From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #55 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, 28 January 1995 Volume 01 : Number 055 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 Nigel Smith RQR: Perception Blocks Kevin Rose RQR: sorcery/spirit matrixes Loren Miller RQR: sorcery/spirit matrixes Hugh Foster RQR: RQ Rules Digest: V1 #54 ---------------------------------------------------------------------- From: ns10005@hermes.cam.ac.uk (Nigel Smith) Date: Fri, 27 Jan 1995 09:25:36 +0000 Subject: Re: RQR: Perception Blocks After my question, Loren replied: >1. Metal armor reduces sneak chances by some small amount, and chain >and ring reduce it by almost twice as much. > >2. Partial helms reduce perception skills by some amount and full >helms reduce perception skills by twice as much. > >I think the actual numbers were -15 and -25 for sneak modifiers (move >quietly in RQ2), and the same for perception modifiers. I would >prefer to make the modifiers bigger, maybe -25 and -50, as I believe >armor should have serious drawbacks as well as serious advantages >(which it already has). RQ2 had stealth modifiers from 0 (leather) to -35 (light scale skirts), counting the worst-rated armour _only_. I can find no figures for perception, but only have a low Library%. RQ3 uses total ENC of armour and weapons carried.....I assume that large bag of coins hanging at your waist is muffled, sir.... Thanks, Loren. Anyone else? Nigel ------------------------------ From: Kevin Rose Date: Fri, 27 Jan 1995 11:31:17 -0600 (CST) Subject: RQR: Re: sorcery/spirit matrixes A sorcerer could bind a spell spririt into an item, no problem. But it does him NO good. A spell spirit cannot cast it's spell. What you want to do is grab a magic spirit and bind it. Of course, as I would expect that your average sorcerer has zero knowlage of how to summon or bind magic spirits (as they are only of use to heretic Malkioni, who deserve to be slain for their perversion of the way.) this will not be very easy. Kevin ------------------------------ From: "Loren Miller" Date: Fri, 27 Jan 1995 13:24:26 EST Subject: Re: RQR: Re: sorcery/spirit matrixes Why would you want to bind a spell spirit into something? To hold a spirit ready, with zero MP, so that any old moron can learn its spell. Once it's used then you need to loose it and capture another one, but it seems like a good way that shamans could teach spells to the untalented children of nobility without any risk of daddy's favorite moron getting possessed. - -- +++++++++++++++++++++++23 Loren Miller LOREN@marketing.wharton.upenn.edu Waiter! Reality check please! ------------------------------ From: Hugh Foster <100326.446@compuserve.com> Date: 27 Jan 95 14:06:18 EST Subject: RQR: RQ Rules Digest: V1 #54 >>a spell spirit into an item & create a spirit magic item. He/she would have to do a lot of research as to binding spell-spirits into spirit magic devices<< Well, the guy I'm thinking of is from a naturally immortal race, hiding as a human in a spirit-using society. So he'd have time, about three thousand years I think. The idea is that he's got spirit matrices so that he can blend in and cast Speeddart with the rest of them, rather than giving himself away with damage boosting... The previous solution offered puzzles me a bit. (I've lost the file sorry) He suggests that sorcerers can't create spirit matrices, but can bind a spirit spell spirit (eh?) into an item, and force it to cast its' spell. Ah, I see, with the matrix he'd still need to know the spell to cast it, but with the bound spirit it would function more as a self-contained magic item. Yup, it all seems to click together! ------------------------------ End of RQ Rules Digest: V1 #55 ****************************** 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.