From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V2 #225 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Wednesday, 27 March 1996 Volume 02 : Number 225 TABLE OF CONTENTS Andrew Raphael RQ Rules Digest: V2 #224 Alain_RAMEAU_at_03__paris__t Sandy's Sorcery Durupt Jean Sandy's sorcery owner-rq-rules@hops.wharton. Humakti & breaking weapons owner-rq-rules@hops.wharton. Breaking Weapons 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: Andrew Raphael Date: Wed, 27 Mar 1996 21:23:02 +1100 (EST) Subject: Re: RQ Rules Digest: V2 #224 Sandy Petersen writes: >>And what about diseases? Is there also special diseases that affect Uz >>like there are for the Aldryamis? > Of course. May I suggest diseases that: * Strip them of body fat & make them vulnerable to cold (turning them into hot trolls, roughly). * Give them ringing in the ears, dropping Darksense Scan & Darksense Search (like whiteye for hearing) * Make their teeth fall out, or close the tooth roots so they wear out (like the trolls in the Redstone moss room) * Give them ulcers in the rock stomach, preventing them eating rocks, metal, mostali, & making them vulnerable to more oral poisons - -- Andrew Raphael "Oh! I see, it's your birthday. It's your big day, and I forgot." ------------------------------ From: Alain_RAMEAU_at_03__paris__tep@internet.total.fr Date: Wed, 27 Mar 96 14:05:10 MET Subject: Sandy's Sorcery Sandy, Thank you for the long answer to my concerns. As you proposed, I think I will take some and leave some in your new system. As I like the RQ3 system of the four former skills to manipulate sorcery and as I like also the new Maintenance system, I think both systems may co-exist. The sorcerer has to choose : either using the maintenance (but this reduce his capability to cast other spells and use arts levels), or casting the spells with Duration (provided that he has such skill): in this case, the spell lasts without counting against the presence. But as I said, the duration increase scale should be reviewed. I proposed a 1.5 increase per point (instead of the doubling system of RQ3 table), but I finally think that even that would be too much. As maintenance can still be used, it may be a simple 10mn additional duration per point (i.e for 3 MP in Duration, 40 mns) or may be 1hour per point (i.e for 3 MP in Duration, 3 hours). Alain ------------------------------ From: Durupt Jean Date: Wed, 27 Mar 96 14:38:27 MET Subject: Sandy's sorcery Hi all, About the art of permanence. I like it because it allows a sorceror to have more point of spells than his presence. It is true that there is a price to pay (1 POW and some MP each week), but nothing is free. Troll sorcerors I think that for them Arkat replaces Malkion as source for the Arts. My reason for that is the cult description for Arkat in Troll Gods. Arkat is said to have given the secret of sorcery to the trolls. Cheers Jean Durupt ------------------------------ From: owner-rq-rules@hops.wharton.upenn.edu Date: Thu, 07 Mar 1996 13:02:09 -0500 Subject: Re: Humakti & breaking weapons >BTW, I should note that in my PenDragon Pass rules, spells cast on a weapon >help it resist breakage. So it would be harder to break a spear with >Fireblade on it (or an enchanged weapon). Effectively each point of spell >would add to the weapon's AP. > Funny, in our house rules, it is the contrary: Each point of damage-enhancing spell decreases (temporary) the AP of the weapon by 1. In that respect, I keep under control the "Bladesharp 20" tendency, stating that if the value of the spell overcome the number of AP of the weapon, then the magic energy is powerfull enough to disrupt the cohesion forces that old together the atoms and shatters the weapon. It also forces the player to make choices: "am I going to enhance my offensive ability by risking breaking my weapon, or will I play on the safe side?" In your case, there is no question: a fighter should always have the highest spell possible on his weapon since it increases both the damages/A% and the resistance. I guess I like forcing my players to make choices ;-) I have not had the case of spells like "parry" yet, but I guess for a defensive spell, I would not be opposed to enhancing the AP of the weapon by the value of the spell. Have a good day Frederic ------------------------------ From: owner-rq-rules@hops.wharton.upenn.edu Date: Tue, 12 Mar 96 14:55:54 MET Subject: Breaking Weapons David Dunham wrote <> I use a similar system coming from long rules discussions with my players concerning weapon breaking. At the origin, I considered that a weapon can break if it takes a lot of damages, but also if it inflicts a lot of damages on something hard. During a great fight, my Zorak Zoran Runelord, using damage boosting and STR enhancement spells inflicted a lot of damages which, according to my rules, would be capable of breaking his weapon. He made a roll and the weapon broke. Unfortunately, it was his cult mace with his allied spirit, plus some enchanted spell matrices. You can imagine the reaction. He made a Divine Intervention to have it back (and succeeded, with, as I remember, losing 6 POW). Since that time, we decided to improve this house rule. We are not completely satisfied of it at the present time but I propose it anyway: A weapon loses 1 AP per each fraction of damage above its AP. For example, a 8 AP weapon receiving (or inflicting on hard material) 20 damage points would lose 2 AP. According to my previous rules (I do not use for the moment), the weapon could also break immediately (chance of breaking is 5% per point in excees of twice AP, which is 20% in this example). To calculate the exact AP of the weapon for this rule (but it can also be used more generally) I do the following calculation : AP (including effect of enchanted metals and armoring enchantment) +1 per other enchantment (i.e. 1 per sacrified POW) + 1 per temporal Divine spell (or per two points of Spirit or Sorcey) in effect on the weapon. Alain. ------------------------------ End of RQ Rules Digest: V2 #225 ******************************* 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