From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Wed 25 Aug 1993 - 19:28:49 EEST
Sorry, but the >> persons name has been dropped. > is David.
> >If too much of RQ is "dropped" it starts to sound like Melee...
>
> Melee had the advantage of being easy to learn and very quick to play. To
> me, those are good features.
I have fond memories of Melee too, but it was very easily minimaxed
and got dull after a while.
>
> >My reading of the RQ3 rules suggests that when attributes change
> >(like POW), skills do not change, only modifiers (and thus, future
> >learning). If your characters change POW so often that altering
>
> Hmm, you may be right on that, I may be remembering something from RQ2.
>
This is probably a good way to handle it, but there are published
adventures (Griffin Island, I believe) where NPC's with spells like
Strength 3 are listed with the effects on their skills when they
cast it, ie +5 to Agility and Manipulation skills. The clear implication
is that in RQIII increases in skill modifiers, even temporary ones,
effect skill levels.
That said, the idea above is a good one, and could be made part
of RQIV or RQLite.
> Anyway, if you don't like my ideas, how about some of your own? RuneQuest
> simply takes too long to play. It can take me hours to run a combat in RQ4;
> I could run the same combat in a quarter the time with PenDragon Pass
> rules. Remember, it's not that any one rule is bad or too slow, it's that
> the GM has to deal with ALL the rules, and any time the GM takes is time
> EVERYONE has to wait for.
>
What you're really saying is that RuneQuest _combat_ takes too long to
play: though there are other parts that are a bit irritating (like skill
modifiers and spell foci) most of your complaints are about the combat
system. I agree with you. One complaint I had with the RQIV 2.0 draft
was that combat had been made more complex; there had been no effort
to produce a Lite combat system at all.
Idea re strike ranks: a system based directly on stats. Melee initiative
is Size + Dex, Missile/Spells Int + Dex. Higher number goes first, and the
round counts down from highest initiative to zero, as in Warhammer.
If making two attacks, the second takes place on Dex ie if siz 14 dex 12
first attack at 26 initiative, second at 12. For greater complexity,
add/subtract values depending on weapon length and/or casting time.
Re Pendragon Pass: as I understand it, Chaosium still holds all the rights
to Glorantha. Could Chaosium then publish "Pendragon Pass" officially as
a RQLite using the Pendragon system as a base? I know they are planning to do
"Glorantha: the Game" sometime in the distant future, but this is meant to
be more on the Heroquest scale.
> David Dunham * Software Designer * Pensee Corporation
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
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