1070 lines
46 KiB
Plaintext
1070 lines
46 KiB
Plaintext
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RuneQuest Digest Compilation Edition.
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Volume 1, issues 7-9
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edited by: Andrew Bell
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transfered to CIS by: Janet Naylor 72727,574
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Copyright, Andrew Bell
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*************************************************************************
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*** A Mote in Orlanth's Eye, Volume 1, Number 7
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This issue:
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RQ Armor problems (Elliot Wilen)
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RQ Fatigue (Mark Abbott)
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Re: Elliot's comments (Andrew Bell)
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Re: Mark's fatigue system (Andrew Bell)
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Subject: RQ Armor problems
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From:8hum190@violet.Berkeley.edu (Elliot Wilen)
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Incidentally, in the sorcery article, when I
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said 'you' I was actually talking to Steve Maurer, to whom I
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referred later. He actually sent me his own fix for the rules,
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which I have somewhere but haven't looked at very closely.
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[Ed: Oops. I also sent you something suggesting penalties for casting
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higher point spells, but probably after Steve did.]
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I'll ask him if I can submit them as an alternate, but I think my
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fix is better (at first glance) since it's simple and involves
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very little change from the standard rules.
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I have gotten a letter from someone which raises a couple of
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points against my approach, though, so I may have some
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revising to do. The revising might involve changing
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my system, but I'm hoping (in spite of the work it would
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involve) it will be preferable to write a new sorcery spell
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list.
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Here's another problem with the rules which I don't think you
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mentioned: the armor rules. Maybe a fix to the fatigue rules
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will handle part of the problem, namely the fact that some
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types of armor weigh too much for someone really to
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wear them. Imagine a knight in plate armor! I also
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think that the new approach to helmets is a bad one. It
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doesn't really define helmets the way they should be defined--
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by construction, not material. Actually, neither is ideal,
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but there's no real good way (or is there?) to distinguish
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between an open helm made out of plate and a visored one
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except by adding a point or two of absorption to the
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latter.
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Besides, some of the armor types seem to be just plain incorrectly
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defined/rated; and many of them shouldn't be available for
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use as pieces on every part of the body.
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In sum, I like the old (RQ II) approach to armor much better, and
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I think I might go back to that and try to elaborate it for
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use with RQ III. Maybe other people have ideas/opinions on
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the topic.
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Far away, I have an idea to make the weapon damages in RQ a little
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more GURPSish (conversely, I've already decided the GURPS hit location
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system needs to be more RQ-ish). This would mean distinguishing
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between crushing, edged, and pointed weapons effects and how
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they interact with armor. GURPS does this in a non-complicated manner.
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In the meantime, maybe someone can provide a ready-made method of
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getting rid of those breakpoints in the damage bonus chart.
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For specialization: treat it as follows: if you learn a skill basically
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in one environment, and you have to use it under conditions with
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which you are unfamiliar, your skill is halved until the GM decides
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you've gained familiarity with the environment. This isn't a big
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penalty, but then again, hiding behind trees and under piles of
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leaves isn't all that different from hiding behind corners and
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under tables.
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I'd use the same approach when someone picks up a new weapon
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and immediately has to fight with it before getting used
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to its balance. If half skill seems harsh, maybe just -20 (-10?)
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*or* 1/2, whichever is the smaller penalty.
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For similar skills, I'm not sure what you're talking about. I thought
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you might mean something like a default system, in which a high
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skill in one area will help other related skills 'default' to
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a semi-decent value. But RQ's skills are quite distinct for the
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most part, except the weapon skills. I do think that someone with
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a 90% skill in 2H Hammer should also be pretty decent with a Maul.
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For that matter, I don't see how a person can be 90% with a
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one-handed Bastard Sword, yet 15% with it two-handed. (I could
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be very wrong there, though--two-handed fighting style
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might be a lot different from one-handed.) I could go on...there
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must be a similarity between fighting with a shortsword and a broadsword,
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for example.
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While we're on weapons, I think it a bit odd that the only only advantage
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derived from using certain weapons two-handed instead of one-handed is
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that they require less strength. Either they should do a bit more
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damage (which might confuse the relationship between a long spear and
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a short spear, for example), or weapons should get a bonus for the
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amount by which the minimum strength is exceeded. (This also
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has problems.) Maybe instead, damage should be set by strength, and
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only *modified* by weapon. This is what GURPS does: a strength of
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12 does a basic d6-1 with a thrusting weapon, or d6+2 with a swung
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weapon. This is then modified by the particular weapon.
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But I think the above paragraph is getting rather far afield. One last
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tangential point, though: there should be a penalty for parrying
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a flail. Right now, flails have a chance of entangling opposing
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weapons. This is colorful, but not the real advantage of that
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sort of weapon. The real advantage is that they could be swung so
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that they'd swing around an interposed object and still hit.
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I think a minus or halving for weapon and shield parries would
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be appropriate.
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For skill increases: I'm in favor of eliminating the learning
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by experience system altogether and just using training during
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off-time. This is more realistic. To reward good role-playing,
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though, you could award e.p. and use your method. To be
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hyper-realistic, you could award training time for skills
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used during adventure; typically, this would only be worthwhile
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for things like riding, shiphandling, and some lores, which might
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be considered to be being used all the time.
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Incidentally, if the experience-by-rolling method is dropped,
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then weapon parry skills should be expressly connected to
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attack skills in some way. This might be sticky, though, since
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there's actually a complex relationship between shield parries,
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weapon parries, and weapon attacks (not to mention Dodge). But
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if something isn't done, people will have widely disparate
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weapon attack and parry skills. Maybe that's realistic.
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I doubt it. So here's another long-term project: rework
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the entire relationship between attacks, parries, shield parries,
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and dodges. I'll think about it.
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You might want to just include this piece of rambling in an upcoming
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issue. Probably starting with "Here's another problem..."
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[Ok, but I started it earlier, I'll admit it when I make a mistake.]
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Yours,
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Elliot
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Subject: RQ fatigue
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From: abbott@dean.berkeley.edu (Mark Abbott)
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Concerning the fatigue problem, here's a rulesfix I'm about to try.
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It hasn't been playtested yet but it should help some of the problems.
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With these rules, STR determines how much you can carry and CON determines
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for how long.
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Fatigue/Encumbrance: Max ENC = 6xSTR in kilos. FP=2xCON.
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Normal FP expenditure is 1FP/round.
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At each 10% of Max ENC, +1FP expended/round.
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At each 20% Max ENC, -1/2 move with a minimum move of 1.
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Each 10% Max ENC reduces Sneak, Swim, Dodge, and all Magic
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skills by 10%. (Actually, each 1% of ENC reduces these
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skills by 1% but players may round to nearest 10% for
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ease during play.)
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Mark Abbott
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abbott@dean.berkeley.edu
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{ihnp4, decwrl, sun, hplabs}!ucbvax!dean!abbott
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Subject: Re: Elliot's comments
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From: acb@duke.cs.duke.edu (Yep, me again)
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Regarding helmets: it would also be nice to make up a system where they affect
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perception skills. I agree with you on armor though; I liked the old system
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except that they rounded weights to the nearest ENC point. I'd prefer a
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smoother system without "breakpoints," i.e. the armor for some 5'6" weighs
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slightly less than the armor for someone weighing 5'8" and so on.
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Incidentally, I'm considering trying to map normal distributions so that I
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can generate results from 2-12 and 3-18 with a bell curve shape and potential
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infinite resolution. Not a real important project, but it could be fun.
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I'm still waiting for Keith to send me his system for smoothed damage bonuses
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(hint,hint.)
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As for similar skills, I mention that idea because I would like to have the
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option of specializing skills somewhat more than the straight rules. For
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example, devise and sleight cover a variety of actions. If you've looked at
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the huge list of skills for Rolemaster in the Companion II, you 've seen a
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huge list of potential skill breakdowns. I don't think this is always
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necessary, but if it can be created as an extension to the game, it could be
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beneficial for precise character development.
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I agree with you, it's hard to learn attack and parry separately. I make them
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related skills simply because you can't train one without training the other.
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I'd like to come up with a system where you learn fighting *styles* -- one-
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handed weapon and shield, two-handed weapon, fencing, florentine, etc.
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instead of learning a specific weapon, and within a fighting style you might
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learn how to use a specific type of weapon.
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I believe I mentioned that training with a particular weapon (not weapon type),
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like a favorite shortsword or grandfather's old morningstar, ought to give
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you skill with that particular weapon. That way, the penalty for using a
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weapon of a slightly different weight or balance is that you haven't that
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extra bit of training in it. Perhaps 10% of training could be counted as being
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with the particular weapon, and thus with another weapon you have only 90% of
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your training effect.
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I don't like extremes like half skill or even -20%, except when the weapon or
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whatever is substantially different from the one you're used to. Although I
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like the idea of being better with a weapon that is specially made for one's
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physique, and I'm not sure how to fit that in the grand scheme of things.
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I agree with you that two-handed damage should be higher than one-handed, and
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larger people should be able to use larger weapons.
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Re: skill increases: I think battlefield skill use should be significant, to
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the point of actually being a method of learning. It's the old heat-of-battle
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training idea. Lore skills are actually unlikely to go up because you use
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them, but in adventuring you may learn something new which would increase
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them.
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-Andrew (acb@duke.cs.duke.edu)
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Subject: Re: Mark's fatigue
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From: acb@duke.cs.duke.edu (Your friendly editor)
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I like your idea of fatigue being directly related to Con, with strength
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determining what ENC is fatiguing.
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Let's play with some numbers and see what happens:
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Typical soldier has, say, 13 strength. His maximum encumberance is 78 kilos,
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or about 172 pounds. That's a bit light for maximum lifting ability, but
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lifting more than that should make most other actions well nigh impossible
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(other than slowly moving). Our typical soldier will be able to carry this
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78 ENC for a little over 4 rounds, assuming negative your fatigue is still
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the point of exhaustion. Perhaps you could elaborate on what you wish to do
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regarding when you are exhausted?
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The only objection I have is that you make no distinction between various
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actions in terms of their effect on fatigue, saying merely that you spend one
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fatigue point per round.
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-Andrew
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The RuneQuest(tm) mailing list is a courtesy of Andrew Bell.
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All opinions and material above are the responsibility of the originator, and
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copyrights are held by them.
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RuneQuest is a trademark of either Chaosium or Avalon Hill.
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**************************************************************************
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*** RQ Undigestables, Volume 1, Number 8
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This issue:
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Armor, Fatigue, etc. (Mark Abbott)
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Re: RQ Sorcery (Steve Maurer (via Elliot Wilen))
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From: abbott%dean.Berkeley.EDU@berkeley.edu (+Mark Abbott)
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Subject: Armor, Fatigue, etc
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Re armor and helmets: I've been playing around with the Harnmaster armor
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system lately and I think I may use it for RQ. It uses a hit location
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system with a much more detailed breakdown for humanoids. Each location
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is rated as a %of the total body area. Armor weight is figured by
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multiplying the weight of the armor type (chainmail, leather, etc) by
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the % of the body covered. This makes it easy to construct pretty
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spotty or idiosyncratic armor or stick with whole suits. What I've done
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is take their armor weight values and convert them to kg. I've got
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a formula which takes RQ Size, a weight value by armor type, and % of
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body covered, and you get out the weight of that piece of armor. Encumbrance
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values are closely comparable to current RQIII for the different armor
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types but the RQIII size break points are gotten rid of.
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When it gets to helmets, the head in the Harnmaster system is broken
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into skull, face, and neck allowing quite a bit of detail in helmet
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construction. They have an optional table to break up locations on
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the face. What I'm doing is using their locations and mapping them
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to the RQ locations for HP. So, I've got a location table using the
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Harnmaster hit locations. If I roll an 'elbow' location that maps
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to the RQ PC's arm, groin maps to abdomen, etc. It allows you to set
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up a much more detailed suit of armor for a PC but doesn't force it.
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And you can still use unmodified RQ hit points.
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You can still use full suits of one armor sort and you can switch back
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and forth between the more detailed hit location table and the normal
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RQ table pretty much at will.
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If anybody is interested in this I'll get it typed up and send it in.
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[I am!]
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Care to elaborate on the GURPS distinctions between crushing, edged, and
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pointed weapons? I don't know much about GURPS.
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[Nor do I. Elliot?]
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As to flails, around here we halve parry when defending against a chain
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weapon and take 3/4 of the parry versus flexible weapons. The catch
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is that chains get their fumble chance tripled and flexible weapons
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have a double fumble chance.
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On skills specialization, I limit PCs to 10 experience rolls per
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adventure. This means that I can give them tons of chances to
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use skills and they'll still pick a set which they work hardest on.
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I also encourage roleplaying PCs such that we don't have much of the
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"Everybody try to pick this lock and somebody will succeed" problem.
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[I prefer to give higher fumble chances to untrained people, so they break
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something in the lock (or whatever, depending upon the skill) and make it
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impossible to pick. The 10 rolls per adventure also makes all adventures
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equally valuable experience-wise, which may not be desirable; a suggestion
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using this approach is for the GM to evaluate the adventure and give a
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specific number of rolls (as opposed to the straight 10.)]
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On the fatigue stuff, sorry, I should have elaborated a bit more. Effects
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of negative FP are exactly the same as per RQIII, -1 FP = -1% in all skills,
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unconsciousness at minus double (or whatever, haven't ever had to apply
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that rule so I'm not certain what the cutoff is). Even though I called
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it Maximum Encumbrance, I don't really use that as a hard limit on what
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can be carried. The same rules for fatigue expenditure and movement
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can be used for carrying loads over "Maximum ENC". For example, your
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soldier with 13 STR and CON would have a Max ENC of 78 and 26 FP. If
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he carries 78 ENC that's 11 FP expended per round and his movement is
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reduced to 1. This means that he'll have 3 rounds of normal skills and
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then he'll be fighting at minuses. He'll quickly hit his limit and have
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to stop exerting himself so strenuously. If he carries 91 ENC, 110% his
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max, he'll use 12 FP per round and move at 1.
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As for what causes you to use up fatigue, any combat or maneuvering in
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combat causes you to expend FP at the rate determined by your encumbrance.
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I allow characters to sprint (move at double the normal rate) but it
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uses one of their actions for that round and it adds 1 to their
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FP expenditure rate. Under normal RQIII fatigue rules, sprinting had
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the same effect, spend +1 FP per round. Standing back from a fight
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but staying very alert and combat ready you spend no fatigue but can
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make various perception rolls, see who needs help, etc. Leaning on
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your sword allows you to recover fatigue (at d4-2/round, I think, whatever
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it is in the book) but you aren't as alert. You'll still notice that troll
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charging you but you might not notice that your buddy, 20 yards away
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and partly behind a bush, is in need of your help. You definitely won't
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notice the elf hidden in the bushes who is about to turn you into a
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pincushion.
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Simple jogging, outside of a fight, uses fatigue each minute, ie you
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use 1 (or more depending on ENC) FP per minute as opposed to the normal
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1 per round.
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As for short vs long term endurance, I just use fatigue for short term and
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CON for long term. If a character hasn't had enough sleep, I take off from
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his CON. This effectively lowers his fatigue, resistance to poisons and
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disease, etc. CON lost this way is recovered by remedying the situation,
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ie taking a nap.
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[Your CON versus FP dichotomy is a lot like my adrenal versus basic fatigue
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idea.]
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Hm, this is getting awfully long. I think I'd better send this off
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before it gets completely absurd.
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Mark Abbott
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abbott@dean.berkeley.edu
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{ihnp4, sun, decwrl, sun, hplabs}!ucbvax!dean!abbott
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[Editor's note: If you wish to include individual copyrights like the one
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below, I have no objection providing you make all materials freely copiable
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in the manner of this next article.]
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From: Steven Maurer
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Subject: Re: RQ Sorcery
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- - - - - - - - - - - - - - - - -
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Copyright (C) 1988 Steven Maurer, all rights reserved
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All or part of this article may be freely copied for non-commercial
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use, provided that this notice in included in said copies and/or
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derivations (fixes/changes), and that proper attribution is made.
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|
Any other use, without written permission from the author, is prohibited.
|
||
|
|
||
|
|
||
|
Sorcery Definition:
|
||
|
|
||
|
Sorcery is the skill of magic. Unlike divine (godly) and soul
|
||
|
(samanistic) magic, it is based on the complex practice of directly
|
||
|
invoking the power of the runes, without any intermediaries. While
|
||
|
this "cutting out the middleman" enables a generally greater return
|
||
|
for magical input, it is also very hazardous.
|
||
|
|
||
|
Sorcerers do not have Divine Intervention, cannot attune iron, have
|
||
|
no increased POW gain roll, or any other supernatural or heroic aid
|
||
|
unless they get it directly from Heroquest. They have a DEX x 5
|
||
|
limitation on all non-sorcerous/non-knowledge skill rolls, if they
|
||
|
want to progress beyond 100% as a Runelord in Sorcery skills (due to
|
||
|
intensive study). Some Sorcerers may dabble in cults up to being
|
||
|
Initiates, and some priests dabble in Sorcery (chiefly worshippers
|
||
|
of the man-god { Pharoah }), however doing both is impossible simply
|
||
|
from a practical time-oriented standpoint, much less the fact that
|
||
|
most traditional gods disapprove of Sorcery.
|
||
|
|
||
|
There are other advantages and limitations, such as Sorcery generally
|
||
|
being more slow. Most of these you will find out during play.
|
||
|
|
||
|
Sorcery, unlike Rune/Battle magic, is not "preprogrammed". With
|
||
|
sufficient practice, the Sorcerer has complete control over the effects
|
||
|
of the spell he is attempting to invoke. To a large extent then,
|
||
|
Sorcerers are tinkerers. Many new Sorcery spells are simply unique
|
||
|
combinations of older spells. Such "tinkerings" are called "variations".
|
||
|
There are standard spell variations which will be described below.
|
||
|
|
||
|
Warning: Sorcerery is not an easy magic to learn, so playing a Sorcerer
|
||
|
is not a technically easy job. Though the system is not complex, you
|
||
|
must keep track of the every Sorcerous skill you know, and familiarize
|
||
|
yourself with the rules. I do not suggest beginners play sorcerers.
|
||
|
|
||
|
|
||
|
Sorcery Rules
|
||
|
|
||
|
1] Every Sorcery spell has a percentage.
|
||
|
|
||
|
2] Spell skill base has INT as major modifier, and POW and
|
||
|
DEX as minor modifiers. Some spells may base off of 1/3 or
|
||
|
1/2 of another, related, spell. Of two conflicting start
|
||
|
values, choose the HIGHER percentage.
|
||
|
|
||
|
3] Mastery Level = Skill Percent / 5 (rounding down) The use
|
||
|
of this is explained later. It is abbreviated: ' ML '
|
||
|
|
||
|
3a] Shortcut Table: This describes the rules found below.
|
||
|
|
||
|
-% %thresh Extra Mana
|
||
|
Intensity X X
|
||
|
Area X X
|
||
|
Speed X
|
||
|
Range X X
|
||
|
Ease X
|
||
|
Duration X
|
||
|
Enchantment X *
|
||
|
High-Enc X
|
||
|
Iron X X
|
||
|
Concordances +/- +/-
|
||
|
|
||
|
4] Sorcery costs 1 Mana (Temp-POW) to use. Many Variations
|
||
|
require extra Mana to produce the additional effects. Most
|
||
|
require extra Mana in addition to other requirements.
|
||
|
|
||
|
5] Some Variations may only be produced after the Sorcerer has
|
||
|
attained a certain proficiency ( ML ) with the spell; these
|
||
|
are called Threshold Variations (or %thresh).
|
||
|
|
||
|
5a] Speed - A Sorcery takes (24 + Dex SR - %thesh ML) seconds
|
||
|
to cast; never below Dex SR. Example: Casting a 50%
|
||
|
(ML 10) spell takes (24 + Dex SR - 10) seconds to complete.
|
||
|
|
||
|
5b] Range - A spells range is: 10 * 2 ^^ (%thresh / 4) meters,
|
||
|
round down. At a %thresh of 0, Range is touch.
|
||
|
Ex: At %thresh 8, the range is (10 * 2 ^^ 2 =) 40m.
|
||
|
For every 80m, extra range costs +1 Mana.
|
||
|
|
||
|
5c] Ease to cast / Ease to hold "Active" spells -
|
||
|
|
||
|
%thresh Effect
|
||
|
0 Trance. Sorcerer completely helpless while
|
||
|
casting/holding the spell.
|
||
|
|
||
|
1 - 2 Total concentration; attackers +60% + free
|
||
|
aimed shot. Any disturbance stops spell cast.
|
||
|
|
||
|
3 - 4 Heavy concentration; attackers +40% + free
|
||
|
+2 Hit Loc Mod. Damage stops cast/hold, and
|
||
|
Disturbance forces reroll at -10.
|
||
|
|
||
|
5 - 6 Concentration; attackers +20% Damage forces
|
||
|
reroll at -3 per pt taken, or cast/hold fails,
|
||
|
disturbance forces reroll at -5.
|
||
|
|
||
|
7 - 8 Light Concentration; attackers +10%. Damage
|
||
|
forces reroll at -2 per pt taken, disturbance
|
||
|
forces reroll at -2.
|
||
|
|
||
|
9 -10 Little concentration; attackers +0%. Damage
|
||
|
forces reroll at -1 per pt taken, disturbance
|
||
|
forces reroll.
|
||
|
|
||
|
11 -12 Routine; as above. Can combine with a non-
|
||
|
attack/non-spell action in same phase, can
|
||
|
ignore any "normal" disturbance.
|
||
|
|
||
|
13 -14 Practiced; as above, but Damage merely
|
||
|
forces reroll with no minuses.
|
||
|
|
||
|
15 -16 Easy; Can combine with any non-spell action
|
||
|
in same phase.
|
||
|
|
||
|
17 -18 Very Easy; Damage will not stop spell cast
|
||
|
unless it FIs the caster.
|
||
|
|
||
|
19 -20 Extremely Easy; Can combine with any actions
|
||
|
Sorcerer has SRs for in same phase. Instant
|
||
|
spells may be maintained as if Active.
|
||
|
|
||
|
21 Automatic; may cast even when Functionally
|
||
|
Incapacitated. Active spells may be held
|
||
|
while asleep.
|
||
|
|
||
|
6] Some Variations are extremely difficult to produce, even for
|
||
|
the best adepts; these are called Skill-Subtraction Variations,
|
||
|
and have the symbol ' -% '.
|
||
|
|
||
|
6a] Intensity is the "power" of the spell. All spells start at
|
||
|
a Intensity 0. For each Level of increased intensity, decrease
|
||
|
effective ML by 1 ( EML = ML - Intensity ). The effects of
|
||
|
Intensity are explained with the spell. Each Level also
|
||
|
costs 1 extra Mana. Some spells are so complex, that
|
||
|
they don't work until a high intensity is reached.
|
||
|
|
||
|
6b] Multiple Target - Spells usually only affect only 1 target,
|
||
|
but this can be changed for a varying cost. Target Multiplier
|
||
|
( TM ) is a cost multiple for each spell, with a default of 1.
|
||
|
EML = ML - ( TM * Additional Targets). Extra Mana costs:
|
||
|
2 * TM * (Additional Targets).
|
||
|
|
||
|
6c] Increased Area - Some spells affect an area. As Multiple
|
||
|
Targets, but each DOUBLING of area costs: TM * (# of Doubles)
|
||
|
Extra Mana costs: 4 * TM * (# of double). All creatures in
|
||
|
the area are effected by the spell, including the Sorcerer.
|
||
|
|
||
|
6d] Penetration - Spells may be tuned to penetrate the defenses
|
||
|
of a particular target. For each -1 EML, the Sorcerer may
|
||
|
have an effective +1 POW in any POW vs POW skill roll. This
|
||
|
may only be used against 1 target, though people in Mind Link
|
||
|
are be considered 1 target vs Mind affecting Sorceries.
|
||
|
|
||
|
6e] Combinations - Many Sorceries may be combined to produce new
|
||
|
and interesting effects. These are only partially under the
|
||
|
control of the Sorcerer. Even if the Sorcerer wants to apply
|
||
|
an effect he has practiced, this subtracts from the EML. This
|
||
|
is entirely GM controlled (by me).
|
||
|
|
||
|
|
||
|
7] Thresholds are partially cumulative with Subtractions. For
|
||
|
each -2 ML, subtract -1 from %thresh ML. Example: A Mage at
|
||
|
ML 18 (90%) attempts to Invoke Fire at Intensity 10. His EML
|
||
|
is thus (18 - 10 =) 8, and for purposes of calculating how fast
|
||
|
he can get it off, he is effectively (18 - 10/2 =) 13 %thresh.
|
||
|
Thus, he throws it in 24 + 2 - 13 = 13 SRs (1 full round + 1).
|
||
|
|
||
|
8] A Sorcerer may use ML Subtractions to make up for %thresh losses
|
||
|
(but NOT to get extra %thresh). Thus in the above example,
|
||
|
to Invoke at Intensity 10 with no extra delay (%thresh of 18), the
|
||
|
EML would be: (8 - (18 - 13) =) 3 . This must be stated before
|
||
|
the spell is cast. See me if you have trouble understanding
|
||
|
this rule.
|
||
|
|
||
|
8a] A Sorcerer may also use %thresh in one area, to make up for
|
||
|
lost %thresh in another: Every -2 %thresh, restores 1. In
|
||
|
the above example, to cast with a Speed at %thresh 18, the
|
||
|
Sorcerer would have to make up +5 %thresh. By concentrating,
|
||
|
he might reduce his Ease %thresh to 13 - ( 5 * 2) = 3, allowing
|
||
|
to cast as if Speed %thresh 18.
|
||
|
|
||
|
|
||
|
9] "Passive" Sorcery spells (with Ease %thresh 11 or better), may be
|
||
|
maintained by simply continuing to spend Mana every 2 minutes.
|
||
|
|
||
|
10] A Sorcerer may use ML Subtractions in place of Mana use, down to
|
||
|
1 Mana pt cost. Each -% ML from there doubles the time before
|
||
|
"maintenance" Mana must be put in the spell. This is called
|
||
|
a spell's "Maintained Duration". There are other limits: the
|
||
|
spell ends when the Sorcerer does not pay the Mana, is killed, or
|
||
|
ends up 10 kilometers away (in addition to dead spots). For
|
||
|
"Active" spells, the caster must still concentrate, and this
|
||
|
can be disrupted. For "passive" Sorcery, no concentration
|
||
|
is needed. Adepts typically have several passive defensive
|
||
|
spells up all the time.
|
||
|
|
||
|
11] A Sorcerer may place Mana in an object from which a Spell draws
|
||
|
power, rather than himself. This is exactly like "Maintained
|
||
|
Duration", except that the spell is "attached" to the object,
|
||
|
not the sorcerer.
|
||
|
|
||
|
12] Passive spells may be made "permanent" by Enchanting an object
|
||
|
or area. Each point of Mana required for the spell per day,
|
||
|
is replaced by a point of Permanent POW. The spell will
|
||
|
continue to function forever, unless the object is destroyed,
|
||
|
or a "Destroy Magic" is cast. Bringing the object into a Dead
|
||
|
spot will cause the spell to cease until brought back out again.
|
||
|
The Maximum POW which may be put into an object is %thresh / 4.
|
||
|
|
||
|
12a] Active spells may also be made "permanent", except that
|
||
|
they need something to guide them. This is either a
|
||
|
trigger (e.g. "Harmonize anyone who touches that lock"), or
|
||
|
a directed weapon (e.g. Disruption wand). The attack is
|
||
|
made with the POW of the original caster.
|
||
|
|
||
|
12b] Sorcery Matrices may also be generated using this method.
|
||
|
They are easier to create, but use the Mana and POW of the
|
||
|
person using them. The POW cost to build matricies is 1/4
|
||
|
normal.
|
||
|
|
||
|
13] Sorcery requires easy use of hands and tounge to shape the
|
||
|
glyphs which controls the runes. Thus, ENC penalties for
|
||
|
carrying too many "things" starts at 1/2 normal for all
|
||
|
Sorcery skills. This -% requires no extra Mana.
|
||
|
|
||
|
13a] Some Concordances (q.v.) require strange modes of dress.
|
||
|
Nudity, for example, is useful in casting almost all
|
||
|
Fertility Rune magic.
|
||
|
|
||
|
14] Iron disrupts magic. For each ENC point on the caster,
|
||
|
subtract 1 ML, and add 1 Mana point for every spell cast.
|
||
|
|
||
|
15] A "Concordance" is an an effect in the environment which makes
|
||
|
invoking a particular rune easier. Concordances may increase
|
||
|
effective Mana and even Mastery Level! For instance, there
|
||
|
is a +5ML when attempting to summon a Salamander out of an
|
||
|
Inferno (50' x 50' burning area). Concordances may decrease,
|
||
|
or make impossible some castings (it is impossible to summon a
|
||
|
Salamander underwater). Spell components are concordances.
|
||
|
|
||
|
15a] Certain concordances are permanent, and can be applied to
|
||
|
any spell. Widely known ones include: Dead Spots (remove
|
||
|
all magic), "mage water" (adds Mana), and powered crystals.
|
||
|
Other universal concordances exist, but are not public
|
||
|
knowledge. (You must find this out for yourself.)
|
||
|
|
||
|
16] For every -1 ML taken on a spell, the Sorcerer may subtract
|
||
|
-1% from the die roll, when checking for experience.
|
||
|
|
||
|
17] Incorrectly invoking the runes is a common enough occurance
|
||
|
for Sorcerers, and can be dangerous. Failure/Fumble percentages
|
||
|
are based on skill resulting from the effective ML -- before
|
||
|
Concordances are taken into account.
|
||
|
|
||
|
17a] The majority of failures are perfectly safe. A simple
|
||
|
miss means that the Mana is expended, and wasted in burst
|
||
|
of power on the spirit plane. Unless you are trying to
|
||
|
be invisible to spirits, this has no effect. Free Spirits
|
||
|
often hang around journeymen just waiting for the free Mana.
|
||
|
|
||
|
17b] Fumbles can be quite dangerous, as they are incorrect
|
||
|
invocations of the runes. These can be deadly, damaging,
|
||
|
humourous, completely unintended, interesting, and/or
|
||
|
overwhelmingly useful, depending upon the exact invocation,
|
||
|
and other many factors present at the time. Note that
|
||
|
magic in no wise tries to "get" the Sorcerer, it simply
|
||
|
follows a path of least resistance. In fact, Failure Study
|
||
|
(as it is called) is one of the better known methods of
|
||
|
spell research. A sufficiently skilled Sorcerer can
|
||
|
even intuit the mistakes an Apprentice is likely to make,
|
||
|
and caution against them. In general, the more Mana
|
||
|
cast, the wider the effect of the fumble.
|
||
|
|
||
|
17c] The most well researched spells have lists of common
|
||
|
mis-invocations, and their expected effects. The mistake
|
||
|
made most often is "overinvocation", in which the novice
|
||
|
overestimates the power necessary to invoke the rune,
|
||
|
and ends up applying the spell over a larger magical
|
||
|
field than was intended. Note: "magical field" does not
|
||
|
mean physical area, but rather an over expanded spell
|
||
|
effect. A typical Fumble of Glamour (q.v.) is to
|
||
|
send all animals in the close vicinity into a mating
|
||
|
rut, many seeking to nuzzle the caster in ways dependant
|
||
|
upon their species. The second most common mistake is
|
||
|
"underinvocation". In our example above, this will make
|
||
|
the target suddenly adore only one aspect of the caster,
|
||
|
such as their nose, hands, or possessions.
|
||
|
|
||
|
17d] It is common knowledge among sourcerous circles, that
|
||
|
fumbles of skilled sorcerers are of a different essential
|
||
|
character than those of novices. Further, fumbles from
|
||
|
new research are quite a bit more dangerous than those
|
||
|
of a more established character (dangerous invocations
|
||
|
are simply discarded). Can you say different table?
|
||
|
Knew you could -- but you don't get to see it.
|
||
|
|
||
|
|
||
|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||
|
|
||
|
Example Spells
|
||
|
|
||
|
Warm (Passive/TM 1/4)
|
||
|
|
||
|
Invokes the Fire rune to warm a target/area. Does not
|
||
|
bring true Fire onto mundane place, so heat generation is
|
||
|
limited to 100 degrees. Extra levels of Intensity merely
|
||
|
combat Cold related damage. Under heavy exertion, check
|
||
|
for Heat exhaustion after 4 minutes.
|
||
|
|
||
|
Concordances:
|
||
|
Firegem +2 - +6 ML, Fire +2-+8 mana, Magical Fire +2 - +8 ML,
|
||
|
At Night -2 ML, Magical Darkness -2 - -8 ML, Fire Season +4 ML,
|
||
|
Earth Season +2 ML, Dark Season -4 ML, Storm Season -2 ML, each
|
||
|
10 degrees below 0F -2 ML.
|
||
|
|
||
|
|
||
|
|
||
|
Burn (Instant/TM 2)
|
||
|
|
||
|
Invokes the Fire Rune to burn a target, armor protects.
|
||
|
Each successive attack on same target subtracts 1 from the
|
||
|
armor protection value down to 1/2. May be opposed by
|
||
|
Cool/Extinguish. In general, flammible objects will ignite
|
||
|
after taking 1 point of damage. Semi-flammible objects (such
|
||
|
as people) will ignite after taking 12 points. Bronze melts
|
||
|
after taking 20; Stone after 30; Iron 40.
|
||
|
|
||
|
Begins: Base, or Warm / 2
|
||
|
|
||
|
INTENSITY EFFECT
|
||
|
0 1 point damage, as ignite spell
|
||
|
1+ (Intensity) d3 damage
|
||
|
|
||
|
Concordances:
|
||
|
As Warm divided by 2, Target Burning +1 - +10 ML, -1 Intesity
|
||
|
for each point of Cool/Extinguish.
|
||
|
|
||
|
|
||
|
|
||
|
Glamour (Passive/Active)
|
||
|
|
||
|
Invokes the Fertility rune to make the caster more
|
||
|
attractive to other members of it's race, opposite sex.
|
||
|
Intensity of the spell is limited to caster's base CHA.
|
||
|
Each point of Intensity adds: +1 CHA, and +5% to all
|
||
|
Communication-Persuasion based skills: Fast Talk, Barganing,
|
||
|
Seduction, etc. Casting motions are erotic: only Sorcerers
|
||
|
knowledgable of the spell will be likely to recognize it
|
||
|
for what it is. May also be used as Active "attack" against
|
||
|
a target POW vs POW, then Intensity vs INT, to entice the
|
||
|
target into any nonfatal action appropriate to seduction.
|
||
|
As with all mind-affecting spells, once POW vs POW is made,
|
||
|
the target is unaware of the spell's existance.
|
||
|
|
||
|
Concordances:
|
||
|
A +1 ML for each "appreciative" viewer of the caster (usually
|
||
|
requires caster has a base CHA > 12), caster nude/nearly so +3 ML,
|
||
|
caster in heat +2ML - +6ML, target in heat +4ML - +8ML, caster
|
||
|
infertile -3 ML, caster male -1 ML, caster female +1 ML, +/-
|
||
|
Intensity for appropriateness of situation (in combat -5 Intensity).
|
||
|
|
||
|
|
||
|
The RuneQuest(tm) mailing list is a courtesy of Andrew Bell.
|
||
|
All opinions and material above are the responsibility of the originator, and
|
||
|
copyrights are held by them.
|
||
|
|
||
|
*******************************************************************A
|
||
|
|
||
|
*** RQ Digest, Volume 1, Number 9
|
||
|
|
||
|
This issue:
|
||
|
RQ Training (Andrew Bell)
|
||
|
Previous experience (Andrew Bell)
|
||
|
A new look at characteristics (Andrew Bell)
|
||
|
Size mod for RQ (Steven A. Schrader)
|
||
|
Re: Size mod for RQ (Andrew Bell)
|
||
|
Armor and hit locations (Mark Abbott)
|
||
|
|
||
|
---
|
||
|
|
||
|
From: acb@duke.cs.duke.edu (Founder of UGGH)
|
||
|
|
||
|
Subject: RQ Training
|
||
|
|
||
|
I dislike the way people can basically train away size, clumsiness, etcetera,
|
||
|
so when I compute training I consider the skill without the modifier for
|
||
|
purposes of cost, time, etc. I limit training to 60% in general, and allow
|
||
|
unlimited research. I replace the research rules with a table based on the
|
||
|
average research rule results to save the time otherwise spent doing lots of
|
||
|
dice rolling.
|
||
|
|
||
|
With the standard rules, this would allow one to become a RuneLord just by
|
||
|
spending time training. I feel that RuneLords should have to do more for
|
||
|
their cult than just be prepared to be a RuneLord; they must do some questing,
|
||
|
perhaps accompany a heroquester, and so on. Thus this isn't a problem.
|
||
|
|
||
|
---
|
||
|
|
||
|
From: acb@duke.cs.duke.edu (More from the Editor)
|
||
|
|
||
|
Subject: Previous experience
|
||
|
|
||
|
If you have used the previous experience charts in the RuneQuest rules, you
|
||
|
may have noticed that a x4 is much better than 4 x1s, since the cost of
|
||
|
training is non-linear and the rate of skill increases is non-linear. To
|
||
|
get a more even skill distribution, I translated the xA into A*50 hours of
|
||
|
training. I use this with my x hours of training increases you from x% to
|
||
|
x+1% system, and it has worked fairly well.
|
||
|
|
||
|
---
|
||
|
|
||
|
From: acb@duke.cs.duke.edu (Yep, 'tis me!)
|
||
|
|
||
|
Subject: A new look at characteristics
|
||
|
|
||
|
I dislike completely random attributes. In RPGs, a person becomes a fighter
|
||
|
because he/she is strong. In "real life", a person becomes strong because
|
||
|
he/she is athletic. There is genetic variation between people, but their
|
||
|
environment is a large factor too.
|
||
|
|
||
|
I would like to represent this in FRPs. Note that this is intended to replace
|
||
|
any specific strength training, con training, or dex training rules,
|
||
|
although what I write now is incomplete.
|
||
|
|
||
|
Using my ideas, the Strength, Dexterity, and Constitution stats should be
|
||
|
considered as measures of the person's genetic potential, not of the actual
|
||
|
statistic. From this number and the hours of appropriate exercise the
|
||
|
person does per year, we can generate their current strength.
|
||
|
|
||
|
Thus the farmboy fresh off the farm has a high strength from all his chores.
|
||
|
The sorceror who spends all of his time studying his books will have his
|
||
|
muscles atrophying. [Likewise, those of us who spend all day in front of a
|
||
|
computer...]
|
||
|
|
||
|
What is necessary to implement this system is to determine the exercise value
|
||
|
of various forms of exercise and training, and determine how much exercise
|
||
|
(based on one's current strength and genetic strength) is needed to maintain
|
||
|
one's strength, and to increase it.
|
||
|
|
||
|
To make this simpler we can say that it takes a certain number of hours of
|
||
|
"maintenance exercise" missed for attributes to start dropping, regardless of
|
||
|
how much time that missed exercise is spread over. Likewise, additional
|
||
|
hours of appropriate exercise to increase attributes can also be spread over
|
||
|
as much time as necessary. We can make it even simpler by making the amount
|
||
|
of maintenance or enhancement based on the difference between our genetic
|
||
|
strength and our current strength. Thus a person with a 12 genetic strength
|
||
|
needs the same time to maintain a 10 strength as a person with 18 Gen Str. and
|
||
|
a 16 strength.
|
||
|
|
||
|
(Thus if we need 10 hours of exercise a week to maintain strength, missing
|
||
|
one week will have us atrophy as much as if we only did 9 hours of exercise for
|
||
|
10 weeks.)
|
||
|
|
||
|
Any form of activity can be given a rating in terms of aid to strength,
|
||
|
constitution, and dexterity. (This is the part that is most of the work,
|
||
|
although we can group skills to make it easier.)
|
||
|
|
||
|
---
|
||
|
|
||
|
From: S9S@PSUVM.BITNET (Steven A. Schrader)
|
||
|
|
||
|
Subject: Siz mod for RQ
|
||
|
|
||
|
It occured to me that by the rules of RQ, size is an indication of how heavy
|
||
|
one is. I am not sure being heavier makes one strike faster than a
|
||
|
lighter person, so I assume that they are intending to simulate reach
|
||
|
here. What I thought of doing is making characters roll 1D6/10 to be
|
||
|
the number of meters that a person is larger than 1.6 meters. this will
|
||
|
generate a person from between 1.7 and 2.2 meters high or 5.1 feet and
|
||
|
6.6 feet. I would then take 1/3 of the amount of meters and find their
|
||
|
strike rank on the weapon length chart. As can be inferred the system
|
||
|
does not allow for a lot of "reach" advantage in swordfighting. but I
|
||
|
think this makes more sense than a fat person can reach quicker.
|
||
|
|
||
|
Any Thoughts??
|
||
|
|
||
|
---
|
||
|
|
||
|
From: acb@duke.cs.duke.edu (Yep, me...)
|
||
|
|
||
|
Subject: Re: Size mod for RQ
|
||
|
|
||
|
Size in RQ is currently a very simplistic system, that attempts to simulate
|
||
|
both height and weight. Thus it affects damage bonus and hit points (effects
|
||
|
of mass) as well as strike rank (effect of height). The two are to a certain
|
||
|
amount interrelated; RQ adventurer types are assumed to be fairly healthy,
|
||
|
and thus not fat.
|
||
|
I expanded the system (and I will write this up in this journal before
|
||
|
too long) so that size was broken down into two components: reach and weight.
|
||
|
I did not make the first one height, simply because this is not usable with
|
||
|
non-humanoid creatures. The two should be somewhat related, perhaps equal.
|
||
|
To add a little variance between individuals you can roll 2D3 (or 2D4 or even
|
||
|
2D6 for more variance) and add (total - 4) to reach and subtract (total - 4)
|
||
|
from weight.
|
||
|
The breakdown, then, is:
|
||
|
33.3% normal
|
||
|
11.1% tall and thin
|
||
|
11.1% short and stocky
|
||
|
22.2% slimmer than average
|
||
|
22.2% stockier than average
|
||
|
|
||
|
This gives you a 0,2, or 4 difference, which you can smooth out by rolling D6
|
||
|
and:
|
||
|
1-2 subtract 1 from reach
|
||
|
3-4 no change
|
||
|
4-5 add 1 to reach
|
||
|
|
||
|
(If you have a better system, let me know.)
|
||
|
|
||
|
Reach should affect strike ranks and weapon size limitations (they don't
|
||
|
exist, but they should), while weight would affect damage bonus and hit
|
||
|
points. The agility (and parry) modifier, stealth modifier, and bonuses/
|
||
|
penalties for attacks against the being should probably use the combined score.
|
||
|
|
||
|
---
|
||
|
|
||
|
From: acb@duke.cs.duke.edu (I love making up rules...)
|
||
|
|
||
|
Subject: Fumbling lock picking
|
||
|
|
||
|
Mark Abbott asked me about my remark regarding failed lock-picking and
|
||
|
untrained pickers, namely, how do you determine when a picker has jammed the
|
||
|
lock, or prevent the "bring along a hoard of trollkin to try and pick a lock"?
|
||
|
I actually have a couple of ideas:
|
||
|
|
||
|
Simple: If you "special fail" your lockpicking roll (i.e., roll in the top
|
||
|
20% of the failure range), you jam the lock or break your pin, etc. It
|
||
|
requires a critical success to unjam the lock.
|
||
|
|
||
|
More complex: Make it require multiple successes to pick a lock, and a
|
||
|
failure on any one puts you a step back. Thus a 5% chance to pick a lock is
|
||
|
effectively no chance at all. A 50% chance on a "3-step" lock will take a
|
||
|
couple of tries, typically. A "special failure" (10% chance per attempt for
|
||
|
a 50% chance) will jam the lock or whatever, which makes an expert lockpicker
|
||
|
better than two dabblers.
|
||
|
|
||
|
---
|
||
|
|
||
|
From: abbott%dean.Berkeley.EDU@BERKELEY.EDU (+Mark Abbott)
|
||
|
|
||
|
Subject: Armor and hit locations
|
||
|
|
||
|
Okay, here is my setup for using the Harnmaster systems for human
|
||
|
hit locations and armor. The first table lists the standard RQ armor
|
||
|
types with weight, cost, and time factors. The second table lists the
|
||
|
hit locations and their % of the body surface. The final table is
|
||
|
a hit location table for combat. It shows RQ location, Harn location,
|
||
|
and d100 rolls for melee and missile combat.
|
||
|
|
||
|
Keep in mind that much of this comes straight from Harnmaster with
|
||
|
only a little modification. The weight factors have been converted
|
||
|
to kg from the Harnmaster pounds, and the time and cost factors were
|
||
|
taken essentially unchanged. I had to fudge a bit to handle the precise
|
||
|
set of armor types used by RQIII and to accommodate RQ sizes as opposed
|
||
|
to Harnmaster sizes. The % of body area table is a direct
|
||
|
copy from Harnmaster. The hit location table uses the RQIII hit location
|
||
|
tables to set basic probabilities which are then further broken down
|
||
|
using the Harnmaster % of body area table. I heartily recommend
|
||
|
Harnmaster as a source of ideas for RQers.
|
||
|
|
||
|
|
||
|
|
||
|
Armor type weight cost time
|
||
|
|
||
|
Cloth .03 .5 1
|
||
|
Soft Leather .04 .7 2
|
||
|
Hard Leather .055 1 2
|
||
|
Cuirboilli .055 2.25 5
|
||
|
Ringmail .11 14 9
|
||
|
Lamellar .2 36 10
|
||
|
Scale .225 24 13
|
||
|
Bezainted .08 5.6 9
|
||
|
Chainmail .225 50 20
|
||
|
Brigandine .26 45 15
|
||
|
Laminated .225 50 20
|
||
|
Plate .32 65 30
|
||
|
|
||
|
|
||
|
Location % of body
|
||
|
Skull 4%
|
||
|
Face/eyes 3%
|
||
|
Neck 2%
|
||
|
Shoulders 3%
|
||
|
Upper Arms 6%
|
||
|
Elbows 2%
|
||
|
Fore Arms 5%
|
||
|
Hands 5%
|
||
|
Thorax 12%
|
||
|
Abdomen 12%
|
||
|
Hips 9%
|
||
|
Groin 1%
|
||
|
Thighs 14%
|
||
|
Knees 3%
|
||
|
Calves 12%
|
||
|
Feet 7%
|
||
|
|
||
|
To use the first two tables use this formula:
|
||
|
|
||
|
(PC Size x .04 + .42) * Weight factor * %body covered = weight
|
||
|
|
||
|
Substitute time or cost factor for number of hours to construct the armor
|
||
|
or the cost.
|
||
|
|
||
|
As an example, we'll figure a hard leather cap for a size 10 human. The cap
|
||
|
will cover his skull only.
|
||
|
|
||
|
(10 x .04 +.42) * .055 * 4= .18 kg or .18 enc
|
||
|
(10 x .04 +.42) * 2 * 4= 6.56 or 6.56 hours to make
|
||
|
(10 x .04 +.42) * 1 * 4= 3.28 or 3p 28 coppers cost
|
||
|
|
||
|
10 is the PC's size, .055 is the weight factor for hard leather (see table
|
||
|
above), and 4 is the % of body to be covered as the cap just covers the skull.
|
||
|
In the second formula, 2 is the time factor from the table above, and in the
|
||
|
last 1 is the cost factor.
|
||
|
|
||
|
Again for a size 10 PC, a chainmail shirt, covering abdomen (12%),
|
||
|
thorax (12%), shoulders (3%), and hanging low enough to cover hips (9%)
|
||
|
and groin (1%) would work out as:
|
||
|
|
||
|
(10 x .04 + .42) * .225 * 37 = 6.8kg or 6.8 enc
|
||
|
(10 x .04 + .42) * 50 * 37 = 1517p
|
||
|
(10 x .04 + .42) * 20 * 37 = 606 hours
|
||
|
|
||
|
Again, 10 is the PC's size, .225 is the weight factor for chain, and 37 is
|
||
|
the % of body area to be covered. 50 is the cost factor and 20 is the time
|
||
|
factor.
|
||
|
|
||
|
|
||
|
|
||
|
RQ Location Harn Location d100 Missile d100 Melee
|
||
|
Skull 1-2 1-4
|
||
|
Head Face/eyes 3-4 5-8
|
||
|
Neck 5 9-10
|
||
|
|
||
|
Upper Arm 6-11 11-20
|
||
|
Arms Elbow 12-13 21-24
|
||
|
Lower Arm 14-19 25-32
|
||
|
Hand 20-25 33-40
|
||
|
|
||
|
Chest Thorax 26-43 41-47
|
||
|
Shoulder 44-47 48-49
|
||
|
|
||
|
Abdomen 48-59 50-57
|
||
|
Abdomen Hips 60-69 58-63
|
||
|
Groin 70 64
|
||
|
|
||
|
Thigh 71-82 65-78
|
||
|
Legs Knee 83-84 79-82
|
||
|
Calf 85-94 83-94
|
||
|
Foot 95-00 95-00
|
||
|
|
||
|
|
||
|
Even rolls are right side, odd rolls left side. Blows which penetrate
|
||
|
at shoulder, elbow, or knee do +1 damage. Blows which penetrate at groin
|
||
|
on male targets do +1 damage.
|
||
|
|
||
|
|
||
|
The hit location table is fairly straight forward. Use d100 to generate
|
||
|
the location of the strike instead of the usual d20. The Harn location
|
||
|
column will tell you which location's armor to use. The RQ location will
|
||
|
tell you where to apply the damage using RQ hit points.
|
||
|
|
||
|
For example, a a PC hits a troll with his sword and rolls location 34
|
||
|
on d100. 34 is a hand, and since the roll is even, it's the right hand.
|
||
|
The troll is only wearing leather gloves despite his chaimail shirt so
|
||
|
he only gets 1 pt of armor protection. A hand hit is part of the arm
|
||
|
so the damage which gets through the glove is applied to the arm.
|
||
|
|
||
|
If the rolled location had been 26 the strike would have landed on his
|
||
|
right wrist. Fortunately for the troll, his wrists are covered by his
|
||
|
chainmail sleeves and so the blow will most likely be absorbed by his
|
||
|
armor.
|
||
|
|
||
|
Mark Abbott
|
||
|
abbott@dean.berkeley.edu
|
||
|
{decwrl, sun, hplabs}!ucbvax!dean!abbott
|
||
|
|
||
|
|
||
|
The RuneQuest(tm) mailing list is a courtesy of Andrew Bell.
|
||
|
All opinions and material above are the responsibility of the originator, and
|
||
|
copyrights are held by them.
|
||
|
|
||
|
RuneQuest is a trademark of either Chaosium or Avalon Hill.
|
||
|
|
||
|
***********************************************************************
|