From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #50 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Tuesday, 17 January 1995 Volume 01 : Number 050 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 Carl-Johan Lundell RQR: Strength spells JARDINE@RMCS.CRANFIELD.AC.UK RQR: Strength spells Graeme A Lindsell RQR: Strength spells ---------------------------------------------------------------------- From: cjl@carmenta.se (Carl-Johan Lundell) Date: Mon, 16 Jan 1995 10:48:02 +0100 Subject: RQR: Strength spells Hi, I was reading the stats for the Hell Sisters of the scenario in Tales 12. They are eqiupped with Strength 5 spells to raise their STR from 11 to 26. The rules say that Strength cannot raise the STR above twice the original, so that must be wrong! Further, in RQ2 Strength could not raise STR above the species maximum. RQ3 doesn't say anything in about the species maximum limit. How do you guys rule the characteristic raising spells? I have some PCs with STRs of about 15, who use Strength 5 to get a damage bonus of 2D6. In combination with Bladesharps they become quite formidable killer-machines doing an average damage of more than 20! I think raising characteristics above the species maximum perhaps is a bit too powerful, what do you think? It is also extremely cheap! If you have Strength and Bladesharp as cult spells they will 5 points of each will only cost you 240 Silvers. That would give you, on average, 9.5 points of extra damage (if you already had 1D4) and 33% on attack chance. Regards, Carl-Johan Lundell Gothenburg Sweden ------------------------------ From: JARDINE@RMCS.CRANFIELD.AC.UK Date: Mon, 16 Jan 95 10:42 BST Subject: RE: RQR: Strength spells Carl-Johan: I agree with most of your post, Tales 12 does seem to be in error. Strength is a powerful combat spell especially when combined with bladesharp. However, sorcery is just as bad. Points 1) You have the cost of spells wrong, you must buy each point separately 2) I would try to limit the number of points of a spell people could easily learn as in RQAiG. Thus initiates would typically be limited to a max of 4 points in the cults' favoured spells or 2 points in the less favoured. Humakti might be able to get Bladesharp 5 or 6 if they were seen to be doing well. Rune levels would have access to 2 points more. Lewis ------------------------------ From: Graeme A Lindsell Date: Tue, 17 Jan 1995 13:56:58 +1100 (EST) Subject: Re: RQR: Strength spells > > > Lewis replies to Carl-Johan: > Strength is a powerful combat spell especially when combined with > bladesharp. It's effective but I usually find Bladesharp to be more effective still, though Bladesharp is more specialized. The real problem is that a few points of Bladesharp are accepted as standard, to be countered by some Protection, and Strength and Bladesharp together unbalance this > However, sorcery is just as bad. > I'd say RQ3 sorcery is a lot worse. My current GM has taken an idea from my last (Pendragon Pass) campaign and made each point of Strength increase STR by 2, rather than 3. Given the RQ3 Errata give Coordination 2 points of Dex per point, it results in all spirit magic characteristic spells giving the same 2 point increase. (I had to reduce Strength in Pendragon Pass because of the Pendragon method of calculating damage made it gruesomely effective) > Points > 1) You have the cost of spells wrong, you must buy each point separately Where is this stated? The example in GoG doesn't imply that, as I recall. (Note: I'd like some excuse to increase to increase the cost of spirit magic, but I can't recall seeing this in the rules) > 2) I would try to limit the number of points of a spell people could > easily learn as in RQAiG. I concur. Keeps those embarassing Bladesharp 7s out of the hands of initiates. - -- Graeme Lindsell a.k.a Graeme.Lindsell@anu.edu.au Research School of Chemistry, Australian National University ------------------------------ End of RQ Rules Digest: V1 #50 ****************************** 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.