From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #69 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, 7 February 1995 Volume 01 : Number 069 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 Staffan Tjernstrom RQR: DEX increases sstair@cs.utep.edu RQR: Who plays what? Brent Michael Krupp RQR: DEX increases CryptoMatt@aol.com RQR: BattleMagic & Skills Keith Ivey RQR: BattleMagic & Skills ---------------------------------------------------------------------- From: Staffan Tjernstrom <100303.141@compuserve.com> Date: 06 Feb 95 18:51:13 EST Subject: RQR: DEX increases Brent Krupp: >You mean RQ doesn't already suffer from DEX "arms races"? All of the >players in my games have always put training their DEX to 21 at the top of >their list so that they can get a DEX SR of 1. Given the rules as written - yes. My solution is to limit the training that is possible of DEX to 1.5 times that originally rolled. ------------------------------ From: sstair@cs.utep.edu Date: Mon, 6 Feb 95 17:44:10 MST Subject: RQR: Re: Who plays what? My group played RQ3 in our campaigns, though I have been trying for quite a while to pick up a few RQ2 supplements. The only one I had until RQCon II was CoP. For those who haven't heard the prices at RQCon II's auction were MUCH lower than expected. Since I don't have enough experience with RQ2 to compare it to RQ3, I won't. I guess I am the only person who doesn't have any major problems with RQ3. I do have a couple of minor quibbles, but not enough that I think a new version is really needed. Also, I have always felt that the best thing about RQ is Glorantha. - -- Stephen Stair Give me ambiguity or give me something else. sstair@cs.utep.edu ------------------------------ From: Brent Michael Krupp Date: Mon, 6 Feb 1995 18:36:28 -0800 (PST) Subject: Re: RQR: DEX increases On 6 Feb 1995, Staffan Tjernstrom wrote: > Brent Krupp: > >You mean RQ doesn't already suffer from DEX "arms races"? All of the > >players in my games have always put training their DEX to 21 at the top of > >their list so that they can get a DEX SR of 1. > > Given the rules as written - yes. My solution is to limit the training that is > possible of DEX to 1.5 times that originally rolled. Um, that *is* the rule in RQ3. It doesn't help anything -- players just go out of their way to play characters with DEX 14 (13 if you round 1.5x upwards). Many players of RQ that I know consider any character with a starting DEX below this to be "unsuited for fighting" by birth or something. And they still all train their DEX to 16 or 21. Not a big deal, but just evidence that in RQ3 DEX is the 2nd most important stat (INT being 1st). Brent Krupp (fletcher@u.washington.edu) "In the faculty of writing nonsense, stupidity is no match for genius." -- Walter Bagehot, 1826-1877 ------------------------------ From: CryptoMatt@aol.com Date: Mon, 6 Feb 1995 22:52:42 -0500 Subject: RQR: BattleMagic & Skills I've been playing with BattleMagic as a skill rather than a POW x 5 roll. That way, when a player makes a Divine Intervention call and totally annhiliates his Power, he can still cast BattleMagic. Under the BattleMagic skill system, character with a miserably low Power may not be able to blast someone with a Disrupt spell, but he can get off the heal spell to stop the blood spurting from the stump that is all that remains of his arm. I start the BattleMagic skill at 40% + the magic skill bonus. Additionally, there is a 20% bonus when casting Heal spells on one's self. In the game that I'm running, this system has worked fairly well. Perhaps this idea has been thrown about, perhaps not... Any comments? - -Matt Thale ------------------------------ From: Keith Ivey Date: Mon, 6 Feb 1995 23:09:30 -0500 (EST) Subject: Re: RQR: BattleMagic & Skills On Mon, 6 Feb 1995 CryptoMatt@aol.com wrote: > I start the BattleMagic skill at 40% + the magic skill bonus. Additionally, > there is a 20% bonus when casting Heal spells on one's self. The idea of a spirit magic skill is reasonable. I used it a bit, but didn't GM enough to give it a proper playtesting. But the special bonus for casting heals on oneself seems klugy. What's the game-world rationale for it? - --Keith Ivey Washington, DC ------------------------------ End of RQ Rules Digest: V1 #69 ****************************** 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.