From tiberius at runequest.za.org Tue Sep 2 18:20:44 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Tue, 2 Sep 2003 10:20:44 +0200 (SAST) Subject: [RQ-Rules] Row Skill Message-ID: <31327.196.8.104.37.1062490844.squirrel@mail.wack.co.za> I am thinking of slipping a nbew skill into my campaign. Rowing - For rowing galleys. Not just anybody can be handed a long oar and told to row, it is a skill which requires practice and timing. A galley/bireme/trireme/quinquereme/ptolomy v ptolomy (get the picture:) ould flounder and loose its course if all the rowers don't work in perfect unison. Okay, enough background, the question: Boat is an Agility Based Skill. Sail is a Knowledge based skill. While rowing will take a certain amount of Agility, it also takes a bit of Knowledge, or even Manipulation. I am leaning towards making rowing Agility based, with no base % (05 etc) bar oif course the characters Agility base. Ideas, suggestions? Tony -- Vacca Foeda! From LKirshtein at howost.com Tue Sep 2 22:01:26 2003 From: LKirshtein at howost.com (Kirshtein, Leon) Date: Tue, 2 Sep 2003 08:01:26 -0400 Subject: [RQ-Rules] Row Skill Message-ID: <8129CC1E7746FA4F8C14AE7808EEAB0783D583@hosntexch01.howost.strykercorp.com> >I am leaning towards making rowing Agility based, with no base % (05 etc) bar oif course the characters Agility base. Ideas, suggestions? I would say Agility base 25% (Easy), but I really can not see the reason as to why any PC would get this skill and want it to improve. Leon Kirshtein From carpgachair at yahoo.com Tue Sep 2 23:19:21 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Tue, 2 Sep 2003 06:19:21 -0700 (PDT) Subject: [RQ-Rules] Row Skill In-Reply-To: <8129CC1E7746FA4F8C14AE7808EEAB0783D583@hosntexch01.howost.strykercorp.com> Message-ID: <20030902131921.90276.qmail@web12406.mail.yahoo.com> --- "Kirshtein, Leon" wrote: > >I am leaning towards making rowing Agility based, > with no base % (05 etc) > bar oif course the characters Agility base. Ideas, > suggestions? > > I would say Agility base 25% (Easy), but I really > can not see the reason as > to why any PC would get this skill and want it to > improve. > > Leon Kirshtein For what it is worth, Mythworld considers Row an Agility skill, but subdivides it into type (rowboat, galley, single paddle (canoe), double paddle (kayak), scull, coracle, etc. with a separate skill level for each. Since many cultures (and we often base our characters on real cultures) use small boats extensively, and it is often useful to improvise a coracle from bankside willow and the PC's tent, this skill does have some use, although not quite as important as some other Agility skills such as run, jump, climb, and ride. Paul Cardwell __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From LKirshtein at howost.com Tue Sep 2 23:55:32 2003 From: LKirshtein at howost.com (Kirshtein, Leon) Date: Tue, 2 Sep 2003 09:55:32 -0400 Subject: [RQ-Rules] Row Skill Message-ID: <8129CC1E7746FA4F8C14AE7808EEAB0783D586@hosntexch01.howost.strykercorp.com> Paul wrote: >Since many cultures (and we often base our characters on real cultures) use small boats extensively, and it is often useful to improvise a coracle from bankside willow and the PC's tent, this skill does have some use, although not quite as important as some other Agility skills such as run, jump, climb, and ride. True, and such a skill is already covered under Boating. But, the skill we are talking about here is rowing as it pertains to galleys. Since a galley may contain anywhere from 20 to 500 rowers, I am not sure as to how this skill would be used in play. I guess I would just roll against the average for the entire crew and modify it by the captains Shiphandling skill (or vice versa.) Leon Kirshtein From steve at perrinworlds.com Wed Sep 3 02:36:46 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 2 Sep 2003 09:36:46 -0700 Subject: [RQ-Rules] Row Skill References: <20030902131921.90276.qmail@web12406.mail.yahoo.com> Message-ID: <00f801c37170$7705cad0$f4407442@wizard> While I would probably just use Boating as the fallback skill for someone who suddenly found himself needing to row in a galley, a Viking or Roman-Mediterranean game or a similar world might find it very useful. Just remember that the Ben Hur model is completely false. Rowers in the Mediterranean galleys of Ancient Times were not slaves, they were professionals. Row Galleys of the Renaissance used slaves, but not the Romans and their associates. And of course, being a good oarsman was essential to a Viking. Steve Perrin ----- Original Message ----- From: "Paul Cardwell" To: Sent: Tuesday, September 02, 2003 6:19 AM Subject: RE: [RQ-Rules] Row Skill > > --- "Kirshtein, Leon" wrote: > > >I am leaning towards making rowing Agility based, > > with no base % (05 etc) > > bar oif course the characters Agility base. Ideas, > > suggestions? > > > > I would say Agility base 25% (Easy), but I really > > can not see the reason as > > to why any PC would get this skill and want it to > > improve. > > > > Leon Kirshtein > > For what it is worth, Mythworld considers Row an > Agility skill, but subdivides it into type (rowboat, > galley, single paddle (canoe), double paddle (kayak), > scull, coracle, etc. with a separate skill level for > each. > > Since many cultures (and we often base our characters > on real cultures) use small boats extensively, and it > is often useful to improvise a coracle from bankside > willow and the PC's tent, this skill does have some > use, although not quite as important as some other > Agility skills such as run, jump, climb, and ride. > > Paul Cardwell > > __________________________________ > Do you Yahoo!? > Yahoo! SiteBuilder - Free, easy-to-use web site design software > http://sitebuilder.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 tiberius at runequest.za.org Wed Sep 3 19:18:19 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Wed, 3 Sep 2003 11:18:19 +0200 (SAST) Subject: [RQ-Rules] Viking Tales Message-ID: <43056.196.8.104.37.1062580699.squirrel@mail.wack.co.za> Goit this link off another mailing list. Translated from icelandic. Should give Bjorn and our other schndinavian friends a chuckle. Also a decentish source of viking style names for characters. http://sunsite.berkeley.edu/OMACL/Njal/ Tony -- Vacca Foeda! From steve at perrinworlds.com Thu Sep 4 02:54:59 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 3 Sep 2003 09:54:59 -0700 Subject: [RQ-Rules] Viking Tales References: <43056.196.8.104.37.1062580699.squirrel@mail.wack.co.za> Message-ID: <00b601c3723c$2d318490$f4407442@wizard> I don't know about this particular translation, but the Saga of Burnt Njal is required reading for anyone who wants to run a Viking/Norse game. Certainly it formed a lot of my attitudes about barbarian cultures. Steve Perrin ----- Original Message ----- From: To: Sent: Wednesday, September 03, 2003 2:18 AM Subject: [RQ-Rules] Viking Tales > Goit this link off another mailing list. Translated from icelandic. Should > give Bjorn and our other schndinavian friends a chuckle. Also a decentish > source of viking style names for characters. > http://sunsite.berkeley.edu/OMACL/Njal/ > Tony > > > -- > Vacca Foeda! > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From carpgachair at yahoo.com Thu Sep 4 04:03:56 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed, 3 Sep 2003 11:03:56 -0700 (PDT) Subject: [RQ-Rules] Row Skill In-Reply-To: <00f801c37170$7705cad0$f4407442@wizard> Message-ID: <20030903180356.22470.qmail@web12401.mail.yahoo.com> Of course I was referring to Mythworld which does not have a "Boating" skill, but rather has Row, Sail, and Navigate Sea, the first two being subdivided into type of vessel. Row is Agility while Sail and Navigate are knowledge. Paul Cardwell __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From leonbk at yahoo.com Thu Sep 4 12:49:50 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 3 Sep 2003 19:49:50 -0700 (PDT) Subject: [RQ-Rules] Another RQ Adventure added to my site In-Reply-To: <2787.216.118.190.11.1059416756.squirrel@webmail> Message-ID: <20030904024950.85667.qmail@web41112.mail.yahoo.com> I have added another adventure to my site. This one is mostly a dungeon crawl versus a band of scorpionmen. I think it is pretty tough as a number of scorpionmen are Rune levels. Anyway enjoy, let me know how things turn out if you run this adventure. www.godlearner.d2g.com Leon Kirshtein __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From stolenbjorn at hotmail.com Sat Sep 6 00:43:26 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 05 Sep 2003 14:43:26 +0000 Subject: [RQ-Rules] I'm back! Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030905/ce189bf1/attachment.html From LKirshtein at howost.com Sat Sep 6 01:35:35 2003 From: LKirshtein at howost.com (Kirshtein, Leon) Date: Fri, 5 Sep 2003 11:35:35 -0400 Subject: [RQ-Rules] Rowing as a relevant Skill Message-ID: <8129CC1E7746FA4F8C14AE7808EEAB0783D5BA@hosntexch01.howost.strykercorp.com> >How relevant rowing skills are depends totally on what setting you play in. If you play a setting in norse norway, rowing is crusial, I am not arguing that it is not relevant. What I said is what Rowing (as for a Viking Longship or a Galley) should not be rolled for on an individual bases, but rather for the crew as a whole, and thus is not as relevant to a player character (since he is not getting an individual check.) Leon Kirshtein From jurrubin at earthlink.net Sat Sep 6 00:03:44 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 5 Sep 2003 09:03:44 -0500 (CDT) Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement Message-ID: <1154774.1062777706051.JavaMail.nobody@grover.psp.pas.earthlink.net> An issue has arisen in my weeknight game and I thought I'd throw it in the water, so to speak, to see if anyone wants to chew on it. The issue is stat improvement as a side effect of skill improvement. For example, I studied Tae Qwon Do in college and in 3 years, I experienced noticeable improvements in balance, strength, endurance, and reaction time. (In the almost 20 years since then, I've lost them all but that's beside the point. Those improvements occurred despite my complete lack of non-Tae Qwon Do-related running, weight lifting, juggling, etc. I'd appreciate any opinions on how such rules would work while maintaining some balance. I really don't expect (or want) anyone to improve stats dramatically just by working up a couple of Agility-based skills. I'm thinking of a percentage chance to gain 1 point to a single category-affecting stat (other than POW) whenever a skill within that category is improved by 50 percentile points. Example: a PC starts with Climbing 43%. When his skill reaches 93%, there is a chance for either STR or DEX to improve by 1 point. I just don't know what a reasonable chance would be or even if the improvement should be limited to only the Primary Stat for that category. Also, all other stat-improvement rules and limitations would apply. Thoughts? David Smart From stolenbjorn at hotmail.com Mon Sep 8 21:26:49 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 08 Sep 2003 11:26:49 +0000 Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030908/da00c594/attachment.html From jurrubin at earthlink.net Mon Sep 8 22:34:24 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 8 Sep 2003 07:34:24 -0500 (CDT) Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement Message-ID: <4904859.1063031540751.JavaMail.nobody@grover.psp.pas.earthlink.net> Thank you, Bjorn, for your feedback (and welcome back to the list!). Although keeping track of the total amount of time PCs spend fighting is more work than I want to do, your suggestion is leading me to a way of accomplishing the same thing without too much number crunching. For experience, I still have the players check the box next to each skill. Additionally, I also have them add a check next to the checked box each time they make a successful use of the skill. Special success earns them two additional checks and critical successes earn three. Whenever a skill increase roll is made, each additional checkmark is translated into a +1% bonus to the skill roll. The players can choose to NOT roll for a skill increase in order to accumulate more checkmarks and, thereby, increase their chance of getting a skill gain. Your comments led me to think of having allowing one checkmark to be applied toward a physical stat (STR, DEX, CON) gain roll for every 5 bonus checkmarks earned to a skill that uses that stat as a primary skill category modifier. The 5 checkmarks are erased and a single checkmark is placed by the stat instead. So the player can choose to focus on skill improvement OR stat improvement, not both. Example: Kassius the highwayman sees some of the King's Men approaching. He decides to leap into a nearby tree and hide in the foliage. He rolls successfully for Jump and for Climb. Since this was the third time he's done this today, both successes give him an additional checkmark in each skill, for a total of 6 (i.e. three for Jump and three for Climb). Kassius' player decides to erase the three bonus checkmarks for Jump and two checkmarks for Climb (for a total of 5) and place a single checkmark next to his DEX stat. He still can make a skill increase roll for Jump and Climb. However, his roll for increasing Climb receives only a +1% bonus while his roll for increasing Jump receives no bonus. Whenever the GM decides he can make a stat gain roll, he can add a +1% bonus to his DEX gain roll. I hope the above makes sense from a game mechanics point of view. I'd be interested in anyone's opinion (with their reasoning) as to whether the above is too generous, too restrictive, a waste of time, has unforeseen consequences, etc. David Smart -------Original Message------- From: Bjorn Stolen Sent: 09/08/03 06:26 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Stat Improvement Resulting from Skill Improvement > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030908/918b08f5/attachment.html From sdavies2720 at yahoo.com Tue Sep 9 07:22:25 2003 From: sdavies2720 at yahoo.com (Steve Davies) Date: Mon, 8 Sep 2003 14:22:25 -0700 (PDT) Subject: [RQ-Rules] Re: RQ-Rules Row Skill In-Reply-To: <20030908144400.1163.91846.Mailman@thinbits.com> Message-ID: <20030908212225.25317.qmail@web21104.mail.yahoo.com> I have players who want to add lots of special skills, so I'm adding sub-skills. Basically, a subskill gets 2 advancement rolls on a success instead of just one. I'll also allowing the super-skill to advance by 1 every time the subskill crosses a 10s boundary. So in this case, characters can use their Boat skill, or a Rowing skill that would be a subskill. Whichever they use, they get to advance in. If they focus on rowing, they advance quicker (and their overall Boat skill advances slowly as well). This has allowed characters who want strange specializations to put them in place, without cluttering every character with lots of narrow skills. Steve > Message: 4 > From: "Kirshtein, Leon" > To: "'rq-rules at crashbox.com'" > > Subject: RE: [RQ-Rules] Row Skill > Date: Tue, 2 Sep 2003 09:55:32 -0400 > Reply-To: rq-rules at crashbox.com > > Paul wrote: > >Since many cultures (and we often base our > characters on real cultures) use > small boats extensively, and it is often useful to > improvise a coracle from > bankside willow and the PC's tent, this skill does > have some use, although > not quite as important as some other Agility skills > such as run, jump, > climb, and ride. > > True, and such a skill is already covered under > Boating. But, the skill we > are talking about here is rowing as it pertains to > galleys. Since a galley > may contain anywhere from 20 to 500 rowers, I am not > sure as to how this > skill would be used in play. I guess I would just > roll against the average > for the entire crew and modify it by the captains > Shiphandling skill (or > vice versa.) > > Leon Kirshtein > __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From leonbk at yahoo.com Tue Sep 9 08:18:10 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 8 Sep 2003 15:18:10 -0700 (PDT) Subject: [RQ-Rules] Re: RQ-Rules Row Skill In-Reply-To: <20030908212225.25317.qmail@web21104.mail.yahoo.com> Message-ID: <20030908221810.11882.qmail@web41110.mail.yahoo.com> The mechanic I have seen for subskills goes something like this: Boating as Medium skill can be split into Sailing as an Easy skill and Rowing as as Easy skill If you get a check in Boating you can either take a 1d3 increase in Boating or a 1d6 in either Sailing or Rowing. Your skill would be the higher of the Medium or the Easy skill (the easy skill could never be lower than the Medium). Its a bit confusing in short explanation like this, but works. Leon Kirshtien --- Steve Davies wrote: > I have players who want to add lots of special > skills, > so I'm adding sub-skills. Basically, a subskill > gets > 2 advancement rolls on a success instead of just > one. > I'll also allowing the super-skill to advance by 1 > every time the subskill crosses a 10s boundary. __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From tiberius at runequest.za.org Tue Sep 9 16:07:04 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Tue, 9 Sep 2003 08:07:04 +0200 (SAST) Subject: [RQ-Rules] Row Skill Message-ID: <63848.196.8.104.31.1063087624.squirrel@mail.wack.co.za> Thanks all for the feedback. Yes, I was leaning towards a Vikink/Meditteranean scenario. Leon - It depends on how your game is layed. Its likley that characters may be passangers or ships masters, but also likley that they may have to pay their way in muscle, or sing on as rowers in an upcomng war. Steve - yes, slave galeys were more a fact of rennaissance Spain etc, where proisoners were punished by being made galley slaves. Paul - I must lay hands on Mythworld some time, it sounds really nice. Bjorn - Interesting insight re democracy. Another possible use of rowing would be to improve a character. In my group, we take turns GMing and as such have seperate characters we use per GM. So what some of us do is start what our out of action characters will be doing. I had a primitive hunter sign on with a northman crew as a rower and stated he would be doing this to improve his STR. A bit of role play before he came back into play and behold, he was a bit stronger. cheers Tny -- Vacca Foeda! From stolenbjorn at hotmail.com Tue Sep 9 21:44:10 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 09 Sep 2003 11:44:10 +0000 Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030909/aa11abf8/attachment.html From jurrubin at earthlink.net Tue Sep 9 22:19:26 2003 From: jurrubin at earthlink.net (D. Smart) Date: Tue, 09 Sep 2003 07:19:26 -0500 Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement References: Message-ID: <3F5DC54E.40806@earthlink.net> Thank you! David Smart Bjorn Stolen wrote: > I think we agree to the principles (that a man training a physical > skill allso will end up in better overall physical condition). The > means we want to use to simulate this fact seem to differ, but that's > not important, as long as the GM and the players are pleased with the > result, so: Good luck with your system! > > ------------------------------------------------------------------------ > Bli kvitt s?pla Slik unng?r du Spam > Unng? spam og > s?ppelpost_______________________________________________ RQ-Rules > mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From taleisian at chromebob.com Tue Sep 9 22:17:13 2003 From: taleisian at chromebob.com (Blaine Graham) Date: Tue, 09 Sep 2003 07:17:13 -0500 Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement In-Reply-To: References: Message-ID: <3F5DC4C9.5030708@chromebob.com> I just would like to throw my 2 cents in on this. It seems to me that getting a stat gain roll is like getting a skill roll as well as the increase in the stat will then result in an increase in the skill through the skill category modifier. One might make the arguement that the stat only goes up one where as a skill can go up 3 or more. However when you consider all the skills affected by the increase of a stat much more than 3 total percentiles are added to the skills in total. From a theorectical point of view there is pretty good evidence that before the nervous system can really learn specifice functions well (read skills) it needs a relatively stable set of body parameters (read characteristics) upon which to base its fine tuning. This is why we change physically so much from 1 to 20 and so little from 21 on. The system needs to set itself up before it can fine tune its actions. Also I love the multi check system Mr. Smart has come up with and with his permission I would love to use it in my game. Tal -- "Everyone . . . swim down!!!" - Nemo, Spring '03 From carpgachair at yahoo.com Wed Sep 10 01:03:15 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Tue, 9 Sep 2003 08:03:15 -0700 (PDT) Subject: [RQ-Rules] Row Skill In-Reply-To: <63848.196.8.104.31.1063087624.squirrel@mail.wack.co.za> Message-ID: <20030909150315.60399.qmail@web12403.mail.yahoo.com> --- tiberius at runequest.za.org wrote: > Paul - I must lay hands on Mythworld some time, it > sounds really nice. It is yours for $35.00US, postage paid. We are currently testplaying the first (since 1984) revision of the game - more an expansion than a rewrite - and when it is published, a supplement (currently 42 pages) will bring previous players up to date without having to completely tool up again like some companies make you do. Check, international money order, etc. to Hippogriff Publications, 1127 Cedar, Bonham, TX 75418, and it is in the mail. Paul Cardwell __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From jurrubin at earthlink.net Wed Sep 10 01:26:21 2003 From: jurrubin at earthlink.net (David Smart) Date: Tue, 9 Sep 2003 10:26:21 -0500 (CDT) Subject: [RQ-Rules] Stat Improvement Resulting from Skill Improvement Message-ID: <982335.1063128257629.JavaMail.nobody@misspiggy.psp.pas.earthlink.net> Considering my check system was plagiarized in part from someone else's RQ website, feel free! I'd love to hear how the system works for you, too. This is the first campaign I've used it for and, while initial indications are good, I'm unsure about long-term effects on character stats/skill balance. Oh, and please call me David. "Mr. Smart" just makes me feel old. *grin* David -------Original Message------- From: Blaine Graham Sent: 09/09/03 07:17 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Stat Improvement Resulting from Skill Improvement > > I just would like to throw my 2 cents in on this. It seems to me that getting a stat gain roll is like getting a skill roll as well as the increase in the stat will then result in an increase in the skill through the skill category modifier. One might make the arguement that the stat only goes up one where as a skill can go up 3 or more. However when you consider all the skills affected by the increase of a stat much more than 3 total percentiles are added to the skills in total. From a theorectical point of view there is pretty good evidence that before the nervous system can really learn specifice functions well (read skills) it needs a relatively stable set of body parameters (read characteristics) upon which to base its fine tuning. This is why we change physically so much from 1 to 20 and so little from 21 on. The system needs to set itself up before it can fine tune its actions. Also I love the multi check system Mr. Smart has come up with and with his permission I would love to use it in my game. Tal -- "Everyone . . . swim down!!!" - Nemo, Spring '03 _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules > From mitchtoysonlockhart at hotmail.com Fri Sep 12 14:41:27 2003 From: mitchtoysonlockhart at hotmail.com (Mitch Lockhart) Date: Thu, 11 Sep 2003 21:41:27 -0700 Subject: [RQ-Rules] More than100% skills Message-ID: IMO, I dont see the published RQ3 rule for this as being broken. With most of the non-combat skills, many modifiers apply to a specific application. Varying levels of mastery (say a Climb of 105% as opposed to 130%) will be able to address a difficult situation with different probabilities of success. If both master climbers climb an oak tree (say a 30% bonus to climb) neither have a problem and can scramble up and down the oak tree as nimbly as the rare & endangered three-toed woolly ground squirrel. But if the master climbers are climbing an overhanging sheer wall with dime sized hand holds (say a -70% modifier to Climb), the 130% master will have much better success. But the game I run is a PBEM format and thus I have plenty of time to ponder the myriad modifiers that apply to each particular situation. Tabletop GMs may need something that flows more easily. --Mitch _________________________________________________________________ Get 10MB of e-mail storage! Sign up for Hotmail Extra Storage. http://join.msn.com/?PAGE=features/es From Alain.RAMEAU at total.com Tue Sep 9 00:56:28 2003 From: Alain.RAMEAU at total.com (RAMEAU Alain) Date: Mon, 8 Sep 2003 16:56:28 +0200 Subject: [RQ-Rules] RE : Stat Improvement Resulting from Skill Improvement Message-ID: In my house rules, I allow an experience test for the characteristics, ie roll (21-current)x5% to increase the carac by 1 point at the following stages : For a Primary Characteristic (as used in determining the skill bonus), each time a skill of that category reaches 75% and then 100%. For a Secondary Characteristic, each time a skill of that category reaches 100%. Alain http://karamo.nexenservices.com/glowar/rq.htm -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030908/1b8af912/attachment.html From jurrubin at earthlink.net Tue Sep 16 01:22:10 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 15 Sep 2003 10:22:10 -0500 (GMT-05:00) Subject: [RQ-Rules] RE : Stat Improvement Resulting from Skill Improvement Message-ID: <13538103.1063639330173.JavaMail.root@scooter.psp.pas.earthlink.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030915/cc382cb7/attachment.html From steve at perrinworlds.com Fri Sep 19 11:16:54 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 18 Sep 2003 18:16:54 -0700 Subject: [RQ-Rules] Historical Information for Alternate Earth interests References: <306F012D0A00D611BC9D0008C791927404AC9E38@seamail1.continuum.corbis.corp> Message-ID: <006101c37e4b$c68444f0$f4407442@wizard> My friend Michael Blum does very elaborate campaigns. Here is the url for some information he compiled for the game he is currently running. It has a lot of Medieval Europe applications. http://www.asmrb.org/michaelb/TooBIndex.html Enjoy, Steve Perrin From jurrubin at earthlink.net Fri Sep 19 11:58:48 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 18 Sep 2003 20:58:48 -0500 Subject: [RQ-Rules] Historical Information for Alternate Earth interests References: <306F012D0A00D611BC9D0008C791927404AC9E38@seamail1.continuum.corbis.corp> <006101c37e4b$c68444f0$f4407442@wizard> Message-ID: <3F6A62D8.6070307@earthlink.net> Steve Perrin wrote: >My friend Michael Blum does very elaborate campaigns. Here is the url for >some information he compiled for the game he is currently running. It has a >lot of Medieval Europe applications. > > http://www.asmrb.org/michaelb/TooBIndex.html > >Enjoy, > >Steve Perrin > > Uh..tell me "Black Sun" is NOT his RQ campaign. Otherwise, them Mostali have _really_ improved their skills. (AKM-47s? A PSG-1?!?) David Smart From jurrubin at earthlink.net Fri Sep 19 12:33:43 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 18 Sep 2003 21:33:43 -0500 Subject: [RQ-Rules] Historical Information for Alternate Earth interests References: <306F012D0A00D611BC9D0008C791927404AC9E38@seamail1.continuum.corbis.corp> <006101c37e4b$c68444f0$f4407442@wizard> <3F6A62D8.6070307@earthlink.net> Message-ID: <3F6A6B07.30807@earthlink.net> Heheh. Now that I've looked over the entire site, the campaign sounds like alot of fun! David S. D. Smart wrote: > Steve Perrin wrote: > >> My friend Michael Blum does very elaborate campaigns. Here is the url >> for >> some information he compiled for the game he is currently running. It >> has a >> lot of Medieval Europe applications. >> >> http://www.asmrb.org/michaelb/TooBIndex.html >> >> Enjoy, >> >> Steve Perrin >> >> > Uh..tell me "Black Sun" is NOT his RQ campaign. Otherwise, them > Mostali have _really_ improved their skills. > > (AKM-47s? A PSG-1?!?) > > David Smart > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From stolenbjorn at hotmail.com Fri Sep 19 16:57:53 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 19 Sep 2003 06:57:53 +0000 Subject: [RQ-Rules] Historical Information for Alternate Earth interests Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030919/c5d5b480/attachment.html From jurrubin at earthlink.net Sat Sep 20 01:57:41 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 19 Sep 2003 10:57:41 -0500 (GMT-05:00) Subject: [RQ-Rules] Historical Information for Alternate Earth interests Message-ID: <291640.1063987061051.JavaMail.root@beaker.psp.pas.earthlink.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030919/f72690c1/attachment.html From Matthew.Lepley at dixons.co.uk Tue Sep 16 21:16:32 2003 From: Matthew.Lepley at dixons.co.uk (Matthew.Lepley at dixons.co.uk) Date: Tue, 16 Sep 2003 12:16:32 +0100 Subject: [RQ-Rules] Runequest Supplements Message-ID: <80256DA3.003E12E2.00@dixons.co.uk> Hi Rick, I was just doing a search on the internet and found your old page dated Tue, 29 Apr 2003 Runequest Rummage Sale. I am interested to know if you still have any of the supplements left, as I would grately be interested in purchasing some of them. Kind Regards Matt ********************************************************************** This e-mail has been sent from a PC belonging to DSG Retail Limited or another company in the Dixons Group, registered office Maylands Avenue, Hemel Hempstead, Hertfordshire HP2 7TG. Its contents are confidential to the sender and the intended recipient. If you receive it in error, please tell us by return and then delete it from your system; you may not rely on its contents nor copy/disclose it to anyone. Opinions, conclusions and statements of intent in this e-mail are those of the sender and will not bind a Dixons Group company unless confirmed by an authorised representative independently of this message. We do not accept responsibility for viruses; you must scan for these. Please note that e-mails sent to and from the Dixons Group are routinely monitored for record keeping, quality control and training purposes, to ensure regulatory compliance and to prevent viruses and unauthorised use of our computer systems. From tiberius at runequest.za.org Mon Sep 22 17:47:03 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Mon, 22 Sep 2003 09:47:03 +0200 (SAST) Subject: [RQ-Rules] Mythworld Message-ID: <62730.196.8.104.31.1064216823.squirrel@mail.wack.co.za> Paul Cardwell wrote: more an expansion than a rewrite - and when it is published, a supplement (currently 42 pages) will bring previous players up to date without having to completely tool up again like some companies make you do. An excellent idea, I was thinking alonmg much the same lkines when daydreaming of winning the lotto and obtaining RQ. Release new edition, for the new punters, but also realese an update suppliment for the peopel with rQ3 so they don't have to splash for a new ed (unless they want to). Hope your venture is successful. I reckon i will wait for the suppliment's completion before arranging to buy. Keep us poseted. Do you have a website with info? -- Vacca Foeda! From carpgachair at yahoo.com Tue Sep 23 03:57:39 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 22 Sep 2003 10:57:39 -0700 (PDT) Subject: [RQ-Rules] Mythworld In-Reply-To: <62730.196.8.104.31.1064216823.squirrel@mail.wack.co.za> Message-ID: <20030922175739.87785.qmail@web12405.mail.yahoo.com> --- tiberius at runequest.za.org wrote: > An excellent idea, I was thinking alonmg much the > same lkines when > daydreaming of winning the lotto and obtaining RQ. $35 is more in line with saving your pennies than winning against one tenth the odds of a lightning strike! By that time, I think we will have done enough testplaying to at least release a provisional Update with the old boxed set (maybe $40 for both at the same time), so start saving. > Release new edition, > for the new punters, but also realese an update > suppliment for the peopel > with rQ3 so they don't have to splash for a new ed > (unless they want to). While there are logically many similarities with RQ3, the Mythworld Update will only be useful for Mythworld players (i.e.: those with the original Mythworld boxed set of books). Considering the success with the first edition was due to heavy testplaying (even then we discovered the omision of pulled hits rules between the Origins '84 premiere and the March 1985 official release), so there is at least another year of testplaying before it is ready. If any publisher wants to take the printing chore off our hands, we will negotiate - but only as creator/publisher, not as vanity press. > Keep us poseted. > Do you have a website with info? Not yet, but off-list communication can be done at www.carpgachair at yahoo.com Paul Cardwell __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From carpgachair at yahoo.com Tue Sep 23 06:34:14 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 22 Sep 2003 13:34:14 -0700 (PDT) Subject: [RQ-Rules] Runequest Supplements In-Reply-To: <80256DA3.003E12E2.00@dixons.co.uk> Message-ID: <20030922203414.1130.qmail@web12408.mail.yahoo.com> --- Matthew.Lepley at dixons.co.uk wrote: > > > Hi Rick, > > I was just doing a search on the internet and found > your old page dated Tue, 29 > Apr 2003 Runequest Rummage Sale. > > I am interested to know if you still have any of the > supplements left, as I > would grately be interested in purchasing some of > them. > > Kind Regards > > Matt > > > > > ********************************************************************** > This e-mail has been sent from a PC belonging to DSG > Retail Limited or another company in the Dixons > Group, registered office Maylands Avenue, Hemel > Hempstead, Hertfordshire HP2 7TG. Its contents are > confidential to the sender and the intended > recipient. > > If you receive it in error, please tell us by return > and then delete it from your system; you may not > rely on its contents nor copy/disclose it to anyone. > > Opinions, conclusions and statements of intent in > this e-mail are those of the sender and will not > bind a Dixons Group company unless confirmed by an > authorised representative independently of this > message. We do not accept responsibility for > viruses; you must scan for these. > > Please note that e-mails sent to and from the Dixons > Group are routinely monitored for record keeping, > quality control and training purposes, to ensure > regulatory compliance and to prevent viruses and > unauthorised use of our computer systems. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules I got it, but since it doesn't involve me, I would delete it under any circumstance. __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com From blacklocks at telus.net Thu Sep 25 14:51:00 2003 From: blacklocks at telus.net (The Blacklocks) Date: Wed, 24 Sep 2003 21:51:00 -0700 Subject: [RQ-Rules] Taxation Message-ID: I have a question about taxation. What is a reasonable amount to charge the party when they bring in loot from their adventures? Also, the characters are planning to set up a permanent base in a city by buying/setting up a house. What sort of taxes should they be paying? I'm looking for something that is simple and easy to use that I can slap on the characters. Thanks, Northern DM From rog_benham at hotmail.com Thu Sep 25 18:33:16 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 25 Sep 2003 09:33:16 +0100 Subject: [RQ-Rules] Taxation Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030925/0a396613/attachment.html From steve at perrinworlds.com Thu Sep 25 18:50:17 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 25 Sep 2003 01:50:17 -0700 Subject: [RQ-Rules] Taxation References: Message-ID: <00e301c38342$1c07f6b0$f4407442@wizard> Well, the Medieval Church expected its parishoners to tithe 10% of their money. That would be a good start, even if it was a secular tax instead. There might not be a tax on a house as such, but the city might levy a fee for protection, or perhaps there is a neighborhood association that has its own security. Depends on the law structure of the city. And be sure to beseige them with merchants with indispensable wares. First give them a taste of bare bottom provisions that come with the house, then hit them with merchants plying luxuries like silken sheets, court costumes, hummingbird hearts, etc. And they might have to hire their own security, a group of essentially beginning competency mercenaries to watch things while they are off doing whatever the go off to do. Have fun. Steve Perrin ----- Original Message ----- From: "The Blacklocks" To: "Runequest List" Sent: Wednesday, September 24, 2003 9:51 PM Subject: [RQ-Rules] Taxation > I have a question about taxation. What is a reasonable amount to charge the > party when they bring in loot from their adventures? Also, the characters > are planning to set up a permanent base in a city by buying/setting up a > house. What sort of taxes should they be paying? I'm looking for something > that is simple and easy to use that I can slap on the characters. > > Thanks, > > Northern DM > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From Nick.Middleton at invensys.com Thu Sep 25 19:05:34 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 25 Sep 2003 10:05:34 +0100 Subject: [RQ-Rules] Taxation Message-ID: Steve has already come up with some good suggestions. As a further suggestion, remember that taxes were frequently not levied on a regular basis, but as and when required by the lord(s) of the land to finance particular operations (building a new fortification or bridge, a war), or to exert control over certain aspects of society or the economy (Protectionism). English monarchs were notorious for instituting 'one-off' taxes to pay for foreign wars, and then using the precedent to establish a regular tax to keep the royal coffers full. The oddest things were taxed as well: chimneys, windows etc (the original 'Poll Tax' was IIRC a cause celebre in the thirteenth century). Also, not all taxes were in coin: for many years the Royal duty on importing Spanish wine in to England was a set number of straight Spanish yew staves per so many casks of wine: English yew (due to the climate) is not straight enough to make Longbows from, but Spanish yew is ideal... Cheers, Nick Middleton From stolenbjorn at hotmail.com Thu Sep 25 23:33:08 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 25 Sep 2003 13:33:08 +0000 Subject: [RQ-Rules] Re:Taxation Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030925/b1123f9b/attachment.html From jurrubin at earthlink.net Fri Sep 26 11:22:09 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 25 Sep 2003 20:22:09 -0500 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question References: Message-ID: <3F7394C1.3060408@earthlink.net> Situation: A PC that doesn't know the spirit spell Heal finds a ring that's a Heal 6 spell matrix (not just a focus). There's no conditions stopping him from using it. Question: Can he use it to cast a lower level Heal even if he doesn't know Heal at all or is he forced to cast only Heal 6 with it? David Smart From steve at perrinworlds.com Fri Sep 26 11:58:33 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 25 Sep 2003 18:58:33 -0700 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question References: <3F7394C1.3060408@earthlink.net> Message-ID: <003701c383d1$c2175b60$f4407442@wizard> I would say that this is a Heal 6 matrix, therefore that's the spell that comes out and has to be paid for in magic points. Each Heal spell is different enough that a larger one cannot be used as a smaller one (well, it can, but that wastes a lot of magic points.) Steve Perrin ----- Original Message ----- From: "D. Smart" To: Sent: Thursday, September 25, 2003 6:22 PM Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question > Situation: > A PC that doesn't know the spirit spell Heal finds a ring that's a Heal > 6 spell matrix (not just a focus). > There's no conditions stopping him from using it. > > Question: > Can he use it to cast a lower level Heal even if he doesn't know Heal at > all or is he forced to cast only Heal 6 with it? > > David Smart > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From leonbk at yahoo.com Fri Sep 26 12:17:55 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 25 Sep 2003 19:17:55 -0700 (PDT) Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question In-Reply-To: <3F7394C1.3060408@earthlink.net> Message-ID: <20030926021755.65358.qmail@web41113.mail.yahoo.com> We always played that a matrix gave you the knowledge of the spirit spell and thus he would be able to cast it at a lower level. Leon --- "D. Smart" wrote: > Situation: > A PC that doesn't know the spirit spell Heal finds a > ring that's a Heal > 6 spell matrix (not just a focus). > There's no conditions stopping him from using it. > > Question: > Can he use it to cast a lower level Heal even if he > doesn't know Heal at > all or is he forced to cast only Heal 6 with it? > > David Smart > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? The New Yahoo! Shopping - with improved product search http://shopping.yahoo.com From jurrubin at earthlink.net Fri Sep 26 12:40:34 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 25 Sep 2003 21:40:34 -0500 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question References: <3F7394C1.3060408@earthlink.net> <003701c383d1$c2175b60$f4407442@wizard> Message-ID: <3F73A722.4040204@earthlink.net> Thank you. David Steve Perrin wrote: >I would say that this is a Heal 6 matrix, therefore that's the spell that >comes out and has to be paid for in magic points. > >Each Heal spell is different enough that a larger one cannot be used as a >smaller one (well, it can, but that wastes a lot of magic points.) > >Steve Perrin >----- Original Message ----- >From: "D. Smart" >To: >Sent: Thursday, September 25, 2003 6:22 PM >Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question > > > > >>Situation: >>A PC that doesn't know the spirit spell Heal finds a ring that's a Heal >>6 spell matrix (not just a focus). >>There's no conditions stopping him from using it. >> >>Question: >>Can he use it to cast a lower level Heal even if he doesn't know Heal at >>all or is he forced to cast only Heal 6 with it? >> >>David Smart >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/rq-rules >>http://www.crashbox.com/mailman/listinfo/rq-rules >> >> >> > >_______________________________________________ >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 Fri Sep 26 12:40:51 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 25 Sep 2003 21:40:51 -0500 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question References: <20030926021755.65358.qmail@web41113.mail.yahoo.com> Message-ID: <3F73A733.8080902@earthlink.net> And thank you also. David Leon Kirshtein wrote: >We always played that a matrix gave you the knowledge >of the spirit spell and thus he would be able to cast >it at a lower level. > >Leon > >--- "D. Smart" wrote: > > >>Situation: >>A PC that doesn't know the spirit spell Heal finds a >>ring that's a Heal >>6 spell matrix (not just a focus). >>There's no conditions stopping him from using it. >> >>Question: >>Can he use it to cast a lower level Heal even if he >>doesn't know Heal at >>all or is he forced to cast only Heal 6 with it? >> >>David Smart >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/rq-rules >>http://www.crashbox.com/mailman/listinfo/rq-rules >> >> > > >__________________________________ >Do you Yahoo!? >The New Yahoo! Shopping - with improved product search >http://shopping.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 stolenbjorn at hotmail.com Fri Sep 26 17:24:20 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 26 Sep 2003 07:24:20 +0000 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/7ca103c9/attachment.html From jurrubin at earthlink.net Fri Sep 26 21:13:28 2003 From: jurrubin at earthlink.net (D. Smart) Date: Fri, 26 Sep 2003 06:13:28 -0500 Subject: [RQ-Rules] RQIII: Spirit Spell Matrix Question References: Message-ID: <3F741F58.8010404@earthlink.net> This makes sense to me. Thank you. David Bjorn Stolen wrote: > I belong to those that don't let the casters alter spirit spells. Why? > Because the way the rules are undersood by me, each spirit spell is > really a speciffic spirit that have been linked with the caster or the > matrix. In order to use a level 4 spirit spell, you cannot just bind 4 > level 1 spirits, you have to adress the level 4 spirit. You could > argument that a STR 24 lion can apply less strength than his maximum > and thus a lvl.4 spirit could ease on his powers, but that's not the > way I like it to be in my game. If you want to be able to trick around > with levels of spells, you have to become a sourcerer, or bind spirits > that knows variations of spells, and pick the one you seem fit. > > ------------------------------------------------------------------------ > MSN Messenger 6.0 MSN Messenger gratis > - Den raskeste veien mellom deg > og dine venner_______________________________________________ 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 Fri Sep 26 23:17:39 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Fri, 26 Sep 2003 15:17:39 +0200 (SAST) Subject: [RQ-Rules] Another Source of Names Message-ID: <31408.196.8.104.31.1064582259.squirrel@mail.wack.co.za> Received this link from another list, interesting: http://www.s-gabriel.org/names/talan/bahlow/bahlow.html -- Vacca Foeda! From jurrubin at earthlink.net Sat Sep 27 04:16:11 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 26 Sep 2003 13:16:11 -0500 (GMT-05:00) Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Message-ID: <18202692.1064600171793.JavaMail.root@rowlf.psp.pas.earthlink.net> I'd like everyone's thoughts on the following, if you all don't mind. In the published RQIII rules, critical hits, by definition, ignore armor. However, it doesn't make sense (to me) that a 15-year-old kid who happens to roll a 01 with a unenchanted blunt bronze dagger could tear the arm off someone wearing enchanted steel platemail (AP18) and having an on-the-body enchantment of AP10 on the struck location. So the semi-house rule I've run since the 80's, based on the official definition of a critical hit, is that critical hits with a mundane (i.e. non-enchanted) weapon ignore mundane armor but not any armoring enchantments. Enchanted weapons DO ignore the protection provided by both mundane and magical armor. Does this make sense to you all? Is there a better way to handle this? Or was the original intent behind criticals that they ignore any mundane/enchanted armor regardless of the level of protection ? David Smart From LKirshtein at howost.com Sat Sep 27 05:45:13 2003 From: LKirshtein at howost.com (Kirshtein, Leon) Date: Fri, 26 Sep 2003 15:45:13 -0400 Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Message-ID: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD0BFF5E@HOS2KEXCHCL.howost.strykercorp.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/f263e93e/attachment.html From steve at perrinworlds.com Sat Sep 27 06:06:51 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 26 Sep 2003 13:06:51 -0700 Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons References: <20BE9059B6FC2D4B9E8FF2A9E2C4EEBD0BFF5E@HOS2KEXCHCL.howost.strykercorp.com> Message-ID: <005301c38469$c9c24350$f4407442@wizard> [RQ-Rules] Effects of Critical Hits with Enchanted WeaponsHowever, original intent should not necessarily dictate how you play your games. My ideas of how to play the game have certainly changed over the years. Just look at my SPQR rules. Currently, I let the combatant who gets a Critical pick what special effect he wants to accomplish. I allow the character to pick because, after all, it was a matter of his skill that got him to this position. Of course, I also use a number of successes system, so actually Critical effects can show up with a simple 50% of needed %ile if the defender blew the defense roll. Games develop and evolve. Where you want to halt the evolution is up to you. Steve Perrin ----- Original Message ----- From: Kirshtein, Leon To: rq-rules at crashbox.com Sent: Friday, September 26, 2003 12:45 PM Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons David Smart wrote: >Or was the original intent behind criticals that they ignore any mundane/enchanted armor regardless of the level of protection ? Yes, I think the intent was just that. It gives anyone a chance against even a Rune Lord with Iron Plate armor Protection 6 and Shield 5 = 29AP Leon Kirshtein _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/8b0508bc/attachment.html From jurrubin at earthlink.net Sat Sep 27 06:27:39 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 26 Sep 2003 15:27:39 -0500 (GMT-05:00) Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Message-ID: <14253732.1064608059199.JavaMail.root@louie.psp.pas.earthlink.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/69901fd7/attachment.html From MurfNMurf at aol.com Sat Sep 27 08:27:42 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 26 Sep 2003 18:27:42 EDT Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Message-ID: <9f.3e0536ae.2ca6175e@aol.com> Steve Perrin comments on Critical hits: Currently, I let the combatant who gets a Critical pick what special effect he wants to accomplish. I allow the character to pick because, after all, it was a matter of his skill that got him to this position. Of course, I also use a number of successes system, so actually Critical effects can show up with a simple 50% of needed %ile if the defender blew the defense roll. Hey Steve, just what sort of choices does one get to choose from? -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/88c34400/attachment.html From steve at perrinworlds.com Sat Sep 27 10:15:02 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 26 Sep 2003 17:15:02 -0700 Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons References: <9f.3e0536ae.2ca6175e@aol.com> Message-ID: <004601c3848c$764c5df0$f4407442@wizard> Gee Ken, I thought you were one of my subscribers. Strictly off the top of my head (you don't want to see what my desk looks like) you can get: Ignore Armor (but not magical protection) Damage rolled +5 Full Possible Damage Specific Hit Location Disarm Knockback The equivalents of Impale, Slash, and Bash take two extra successes. Essentially you compare number of successes in attack against number of successes in parry or dodge. The best you can get is four more successes than the opponent (no matter what the rolls are). One success more than the opponent means a normal hit. Two gets you a selection from the above list (which is probably missing a couple of entries). Three successes gets you two selections (or impale, etc.) and four successes gets you three choices (or Impale + one other) So if you roll an 01 and the defender gets nothing, you have a total of four successes. You can use your spear to Impale (two successes) to the head (choose hit location), or whatever. And that's pretty much it. You get comparable bonuses for other skill vs skill contests. Steve Perrin ----- Original Message ----- From: MurfNMurf at aol.com To: rq-rules at crashbox.com Sent: Friday, September 26, 2003 3:27 PM Subject: Re: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Steve Perrin comments on Critical hits: Currently, I let the combatant who gets a Critical pick what special effect he wants to accomplish. I allow the character to pick because, after all, it was a matter of his skill that got him to this position. Of course, I also use a number of successes system, so actually Critical effects can show up with a simple 50% of needed %ile if the defender blew the defense roll. Hey Steve, just what sort of choices does one get to choose from? -Ken- -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030926/9606b0cd/attachment.html From stolenbjorn at hotmail.com Mon Sep 29 18:41:24 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 29 Sep 2003 08:41:24 +0000 Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030929/18301ad9/attachment.html From steve at perrinworlds.com Tue Sep 30 01:08:40 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 29 Sep 2003 08:08:40 -0700 Subject: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons References: Message-ID: <008701c3869b$a18cadb0$f4407442@wizard> Of course you can use it. If I didn't want it used I wouldn't put it on a public forum. Keep in mind that I didn't mention how to determine the number of successes and it's not much use without them. The actual method is on my website under SPQR, the character creation chapter, which is free for downloading. And if you do use this system, then a simple parry (one success) won't save that dwarf who got Critically hit by the Broo (four successes). Have fun. Steve Perrin ----- Original Message ----- From: Bjorn Stolen To: rq-rules at crashbox.com Sent: Monday, September 29, 2003 1:41 AM Subject: Re: [RQ-Rules] Effects of Critical Hits with Enchanted Weapons Ignore Armor (but not magical protection) Damage rolled +5 Full Possible Damage Specific Hit Location Disarm Knockback The equivalents of Impale, Slash, and Bash take two extra successes. OK if i rip this idea from you and use it in my games? (I liked this!) Apart from this I have never ended up in the dilema that is brought up here (critical succ. ignore all armour) because my campagins never let either the enemy NPC's or the gamesrs reach theese levels in magical equipment. One have to remember that parries still are valid, even simple parries (I had to look it up very carefully after a dwarf with chainmail had had a critical success inflicted on him from the broo band leader with a hellebard -from the "Monster Book"; part of a Glorantha supplement. If the mostal hadn't been allowed to have his successful parry count, he would have been so dead, even with a total of 15 AP's over his abdomen. I like games that makes it truely dangerous for everybody to fight, and that includes even Conan and his like -yes even dangerous for playing characters! (The critical success inflicted on Achilles in the Illiad(?) epic beeing the best example. There's allways a weak spot! ------------------------------------------------------------------------------ Hotmail p? norsk Hotmail snakker ditt spr?k! - F? Hotmail p? norsk i dag _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20030929/f475074e/attachment.html