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RQ Rules Digest:         Saturday, 3 February 1996     Volume 02 : Number 175


TABLE OF CONTENTS

David Dunham                  Experience; Successes; Riskland
Steve Lieb                    Experience; Specials; Firearrow; Dorastor
Steve Lieb                    Skills and familiars

RULES OF THE ROAD

1. Do not include large sections of a message in your reply. Especially
   not to add "Yeah, I agree" or "No, I disagree." Or be excoriated.
   If someone writes something good and you want to say "good show"
   please do.  But don't include the whole message you praise.
2. Use an appropriate Subject line.
3. Learn the art of paraphrasing:  Don't just quote and comment on a
   point-by-point basis.  When paraphrasing you demonstrate exactly
   how well you understand the point someone was trying to make.
4. There is no number 4.

----------------------------------------------------------------------

From: dunham@pensee.com (David Dunham)
Date: Sat, 3 Feb 1996 20:33:14 -0800
Subject: Re: Experience; Successes; Riskland

Steve Perrin answered me

>The Hero System charges points to build a character. The Experience points
>gained
>in a run can run from 1 to 5 points. These points can be spent to increase or
>add powers,
> skills, and characteristics at the same rate as they were bought originally.

Ah, so this is the D&D experience system: by killing things, I can get
better at singing. Sorry, I have to disagree with your assessment. This is
not the best experience system out there. You yourself have done better.

>>So you can never get the current Special (double rolled damage)? All these
>>are in addition to the normal rolled damage, I assume.
>
>Sorry, wrong assumption. These are all _instead_ of normal rolled damage

OK, makes sense, and probably necessary, given your table. I think it would
be more elegant if you picked your first success from the table as well (so
if you were just showing off with a single success, you'd pick "Ignore
Armor" even though you wouldn't be able to pick "Rolled Damage"). This
would be more consistent, since your 3rd success gives an extra pick, your
second should give an extra pick as well. (Then, I've never really liked
"Max + Rolled Ignoring Armor" since it seems too dire.)

Trent Smith mentioned Riskland. I too think it's a wonderful campaign. It's
unfortunate that it's lumped in the same book with the cesspools of
Dorastor -- characters appropriate for the former will be shmeared by chaos
leakage from Dorastor, while characters who think they could handle
Dorastor would be bored in Riskland.

David Dunham   Pensee Corporation   dunham@pensee.com
Voice/Fax: 206 783 7404             http://www.pensee.com/dunham/
    "I say we should listen to the customers and give them what they want."
    "What they want is better products for free." --Scott Adams



------------------------------

From: liebx004@maroon.tc.umn.edu (Steve Lieb)
Date: Sat, 03 Feb 1996 22:34:10 -0600
Subject: Re: Experience; Specials; Firearrow; Dorastor

>I favor a system where a player can, rather than roll to see how
>>much of a gain he gets (which can, in some cases, result in a reduction), can
>>just take a 1% increase and not bother with the rolls.
>
>Isn't that how RQ3 works? Or do you mean, rather than rolling to see if you
>go up at all, take the 1%?
>

Nope - in RQIII you still have to ROLL to see if you get a gain.  You can
decide to take 3% in lieu of rolling d6-1 for the gain amount - that's
prob'ly what you were remembering.


>>    Speaking of which, one of my favourite tricks is to get a bunch of
>>characters who know Firearrow to cast it on as many pebbles as possible,
>>CAREFULLY placing each one into a loose bag, and firing the lot out of a
>>seige engine (or just dumping it off the battlements onto the beseiging
>>forces). Cluster bomblet munitions for RQ!
>
>Very clever (and perfectly legal) though it feels wrong.
>


IMO, no.  If you have that many guys with Firearrow during a siege, who
aren't too busy to cast it, and are willing to spare the MP for it, why not?
I like clever players, although I would discourage it as a GM for the
following reasons:
1) Firstly, you have to adjudicate how/why a firearrow goes off.  Is it
impact alone?  If so, MOST of those pebbles either a) will stay in the sack
together until they hit something, at that moment 'flahing' the heat damage
on one target, which will be a major waste because it wouldn't be additive
(i.e.a lot of firearrows won't be any hotter than one); b)(if shotgunned
from a catapult, say) won't hit anything.  Sure, it'll make the beseigers
duck (or maybe not - who'd duck a pebble?)  They certainly won;t go very far
- - the terminal velocity of a pebble sucks.  Ever try to throw one? Finally,
if they are just DROPPED off onto a seige tower or ladder - why not just use
pitch or something?  Takes no magic points.

All in all, a good idea, but except for some very particular circumstances,
a waste of MP.
Steve Lieb
(liebx004@maroon.tc.umn.edu)
(Who continues to suffer from .sig bloat - and therefore has clipped the
whole thing. Wait . . .)


------------------------------

From: liebx004@maroon.tc.umn.edu (Steve Lieb)
Date: Sat, 03 Feb 1996 22:37:47 -0600
Subject: Re: Skills and familiars

>
>My preference for familiars has always been nymphs.  A niad is stonger,
>smarter, faster and has much higher POW than the sorcerer (or any other
>possibility) and it requires only SIZ to create.  

Sure, that's what you SAY your reasons are.  Yah, sure.  Any other
advantages you may have left out?
Steve Lieb
(liebx004@maroon.tc.umn.edu)
(Who continues to suffer from .sig bloat - and therefore has clipped the
whole thing. Wait . . .)


------------------------------

End of RQ Rules Digest: V2 #175
*******************************


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