From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #54 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Friday, 27 January 1995 Volume 01 : Number 054 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 Mike Cule RQR: Costs/Availability of Training GAWINTER@aol.com RQR: RQ Rules Digest: V1 #53 ---------------------------------------------------------------------- From: Mike Cule Date: Tue, 24 Jan 1995 11:28:03 GMT Subject: RQR: Costs/Availability of Training How, using RQ III, do you determine the cost and availability of training for skills? This should be a general solution involving all skills not just cult ones. I'm asking the question basically to see if there's a neater solution than my own which runs: Assign a value/status to each skill. More valuable/higher status skills cost more. Have the player make a Luck roll at the start of each week of training. If he fails there is no teacher free. If he makes it then how good the Luck roll is determines how many other students the teacher has (or how desperate he is!) and what percentage of the teacher's standard fee the PC has to pay. Fudge the rolls appropriately for size of city/town where training is taking place and additional monies offered. ("I've got to learn to play the mandolin by Windsday! A thousand silvers to the man who teaches me!") - -- Mike Cule ------------------------------ From: GAWINTER@aol.com Date: Tue, 24 Jan 1995 11:00:01 -0500 Subject: RQR: Re: RQ Rules Digest: V1 #53 Re: Sorcery Spell matrixes: The rules say no but their is no reason a sorcerer should not be able to bind a spell spirit into an item & create a spirit magic item. He/she would have to do a lot of research as to binding spell-spirits into spirit magic devices - -- not something sorcers have experience with. But I bet they don't do it. They are not big fans of spirit magic, after all if they can bind them into matrixes they could probably learn their spells and start getting more into the luner style of magic. Helms & perception I ignore the problem, but it obiviously is a reasonable addition. ------------------------------ End of RQ Rules Digest: V1 #54 ****************************** 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.