From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V2 #80 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Monday, 25 September 1995 Volume 02 : Number 080 TABLE OF CONTENTS "Stian A. Fagereng" Date: Sat, 23 Sep 1995 15:53:00 MEZ-1MDZ Subject: Slashing vs. piercing. it is a long time since I last played rq3 and it hurts. When we played we this big discussion about a pc samurai with kantana piercing to get crit pierc b'cause it gives more dam with crit pierc than crit slashing. any1 been into the same problem ? Stian... *sko@stud.hibo.no* ------------------------------ From: joe@sartar.toppoint.de (Joerg Baumgartner) Date: Sat, 23 Sep 1995 16:23:58 MEZ Subject: Roundless combat Steve Lieb replying to the original poster: >>Has anyone tried disposing of the melee round, and permitting things to >>proceed so that an action happens either DEX SR or MELEE SR after the >>previous idential action or 3 SR + {DEX SR|MELEE SR} after the previous >>disimilar action? > Yeah, tried it. I think it could work with a computer assist on the > timekeeping, otherwise, it just got too complicated with 4 players, > 2 NPCs and say 6 monsters. Way too much work for minimal benefit. In my earlier times of experimental ruleplaying I once made a device for handling this without a computer. Effectively I had a kind of a cardbord clock which counted the strike ranks. Each player and all NPCs would get chits or whatever they could place around the clock - once a statement of intent was spoken, the PC's chit would be placed an appropriate number of Strike Ranks in the future. Same for all NPCs. Then the clock would be moved forward until there was an action to be resolved. While this kept the bureaucratical overhead down, the idea never really caught on, although I still think it is useful for playing out conflicts in all minutiae - we just don't do that with conflicts any more... - -- Joerg Baumgartner joe@sartar.toppoint.de ------------------------------ From: cjl@carmenta.se (Carl-Johan Lundell) Date: Mon, 25 Sep 1995 08:32:03 +0100 Subject: Re: RQ Miscellaneous magic ideas Hi, Raymond Turney posted some ideas on magic a while ago (I'm behind on my reading as usual). He proposed that a crit on spell success would make the duration permanent. I would say this would ruin much of the game. It would not take long for my players to walk around with high-point Bladesharps, Protections and Strengths in such a system. I already have some trouble balancing the opposition when the get time to start-up their magics. No, perhaps it is OK to extend duration but you could never make it permanent! On the proposal to put articles, stories, etc., to a separate digest I agree it would be good. I'm usually behind on my reading. Then I just try to pick out these postings and skip discussions. Regards, Carl-Johan Lundell Goteborg, Sweden ------------------------------ From: Kim Englund Date: Mon, 25 Sep 1995 14:58:05 +0200 (EET) Subject: Allied Spirits in animals How does allied spirits in animals learn skills? Is it possible to learn an allied spirit to, for instance, read or write? My GM found nothing in the rules. Or what about magical skills as ceremony or enchant? My Wind Lord has a shadow cat with his allied spirit and I wanted to train the cat to read. I saw a question of allied spirits and sorcerous skills (intensity, duration etc.) in Andrew Bells digests, but there was no answer to the question :-( An other question is about divine spells. I know some of you have an houserule, saying that you can get divine spells back once a year, on the high-high-holyday of the cult. My question is how do you get the divine spell back? Is it automatic or do you have to make a roll of somekind (ceremony comes to my mind)? Here is again the problem with my allied spirit, will it gain back spells once per year with your rules, and if so, how (automaticly or after a roll of somekind)? Hope you have suggestions even if you do not have answers. Kim Kim Englund kim.englund@hut.fi Member of PALS ( People Against Long Signatures ) ------------------------------ From: Frederic Moulin Date: Mon, 25 Sep 1995 09:41:27 -0400 Subject: Re: Allied Spirits in animals >An other question is about divine spells. I know some of you have an >houserule, saying that you can get divine spells back once a year, on >the high-high-holyday of the cult. My question is how do you get the >divine spell back? Is it automatic or do you have to make a roll of somekind >(ceremony comes to my mind)? >Here is again the problem with my allied spirit, will it gain back spells >once per year with your rules, and if so, how (automaticly or after a roll >of somekind)? We play (and this is in contradiction with the normal rules) that initiates can recover their divine magic spells once a year on the cult high holy day if they participate to the cult ceremony in a temple large enough to teach the spell and allow a Runepriest/Runelord recovery of the same spell. In that case, we use the same rules as for a priest/lord of the cult (automatic recovery after 24h prayers per spell point). This is only kindness from the GM, and by no mean general practice among RQers (at least in France). We did that in order not to have initiates that, once they reach rune level in skill takes two years of vacations out of the campaign to learn whatever divine magic is required to become lord/priest, then 5 or 6 years to recover from the lost POW. In that way, players still have a single use of their divine spells per year, which does not introduce gross inbalance in the game. But are more likely to accumulate the divine magic required during the course of the campaign. It also provides opportunity for NPCs to use their divine magic without real loss of that magic, making it more "understandable" for them to heal/help the PCs, or use their spells to kill them faster... However, when a spell is "one-use" for a priest, it is also "one-use" for the initiates of course. Frederic ------------------------------ From: "Chris Johnson [RQ]" Date: Mon, 25 Sep 95 08:15:03 -0800 Subject: Re: combat timekeeping Date: Mon, 18 Sep 95 14:32:18 -0800 From: Chris Johnson [RQ] Subject: Re: combat timekeeping To: rq-rules@hops.wharton.upenn.edu X-Mailer: LeeMail 2.0.4 Message-Id: Graydon Asks: > Has anyone tried disposing of the melee round, > and permitting things to proceed so that an > action happens either DEX SR or MELEE SR after > the previous idential action or 3 SR + {DEX > SR|MELEE SR} after the previous disimilar > action? > [...] >If anyone has tried something like this, I would appreciate hearing about it; >if you haven't, comments are still welcome. > >saundrsg@qlink.queensu.ca | Monete me si non anglice loquobar. > We've been running a roundless combat system now for 15 years. This system was developed in the early '80s by Mark Abbott and has evolved to our current system over the years. It is called 'RAR' for Repeat Attack Rate. RAR system in a nut shell o Each Weapon has a RAR based on Skill (Higher skill = lower RAR) o Each Action has a RAR (Scan/Search = RAR 10, Ready Weapon = RAR 3, ...) o Each Character has a base RAR (based on Agility[*] or DEX) A characters 'round' is determined by their base RAR and the longest RAR of any action they want to perform. A character has two actions per round. An action is defined as : o An attack o A Parry o A Dodge o Running o A Scan Example: Arg has a AGI of 15 giving him a RAR of 2. He is using a Broadsword at 75% giving him a weapon RAR of 8. He is using a Heater shield at 75% giving a shield RAR of 6. So his Combat RAR is 2 + 8 = 10. During this 10 seconds he may Attack once and parry once. Bruce Lee has an AGI of 19 giving him a RAR of 1. His Martial Arts skills are: Kick @ 120% - RAR 5 Left Fist @ 140% - RAR 3 Right Fist @ 140% - RAR 3 Dodge @ 90% - RAR 6 Bruce has serveral options avaliable. If he wants to be able to Dodge the sword, he must have a RAR of at least 7 (1+6). During this 7 seconds, he may use any two of the above actions. If he droped his RAR to 6, he would no longer be able to Dodge, but could still Kick and Punch. If he wants to all out attack via punching bage style using only his fists, his RAR could be as low as 4. NOTE: we don't use the 'split attacks over 100%' rule. As you get better, you get faster. So in an all out attack Bruce can get 2 1/2 attacks or ~5 punches per Arg's 1 sword attack and shield parry. Spell Casting is handled using a RAR based on DEX. Casting time is: DEX RAR + MP Points used { + 3 if an attack spell[**]} NOTE: Divine spells that use MP for effect will suck all MP's in 1 RAR; so a Heal Body 15 only adds 1 RAR even though it uses 15 MPs. MPs used to boost a spell to get though countermagic add MP RARs. This system is tedious and slow when done manually. We have written a computer program that keeps track of all PC and NPC RAR's. At the start of a battle, the GM simply goes around the room asking for Action and RAR. It can be a bit slow when first starting while the GM puts in actions for all NPC's, but then the GM simply announces the RAR and who is doing what (the program will bold the name of the character or NPC when they have finished their RAR). Goes smoothly when everyone knows what they are going to do. - ----- [*] We early on broke DEX into two attributes: DEX = eye-hand coordination (Magic, Throwing, Missle attack, Play Music, Slight of hand, Devise, ...) AGI = eye-body coordination (Weapon Attack, Dance, Climb, Sneak, ...) [**] An attack spell is any spell that requires a POW vs POW/CON/HP roll to overcome in order to take effect. Chris Johnson rq@flamal.ssd.loral.com ------------------------------ From: Date: 25 Sep 95 12:52:59 EDT Subject: RQ Tekumel variants: plea for info Oh glorious, beneficent and knowledgeable subscribers of the RQ Digest, hear my plea for aid or mercy! In the near future I am going to start a RuneQuest campaign based in the Empire of the Petal Throne on Tekumel. I've been trying to comprehend Tekumel for some years now and I think I may a grip on it. The comprehension factor is the reason I am going to use RQ for my forthcoming campaign: for ease of use. I believe that the complexities of Tekumelian society are going to be more than enough for players and the referee new to the game world to cope with, so I am going to stick with a game system everyone knows. I've seen several mentions of RQ variants for the world of Tekumel on the RQ Digest, and I was wondering where I might find them, as I don't readily remember anything being posted since I subscribed in June. Specifically I'm really interested in Sandy Petersen's RQ/Tekumel variant. Does anyone know the number of the issue where the stuff may have been posted? (I do e-mail at work, so I would prefer to retrieve the specific issue required from the archive, rather than wade through hundreds of issues and get caught doing so!) While I'm on my knees; has there been any other mentions of RQ and Tekumel on the Digest? And does anyone know where I can find other Tekumel stuff on the Internet? Please e-mail me at Adam_Crossingham@aldgen.ccmail.compuserve.com Thanks for your attention. Ouch! my knees really hurt, and the emperor's dias looks really different from absolute ground level... ------------------------------ End of RQ Rules Digest: V2 #80 ****************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. 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