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RQ Rules Digest:          Thursday, 18 April 1996      Volume 02 : Number 238


TABLE OF CONTENTS

JBickmeyer@aol.com            Some Questions
Bernuetz, Oliver: WPG         Some Questions
Erik Sieurin                  Modifiers
HAWKS0705@aol.com             4th Edition update?

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: JBickmeyer@aol.com
Date: Thu, 18 Apr 1996 12:08:40 -0400
Subject: RE: Some Questions

Oliver Bernuetz asked 
>1) Can more than one person use a spirit magic focus at a time?

In RQ3 a spirit magic foci is made by the shaman when the student learn the
spell and is personal to that student.  I don't allow the switching of foci.
 To add to this, if say the foci is on the hilt of a broadsword and the
character upgrades to a bastard sword he/she will have to get a new foci put
on the new sword.

>4.) How do people treat damage from iron weapons on trolls and Aldryami?

I like the poison effect.  It causes severe pain and injure caused by 'Cold
Iron.'  For my campaign I going with the poison effect but will keep the
damage limit of 2x per location.  That is to say, the poison effect will not
effect general hit points after effecting the hit location.

Jim Bickmeyer
- ----------------------------------

"It's my opinion, but feel free to change, modify, or plagiarize it at will."

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


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

From: bernuetz.oliver@ic.gc.ca (Bernuetz, Oliver: WPG)
Date: Thu, 18 Apr 1996 13:11:21 -0400
Subject: RE: Some Questions

Oliver Bernuetz asked
>1) Can more than one person use a spirit magic focus at a time?

>In RQ3 a spirit magic foci is made by the shaman when the student learn the
>spell and is personal to that student.  I don't allow the switching of 
foci.
> To add to this, if say the foci is on the hilt of a broadsword and the
>character upgrades to a bastard sword he/she will have to get a new foci 
put
>on the new sword.

Oops, my mistake, actually I meant to ask can more than one person use a 
spirit magic matrix at a time.

Silly me,

Oliver Bernuetz



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

From: "Erik Sieurin" <BV9521@utb.hb.se>
Date: Thu, 18 Apr 1996 19:28:07 +0100
Subject: Modifiers

> I don't know. It seems to me that there are a few other agility skills 
> that SIZ would impede a bit. Climb springs to mind; a 130 kg brute will 
> simply have a harder time finding branches or other outcroppings to 
> support his weight than would a 50 kg lad. Also, I'm not as familiar with 
> horses as some of the other contributors to this list, but I should think 
> Ride might also be influenced, at least insofar as the extra weight would 
> make it harder to get the horse to move quite as nimbly.
As was said about basketball etc, if a 130kg guy wanted to climb 
something thin and weak, I'd roll SIZ vs.... say, AP of object, and 
use that. Same thing with horses; if you have a horse that can carry 
you, no problem. YOu could easily well argue that since SIZ gives 
HEIGHT and REACH (witness SR mod) it would be useful to reach holds 
when climbing, and to ride a huge horse (or rhino, or dolphin....). 

> > Agility (includes melee attacks and parries): STR+DEX-20
> > Communication: POW+APP-20
> 
>   I sort of think that INT should be included in communication, which is 
> after all every bit as much involved with receiving and interpreting 
> information as it is with expressing it. You have to be able to read and 
> be responsive to your audience to succeed at things like Orate and Fast 
> Talk, and INT is the RQ stat for that sort of thing.
"Read other people" is to me "intuition/empathy", which I fit under 
POW - which is NOT only willpower. Getting a good idea for a lie is 
up to the PLAYER's INT in my games.

> Magic: POW*2-20
> 
>   Interesting. I've always assumed that INT would be important here, too, 
> but the idea that it might not is kinda neat. What if magic really has 
> nothing to do with intelligence, and is solely a matter of willpower? It 
> makes a lot of sense for spirit magic, anyway, although I'm not so sure 
> about sorcery...
As I said, POW is intuition for me. It was also the simple fact that 
I wanted to NOT duplicate the Perception mod of INT+POW. Note that to 
LEARN a sorcery spell, or any new skill (most Magic skill begins at 
00) you haveta make an INT-roll. For Sorcery spells, I see this a 
learning the basic formula, the rest goes by willpower - more 
"talent", than intelligence. 
Its a simplification, over all.

> > Stealth: INT+DEX-SIZ
> 
>   INT? Although, I suppose it makes sense, now that I think about it. My 
> current character would love it. He's SIZ 15, INT 17, DEX 12 and POW 17. 
> Yep, a -10 Stealth modifier; he glows in the dark.
I actually thought about POW instead of INT, since finding the right 
place to hide seems pretty intuitive, while willpower is good if you 
want to stand absolutely still. However, I argued with myself that 
POW is also counterproductive (glows in the dark). I have also 
considered making use of Search (Perception) for finding a 
place to hide, and smashing "freezing" and sneaking together as a 
Stealth skill under Manipulation, with a base lowered by SIZ.

Erik Sieurin
 

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

From: HAWKS0705@aol.com
Date: Thu, 18 Apr 1996 20:34:44 -0400
Subject: Re: 4th Edition update?

Please take my name off of your mailing list. Thank you.

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

End of RQ Rules Digest: V2 #238
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