From: Classroom Account (s917@cs.utexas.edu)
Date: Tue 01 Jan 1991 - 09:56:33 EET
Here's a response to Loren Miller's point cost template for RuneQuest.
I like the idea of the template, but there are a few things I would change.
First of all, the rolls for training increase is 1d6-2, not 1d4-1, isn't it?
You can take 2 points instead of rolling ,which is what my players always do.
I'm not sure I like the way you handle SIZ in your chart. You make it twice
as important as any other stat, with corresponding bonuses or costs for
having low or high SIZ. But in RuneQuest it's far from clear that high SIZ
is the best way to go. High SIZ subtracts directly from both stealth and
agility (and parry!) skills. It makes your armour heavier, which increases
your encumberance and makes it harder to cast your spells. It also increases
your damage bonus, but you can do this more effectively by buying strength
under your system. In fact, the only advantage of high siz which can't be
gotten otherwise is improved strike rank.
Also, the way the armor and strike rank rules are written, a SIZ of 10 gets
one the best of both worlds -- "small" size armour and "medium" size strike
rank. So 10 is actually my favorite size for a warrior, if he has at least
a 15 strength. There's very little effective difference between a 1d4 and
a 1d6 damage bonus, so there's little incentive to be big.
I think a template system might work better if you had separate points for
skills and attributes. Skills are just too much better in RuneQuest. If
I was rolling a fighter without this restriction I'd be siz 10, which would
get me 18 points, and put these plus 3 more into mastering my primary weapon
attack.
If I was designing an attribute system I'd rank the attributes worth in this
order:
1- intelligence`
2- dexterity
3- power
4- strength & con
5- size and appearance
Ken
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Question:
Is there an official Chaosium time published for after 1614? That is
as far as the material that I have goes, but I only have RQ II
sources. I never played much past 1618 and figured that the Dragon
Pass area changes dramatically sometime in the 1620's when the BAT comes
to the area and the Hero Wars start (at least in my own timeline).
[The calendar references in the Genertela Pack go up to 1620, with the
Lunars expecting to take the Holy Country in 1621. -- ACB]
Scenerio Design Idea(from WF 14):
I can't remember if someone is working on this or not, but it sounds
like a good project for someone to submit to the Digest.
...Ex is where the Block first bounced after it was called from the sky
by Storm Bull and skidded momentarily. Then it landed on top of the
Devil and drove him into the plain... The origin of the name Ex is lost
in antiquity, but may refer to some ancient Godtime settlement crushed
by the Block. Maybe it's a good place to look for treasure!
Any comments on Beast's Valley?:
After finishing up Old Wind, Block Thoughts, and my Apple Lane
Revisited adventure (most of which should show up here or if I'm lucky
in Tales of the Reaching Moon), I've started to work on typing up the
Beast's Valley adventure that I ran as part of my campaign.
BASIC PLOT: A Lunar Rune Priest has gone covertly to the valley
and is trying to poison the water supply so that a regiment from
Furthest can secure the area.
ADVENTURE: Players journey to Beasts Valley to stop Lunar plot
and encounter all sorts of strange and new things on the way.
What I'm looking for is additional material to include as part of a
small and informal Beastpak for the Digest or Tales. If anyone has
ideas or wants to work on part of this let me know!
Grovelling Plead:
I just bought copies of White Bear/Red Moon and Nomad Gods. They're
highly recommended by me as source material. With them came all but
pages 1-8 of Wyrm's Footnotes #3. Can anyone provide me with those
missing pages?
johnhc@autodesk.com (John Castellucci)
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