From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #181 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Wednesday, 5 April 1995 Volume 01 : Number 181 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. 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 Photography AVC Serious injuries in SCA c... Loren Miller Runelore, cool it! Colin Watson Criticals Hugh Foster Characters and hitself SPerrin@aol.com What's the SCA? Colin Watson Serious injuries in SCA combat Bryan J. Maloney Armor and clutter ANDOVER@delphi.com Conan and the magicians Aden Steinke Archers ---------------------------------------------------------------------- From: "Photography AVC" Date: Tue, 4 Apr 1995 11:40:14 GMT0BST Subject: Re: Serious injuries in SCA c... > Oh well, this is starting to sound like an SCA list instead of a RQ list. > > Steve Perrin Without trying to sound to green, What exactly is SCA? it sounds like somekind of free for all, lets kick the shit out of some other guys, and injure them quite badly. Sounds like Good healthy sport to me. Will it be in the Olympics soon.(HoHO) No seriously, is it like LAFRP(Live Action Fantasy Roleplay) Sean ------------------------------ From: Loren Miller Date: Tue, 4 Apr 1995 11:13:19 -0400 (EDT) Subject: Re: Runelore, cool it! mdouglas_at_AIGWHQ@mailhost.aig.com writes: to which SPerrin@aol.com replies: > Mike, > > So far, we've gotten your Table of Contents and your Introduction. Is > anything else coming? Good question. I've twice asked Mike to send his material directly to me so I can attempt to fix the formatting for distribution on the mailing list but he hasn't done so yet. Everybody, please encourage Mike to get his materials to someone (who doesn't have to be me) who will fix the formatting for email distribution. - -- +++++++++++++++++++++++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: Colin Watson Date: Tue, 4 Apr 1995 17:02:05 +0100 Subject: Re: Criticals __________ David Cake defends criticals: > It is not at all uncommon for my PCs to be able to take more damage than > they are capable of inflicting (without crits and specials). Protection 4, > chain or plate, and a broadsword and no damage bonus, and a few points of > bladesharp. This surprises me. I find that RQ characters tend to be able to dish-out more damage than they can take. Chainmail and plate armour are too costly to be worn on more than a couple of locations usually. Even if you can afford the cash it's heavy on the ENC. It's always cheaper to buy a big weapon than a good suit of armour. (And surely anyone be-decked in chainmail is going to have a damage bonus?) I'd have said a more "typical" character would be wearing mostly ringmail with bits of lamellar or scale over padding, wielding a bastard sword rather than a broadsword, and with a +1d4 damage modifier. (Less subtle chaps would use a great axe or greatsword.) Somehow, damage spells seem to be more popular/common than protection in the group I play with. Not to mention Damage Boosting if there's a tame sorcerer in the bunch. It just goes to show how play varies between groups. The winning PC strategy seems to be to chainsaw opponents with as much damage a possible so they don't get a *chance* to critical you. Sad, but true. Crits make heavy armour a waste of time. Hit first and hit hard, it's the only way. > It means my Wind Lord PC is doomed to be an almost irrelevancy in > HTH. He is a sword master, but he is not that big, and he doesn't have > Truesword (and probably will never get it), and is unlikely to get a really > big Bladesharp. At least now his occasional lucky roll gets through armour, > and he can generally hold off an opponent until then. Without criticals, he > is doomed to be an irrelevancy in HTH combat You tell him :-) Ok. Of course he's redundant. Anyone in a situation where they have to roll a CRIT when the other guys just have to roll a HIT is redundant. The chance of a crit might as well be no chance at all. And if *both* sides need to roll crits it just gets silly: in a clash between two rune-levels with 95%+ skills they each have 5% or so chance to crit. Multiply this by the 5% chance that the other guy will fail his parry at the same time and your looking at 400 hits before a sudden death-blow occurs. It's a mad lottery. > Almost everyone has access to Shield or good armour, but only a few cults get > good weapon enhancing magic. In the main non-Gloranthan campaign that I play in, True Weapon is probably a marginally more common cult-magic than Shield. And given the choice between sacking a point of POW for True Weapon or a point of POW for Shield 1 you can guess which is most popular among initiates. Shield means you might last a little longer before you get critted - True Weapon means you finish the fight before it's begun. > Armour is overpowered in RQ compared to damage. I disagree. I'd say in most circumstances they are resonably balanced. Normal weapons can get through normal armour; heavy weapons can get through heavy armour; 1 point of True Weapon can get through several points of Shield. The ultimate limit to this seems to be that Shield is stackable whereas there a relative absence of stackable weapon-enhancing divine magic. The solution is left as an exercise... > There are several counters to this built into the system to stop it being > a big problem. Criticals are one of the best of such counters, because Criticals are the craziest, wackiest, most random way of solving this problem that I can think of. "Armour is too good: so we'll give a small but significant chance that it doesn't give any protection in a given round; such that, after a couple of dozen rounds of combat, you find that you might as well not be wearing any armour at all". This is baaaad. Look, I can understand the "realism argument" where people pointed out that there's always an outside-chance of a lucky hit. For this reason I wouldn't mind crits IF they were an order of magnitude less frequent. But to argue that crits are the solution to a gross armour problem that *hardly ever arises* in a normal game seems absurd to me. > >Just as a thought, Jar-ell can kill a few thousand troops in an afternoon, > >with basically no real chance of something bad happening in Dragon Pass. > >Should she be critted on the same frequency as PCs? Why or why not? > [...] > Its just the dragon example again - And again the question is, "how did she survive long enough to get that way?". > the point being that if she behaves > stupidly, and is assumed to be working by exactly the same rules as the > average warrior, sure she dies. She is Jar-Eel, and does neither, and that > is why she is a super-hero. In short, Jar-Eel is not playing RQ3; rather some other system where heroism is viable. ___ CW. ------------------------------ From: Hugh Foster <100326.446@compuserve.com> Date: 04 Apr 95 13:24:43 EDT Subject: Characters and hitself >> Personally, I'm strongly against "build your character by points" systems. They beg to be min-maxed. You end up with every "fighter" type having 18 STR, every sorcerer having 18 INT, etc, etc. until you are playing Angels and Archetypes. I like characters rolling themselves up, maybe allowing a little judicious modifications by the ref & player working to gether to fit the background, but basically rolled characters << Yes, after all, genes throw dice to roll up an embryo... >> [Styopa] 1/SR = 1 per Dex SR +3 to draw new arrow. So, your DEX21 archer gets 3 shots per round (if ready at the beginning) on 1, 5 and << Thankyew! >> Without Tonk's head to stop the blade, the sword completed a circle and smacked Corwyn a resounding blow to his own head. This is how Tonk a-Toi was ruled the victor of the Midrealm Summer Crown Tourney that year. << While fighting with Jomsvikings [UK Viking reenactors], I have observed Osric, our Jarl for lo, these many years, winding up for a clip with two weapons (usually swords though he's done it with an axe), hit himself on the back of the bonce during the backswing with enough force to cross his eyes. This happens at least once a season, amid much merriment! He's one of the best in the group, BTW, not a blind flailer. Based on this and my own tendency to occasionally kludge myself under the chin with my pommel on drawing, I'd accept the "hit self" fumble - but not the "hit self - impale" or worse fumble. - ----------------------------------------------------------------- | Hugh Foster [100326,446] | | | | Run it around the block - and see if the wheels fall off. | | (Spud, Thick as a Brick MCC) | - ----------------------------------------------------------------- ------------------------------ From: SPerrin@aol.com Date: Tue, 4 Apr 1995 13:47:02 -0400 Subject: Re: What's the SCA? Sean at the Photography AVC asked the inevitable question. "The Middle Ages as they should have been, not as they were." The Society for Creative Anachronism Inc. is a non-profit, educational, corporation that attempts to re-create the middle ages in various ways. Most germane to this discussion is the broadsword fighting that takes place in the tournaments that are held in each region. Each region is a Kingdom and the king of each kingdom is chosen in combat at the tournaments. "Living Better Medievally" The combat is done in the most authentic and protective armor possible, with the accent on the protection. In the 27 years the SCA has been in existence, the armor has gotten more and more authentic while maintaining safety. People who used to wear mattress padding hauberks now chug along in full plate. Weapons used are swords of all sizes made of rattan (Another of those accidents in combat was a greenstick fracture of a combatant's arm during a test of hardwood swords. He had a leather vambrace.) plus padded axes, maces, etc. Three of the original authors of RuneQuest, me, Steve Henderson, and Warren James, were SCA fighters and our experience provided many of the strengths and weaknesses of RuneQuest combat rules. "All the men talk about is Arms and Armor and Fighting." There are several English branches of the SCA. Unfortunately, they are all based out of various members' homes and my source doesn't have any current addresses. Central HQ is here in the USA, as you might expect. Phone Number (408) 263-9305 Address POBox 360789 Milpitas, CA 95036 There is an SCA newsgroup, but I've misplaced the address. rec.org.sca? If that doesn't work, check back with me and in the meantime I'll try to scare it up. It can be a lot of fun. Steve Perrin PS: BTW Sean, what's Photography AVC? ------------------------------ From: Colin Watson Date: Tue, 4 Apr 1995 18:22:31 +0100 Subject: Re: Serious injuries in SCA combat I must say Steve & Bryan's accounts of SCA combat have been most enlightening. ________________ Bryan J. Maloney: > Heat stroke is the most common injury, far outnumbering ANYTHING else. Methinks a decent system for dealing with fatigue is in order to reflect the downside of wearing armour. > You're more prone to hurting yourself by tripping over badly-designed leg > armor. Would it seem reasonable to impose attack/defense skill penalties for folks wearing armour? Is it more difficult targetting/avoiding blows when your cluttered with all that metal and padding? Which locations cause most restriction when you armour them? ___ CW. ------------------------------ From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Date: Tue, 4 Apr 95 14:32:06 -0500 Subject: Armor and clutter Armor does not interfere with combat movement unless it isn't YOUR armor. That's pretty much it. Actually, even YOUR armor will interfere with normal combat movement (including swinging a weapon and walking) if it's badly made. Armor of "average" quality will offer very little direct interference with normal movement. Armor of very high quality, well-fitted to the user, gives virtually no interference aside from its weight. However, ill-fitting armor is a NIGHTMARE. Your knees beat into the greaves. Your elbow won't bend all the way. You can't quite raise your arm enough at the shoulder. The waist articulation isn't at your bend point. All of that can make fighting dangerous just to move. However, I've only encountered these problems when wearing "loaner" armor, not something built for me. Properly made armor is not "off the rack" unless it's cloth or chain. Anything with any stiffness has to be fitted to some degree or another. ------------------------------ From: ANDOVER@delphi.com Date: Tue, 04 Apr 1995 19:46:40 -0500 (EST) Subject: Conan and the magicians Aside from the critical issue, there does seem to be a drift towards the idea that "only magic beats magic." OK, defenders of Conan, where are you to be found? Conan was ALWAYS popping wizards! With these proposed rules, Conan is useless without a magician at his side! And is magic really TOO WEAK in this game? Jim Chapin ------------------------------ From: "Aden Steinke" Date: 5 Apr 1995 10:31:09 +1000 Subject: Archers Hi all >I allow one arrow per 3 SR (figuring getting an arrow from >a quiver the same as drawing a sword) so archers usually >get two shots a round. (BTW The RQ3 rules say 1/SR, which >seems crazy - can an archer really fire ten arrows in a >combat round ? A minute ? If this is true, archers would >clear the board... Can someone clear my view on that.) English longbowmen in the 100 years war were reputed to have phenomenal rates of fire for short periods by readying the arrows in advance, a matter of taking them and sticking them headfirst in the ground in front of the archer. Even with hundreds of readied arrows (not a realistic possibility anyway) there is a limit on this in that it tires the archer to fire rapidly - I don't know if the current RQ captures this. Aden ------------------------------ End of RQ Rules Digest: V1 #181 ******************************* 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. WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html