From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V2 #213 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, 12 March 1996 Volume 02 : Number 213 TABLE OF CONTENTS SPerrin@aol.com RQAIG weapon damages Alain_RAMEAU_at_03__paris__t Impaling - Slashing - Crushing Frank Rafaelsen Healing comment Bruce Lionel Mason RQAIG weapon damages Tal Meta Sorcery... 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: SPerrin@aol.com Date: Tue, 12 Mar 1996 00:48:03 -0500 Subject: Re: RQAIG weapon damages In a message dated 96-03-11 06:17:41 EST, Malcolm Cohen suggested: >(1) limb-lopping at 3x >(3) damage bonuses of 25-28:+d2, 29-32:+d4, 33-36:+d6, etc. [actually I >quite > like my version above, but some people hate strange dice like d5; just > putting in the intermediate +d2 step produces good benefits without >adding > much complication or strangeness]. >(4) characters go unconscious at 0, die at -1/2 CON [same as Steve Lieb; >death > at 0 is too brittle, -CON (RQAiG) is too much, -6 doesn't scale] This all looks very good. The reason that RQ has always had randomized damage bonuses is because when I initially tried a Tunnels and Trolls-like straight add, the actual weapon damage became superfluous. I dunno what effect it would have on the various discussions, but you might also try a variation on the Hero System "you can't do more damage with a bonus that you do with the weapon." Thus, Great Trolls rarely use daggers. Have fun, all. Steve Perrin ------------------------------ From: Alain_RAMEAU_at_03__paris__tep@internet.total.fr Date: Tue, 12 Mar 96 15:00:55 MET Subject: Impaling - Slashing - Crushing Richard Ohlson wrote <> RQ2 used such a system with different special effects for impaling weapons (spear), slashing weapons (axe) and crushing weapons (mace). I used house rules with same concepts slightly rearranged, as follows: (in addition to the standard other rules for special and critical such as weapon struck, special knockback, ignored armor, ...) : A special by impaling weapon does twice normal damages (+ normal bonus damages). In case of critical, one "normal damage result" is replaced by "maximum damage of the weapon": A special by slashing weapon does twice bonus damage (+ normal damages). In case of critical, the "normal damage" is replaced by "maximum damage of the weapon". A special by crushing weapon does maximum damage bonus and normal bonus damage (+ normal damages). In case of critical, the "normal damage" is replaced by "maximum damage of the weapon". This system gives a little advantage for maces , especially with strong characters. But it is unfortunately the reality: a mace is a very efficient weapon and the high amount of damages it may do simulates the fact that armor (whether flexible or rigid) can not avoid shock damages. Alain ------------------------------ From: Frank Rafaelsen Date: Tue, 12 Mar 1996 15:56:01 +0100 (MET) Subject: Healing comment > From: Aden Steinke > > Though some plants appear to bring arroin fairly close to magical healing. How do one seperate natural healing properties from magical in a world like Glorantha? :) This sounds to much like the AD&D division between monsters and animals. Just a comment. Frank Rafaelsen rafael@nvg.unit.no "Si fallor, sum" ------------------------------ From: Bruce Lionel Mason Date: Tue, 12 Mar 1996 12:38:29 -0330 (NST) Subject: Re: RQAIG weapon damages On Tue, 12 Mar 1996 SPerrin@aol.com wrote: > > This all looks very good. The reason that RQ has always had randomized damage > bonuses is because when I initially tried a Tunnels and Trolls-like straight > add, the actual weapon damage became superfluous. > > I dunno what effect it would have on the various discussions, but you might > also try a variation on the Hero System "you can't do more damage with a > bonus that you do with the weapon." Thus, Great Trolls rarely use daggers. The difficulty here would come in unarmed combat: for example a troll with a fist could not do more than d3 damage. Obviously this isn't meant to be the case ;-) I must admit that the only parts of RQ3 damage that seemed broken to me was unarmed combat (too dangerous) and limb-loss (too frequent). This became increasingly obvious as most of my campaigns were non-Gloranthan with very little healing magic. I like the simple idea that exceeding 2*location causes shock and 3* in a single blow with slashing weapon equals severance. We partially fixed this through a different route by collapsing criticals and specials into one category (called criticals at 1/10th skill percentage) and having the default critical be double weapon damage OR ignore armor. It made large damage numbers less frequent but also made tanks more vulnerable as 1/10 blows could still get through. On a similar tangent, I tend to dislike having to halve dice results (eg d3, d2) because it takes that little bit longer. Having someone punch another and do d3+d2 damage is just too mentally taxing for me. If at all possible I think a good meta-rule is to avoid any rules that make you do mathematical operations on dice results. Finally, did this list ever come to some sort of consensus on the basis of a workable fatigue system? Cheers, ---Bruce > > Have fun, all. > > Steve Perrin > ------------------------------ From: Tal Meta Date: Tue, 12 Mar 1996 14:34:16 -0500 (EST) Subject: Sorcery... Question: In the description for Phantom [TOUCH], it states that this is the only illusion spell that can have non-illusion spells placed upon it. Would that include spells like Tap, that require the caster to touch his subject? ------------------------------ End of RQ Rules Digest: V2 #213 ******************************* 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. WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html