From: via RadioMail (ddunham@radiomail.net)
Date: Wed 01 Sep 1993 - 01:34:07 EEST
>From: "Loren J. Miller" <MILLERL@wharton.upenn.edu>
>> Dropping Divine magic would be a BAD idea IMHO.
>
>I don't think that you can do justice to divine magic in a Lite rules
>set.
Probably not, but one of the cool things about RQ2 was that all characters
had a goal (in fact, it was the name of the game). The goal of becoming a
Rune Level should be something self-contained within the rule set (even if
you only include full details on the Orlanth cult).
I envision RQ-Lite as something that's complete in itself, not low-level
only. "Lite" is in terms of number of rules and time to resolve combat.
>eventually use the Lite rules for Alternate Earth or Gateway or
>Tekumel?
I ran RQ for 12 years before I ran RQ/Glorantha. I could see how Glorantha
worked, and ignore it. If I had to make up the whole thing from scratch, it
would have been harder. Cast my vote for non-generic.
>From: Malcolm Cohen <malcolm@num-alg-grp.co.uk>
>(1) fatigue
> - the RQ4 LTF rules (or something!) are needed to handle "encumbrance".
> - the RQ4 STF rules (or something!) are needed to handle longer
> (significant) conflicts.
> - surely everyone ignores fatigue for short inconsequential fights. WTP?
> - (I do agree that RQ3 fatigue is too much effort for too little reward,
> but the RQ4 rules seem to be ok).
Yes, even when I was trying to playtest all the RQ4 rules, I forgot to deal
with the fatigue rules. Fights seldom lasted much longer than 10 rounds.
Given that fatigue is so seldom a factor, why have rules?
My current proposal ties back to my dislike of everyone wearing armor.
Long-term fatigue mostly matters when you're about to enter combat. Thus,
if you've been in a situation like walking through Prax, marching for a few
hours, or whatever, you have to make an opposed roll of your STR vs the ENC
of all the armor you are wearing. If you don't make it, you're fatigued
(results can be as RQ4). If you are fatigued, you can make CON*5 rolls
every 5 minutes. I haven't had to use this roll yet (other than to make
sure my bad guys were rested before they were ready to attack), but I hope
it at least leads to people riding around with their helmets off.
>Why does combat take so long? Perhaps because the GM encourages players to use
>too many tactics, to go off in all directions at once, etc. These all make
>combat longer...
Subjective data from last weekend's melee: People can take too long to make
statements of intent. GM dealing with damage by location (I was using the
Borderlands encounter book, which has all the numbers broken out) was the
single worst element. Strike ranks didn't seem to take that long (but they
did have to be accounted for).
>From: rq4@sartar.toppoint.de (Joerg Baumgartner)
>One point the people wanting to chase hit locations out of RQLite seem
>to miss is the effect of armor. In my RuneQuest-campaigns, most
>characters (PCs and NPCs) wore different values of armor on different
>locations.
Not miss, ignore. The unwritten assumption is that, as in Pendragon or
Elric, armor is the same everywhere. This is not always the case with
existing characters, but it's only a problem for conversions.
More problematical are things like Humakti geasa. Those might be simulated
as a -1 of armor per location (Pendragon has something like this if you
don't wear a helmet).
>This is a system which introduces thirteen year olds to the mechanics
>we use in RQ, including the concept of hit locations etc,
Hit locations aren't _that_ difficult, but they're one more rule. I suggest
their removal more for speed.
David Dunham * Software Designer * Pensee Corporation
Voice/Fax: 206-783-7404 * AppleLink: DDUNHAM * Internet: ddunham@radiomail.net
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