No subject


Sun May 21 09:34:17 PDT 2006


got dead stock still in their warehouse?

Anyone that can shed sone light on the matter would be revered as a
linguistic god!

Cheers,

Ash


--__--__--

Message: 6
From: "Pontus Amberg" <pontus.amberg at telia.com>
To: <rq-rules at crashbox.com>
Subject: RE: [RQ-Rules] Bloody Foreigners!
Date: Sun, 21 Jul 2002 16:58:12 +0200
Reply-To: rq-rules at crashbox.com

And where can the website be found?

/Pontus

-----Original Message-----
From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]
On Behalf Of aescleal at btinternet.com
Sent: Sunday, July 21, 2002 4:53 PM
To: rq-rules at crashbox.com
Subject: [RQ-Rules] Bloody Foreigners!


Is my French letting me down, or do Oriflam still produce a version of
RQ? From their website it looks like they still publish it, or have they
just got dead stock still in their warehouse?

Anyone that can shed sone light on the matter would be revered as a
linguistic god!

Cheers,

Ash

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--__--__--

Message: 7
From: "Den, Tony T" <DenT at scmb.co.za>
To: rq-rules at crashbox.com
Date: Mon, 22 Jul 2002 09:22:20 +0200
Subject: [RQ-Rules] Human variation?
Reply-To: rq-rules at crashbox.com


Pete Maranci wrote asking about human variations etc.

I also wonder why many games tend to ignore variations other than to the
basics like SIZ, STR etc. I reckon variations can be fun to play, not only
as a human character. Imagine a suspiciously tall dwarf, or and Orc with
emerald eyes and blond hair and a very "elfish" look about it (Mary Gentle's
- Grunts! refers). And yes, how would people react to a midget in a fantasy
scenario. outcast from humans as a halfling, outcase from halflings because
he is human.

Also, insofar as other birth defects ect, such as a tendance towrards
alcoholism, one could always opt for a Top Secret SI setup, where characters
can take advantages but must also take disadvantages. These are done at
levels, so One may have advantage of being able to see well in the dark at
1, but also be alcoholic 1 (disadvantage) etc. then again, one could just
work it into a characters history and play it.


        Ave atque vale
        T?ny





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--__--__--

Message: 8
From: "N.J. Effingham" <phlnje at ARTS-01.NOVELL.LEEDS.AC.UK>
Organization: University of Leeds
To: rq-rules at crashbox.com
Date: Mon, 22 Jul 2002 11:36:18 +0100
Subject: [RQ-Rules] Researching spells
Reply-To: rq-rules at crashbox.com


> Has anyone come up with rules for characters
> researching a new sorcery spell?  I have a several
> players asking me about it, but I do not remeber
> seeing anything like that for RQ.

I've got a system on my webpage for Sandy's rules at

http://www.crashbox.com/nikk/sorc.htm

Hope that helps!

Nikk

__________________________________
Nikk Effingham

Work E-mail address: phlnje at leeds.ac.uk
Permanent E-mail address: nikk at MailAndNews.com
URL: http://www.crashbox.com/nikk/

--__--__--

Message: 9
From: MurfNMurf at aol.com
Date: Sat, 27 Jul 2002 09:59:52 EDT
To: rq-rules at crashbox.com
Subject: [RQ-Rules] Transfer [Characteristic] spell
Reply-To: rq-rules at crashbox.com

   Hi gang (assuming anyone's still out there) :)
   While re-working my Sorcery document (I had such a document previously,
but it didn't make the jump over to our new computer very well--Hence the
reworking. THIS'll sure show me to back stuff up on disc, I'll tell you), I
ran across a note about a Transfer [Characteristic] spell that I'd wanted to
include, but there's no description. I think it allowed both characteristic
and skill transfer--anyone have the *slightest* idea about this? Am I
imagining it? Help! :)
  -Ken Murphy-



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Message: 10
From: "J and/or Ellen" <jellen at ameritech.net>
To: <rq-rules at crashbox.com>
Date: Sat, 27 Jul 2002 17:28:43 -0500
Subject: [RQ-Rules] Dammit, Jim--I'm a doctor, not a veterinarian!
Reply-To: rq-rules at crashbox.com

I just discovered what appears to be a considerable flaw in the RQ3 =
rules (I don't have previous editions) for First Aid. Shouldn't one's =
base knowledge of First Aid be limited to one's species?=20

I'm thinking of a series of penalties for attempting First Aid on =
categories of species that are more and more foreign to one's own. Frex, =
a -5% modifier for a human to perform First Aid on an Elf or Dwarf, a =
-10% to attempt it on a Duck, a -15% on a horse, etc. Does anyone =
already have house rules for this concept, and if so, would you share?

Big thankies,

J. McCrackan


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Message: 11
From: "Steve Perrin" <steve at perrinworlds.com>
To: <rq-rules at crashbox.com>
Subject: Re: [RQ-Rules] Dammit, Jim--I'm a doctor, not a veterinarian!
Date: Sat, 27 Jul 2002 16:52:34 -0700
Reply-To: rq-rules at crashbox.com

Actually, this was a conscious attempt to simplify things. One rationale is
that if all these races are living in the same world, virtually
cheek-by-jowl, then you learn everyone's First Aid, just like the citizens
of a country like Switzerland learn French and German and Italian.

That said, a system like you propose would probably work, particularly for a
world in which everyone isn't quite so neighborly.

Steve Perrin

----- Original Message -----
From: "J and/or Ellen" <jellen at ameritech.net>
To: <rq-rules at crashbox.com>
Sent: Saturday, July 27, 2002 3:28 PM
Subject: [RQ-Rules] Dammit, Jim--I'm a doctor, not a veterinarian!


I just discovered what appears to be a considerable flaw in the RQ3 rules (I
don't have previous editions) for First Aid. Shouldn't one's base knowledge
of First Aid be limited to one's species?

I'm thinking of a series of penalties for attempting First Aid on categories
of species that are more and more foreign to one's own. Frex, a -5% modifier
for a human to perform First Aid on an Elf or Dwarf, a -10% to attempt it on
a Duck, a -15% on a horse, etc. Does anyone already have house rules for
this concept, and if so, would you share?

Big thankies,

J. McCrackan


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Message: 12
Date: Mon, 29 Jul 2002 09:09:34 +0800
From: Jeremy Martin <vesper at libra.seed.net.tw>
To: rq-rules at crashbox.com
Subject: Re: [RQ-Rules] Movement
Reply-To: rq-rules at crashbox.com

Weird.  I kept expecting other people to mention the system I have used for
a while...  Did I make it up???

Anyway, in my campaign, we use SIZ + DEX, divided by 8 for humans and
trolls.  We divide by 6 for elves and broo, and 10 for dwarves and ducks.

This still averages at about 3 for humans and elves, slightly higher for
broo (they had 4 in the monster book) and significantly lower for dwarves.
However, in our party, we have people who move from 3.1 to 4.2.  This
accounts for longer strides and lets us say, "We need to get a message out
fast - Kylei, you go."  And, "Gee, our slowest guy needs a horse!"

Since I dropped SR, I'm moving to a system of Move x1 free in combat, x3
walking, x5 running, ...  I've also realized that this as an hourly move (in
miles) works well - about 25 miles a day on an 8 1/2 hour forced march.

What do you guys think?

Jeremy


Guy Hoyle wrote:

> In most of the iterations of RQ that I have seen, movement is always fixed
(for humans, 3m/round). This seems curious to me, as it doesn't really allow
for people who can move really really fast (except via magic). Am I missing
something? has anybody experimented with other movement methods?
>
> Guy
>
> Galactic Overlord. Drama Critic. Swear fealty to Torgon at
http://www.cafepress.com/torgonthrone/ . Torgon has spoken.
>
> _______________________________________________
> RQ-Rules mailing list
> RQ-Rules at crashbox.com
> http://www.crashbox.com/rq-rules
> http://www.crashbox.com/mailman/listinfo/rq-rules


--__--__--

Message: 13
Date: Mon, 29 Jul 2002 09:28:27 +0800
From: Jeremy Martin <vesper at libra.seed.net.tw>
To: rq-rules at crashbox.com
Subject: Re: [RQ-Rules] Dammit, Jim--I'm a doctor, not a veterinarian!
Reply-To: rq-rules at crashbox.com

Hey,

I've been pushing Lore skills in my campaign, so you need a [Race] Lore to
be able to Heal at full effect.  It started from the old 'Heal spell is only
1/2 effective on other races - use Xenohealing' from RQII.  Since
Xenohealing isn't in 3rd, I added "a successful Animal Lore or Racial Lore
check allows you to Heal at full skill".

>From there, I'd say 1/2 skill (or -25% for more similar races), unless you
can also make a [race] Lore check.  If you don't want so many Lores, use
Mineral Lore for Dwarves and Plant Lore for Elves?

Thus our Chalana healer also is training up their Racial Lore for races we
run into...

Hope that helped.

Jeremy


J and/or Ellen wrote:

> I just discovered what appears to be a considerable flaw in the RQ3 rules
(I don't have previous editions) for First Aid. Shouldn't one's base
knowledge of First Aid be limited to one's species?
>
> I'm thinking of a series of penalties for attempting First Aid on
categories of species that are more and more foreign to one's own. Frex,
a -5% modifier for a human to perform First Aid on an Elf or Dwarf, a -10%
to attempt it on a Duck, a -15% on a horse, etc. Does anyone already have
house rules for this concept, and if so, would you share?
>
> Big thankies,
>
> J. McCrackan
>
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> RQ-Rules at crashbox.com
> http://www.crashbox.com/rq-rules
> http://www.crashbox.com/mailman/listinfo/rq-rules


--__--__--

Message: 14
Date: Mon, 29 Jul 2002 08:26:26 -0700
To: rq-rules at crashbox.com
From: "Andrew O. Mellinger" <andrew at crashbox.com>
Subject: Re: [RQ-Rules] Movement
Reply-To: rq-rules at crashbox.com

>Weird.  I kept expecting other people to mention the system I have
>used for a while...  Did I make it up???

This sounds like a good idea to me.  And no I don't recall ever
seeing this before.

>Anyway, in my campaign, we use SIZ + DEX, divided by 8 for humans
>and trolls.  We divide by 6 for elves and broo, and 10 for dwarves
>and ducks.

   Looks nice and straightforwrd.  It looks like it would be easy to
put in a STR scaling factor for encumberance.  So a normal human
might be divide by 8.  Then with varing levels of encumberance
(pribobably in terms of STR) increase by 1 or so.  So a lightly
encumbered human would be 9, a moderatley encumbered human would be
10, and a really encumbered human would be 11 or more.

   I can remember what AiG used.  I think it used something similar,
but was table based.

-Andrew
--
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Message: 15
From: "Jim Bickmeyer" <bick10 at attbi.com>
To: <rq-rules at crashbox.com>
Date: Mon, 29 Jul 2002 17:48:45 -0700
Subject: [RQ-Rules] Bow - Too close to shoot
Reply-To: rq-rules at crashbox.com

Bow - Too close to shootThere are a couple of players in the group I am =
GM'ing that have specialized on the bow, and think they can shoot arrows =
at their opponent after being engaged in melee.  One of their favorite =
tactics is to fire arrows without moving and letting the enemy come to =
him.  Then to stand there going toe to toe while shooting arrows at the =
opponent who is trying to hit them with a melee weapon.  (sword, axe, =
mace, spear)
I am simply saying that once engaged in melee, the bowman can not notch, =
draw and loose an arrow at an attacker.  Especially with someone swing a =
weapon at them.

I am currently stressing two points with them;=20
1. in melee the bowman can not draw and loose the arrow at the opponent. =
=20
2. the arrow must be completely free of the bow string to get momentum =
to cause damage.=20

Their biggest complaint is that they have to take time to change weapons =
and could miss out on an attack.=20

Am I totally off base here, or should I allow bowmen to fire while in =
melee?  I just don't see it.=20

Jim=20



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