[Rq-rules] Re: Distemper

Nikk Effingham phl0nje at leeds.ac.uk
Fri Dec 2 06:04:11 PST 2005


Simon:

>Maybe, but I would say that for the duration it negates the Enchant (Metal)
>effects, all of them. If it makes your lead maul all soft and droopy then
>tough, it's a problem that happens now and again.

Maybe. I'm worried more about the demographics of the thing. For instance, if
you have Distemper Iron then your iron armour will survive the battle and it
won't prove too fatal. So Distemper Iron wouldn't be too powerful IMO.

Things like Distemper Tin, Quicksilver, Silver etc... are less of a worry. If my
PCs had such items they are only rarely going to bump into enemies who will
have the Distemper spell to use on them, so whilst their weapons will go soft
and droopy every now and again this is no game breaking problem. The reverse is
also okay; if the PCs got hold of it they will only rarely bump into villains
and antagonists who will be overly victimised by the spell.

But not with lead. I'm just thinking my own games perspective, mind you, but
they're a bunch of sorcery users who fight trolls on a daily basis. So as soon
as Distemper Lead fell into their hands then (if you didn't use a resistance
roll, which is what I'd be tempeted to do) they'd be able to run amok making
lead weapons all droopy and really putting a crimp on a Death Lords day.

But then again, what are the game effects of using unenchanted lead weaponary?
If they're not that severe (are there any such rules in print) this would be no
great problem.

Nikk




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