717 lines
31 KiB
Plaintext
717 lines
31 KiB
Plaintext
RuneQuest Digest Compilation Edition.
|
|
Volume 1, issues 10-12
|
|
|
|
edited by: Andrew Bell
|
|
transfered to CIS by: Janet Naylor 72727,574
|
|
|
|
Copyright, Andrew Bell
|
|
|
|
*************************************************************************
|
|
|
|
Subject: The AreQueue Digest, Volume 1, Number 10
|
|
|
|
This issue:
|
|
GURPS weapons (Elliot Wilen [Thanks!])
|
|
RQ Size (Steven A. Schrader)
|
|
Height versus weight (Andrew Bell)
|
|
|
|
---
|
|
|
|
From: 8hum190@violet.Berkeley.EDU
|
|
Subject: GURPS weapons
|
|
|
|
|
|
Although they're getting a bit inconsistent about it, here's how
|
|
GURPS weapons work.
|
|
|
|
Depending on your strength, you have a basic damage for thrusted and
|
|
swung weapons. The latter is higher, because of the lever effect.
|
|
|
|
Each weapon has a damage listing (or two, if it can be used to
|
|
attack in more than one way). E.g.: broadsword does swung+1. Heavier
|
|
weapons and those with their weight concentrated at the end do more
|
|
damage, so a small mace does swung+2. (This is compensated by having such
|
|
unbalanced weapons require time to ready in between blows.) Since
|
|
armor absorbs in GURPS, this set-up allows your maces and axes
|
|
to penetrate armor more easily. But that's not all. Edged weapons
|
|
get a 1/2 bonus to damage which actually makes it through armor.
|
|
Pointed weapons get a full bonus. Also, chain mail absorbs
|
|
less against pointed weapons.
|
|
|
|
So let's take a classic case: Guy de Troyes is fighting off a Viking
|
|
raid when he gets hit by Viking triplets, each with a strength
|
|
of 11, and wielding a small mace, broadsword, and spear, respectively.
|
|
Each one rolls a 4 on his damage roll. The first one is doing
|
|
d6+1 damage (swung), +2 for the small mace, for 7 points of damage.
|
|
Subtract 4 for Guy's chainmail and he takes 3 points. The second one
|
|
does d6+1 (swung), +1 for the broadsword. Subtract 4 for the chainmail,
|
|
which leaves 2 points, but multiply this by 1.5 to get 3 points of
|
|
actual damage. The third does d6-1 damage (thrust), +2 for the spear.
|
|
Subtract 2 for the chainmail, and multiply by 2 to get 6 points of
|
|
damage. (Guy collapses at this point, obviously.)
|
|
|
|
Now, suppose Guy was dumb enough to go into battle without
|
|
armor. He's got zero absorption, and consequently takes
|
|
7 points from the mace, 9 from the sword, and 10 from the spear.
|
|
But suppose it's five hundred years later and he's fighting
|
|
Englishmen while wearing light plate armor (absorbs 6). He
|
|
now takes 1 point from the mace, *nothing* from the sword,
|
|
and *nothing* from the spear.
|
|
|
|
I actually tried an approach like this for RQ a long time ago--before
|
|
I got RQ III. Back then, I decided that the method (damage multiplication
|
|
of 1.5 for edged, 2 for pointed weapons) would work if you increased
|
|
everyone's hit points by a 1-1/2 or 2 times. However, it only makes
|
|
sense if you make sure that crushing weapons do more basic damage,
|
|
before absorption and multiplication. I don't think this is the case
|
|
(generally) with the present damage tables, so they'd need to be
|
|
rewritten a bit. Quick fix: give all club-type weapons an extra +1.
|
|
This only works to a point, though (no pun intended). The damages
|
|
seem to have been devised originally with both the weight and the
|
|
sharpness considerations in mind. (But obviously without
|
|
the ability to represent the full nuances of different effects vs.
|
|
different types of armor.)
|
|
|
|
The real solution (in my opinion) might just be to adopt the GURPS
|
|
damage/armor values, then work from there. Unbalanced weapons
|
|
could be treated as in GURPS, or else take a SR penalty.
|
|
|
|
--Elliot
|
|
|
|
[My only comment here is that you should do better damage with a weapon that
|
|
is sized appropriately, so the independence of the weapon damage and the
|
|
damage bonus is not that undesirable. I would like to see differing sizes of
|
|
various weapons where a person is best with a properly sized (and balanced)
|
|
weapon. This is, of course, getting into advanced rules. Assuming we ever
|
|
get to the point of writing up a modified rules set for RuneQuest, I will
|
|
probably break certain sections down based on how detailed the person wants to
|
|
get.
|
|
I would also like to see size be more of a factor than constitution in a
|
|
person's hit points, so you might consider 2xsize + con as the hit point
|
|
determiner...
|
|
Does GURPS use hit locations? You didn't mention any in your example, but
|
|
in RQ it's usually the damage per hit that's important, as opposed to the total
|
|
damage.]
|
|
|
|
---
|
|
|
|
From: S9S%PSUVM.BITNET@CUNYVM.CUNY.EDU (Steven A. Schrader)
|
|
|
|
Subject: BITNET mail follows (RQ Size)
|
|
|
|
Decimeters Meters Feet Inches Mixed SR
|
|
---------- ------ ---- ------ ----- --
|
|
1 0.1 0.32808 3.9370 0'3" 3
|
|
2 0.2 0.65616 7.8739 0'7" 3
|
|
3 0.3 0.98424 11.811 0'11" 3
|
|
4 0.4 1.3123 15.748 1'3" 3
|
|
5 0.5 1.6404 19.685 1'7" 3
|
|
6 0.6 1.9685 23.622 1'11" 3
|
|
7 0.7 2.2966 27.559 2'3" 3
|
|
8 0.8 2.6246 31.495 2'7" 3
|
|
9 0.9 2.9527 35.432 2'11" 3
|
|
10 1.0 3.2808 39.370 3'3" 2
|
|
11 1.1 3.6089 43.307 3'7" 2
|
|
12 1.2 3.9370 47.244 3'11" 2
|
|
13 1.3 4.2650 51.180 4'3" 2
|
|
14 1.4 4.5931 55.117 4'7" 2
|
|
15 1.5 4.9212 59.054 4'11" 2
|
|
16 1.6 5.2493 62.992 5'2" 2
|
|
17 1.7 5.5774 66.929 5'6" 2
|
|
18 1.8 5.9054 70.865 5'10" 2
|
|
19 1.9 6.2335 74.802 6'2" 2
|
|
20 2.0 6.5616 78.739 6'6" 2
|
|
21 2.1 6.8897 82.676 6'10" 2
|
|
22 2.2 7.2178 86.614 7'2" 2
|
|
23 2.3 7.5458 90.550 7'6" 2
|
|
24 2.4 7.8739 94.487 7'10" 2
|
|
25 2.5 8.2020 98.424 8'2" 2
|
|
26 2.6 8.5301 102.36 8'6" 2
|
|
27 2.7 8.8582 106.30 8'10" 2
|
|
28 2.8 9.1862 110.23 9'2" 2
|
|
29 2.9 9.5143 114.17 9'6" 2
|
|
30 3.0 9.8424 118.11 9'10" 2
|
|
31 3.1 10.170 122.04 10'2" 2
|
|
32 3.2 10.499 125.99 10'5" 2
|
|
33 3.3 10.827 129.92 10'9" 2
|
|
34 3.4 11.155 133.86 11'1" 2
|
|
35 3.5 11.483 137.80 11'5" 2
|
|
36 3.6 11.811 141.73 11'9" 1
|
|
|
|
Since how heavy a person is makes no difference to how fast a person can
|
|
hit a target, I reasoned that the authors must have been refering to a
|
|
persons reach when making a strike rank modifier for size. I added a
|
|
characteristic to a character called Height(HIT). Hit is in decimeters
|
|
or tenths of a meter. The HIT strike rank is figured by 1/3 of the
|
|
persons HIT and indexed on the weapon length chart, if a creature has a
|
|
reach. I have broken down the strike ranks above. As for HIT's of
|
|
certain creatures, below are the following suggestions:
|
|
|
|
All creatues that strike with their bodies have HSR of 3
|
|
Creatures using weapons use their reach. Some sample HIT's of humanoids
|
|
are as follows:
|
|
Name HIT
|
|
Broo 1D6+15
|
|
Centaur 1D3+18
|
|
Dragon Use whatever HIT you feel they would be
|
|
Note John Redden's dragon does a good indication
|
|
of size. The rest can be done on my chart
|
|
Duck 2D3+10
|
|
Dwarf 2D3+9
|
|
Elementals In elemental form up to GM, in other from use that
|
|
form
|
|
Elf 2D3+13
|
|
Fachan 32
|
|
Giant 10D6
|
|
Halfling 1D3+8
|
|
Human Man 2D3+14
|
|
Human Female 2D3+13
|
|
Minotaur 2D6+17
|
|
Nymph 2D3+13
|
|
Ogre 2D4+20
|
|
Orc 2D3+13
|
|
Satyr 2D3+15
|
|
Skeleton As Form previosly
|
|
Cave Troll 2D4+25
|
|
Dark Troll 1D4+18
|
|
Zombie As Form Previously
|
|
|
|
The other system of dealing with height/weight split is not bad, but I
|
|
think separating them is in order. Who has not seen or read about the
|
|
fat bartender or the skinny mage(muscles atrophy?). Also I would allow
|
|
people to diet, or gain wait. If they diet, maybe a roll under
|
|
something to see if they accomplished it? I have not thought out the
|
|
rules yet. Something Like the ...(his he going to mention it) ... AD&D
|
|
(ohhhh, he did) Wisdom. Something that the characters can not control,
|
|
much as real life. Also perhaps The HIT roll can be added into the
|
|
skills of Agility and stealth. Also I do not beleive that HIT has
|
|
anything to do with damage inflicted. Perhaps mass can be explained as
|
|
momentum? Well I should sign off now
|
|
-------
|
|
|
|
ELECTRIC AVENUE: S9S@PSUVM
|
|
|
|
---
|
|
|
|
From: acb@duke.cs.duke.edu (Yours truly)
|
|
Subject: Height versus weight
|
|
|
|
I disagree that complete separation is the way to go. Weight is in large part
|
|
a function of height, so taller people should be heaver. Perhaps the best
|
|
way to create PC humans is to use height as the basic measure, determine a
|
|
weight from that, and use an average when both stats are important. Height
|
|
should be less variable than RQ size, otherwise we'll often have people more
|
|
than twice the height of others. We can then use that height to generate a
|
|
weight size, and from there roll a build factor to get fat or thin people.
|
|
|
|
I prefer bell-shaped attribute distributions for height, as opposed to the
|
|
linear form you proposed last ish. We'd want such to average around 5' 10"
|
|
for males, 5' 5" for females (human, of course, different races would have
|
|
different numbers). Perhaps from that roll 4d8, subtract 18, and add that
|
|
number of inches to 5' 10". This gives a minimum male height of 4' 8" and max
|
|
of 7' 2", use different dice if the extremes are too big or too small for
|
|
your taste.
|
|
|
|
Based on the height, we then generate a basic weight related to almost the
|
|
cube of the height. I will try to come up with one and put it in a later
|
|
issue.
|
|
|
|
I allow PCs to pick their size anyway, but such a system is good for
|
|
generating NPCs.
|
|
|
|
Small suggested rules mod: remove strength from the manipulation modifier.
|
|
Picking locks, playing instruments, concealing objects, and palming things
|
|
just isn't strength dependent.
|
|
|
|
Another rules mod: make throw an attack skill.
|
|
|
|
Yet another: Take strength over 10 as a modifer to range for thrown weapons
|
|
and things such as "strength" bows. Thus an 18 strength gives you 1.8 times
|
|
the range, which is fairly reasonable. I would also extend the short range
|
|
and the like.
|
|
|
|
|
|
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.
|
|
|
|
*************************************************************************
|
|
|
|
|
|
*** 11 rebnuN ,1 emuloV tsegiD QR ehT
|
|
|
|
This issue:
|
|
Knockback (Andrew Bell)
|
|
Gurps combat (Elliot Wilen)
|
|
Things I would like to see (Thomas E. Young)
|
|
Two-handed Weapon use (Steven A. Schrader)
|
|
|
|
--
|
|
|
|
From: acb@duke.cs.duke.edu (The Ed)
|
|
|
|
Subject: Knockback
|
|
|
|
It seems to me that the weapon you're using should have a lot to do with what
|
|
amount of knockback you do. A shield used for attack, for example, should
|
|
do almost no damage (with the exception of spike shields). Instead, it
|
|
should be able to stagger an opponent. Likewise, a mace or other impact
|
|
weapon should do more knockback than an edged weapon or an impaling weapon.
|
|
|
|
Does anyone know of a system that differentiates well in this respect, that
|
|
could be used in an RQ system? The critical charts from Rolemaster deal with
|
|
this sort of differentiation, but not in a way that can be easily stolen.
|
|
|
|
---
|
|
|
|
From: 8hum190@violet.Berkeley.EDU (Elliot Wilen)
|
|
Subject: Gurps combat (clarification/elaboration)
|
|
|
|
In answer to a couple questions raised by our illustrious editor:
|
|
|
|
1. GURPS does use hit locations, but they're optional. If you don't use them
|
|
you're basically assumed to always get hit on the torso, and so you use
|
|
a single armor value with no special effects. When your HP drop to
|
|
3, your movement (and dodge) is cut in half. Whey you've only
|
|
got 0 HP, you have to roll each round (against your Health, i.e.
|
|
Con) to stay conscious. Below 0, you fall immediately.
|
|
|
|
With hit locations, hitting a certain area has a special effect. Blows
|
|
to the cranium and impaling attacks on the abdomen do greater damage.
|
|
Damage over HT/2 to a leg or arm cripples it. Damage over HT/3 to
|
|
a foot or hand cripples it. Damage over HT/3 to the cranium stuns; over
|
|
HT/2 knocks out. (For other areas, exceeding HT/2 is needed to stun.)
|
|
Finally, if a crushing blow strikes the cranium or abdomen, there
|
|
is a chance of knocking out the victim if the blow does any
|
|
damage, or misses doing damage by 1 point.
|
|
|
|
There are a few ambiguities, in my opinion, but that seems to be how things
|
|
work. One thing I don't like is the way that crushing blows get special
|
|
treatment for knocking a person out--it doesn't matter whether you're
|
|
being hit by a sword or a cudgel if the force of a blow on your helmet
|
|
is the same. There's also a rule which gives the cranium a certain
|
|
amount of protection because of the skull, but it seems to ignore the
|
|
(extremely dangerous) effects of sword slash across the scalp, even if
|
|
it doesn't crease the skull.
|
|
|
|
One more thing about the way GURPS HL's work--you *must* aim to
|
|
hit a special location. Each location has a penalty to hit which
|
|
is subtracted when aiming for that area. If you don't take a penalty,
|
|
your blows will hit the torso, for no special effect. [I think they're
|
|
going about things in the wrong way, and I'm telling them so right now
|
|
(on the SJG BBS).]
|
|
|
|
Oh, incidentally (this will make a difference in your evaluation), the
|
|
human average for Health (HT), which is the value used for hit points,
|
|
is 10. Because of the way the costs/benefits work out, PC Healths
|
|
probably fit a bell curve centering around 11.
|
|
|
|
2. Re: having a weapon weighted properly for your strength--whether you
|
|
use the Damage Bonus (as in RQ or D&D) or base weapon
|
|
damages on the user's strength, this factor is either ignored or
|
|
it's assumed that people always get the appropriate weapon to
|
|
maximize use of their strength. However, GURPS does distinguish
|
|
between a small mace (swing+2, minimum ST to use 11) and a regular
|
|
mace (swing+3, min ST 12). In a way, this creates a breakpoint at
|
|
11/12, but one should keep in mind that there is a real difference
|
|
between these two weapons in weight and cost, no just damage, so
|
|
a stronger person might still use a small mace. Also, a person
|
|
who doesn't have the minimum ST for a weapon may still use
|
|
it at a penalty to hit (-1 per point lacking), but not damage.
|
|
|
|
--Elliot
|
|
|
|
---
|
|
|
|
From: young@tahoe.unr.edu (Thomas E. Young)
|
|
|
|
Subject: Things I would like to see:
|
|
|
|
A poll taken on the various levels of ability of characters in other campaigns.
|
|
Example: Our group has about 6 regular players in it. Our combat ability
|
|
ranges from ~45% - 75% to hit with each characters primary weapon. Their
|
|
secondary weapon ~30% - 55%. We also have *no* magic weapons or items at
|
|
all, and very few magic spells ( only one person has heal and two people
|
|
have disruption).
|
|
|
|
Does anyone else experience the dreaded 'parry gap'. The majority of our
|
|
characters have an attack about 3-7% higher than their parry ( although
|
|
I have seen it as high as 16%).
|
|
|
|
[It gets worse, since only Humakti have a spell that seriously affects
|
|
parrying skill, and that only for people who have Cults of Prax. Many people
|
|
have bladesharp, ironhand/claw/beak/psuedopod, bludgeon, and/or several
|
|
divine spells that raise their attack skill. Thus this difference becomes even
|
|
more pronounced when magic is accounted for.]
|
|
|
|
Something else I would very much like to see is the stats on other player's
|
|
characters. It would be nice if every one could post their characters, but
|
|
most people probably wouldn't respond due to the time involved. I have
|
|
found that other players characters are excellent for NPC incounters.
|
|
|
|
Thats all for now. See ya,
|
|
|
|
Tom
|
|
|
|
---
|
|
|
|
From: "Steven A. Schrader 237 - 8196" <S9S%PSUVM.BITNET@CUNYVM.CUNY.EDU>
|
|
|
|
Subject: Two-Handed Weapon use
|
|
|
|
Upon thinking about twohanded weapon use, I found several reasoning errors.
|
|
Conceivably the reason one can attack AND parry in the same round is that
|
|
the person has two hands that they can do things with. THAT makes sense.
|
|
Why then can a person using a two-handed weapon do the same thing? To
|
|
correct this I came up with the following: One can attack, Offensively Dodge,
|
|
Defensively Dodge, or Parry with each hand. When using a two-handed weapon,
|
|
both hands act as one so one can only do one.
|
|
|
|
An Offensive Dodge is a dodge in which the person can Attack that same round,
|
|
but 1 Sr AFTER the other combatant swings or +1 Sr , whichever is greater. (one
|
|
must time these things ya know %) )
|
|
|
|
A Defensive Dodge is a dodge that in which the person can not attack that
|
|
round, but can move out of range of the opponent(Similiar to disengaging).
|
|
The Dodge moves the person 4 M distant from the other combatant.
|
|
|
|
An Defensive dodge can be used after an offensive dodge to move the person out
|
|
of a combat situation unscathed. If any Dodge is Failed, then the person has
|
|
NOT moved and therefore could not have disengaged.
|
|
|
|
'Nother thing to help out two handed weapon use. Give a Bonus for damage.
|
|
Haven't figured out what yet, but I was thinking of using Str+Siz for
|
|
One-Handed use and Str*1.5+Siz for two-handed use.
|
|
|
|
-------
|
|
-- Steven A. Schrader
|
|
|
|
---
|
|
|
|
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 Chaosium, Inc.
|
|
|
|
*************************************************************************
|
|
|
|
*** RQ Undigestables, Volume 1, Number 12
|
|
|
|
This issue:
|
|
A new race for fantasy worlds (Elliot Wilen)
|
|
Jack-of-all-trades characters (Andrew Bell)
|
|
|
|
---
|
|
|
|
From: 8hum190@violet.berkeley.edu (Elliot Wilen)
|
|
|
|
Subject: A new race for fantasy worlds
|
|
|
|
Here's a race from my campaign, a low-entropy world with emphasis on
|
|
cultures and politics. Magic is relatively rare.
|
|
|
|
Copyright (C) 1988 Elliot Wilen, all rights reserved.
|
|
This material may be freely copied and distributed for non-commercial
|
|
use, provided this notice is included in all copies. References,
|
|
derivations, and fixes to this material must contain proper
|
|
attribution. Any other use, without written permission from
|
|
the author, is prohibited.
|
|
|
|
Runequest is a trademark of Chaosium, Inc.
|
|
GURPS is a trademark of Steve Jackson Games.
|
|
|
|
[Sorry about that, folks, but this is near and dear to me.]
|
|
|
|
[Ed's note: the above wasn't an Ed's note. This is, however. :-)]
|
|
|
|
Ralgethae, also known as Fuzzies
|
|
|
|
The Ralgethae are quite a bit shorter than men. Furry hair covers them
|
|
from head to toe, even on their faces. If you want a really good idea of
|
|
what a Fuzzy (as they're sometimes called by men) looks like, find a
|
|
photo of someone with lycanthropy. (I'm not kidding. This is a real
|
|
condition.) Ralgethae wear clothes like humans.
|
|
|
|
The Ralgethae come from the marshes and and estuaries where the river
|
|
Rusorlod empties into the sea. They also may be found in small
|
|
settlements to the southwest, in the rolling meadows and woodlands of
|
|
Owyr and the hills of Obergia. A few have taken up life in the city of
|
|
Bednor, a major port of the Carian empire, which is even further to the
|
|
south. Within their homeland, the Ralgethae live in floating houses, huts
|
|
on stilts, and treehouses. (One advantage of a floating house,
|
|
incidentally, is that it's easy to move if you can't stand your
|
|
neighbors.) Elsewhere, they live more or less like humans. Each
|
|
settlement typically has a headman, a non-hereditary leader chosen by
|
|
popular acclamation. Above the clan-settlement, there is no overarching
|
|
authority among the Ralgethae; however, they're usually too busy eking
|
|
out an existence and protecting themselves against the nastier swamp
|
|
horrors to engage in much fighting among themselves.
|
|
|
|
The Ralgethae speak a language akin to Penkwari, the mannish tongue
|
|
spoken in Owyr. (In fact, no one can say whether the Ralgethae learned
|
|
speach from the Penkwari, or if it was the other way round.) Like
|
|
Penkwari, Ralgethae is not generally written, except in runes on the
|
|
occasional landmark or crafted item. The law of the Ralgethae is simple,
|
|
customary, and informal; unlike the Penkwari, they do not need to rely on
|
|
bards to memorize vast stores of esoteric legal and cultural knowledge.
|
|
|
|
RUNEQUEST STATS
|
|
|
|
Characteristics Average
|
|
|
|
STR 2d6+1 8 Move 3
|
|
CON 2d6+6 13 Hit Points 10
|
|
SIZ 3d3 6 Fatigue 21
|
|
INT 2d6+6 13
|
|
POW 3d6 10-11
|
|
DEX 2d6+8 15
|
|
APP 3d6 10-11
|
|
|
|
_____________________________________________________________
|
|
|
|
Hit Location Melee(D20) Missile (D20) Points
|
|
|
|
R Leg 01-04 01-03 0/4
|
|
L Leg 05-08 04-06 0/4
|
|
Abdomen 09-11 07-10 0/4
|
|
Chest 12 11-15 0/5
|
|
R Arm 13-15 16-17 0/3
|
|
L Arm 16-18 18-19 0/3
|
|
Head 19-20 20 0/4
|
|
|
|
______________________________________________________________
|
|
|
|
Weapon SR Attack % Damage Parry % PTS
|
|
|
|
Short sword 8 25+7 1d6+1 25+8 10
|
|
or
|
|
Hatchet 8 25+7 1d6+1 25+8 6
|
|
Short spear 8 20+7 1d8+1 20+8 10
|
|
(1h)
|
|
Buckler - - - 25+8 8
|
|
Sling 3 25+7 1d8 - -
|
|
|
|
Skills: Agility +8: Boat 25, Dodge 15, Ride 00, Swim 25; Communication
|
|
+5; Knowledge +3; Manipulation +7; Perception +6: Listen 30;
|
|
Stealth +8: Hide 15, Sneak 20.
|
|
|
|
Armor: May wear any.
|
|
|
|
CREATING A FUZZY ADVENTURER
|
|
|
|
Because I'm a nice guy, I give players 70+4d6 points to distribute to
|
|
characteristics if they're playing human characters. If you use this
|
|
system, a player gets 70+3d6 points to distribute among his Ralgethae
|
|
character's characteristics. No characteristic may be outside the range
|
|
possible given the above dice rolls. The Deliberate and Combined methods
|
|
(Player's Book, p. 12) can also be used, of course, if you want PC's to
|
|
be more average people. For the Deliberate method, you might want to
|
|
allow just 78 points, but it's probably not worth the trouble.
|
|
|
|
Occupations
|
|
|
|
Roll d100
|
|
|
|
01-05 Crafter
|
|
06 Entertainer
|
|
07-11 Farmer
|
|
12-51 Fisher
|
|
52 Healer
|
|
53-62 Herder
|
|
63-82 Hunter
|
|
83-85 Merchant
|
|
86 Priest
|
|
87-89 Sailor
|
|
90-92 Scribe
|
|
93 Shaman
|
|
94 Soldier
|
|
95-99 Thief
|
|
00 Sorcerer
|
|
|
|
All Ralgethae occupations give the same skills as the equivalent
|
|
Civilized human, with the exceptions listed below.
|
|
|
|
Ralgethae Crafter as per human Civilized Crafter except the experience
|
|
for Spear goes to Short sword. Possesses Boat x2 and Swim x2.
|
|
|
|
Ralgethae Fisher possesses Boat x5, Climb x2, Sing x1, Swim x3, Throw x2,
|
|
Search x2, First Aid x1, Animal Lore x3, Plant Lore x1, World Lore x3,
|
|
Devise x3, Scan x3, Sneak x1, Hide x1, 1H Spear x2, Parry or Dodge x2.
|
|
|
|
Ralgethae Herder as per human Civilized Herder except also possesses Hide
|
|
x1 and Sneak x1.
|
|
|
|
Ralgethae Hunter as per human Barbarian Hunter except lacks Ride.
|
|
Possesses Hide x2, Sneak x2, Listen x1, and Swim x1.
|
|
|
|
Ralgethae Merchant as per human Civilized Merchant except also possesses
|
|
Boat x1 and Swim x1.
|
|
|
|
Ralgethae Priest as per human Civilized Priest except lacks Ride.
|
|
|
|
Ralgethae Shaman as per human Barbarian Shaman except also possesses
|
|
Boating x2 and Swim x2.
|
|
|
|
Ralgethae Soldier as per human Civilized Soldier except possesses Hide x2
|
|
and Sneak x2. Must choose Missile Weapon x4. 1H Weapon Attack is x3 and
|
|
Shield Parry is x3.
|
|
|
|
GURPS STATS
|
|
|
|
Ralgethae 5 points
|
|
|
|
A Fuzzy gets +1 on HT, +1 on DX, and -2 to ST. He is 1 foot shorter than
|
|
a human of his ST.
|
|
|
|
Advantages: Acute Hearing Level 2. Also, treat Stealth as a Physical/Easy
|
|
skill for Ralgethae.
|
|
|
|
Friends and Enemies: none. However, humans unfamiliar with the Ralgethae
|
|
will sometimes react at a -1 due to their appearance. This will generally
|
|
apply only outside of the regions which adjoin the Ralgethae homeland.
|
|
|
|
Likes and Dislikes: Due to their environment, Ralgethae are naturally
|
|
wary. They prefer to err on the side of caution--thus, Miserliness is a
|
|
more common Disadvantage among the Ralgethae than Overconfidence. (Common
|
|
Sense is often found among the Ralgethae.) Ralgethae are industrious
|
|
folk; they apply themselves seriously to their livelihood, whatever it
|
|
may be.
|
|
|
|
Miscellaneous: As a people, the Ralgethae are not accustomed to horses.
|
|
Except for those Ralgethae who have taken up residence in Bednor and
|
|
entered Carian society, few if any learn Riding. By contrast, any
|
|
Ralgethae from the marshes will certainly have at least fair ability in
|
|
Boating and Swimming.
|
|
|
|
-Elliot Wilen
|
|
|
|
---
|
|
|
|
From: acb@romeo.cs.duke.edu (Andrew Bell)
|
|
|
|
Subject: Jack-of-all-trades characters
|
|
|
|
When the longest running RuneQuest campaign around here degenerated, it
|
|
seemed that the main problem was that the major (most powerful) characters had
|
|
little or no reason to run together. Lower power characters had little to
|
|
offer the higher power ones, and would get killed participating in adventures
|
|
that were (combat-wise) a challenge to the higher power ones.
|
|
|
|
The main reason for this was that the major characters were
|
|
jacks-of-all-trades. Despite the supposed specific nature of their cults,
|
|
all were adept at healing, at weapons, and making themselves magic
|
|
resistant. Each had enough spirit block that spirits generally weren't a
|
|
problem. (The Big Three were all Runelord-Priests.)
|
|
|
|
Granted, these three were all of widely different backgrounds, and had
|
|
widely varying goals. But even if they had been more closely aligned, they
|
|
really had few unique talents to offer each other.
|
|
|
|
Have any of you folks noticed this "problem"?
|
|
|
|
For us, the causes were:
|
|
|
|
1) By far the most useful class to be is a fighter of some sort. Sorcerors
|
|
are not exactly encouraged to mingle with divine and spirit magic users,
|
|
and the game really encourages people to join cults. And the magic of a
|
|
novice sorceror's apprentice is not much more powerful than the spells
|
|
obtainable by cult members. In RQ II, the sorcery option doesn't even
|
|
exist.
|
|
|
|
2) In RQ II, and to a slightly lesser extent RQ III, Power is such an
|
|
important characteristic that not having offensive magic would put a
|
|
character at a major disadvantage. Thus characters were/are oriented
|
|
towards offensive magic in RQ II, as opposed to any thoughts of merely
|
|
specializing in weapons. In RQ III the cult you join determines what
|
|
offensive magic you can get, so characters gravitate towards those cults
|
|
with offensive spells.
|
|
|
|
3) In RQ III, they merged many of the thiefly skills, so it takes even less
|
|
training to become good at thieving-type activities. Sneaking up behind
|
|
someone and backstabbing them isn't that much better than their failing to
|
|
parry, so asassin-style attacks aren't particularly important either.
|
|
|
|
A form of this latter seems to be a problem in many game systems, not just
|
|
RQ. For example, translate this situation into any RPG:
|
|
|
|
In the feeble light of the waxing moon, Harquin examined the lock in
|
|
front of him. "Foolish, foolish," he muttered. "The darn fool's got about
|
|
the easiest lock to pick on this door. One would think he wanted me to steal
|
|
his precious medallion. I'm certainly willing to oblige him, at any rate."
|
|
His hands worked quickly, manipulating slivers of metal inside the
|
|
keyhole. Within a few seconds, his efforts were rewarded with an audible
|
|
click.
|
|
"Ah, now to see what's behind here..."
|
|
"I wouldn't move, if I were you," came a voice from behind him.
|
|
"Otherwise, I might have to put a bolt through your chest. Now turn around,
|
|
slowly. No, don't stand up; on your knees will do nicely."
|
|
Harquin turned as instructed. In front of him stood Colman, the Captain
|
|
of the Guards. His heavy crossbow was aimed quite clearly at the little
|
|
thief's chest. Colman spoke: "My dear Harquin, just as I expected. I
|
|
had a feeling you couldn't resist the temptation to try again. I'm afraid,
|
|
however, that task will be much more difficult from his Lordship's dungeons."
|
|
"I think my friend behind you would rather you didn't put me there."
|
|
replied Harquin, his eyes apparently moving to something behind and to the
|
|
left of his foe's shoulder.
|
|
"Really, you don't expect me to fall for that old trick, do you? I..."
|
|
Colman never got to finish his thought, as there was an audible thump
|
|
at which point he fell to the ground. The figure behind him moved out of the
|
|
shadows, still holding his heavy mace.
|
|
"Ah, Irvin," stated the thief."You always did have impeccable timing."
|
|
He then gave an expression of injured innocence. "I did tell him you were
|
|
there, why didn't he believe me? You know, I don't think the captain likes
|
|
me very much."
|
|
|
|
In RQ, the crossbow would have been intimidating to a leather-armored thief
|
|
with little magic because of its high damage range. A bow, on the other hand,
|
|
would be less fearsome; it's very unlikely that the thief would have been
|
|
disabled by a single shot. Had Colman had a chance to shoot, he also
|
|
probably would have hit Harquin in a limb. Likewise, it is very unlikely that
|
|
Irvin could have felled the captain in a single blow like he did. It seems
|
|
rules like the following would help:
|
|
|
|
Movement rates:
|
|
|
|
(Man-sized) humanoid on all fours: 1/2 meter per strike rank
|
|
Humanoid prone or on knees : 1/4 meter per strike rank
|
|
|
|
Time to do things:
|
|
|
|
Humanoid: prone to standing : 3 strike ranks
|
|
Humanoid: prone to on knees : 2 strike ranks
|
|
Humanoid: on knees to standing : 2 strike ranks
|
|
|
|
Combat:
|
|
|
|
You can choose your hit location if the foe you are attacking is kneeling or
|
|
prone, or defenseless with a movement rate of 1 meter/sr or less, and if you
|
|
are fully mobile and undistracted.
|
|
|
|
Anyway, back to the problems:
|
|
|
|
4) Allied spirits are so powerful that they significantly alter the game
|
|
balance. Characters without Allied Spirits are substantially less powerful
|
|
than their rune-level friends.
|
|
|
|
|
|
Have the rest of you had problems like these in your campaigns? Have you or
|
|
your GMs done anything about problems of this sort?
|
|
|
|
-Andrew
|
|
acb@romeo.cs.duke.edu
|
|
|
|
|
|
---
|
|
|
|
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 Chaosium, Inc.
|
|
|
|
*************************************************************************
|
|
|