From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #39 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Saturday, 10 December 1994 Volume 01 : Number 039 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to say "Yeah, I agree." Those who do will be lynched. 2. Use an appropriate Subject line. RQR: will be prepended to it. 3. Do not engage in a point-by-point analysis or rebuttal of another person's message. It is too confusing for others to follow, qualifies as nit-picking, and it usually leads to flame wars. 4. There is no number 4. TABLE OF CONTENTS Rusty! RQR: Spirit Combat &c. Loren Miller RQR: Spirit Combat &c. Hugh Foster RQR: RQR Version 2 / variable ---------------------------------------------------------------------- From: Rusty! Date: Fri, 9 Dec 1994 23:26:55 +0800 (WST) Subject: RQR: Spirit Combat &c. Here is an idea I have been tossing about... SPIRIT COMBAT Play spirit combat as directlt analagous to physical combat. PHYSICAL VALUE SPIRITUAL VALUE SIZ SRM POW (on SIZ SRM table) DEX SRM INT (on DEX SRM table) weapon SRM weapon(*) SRM DMG MOD (based on STR+SIZ) DM (based on POWx2) HP (SIZ+CON/2) MP DEX INT STR POW SIZ POW (*)refers to the fact that people visiting the spirit world may well have "luggage" in the form of tools, including weapons...more of this below, under "spiritcraft". Anyway, I think the idea is pretty straightforward. Of course, the big problem is with boredom....the other players will be bored spitless (the "netrunning" syndrome) while the shaman (or whoever) is flying solo. Also, I have yet to work out how I want spirit combat and physical combat to mesh in together. Back to the ideas; SPIRITCRAFT (this is not really an idea, just a loose adaption of the "Dreaming" Skill from CoC's Dreamlands Supplement) A skill which allows the crafting of tools or other creations which the spirit world traveller may bear with her while gallavanting around. Normally, the discorporate shaman appears naked in the spirit world. The spiritcraft skill enables her to attempt to make something useful purely by exertion of will (and expenditure of MP's). The shaman decides what it is that she needs, and tells her GM. The GM decides what the object's MAIN characteristic is (eg maximum damage for a weapon etc) and so determines the MP cost to create this tool. The shaman spends her MP and makes the roll...success means the object is available for this AND the NEXT visit to the spirit world. At the end of the NEXT visit, the object will fade, unless "fixed" with the sacrifice of a point of permanent POWER. There should also be some way for the aspiring shaman to build up powerful tools in this way...but I have no idea how to model this rules-wise. Lastly, I thought about spirit-tool-focuses, which allow permanent spirit tools to be loaned to others by enchanting them into a real world object which the shaman touches while discorporating. The focus for the tool must remain in contact with the body of the discorporate shaman for her to continue using the tool in the spirit world. Rusty This is all utter lies! I take no responsibility for anything. ------------------------------ From: Loren Miller Date: Fri, 9 Dec 1994 11:30:38 -0500 (EST) Subject: Re: RQR: Spirit Combat &c. Rusty says: > Play spirit combat as directlt analagous to physical combat. This is what I am trying to do with GoonQuest 2. One thing I feel is necessary is some kind of list of "weapons" that one could carry and use in the spirit reality. In RQ terms, I suppose that you could just say that unassisted normal human attacks in the spirit world do 1d3 plus spiritual damage bonus (based on POW instead of STR and SIZ) to the MP of the enemy. Certain spirit beings have more damaging attacks, spiritual claws or fangs if you will. And there are enchanted weapons that can be carried into the spirit reality to do all sorts of damage. - -- +++++++++++++++++++++++23 Loren Miller "I don't have to practice what I preach 'cause I'm not the kind of person I'm preaching to!" The Book of The Subgenius ------------------------------ From: Hugh Foster <100326.446@compuserve.com> Date: 09 Dec 94 15:07:36 EST Subject: RQR: RQR Version 2 / variable RQ Rules Digest: V1 #38 - ----------------------------------------------------------------- >>How do y'all handle splitting variable-power spells? << I always assumed (version notwithstanding) that variable spells were just that; if you have Wurble-4, you can cast Wurble-1, -2, -3 or 4. I would have ruled that your example took 2 _casts_ of Bladesharp-2 (and therefore - -er- 5 SR [don't quote me]). After all, having to use 6 MP for a 1-point Heal seems a bit daft... ------------------------------ End of RQ Rules Digest: V1 #39 ****************************** 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.