From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #35 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Saturday, 3 December 1994 Volume 01 : Number 035 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to say "Yeah, I agree." Those who do will be lynched. 2. Use an appropriate Subject line. RQR: will be prepended to it. 3. Do not engage in a point-by-point analysis or rebuttal of another person's message. It is too confusing for others to follow, qualifies as nit-picking, and it usually leads to flame wars. 4. There is no number 4. TABLE OF CONTENTS PAUL POFANDT RQR: Spirit magic in "official" RQ3, ques Truls Parsson RQR: Errata and mistakes Colin Watson RQR: spells vs criticals etc. JARDINE@RMCS.CRANFIELD.AC.UK RQR: Horse Archery Carl-Johan Lundell RQR: MP matrices Brent Michael Krupp RQR: Spirit magic in "official" RQ3, quest Steve Bonnot RQR: Runequest-CON II ---------------------------------------------------------------------- From: PAUL POFANDT Date: Fri, 2 Dec 94 17:54:34 +1100 Subject: Re: RQR: Spirit magic in "official" RQ3, questions >- - Does a Protection (Shield) spell count against critical hits? > I let the AP from the spell reduce critical damage. I assume criticals > are hits on spots where the armor does not cover. Protection perfectly > covers the body, and would thus stop critical hits. From what I've seen, Prot. doesn't stop a critical. It helps if you look at Protection as being other than a all-emcompasing shield around your body. In my house game, the Protection spell is a dim 'echo' of the Protection spell originators armor. The more powerfull the Prot spell, the more visible the armor becomes when struck, and as any armor, it has weak points that can be circumvented via a critical strike. >- - Is there any limit to the number of bound spirit a person can have? > In RQ2 there was a limit (CHA/4?). Not to my knowledge. I grew up with RQ3 and so nevered suffered (poor choice words I know) the prejudiced knowledge of RQ2 or earlier. >- - Is there a limit to the number of MP matrices a person can have? > If not why would anyone bother to make a single matrix with many points > instead of making several 1POW (1d10 MP)? No limit. However, one item with multiple matrices is easier to keep track of than many different items, each with a small matrix within. On the flip-side, if you loose that one item, you've lost them all. I've alwasy ruled that items to be enchanted must be of enduring quality (simply to prevent the item from being destroyed) and as such will tend to cost more. One well made item is cheaper than multiple costley items? Catch Ya Paul. ------------------------------ From: Truls.Parsson@eua.ericsson.se (Truls Parsson) Date: Fri, 2 Dec 94 09:12:57 +0100 Subject: RQR: Errata and mistakes So now I've got the errata. I managed to get to a machine that has ftp posssibilties that's not restricted. Still I'd like to thank Chris for posting the errata. Looking through the few RQ books with characters that I have. I found in Sun County only three people who has the incorrect percentage. Carylon,Promidius and Belvani However looking at the adventure Munchrooms from Troll Pak I still find that most are incorrect. Thogh I admit the differance between the correct and the given value is much less than before the errata. As these are the only ones I've got (I usually play RQ as a player not as a GM) I can't say how it is in general. I only know my from friends who don't have the errata who say it's wrong in all books. When originally reading these books my first thought was that they just added the magic bonus. But because this still didn't add up (I got Trollpak first) I assumed they didn't know what they were doing. - -Truls Maybe I should instead say why o why can't they get a good editor :-) ------------------------------ From: Colin Watson Date: Fri, 2 Dec 1994 12:33:26 GMT Subject: RQR: spells vs criticals etc. We play that protective spells have weaknesses just like any normal armour. If you will, the protective "force-field" is flexible at the joints and is hence susceptible to crits. The best defence against crits is to parry. The AP of your parrying weapon reduces the critical damage; the remainder is applied to a hit-location ignoring any armour or protective spell on the body. Presumably if you cast Protection (or whatever) on your parrying weapon then this will make it more effective at parrying crits (and other hits in general, assuming you can make your parry% roll ;) because it will absorb more of the damage. Regarding missile criticals, we play that a shield covering a location for the purpose of deflecting missiles applies its AP against crits. ie. the shield acts as a parry vs the arrow rather than as normal armour so it gives (some) protection against criticals on the location(s) protected. Likewise for cover (eg. wooden parapets etc). What I want to know is: if protective spells only cover your skin (not your armour and equipment) why is Damage Resistance applied *before* armour? You'd think the damage should be reduced by armour before it's resisted by the spell. This would make Damage Resistance a useful complement to normal armour (rather than being a rather redundant adjunct or risky alternative to armour). ___ CW. ------------------------------ From: JARDINE@RMCS.CRANFIELD.AC.UK Date: Fri, 2 Dec 94 12:33 BST Subject: RQR: Horse Archery I've only joined the list VERY recently so forgive me if I've got the wrong end of the stick. There seems to be a discussion about the Horse Archery skill and why people should bother with it. Below are my comments and opinions: 1) Archery + Ride IS NOT EQUAL to Horsearchery. 2) Your effective horsearchery skill cannot be greater than your effective ride skill. 3) Halve normal archery skill to find horsearchery skill. 4) Horsearchery can be used on foot without reductions. 5) Horsearchery is harder to learn than archery (takes twice as long). The above could be achieved without using different skill difficulties (as in RQ4/RAG) by having linked skills of archery (the fundamental skill) and horse archery (which could never be greater than the archery skill). - ----- Lewis - ----- PS. I totally agree with all the comments about horsearchery being a skill that only people with plenty of time on their hands bother to learn. Also that archery is harder than musketry to learn, etc. ------------------------------ From: cjl@carmenta.se (Carl-Johan Lundell) Date: Fri, 2 Dec 1994 15:39:32 +0100 Subject: RQR: MP matrices I asked about restrictions on MP matrices. There are obviously no resrictions to the number of them you can have. If you like to put any conditions on them, it would of course be better with a single one. But if you buy it I do think many will pay for that. Not of my PCs, anyway. I am starting to face a problem with to much cheap MP resources for some of my PCs. A 1d10 MP matrix costs about a suit of standard armor (1500-2000L), and I don't want to just raise prices. I would like to have a mechanism for handling this problem and make high POW matrices more precious. Any suggestions? Best regards, Carl-Johan Lundell Gothenburg Sweden ------------------------------ From: Brent Michael Krupp Date: Fri, 2 Dec 1994 08:07:41 -0800 (PST) Subject: Re: RQR: Spirit magic in "official" RQ3, questions I'd like to know how many people are reading this list message-by-message, or in digested form. Lately, I have noticed several questions (like the one referred to by the subject above) being answred OVER and OVER and OVER, instead of actual new conversation taking place. If you get the list in a digested form, would it be too much to ask you to wait and see if someone already answered a question satisfactorily before chipping in your (nearly) identical response? Just something that has been bothering me since the switchover. As an additional topic, has anyone seen the FAQ for the game Shadowrun? I don't like the game much, but the FAQ does an excellent job of briefly summarizing all the different rules modifications people use in different areas of the rules and even brief reasons for the different changes. Something like that could be a *very* useful product of this list. Obvious stuff to put on it would the options for what Protection stops, the different Healing ideas, etc. Anyone interested in organizing this kind of thing? I have the time to suggest it, but not to do it. Brent Krupp (fletcher@u.washington.edu) ------------------------------ From: Steve Bonnot Date: Fri, 2 Dec 1994 09:15:07 -0800 Subject: RQR: Runequest-CON II HAs anyone heard anything new about the RuneQuest con in South San Francisco lately. There wae a flurry of flyers out and then silence. Any news out there? Steve Bonnot ------------------------------ End of RQ Rules Digest: V1 #35 ****************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval. Send electronic mail to Majordomo@hops.wharton.upenn.edu with "help" in the body of the message for subscription information on this and other mailing lists.