish personal > MPs from anywhere, although I used to. > > Phil Hibbs. I have only allowed MPs to be drawn from storage devices to power spells. And only at the casting of the spells. I have never allow them to be used as a sheild. However, there may very well be spirits, Lunes or other creatures that attack storage devices. I think of the storage devices as batteries. Personal MP is put into the device and drawn out to power the spells. But it can not be put back in to the PC, for it is no longer personal MP. It is changed when stored in external devices. Also I do not see one person transfering MP to another, nor a familiar transferring MP to the master. Same with bound spirits. But if you want to increase magic use and change the standard flavor of RQ that is possible. Maybe make the source of transfer have a usage factor. Flesh and soul/spirit sources are 1x. Disembodied spirits at 3/4x. Dead sources (standard storage device) are 1/2x, Crystals 3/4x. Super sources 2 or 3x. This would serve to increase the avalable MP that a PC would have avalable. A control I would impose is that spells could only be cast from personal MP, but that can be recharged from external sources or regenerated normally. Jim Bickmeyer From ghoyle1 at airmail.net Fri Feb 28 14:00:23 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Thu, 27 Feb 2003 21:00:23 -0600 Subject: [RQ-Rules] Ygg In-Reply-To: <39893.196.8.104.31.1046348160.squirrel@mail.wack.co.za> References: <39893.196.8.104.31.1046348160.squirrel@mail.wack.co.za> Message-ID: <200302272100230172.00957146@smtp.airmail.net> Don't worry about the Gloronthan Ygg; he's not written up very well anywhere, and Greg Stafford got the name from Norse mythology anyway. Stress the Odin-like aspects of Ygg and don't worry about what the Gloranthan fans will say. You and Greg are drawing from th same source material. Guy *********** REPLY SEPARATOR *********** On 2/27/2003 at 2:16 PM Tony Den wrote: >Aargh, I cannot believe this! I have been working on a cult for a bloody >war god, on whom my worlds orcs and barbarians swear before taking to >battle. I thought of using Ygg - a name sometimes used to refer to Wotan >(teutonically speaking). I have written it into myths and stories. Now, >just when messing about on the web, I come across >http://www.glorantha.com/hw/cultshort_ygg.html > >Soo - while Ygg can hardly be copywrited (or he may send Thor down to >smite said copywriter), if I use the name, the glorantha fans will make a >point of saying I have copied them. Dammit! >Tony >-- >Orcs are great, but the empire is eternal! > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules Always choose the option that'll most likely blow up in your own face. You never know when a tribe of werebears is going to want to skin you alive, for instance. Those are the Munchausenesque moments you can brag about over beer for years. Of course, sometimes you get bitten by vampires infected with bubonic plague, but on the whole, you have a great time. From peter.johansson at padrigu.gu.se Fri Feb 28 19:11:48 2003 From: peter.johansson at padrigu.gu.se (Peter Johansson) Date: Fri, 28 Feb 2003 09:11:48 +0100 Subject: [RQ-Rules] RE: MP Storage References: <993BE7B40B41D31193C50008C75F68F207E97B27@exast02.capgemini.co.uk> Message-ID: <3E5F19C4.3030906@padrigu.gu.se> Hibbs, Phil wrote: >>If, however, a vampire decides to touch a persons storage crystal >>instead of the person in question I'd probably let the vampire drain >>the storage crystal. >> >> >A vampire would be daft to do that - attacking the individual is so much >more effective. > Then again, perhaps he is not so daft if he first knocks the victim unconsciouss (or Harmonizes him), drains the stored power and then drains the victims own MP. That would be much better then draining the victim to death and see those stored MP:s just disappear from the unattuned crystal. I would probably allow the victim to resist drainage from the crystal in the normal way, which would make it more clever for the vampire to drain the victim to a low level before attempting to drain any crystals. After all, vampires are for gamemasters and I like to have fun as a GM too. It could even be used to the benefit of a PC if the vampire hangs around those extra melee rounds to drain a crystal before killing the person off, making it possible for the unlucky victim to be rescued by his friends, recover from a blow or something. :-) /Peter J