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RQ Rules Digest:           Thursday, 30 May 1996       Volume 02 : Number 265


TABLE OF CONTENTS

Alain RAMEAU                  Resistance Table
Colin Watson                  fatigue; spirit combat; BODGERS
David Dunham                  spirit combat
ian i. gorlick                RQ rules in general 
ian i. gorlick                Resistance table stuff 
Jesper Wahrner                Spirit combat simulation
David Cake                    Spirit combat

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: Alain_RAMEAU_at_03__paris__tep@internet.total.fr (Alain RAMEAU)
Date: Thu, 30 May 1996 10:14:49 +0200
Subject: Resistance Table

     
     I found the new table proposed by Jesper Wahrner very interesting. 
     Particularily at the light of the simulations made by Allan Henderson on 
     the actual resistance table: the result of such calculations could 
     result in a new rule : if you fight a spirit with POW higher than 10 
     point difference, no need to roll the dice : you are automatically 
     possesed (as not even 1 chance on 1 million to win according to such 
     calculations). As I am also shocked by this conclusion, I will certainly 
     use now Jesper's table, in order to have heroic spirit combat between 
     POW 20 Priest and POW 30 Temple Guardian.
     
     
     Alain.
     

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

From: Colin Watson <watson@csd.abdn.ac.uk>
Date: Thu, 30 May 1996 12:13:14 +0100 (BST)
Subject: fatigue; spirit combat; BODGERS

_______________
David Boatright wonders:
> Maybe larger SIZ should not give bonuses.  But what about penalties 
> for a low to STR to SIZ ratio or benifits for high STR to SIZ ratios.

I assume you're talking about unarmoured individuals (since larger
armour is heavier, obviously you have to have a STR on parity with your
SIZ or you'll suffer more from fatigue - there's an implicit penalty for
having a poor STR:SIZ ratio).

In the unarmoured case I'd hesitatingly say that exessive STR shouldn't
mean that you get tired any slower. A good STR:SIZ ratio should maybe
let you move faster, but you should still get tired as quickly.

At least that's the theory. In practice, as far as I know, powerlifters
make neither good sprinters nor good marathon runners.

_______________
Allan Henderson:
The spirit combat results were highly illuminating. Thanks!

_____________
Lewis Jardine on BODGERS:
(I hope these comments don't sound too critical. In general I admire
the simplicity of the system and especially its comptibility with RQ.)

> Weapon damage conversion:  compare the average RQ damage to 4.5 (the
> mean BODGERS dice roll).  Thus a broadsword d8+1 has an average damage
> of 5.5.  Thus in BODGERS it has a damage modifier of +1.

Ah neat. But it does tend to marginalise the difference between weapons.
The +1 difference between a dagger and a broadsword is rather insignificant
when the dice range is 0-9. Especially when the roll is open-ended.
BTW, does a negative damage result have any notable effect or is it just
treated as 0?

I'm not sure I like the severity of the open-ended damage result. A
natural roll of 9 followed by an average re-roll (total 14) seems to do
enough damage to kill an average unarmoured man outright (even using a
dagger). Is the combat system meant to be this bloody, or I have I
picked it up wrong?

> 5) Combat uses one opposed dice roll per round (1 roll for each involved 
> character).  The higher roll hits and causes damage (and depending on how 
> much it is above 10 might cause "special effects").  If the lower roll is 
> 10 or more the defender suceeds in parrying. 

So is there no separate parry skill? Do you just have a single
weapon skill as in Pendragon?

___
CW.

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

From: dunham@pensee.com (David Dunham)
Date: Thu, 30 May 1996 08:18:47 -0700
Subject: Re: spirit combat

Allan Henderson did a numerical analysis and learned
> So things that influence the outcome of any spirit combat seems to be the
> difference in POW (not really surprising) but also on the starting size of a
> spirit, presumable a couple of early successes don't count as much if you
>have
> to drive a spirit down from 30 MP.

Many real-life spirit combats will also feature magic (almost always on the
non-spirit's part) like Spirit Screen or Spirit Block. This somewhat
mitigates from the "Rich Get Richer" aspect of multiple uses of the
resistance table (or for that matter, opposed rolls).



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

From: "ian (i.) gorlick" <igorlick@nortel.ca>
Date: Thu, 30 May 1996 16:51:00 -0400 
Subject: RQ rules in general 

A number of people have bitched that the RQ rules aren't very good. I disagree. 
Compared to all the other role-playing systems I have tried RQ strikes a pretty 
good balance between reasonable simulation and playability. 

I agree it has a number of weak spots, I prefer to fix those by good GMing 
rather than detailed rules fixes. I like having a rules system that fits in two 
slim volumes (much of which are occuppied by examples and explanation not just 
rules) rather than needing many, many large tomes full of rules and tables. 
Rules-rich games may give more accurate simulations but they aren't fun to play. 

I agree that combat is slow, we don't have great amounts of combat in our games 
anyway so I don't care. If you play a game with a lot of combat, then you will 
need to take some short-cuts. 

Yes, RQ can stand to be improved, but that is not the same as saying it is bad. 

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

From: "ian (i.) gorlick" <igorlick@nortel.ca>
Date: Thu, 30 May 1996 16:54:00 -0400 
Subject: Resistance table stuff 

Jesper Wahrner:
Yes, if you insist upon viewing STR as a linear factor then the current 
Resistance table is not going to be satisfactory. But it ISN'T linear. If you 
want to make it linear then start planning a very massive rules rewrite. I don't 
think it is worth it just to make this factor linear. 

Each increase in SIZ is not an arbitrary value. In most of the table you will 
find that each increase in SIZ means the mass has been multiplied by 1.0905 with 
some round-off. That is the eighth root of 2. Mass will double when SIZ 
increases by 8. There are some funny bits at the low end. (I think the designers 
couldn't quite make traditional role-playing values in the  1 to 18 range fit a 
log scale and make sense so they 'fiddled' the bottom end.) And they chickened 
out at the top end and went linear there. (I just continue in the log scale 
myself for the large values, they don't come up much anyway.)

Harley Patterson:

The advantage of logarithmic STR and the current resistance table is that you 
use exactly the same calculation for Gog and Magog at STR 50 and 45 that you do 
for a match between Bill and Tom at STR 15 and 10. That 5 point STR difference 
means that Gog is 1.54 times stronger than Magog just as Bill is 1.54 times 
stronger than Tom. So in each case the stronger has a 75% chance to overcome the 
weaker. 

Allan Henderson simulated spirit combats:
Nice work. 
Please clarify: with a 10 point POW difference the lower value had absolutely no 
victories in 1 million trials, or had less than 0.05% victories so it rounded 
off to 0.0. 


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

From: jewahr@hts.calypso.net (Jesper Wahrner)
Date: 30 May 96 15:19:44 +0100
Subject: Spirit combat simulation

 Allan:

 AH> There has been a lot of discussion going on about who to bet on in a
 AH> spirit combat, and that set me thinking. I tired to work out the
 AH> probabilities using statistics but realised I didn't have the expertise
 AH> so I wrote a program to run trial combats.

 It would be quite interesting to see your program work out the 
 probabilities for a few combats where the difference in POW gradually
 increases. Such as 13 POW vs 14 POW, 13 POW vs 15 POW, 13 POW vs 16 POW etc.

 AH> Hopefully, this will provide some help to those of you who design your
 AH> own  modules about the placing of huge temple spirits or large spirits
 AH> commanded by enemy shamen. i.e. don't be surprised when the spirit of
 AH> POW 24 proves  more of a challenge than you expected.

 Help and Warning. Spirits are bad news. If they're stronger than you
 they'll almost always beat you and there are no way to run from them 
 unless they're bound to an area. In fact, the only time I can recall 
 right now when the entire party I played in has been wiped out was 
 by a spirit. It wasn't particularly strong, but everyone were low on mp.

 AH> Notice that a 10 point difference results in NO victories in 1,000,000
 AH> trials. That is a bit of a shocker (to me at least).

 Not to me. In fact I was surprised to see the weaker spirit in the 11 vs 
 15 contest win as often as about 5% of the time.

 Yours,
 Jesper


- --- Blue Wave/386 v2.21 [NR]

- --
 -> E-mailadress: jewahr@hts.calypso.net
 -> User of the internetgateway at HeathTech Systems/2.


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

From: davidc@cs.uwa.edu.au (David Cake)
Date: Fri, 31 May 1996 11:17:37 +0800
Subject: Spirit combat

        While I am a little surprised to see the disparity as high as it is
for spirit combat between say, 11 and 15, I am not surprised that 10 point
advantages amount to a nearly automatic win.
        The ideas for spirit combat 'reform' in this one generally made it
worse (ie higher spirit often does more damage), though adding a little bit
of tactics.

        I was thinking about heroquest rules recently, and it occurred to
me that in a heroquest type scenario, with lots of high POW ratings around
(ie often a high disparity in POW), spirit combat usually can be
approximated by
a) divide both opponents POW by 10
b) higher rating will eventually win.

        Of course, add in Spirit Block and fetches and so on, and things
get slightly more complicated, but only because you add the option of a
stalemate.

        I actually have mixed feelings about this. My previous complaints
about spirit magic where generally that it was very dull. This rough
approximation is not dull in play, as it takes no time at all, thus leaping
directly to having to roleplay or think the situation out (and not playing
out dull combats for which the result is effectively predetermined). But I
am as yet unsure of the implications for the style of play I am interested
in.
        I think the net result in play will probably be everyone has Spirit
Block, in most spirit combats it is cast, and then you get a stalemate.
Then you either resort to a duel of magic (which is at least more
interesting than spirit combat) or you roleplay. The complications are that
Spirit Block is incompatible with Shield, and people will run out of Spirit
Block. So basically, you are either vulnerable or not. Shamans are a
special case. If they are not discorporate, then they are almost always
going to be in a 'stalemate' situation, so they must generally roleplay it
out or  use fancy magic. Which suits me fine.

        I am actually not that disatisfied with this state of affairs. My
conception was that spirit combat was the spiritual equivalent of
wrestling, and used to actually settle things between spiritual powers
about as often. After thinking about it quite a lot during the RQ4 era, I
think to make spirit combat interesting for the average person would
require a radical overhaul of the system. The attempts to overhaul the
system made in RQAIG introduced a host of problems - some people may recall
the problems of a horde of small spirits being super effective under the
RQAIG rules, for example.

        Of course, you might want to make other additions to the spirit
combat rules to make spirit combat a bit more interesting for your heroes
and shamans and other specialist spirit fighters. Spells (the Hrestoli
Drain Soul, for example), other commanded spirits (passion spirits, for
example, attack Int not Pow so can be very effective against a powerful
spirit), are a start. And for your minor heroes there is stuff like
spiritual weapons that damage mps rather than hps (these show up in several
supplements in the hands of opposing spirits), spirit combat enhancing
items, powerful spirit allies, etc. When someone comes up with a decent set
of shaman rules there will probably be some enhancements in there.

        Cheers

                David









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

End of RQ Rules Digest: V2 #265
*******************************


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