Re: [RQ-Rules] RuneJammer / SpellQuest ?

From: Steve Perrin (steve@perrinworlds.com)
Date: Sat 19 Jan 2002 - 23:25:02 EET


Anyone interested in this might want to look at the Dragonstar rules just
out from Fantasy Flight Games. I haven't read them except cursorily myself,
but it might be an inspiration.

Steve Perrin, who sells the game but hasn't played it, yet.

----- Original Message -----
From: "jerrym" <jerrym@lanset.com>
To: <rq-rules@crashbox.com>
Sent: Saturday, January 19, 2002 1:49 AM
Subject: [RQ-Rules] RuneJammer / SpellQuest ?

Well, for starters
  a.. I use RQIII, since i've no experience with RQII <or RQI> and therefore
no negative bias against these rules.
  b.. didn't someone come up with a dnd magic conversion? dnd spell levels,
I think I remember seeing something on a website....I should get a copy it
might work
  c.. I was thinking...greater helm would convert a jammers POW/3 into SR,
while a leser helm wuold convert POW/5 into SR...using a LTMU rule (Long
Term Magic Use ) basically....no MP recovery while using a helm, use 1 MP
for a greater helm, 2MP for lesser (jammers own MP only) per hour so in 24
(or 12) hours the jammer is 'out of power' and must rest using normal
recovery rules.
  d.. open portal can be devine (cult of ptah) or sorcery spell, increasing
intensity creates larger opening allowing a larger ship to pass....
by using RQ over DND, there will be a shift, down in power level, and away
from the 'if your not a multiclass mage or cleric something' your screwed
nature of the usual spelljammer campaign.

hmmm, <thinking> then their is the Arcane....what to do with blue giants?

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