From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #44 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Thursday, 22 December 1994 Volume 01 : Number 044 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 BRIAN.B.D.PINCH@BHPMELMSM.BH RQR: spell criticals and fumbles Shannon Appel RQR: RQ-Con 2: Hotel Deadline boris RQR: Over the Edge of Glorantha R. Andrew Bean RQR: Fumbles and Criticals--pooey! ---------------------------------------------------------------------- From: BRIAN.B.D.PINCH@BHPMELMSM.BHP.bhpmel04.telememo.au Date: Wed, 21 Dec 1994 18:02:54 +1000 Subject: RQR: spell criticals and fumbles A question to JONATHAN TARRY. The criticals and fumble you applied were to spirit battle magic. Have you applied something similar to non spirit battle magic? The extension is logical, but having a fumble that prevented the healer in the party casting a healing six for three weeks might be more than a bit embarassing to the party..... Brian.B.D.Pinch@msm.bhp.com.au ------------------------------ From: Shannon Appel Date: Wed, 21 Dec 1994 01:23:03 -0800 Subject: RQR: RQ-Con 2: Hotel Deadline This is just a reminder that the DEADLINE to reserve hotel rooms from RQ-Con 2, at the discount con rates is this Thursday, the 22nd of December. Here's the full information, reprinted from the first page of the Pre-Con Booklet: Single and Double rooms are available at the special convention rate of $67 per night. For a Triple, it is $77 and for four people, it is $87. This does not include tax. Suites are available at $99 and $150. Reservations can be made by calling toll-free 1-(800)-223-7111. Please be sure to mention RuneQuest Con to get the discount rate. The reservation deadline is Thursday, December 22. Shannon ------------------------------ From: mabeyke@batman.b11.ingr.com (boris) Date: Wed, 21 Dec 94 13:45:14 CST Subject: RQR: Over the Edge of Glorantha Several people have done similar things with this already, but since the list has been slow, I figured I'd send my spin. For those paying attention, Loren's GoonQuest looks vaguely similar because it's vaguely based on the game that I am blatantly ripping off here. For those of you unfamiliar with Over the Edge, run to your favorite game store and buy a copy, at least of the OTE Players Survival Guide. Lots of games claim to be a new thing in gaming, but this work of art by Jonathon Tweet & Robin Laws is the real thing, a revolutionary game that should be bought so they will make tons of money. Unabashed free plug. Initial rules for adapting Over the Edge to Glorantha. Unless stated differently here, all mechanics are as given in the OTE Players Survival Guide. All characters start with five positive traits and two flaws. One trait is taken at the Great level (equivalent to basic OTE superior) and the rest at the Good level. The levels allowed has been expanded, as per the table below. Trait Level Number of Dice Cost to Acquire normal tech/fringe greatly flawed one -- Flawed two - penalty -- untrained two zero trained two + bonus zero good three one 5 dice fine three + bonus one + bonus +5 dice great four two +5 dice superb four + bonus two + bonus +10 dice masterful five three +10 dice heroic five + bonus three + bonus +10 dice legendary six four +15 dice legendary +1 six + bonus four + bonus +15 dice legendary +n six + n/2 four + n/2 +15 dice This cost is for side traits. The cost is double to raise a central trait. Magic Use: Magic is ubiquitous in Glorantha. Therefore, in Glorantha, the default "everyone can do this at 2 dice" stuff includes basic cultural magic (for whatever culture you're from). If you want to increase your spellcasting ability, take a trait in it (such as "Orlanthi Magic", "Pavic Magic" or "Esrolian Magic" [all similar], or "Rokari Magic" [very different, based on sorcery], etc.). Spirit Magic using characters will start knowing a number of spells equal to what they roll on their trait, divided by two (so someone who bought "(culture) Magic" up to three dice would typically have more spells than someone who left theirs at the default level). Variable spells are learned as just another spell; the level that they are cast at is rolled for when casting; roll the trait and divide the total by three (rounding to nearest) to get level of effect (e.g. if a seven is rolled, a two point spell is cast). Each casting uses a shot from the pool. Each player rolls for the number of shots using the dice of the trait. Divine magic is treated like a fringe power; to have it you have to specifically take the "(cult) Member" trait, starting at 1d6. When taken, roll the dice for number of spells; this is also the number of shots in the Divine Pool. A number of cult spirit magics are also learned; roll the trait and divide by two, as for cultural magic. If Cult membership is taken as a side trait, then it also gives some knowledge of cult rituals. Cult membership may instead be taken as a central trait, and this is recommended if the character is aimed towards the priesthood. Some cults are so fanatical in nature that membership is almost necessarily a central trait (e.g. Storm Bull, Chalana Arroy). If the cult membership is taken as a central trait, then those skills that the cult stresses above all others are part of it, and may be at non-fringe dice level. For instance, if "Storm Bull Berserk (4d6/2d6)" was taken as a central trait, then combat skills would be part of the trait, at 4d6 level, as well as the magical ability (including Sense Chaos) at the 2d6 level. I have not yet made a spell list, but would probably just convert the ones in RQ. For example, a Bladesharp spell could be modeled as follows: Each point gives 1 bonus die in use of any edged weapon, and adds one to the damage multiplier of the weapon. So if someone has a knife attack of two dice, and rolled 2d6 for 9 on their spell, they would have BS 3, rolling 2d6 + 3 bonus. If using a knife (damage multiplier of two, I think) the multiplier becomes five, turning any success into a nasty wound. (BTW, I have seen several people refer to a different armor system, where armor subtracts from the weapon multiplier. If anyone has the details of this, I would like to see it, please.) Here are some example characters (the ones asked for by one of my players, an Sartarite Orlanthi, a bison riding Storm Khan, and a lunar soldier. Nigel, Orlanthi Herder turned Adventurer, of the Colymar Tribe. Central Trait:Poacher, 4d6: know how to track game, how to avoid lunar game wardens/foresters, skin and preserve hides and meat, some area knowledge, how to use hunting weapons (bow, spear, axe). Sign: wears buckskins and hides. Side Trait: Animal Trainer, 3d6: know how to train hunting alynxes, dogs, and a little about how to tend to ailing animals, etc. Sign: friendly to animals. Side Trait: Quick, 3d6. Sign: graceful. Side Trait: Storyteller, 3d6: good at spinning a yarn. Sign: Frequently tells stories. Side Trait: Orlanth/Odayla initiate, 1d6: knowledge of rituals and spells. Sign: cat head charm around neck. Flaw: Branded by Lunars as a poacher (escaped outlaw). Sign: beard badly covers brand. Flaw: Trusting, easily taken in by hard luck stories. Sign: wide eyed attention to others. Motivation: Survive and pay back lunars by ambushing patrols and waylaying Eyteries and Lokarnos merchants. Secret: He is a lunar bastard, his father is really one of the ranking Lunar factors. Imp. Person: His "father", the man who raised him, who knew Nigel was product of rape, and a lunar's get, but raised him as his own son regardless. Nigel didn't use a trait to raise his magic ability, so it's at the 2d6 base. He rolls an 8 for spells (giving four), and takes Bladesharp, Speeddart, Heal, and Sneak. He rolls a 7 for number of spells per day. For the Initate trait, he rolls a 3, takes 2 Sureshots and a Worship Odayla. He rolls 4 (giving 2) for spirit magic, and takes Peaceful Cut and Multimissile. Gunther, Storm Khan of the Praxian Bison Tribe. (note: as a Storm Khan, Gunther will have a good bit of experience. Central Trait:Storm Bull 5d6/3d6: gives ability with axes and swords, tracking, Sense Chaos (3d6), knowledge of chaotic thingies (3d6), knowledge of rituals and spells. Sign: wild, berserk look in his eyes, covered with scars. Side Trait: Bison Rider, 5d6: can ride and control war bison, pick out superior mounts, train them for combat (care and feeding is almost exclusively an Eiritha cult duty, so minimal knowledge of this). Sign: loud, shaggy, & burly, likes large groups. Side Trait: Troll Friend, 3d6: speaks Darktongue, friends with a number of Zorak Zorani. Sign: hates Elves and Dwarves. Side Trait: Desert Scout, 4d6: knows most of the trails and oases all throughout the Prax and the Wastes, how to survive in the worst of the wastes. Sign: Tanned almost black. Side Trait: Magic Use, 4d6: knows a lot of spirit magic, very adept at it's use. Sign: has many mystical tattoos and foci. Side Trait: Cooking, 3d6: can make the worst trail fare more enjoyable. Sign: bags of herbs hanging from belt. Flaw: Lousy Temper Sign: Storm Bull Runes. Flaw: Somewhat lame, runs slowly and awkwardly. Sign: almost never dismounts. Motivation: Gunther hates the Lunars, and was at the Battle of Moonbroth where the Bison Tribe was creamed. He lives to catch and pick off Lunars, and other chaos. Secret: He turned and fled from a chaos horror at Moonbroth. Imp. Person: Storm Khan that killed a monster broo that attacked him as a child. Gunther's magic ability is 4d6, which he rolls a 14 for spells (giving seven). He takes Bladesharp, Coordination, Detect Water, Farsee, Mobility, Protection and Shimmer. He rolls a 16 for number of spells per day. For the Initate trait, he rolls a 17, takes 2 Berserks, Control Sylph, Face Chaos, 3 Fears, Initiate, Sanctify, Shield 3, Spellteaching, Soul Sight, and a Worship Storm Bull. He rolls 14 for spirit magic (giving 7), and takes Disrupt, Heal, Fanaticism, Mindspeach, Spirit Screen, Strength, and Vigor. Tiberius, Lunar legionary, stationed in Pavis. Central Trait:Marble Phalanxite, 4d6: knowledge of spear and shield use (in formation as well as individual), legion magics (2d6), Lunar military ettiquette, contacts in the army, bivouacking, shield push, etc. Sign: uniform. Side Trait: Scrounger, 3d6: "turning up" stuff, black marketeering. Sign: shifty eyes. Side Trait: Stealth, 3d6: sneaking off camp, scouting for the army Sign: furtive movements. Side Trait: Gift with Languages, 3d6: knows New Pelorian, Carmanian, Imtherian, Tarshite, Sartarite, Pavic, Praxian, Pentan. Sign: curses multilingually Side Trait: Bookie, 3d6: adept at figuring odds, organizing crap games, winning at bets. Sign: good with figures. Flaw: Superstious (since spirits and such are real in Glorantha, this means *tremendously* so to count as a flaw). Sign: always looking for omens. Flaw: Bad reputation with superiors. Sign: always handy with an excuse. Motivation: To serve out his 20 years and save up enough lucre to retire well. Another five to go. Secret: He has managed to accumulate 24,000 lunars, kept in the form of 8 large gems. He is deathly afraid someone will find out about these, and hides them well. Imp. Person: The NCO who first taught him how to figure odds and scrounge. Tiberius didn't use a trait to raise his magic ability, so it's at the 2d6 base. He rolls an 7 for spells (giving four), and takes Bladesharp, Fireblade, Heal, and Shimmer. He rolls a 9 for number of spells per day. For the Phalanxite trait, he rolls a 7, takes 2 Heal Wounds, 2 Standfast*, Shield 2, and Worship Esprit de Corps. He rolls 6 (giving 3) for spirit magic, and takes Mobility, Parry, and Vigor. *Standfast is a Marble Phalanx special runespell, cast en masse, it helps the phalanx hold together under heavy pressure. - ---- Boris Mikey, aka |"Here the ways of men part: if you wish to Maurice Beyke | strive for peace of soul and pleasure, then mabeyke@batman.b11.ingr.com| believe; if you wish to be a devotee of Intergraph doesn't want | truth, then inquire." my opinions. Nietzsche ------------------------------ From: "R. Andrew Bean" Date: Thu, 22 Dec 1994 15:14:47 +1100 (EST) Subject: Re: RQR: Fumbles and Criticals--pooey! Loren said: >My opinion on fumbles and criticals is that they are too interesting >to be dictated by the dice. I'd throw out all the fumble and critical >rules, and say that in some dramatic situations any success will be a >critical and any failure will be a fumble. That makes the drama flow >with the story more than the other way, where the story is at the >mercy of the damn dice. I appreciate his intent but the current ratio's I feel work to add interest to the combats (certainly in our games an impale is enough to discommode most humanoid opponents whereas a critical is instant defeat, if not death. My bodyguard who has mastery of the battleaxe is still dreaming about limb armour of greater than 3 points). For example in another campaign where we were clearing out the FiveEyes temple we ended up rolling dice for 3 game sessions because those 30 newtlings had such a great defensive position in the temple and one of them always DIed to resurrect the dinosaur priest if we managed to kill the bastard. Also 30 newtlings criticaled or impaled at least once a round if not more and so it ended up as a siege position as we kept having to retire hurt but they were bottled up in the temple. We were all eventually sick of this, even the combat heads, and the GM fast forwarded us to either their eventual defeat or they chose to leave under a surrender treaty (which we had been offerring them from the start, we just wanted them out under orders from the Duke). I can't remember. However the current system as illustrated in this example gave a great example of one of my favourite things about the RQ rules system that the little guys always have a small chance of KOing the big guys and if you get a horde of little guys they wear you down eventually. I've never seen another system that allows this "reality" to occur e.g. Balastor was killed by a trollkin. Having the scene suddenly shift into "dramatic mode" and one sword swipe is all it takes to kill your opponenet I feel detracts from the "reality" and just leads to more dead characters and NPC's all of a sudden. The example above showed that using the current system you can model a siege of a well-entrenched position that is basically a huge stand-off. We rolled a lot of dice and noticed no imbalances, neither side could win. Loren's method I don't think would work for this, or an epic one-on-one duel for that matter, it would be over in seconds instead of the 5 minutes of up and down the tower stairs that occurs in movies (OK, I admit I am into heroic adventures more than the "gritty reality" style of people dying from infected stomach wounds"). The other guy, whose name escapes me, said that criticals and fumbles are even more rarer. To me this suggests even longer, more drawn out combats than RQ currently suffers from. Personally I think it works as it is. I also use ICE's "critical success" weapon hit tables as inspiration for all the gory things that can happen when a weapon criticals (rather than "oh well you chop it off"). Their other critical/fumble tables can be fun for other skills as well. Cheers, Andrew ------------------------------ End of RQ Rules Digest: V1 #44 ****************************** 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.