Vedr. Re: [Rq-rules] RQ/Glorantha licensing

Steve Perrin steve at perrinworlds.com
Tue May 8 00:22:28 PDT 2007


yes, I originated strike ranks, as I said before. These days, I just use DEX. Highest DEX goes first. Spirits and such use INT instead of DEX. Strictly speaking, each point of POW put into a spell reduces the DEX rank by one. It is possible to go negative.

Once Strike Ranks started getting used for movement as well as when to attack, I dropped them. Of course, I think I also suggested that implementation of them as movement control was a good idea.

I've had lots of ideas that sounded good...

Steve

----- Original Message ----- 
  From: Peter Maranci 
  To: Discussion of RuneQuest rules. 
  Sent: Monday, May 07, 2007 8:45 AM
  Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing


  Perhaps I'm mistaken, Steve, but didn't you ORIGINATE the concept of strike ranks? I'd ask what you use for a replacement, but I should really buy SPQR, since I presume that's where you've implemented whatever you prefer to use instead. :D 

  ->Peter


  On 5/7/07, Paul Cardwell <carpgachair at yahoo.com> wrote:
    --- Steve Perrin <steve at perrinworlds.com> wrote:
    [snip]
    > At Greg's request I joined that group and took a lot
    > of their concepts to
    > their ultimate end, thereby creating the classless, 
    > skill-based, XP-less
    > game system. I also tacked on some concepts like
    > Strike Ranks that I had
    > earlier developed for the local version of D&D. I
    > actually consider that a
    > mistake, these days, but a lot of people still like 
    > them.
    [snip]
    > Steve Perrin


    Something has to determine which comes before what.
    You could use D&D's "roll for initiative" but that
    does not reflect any basic ability.  Mythworld uses 
    "strike rank" (called action rank) not just for
    combat, but for a large number of general skills to
    reflect the time needed to perform certain actions
    (with ability - or rather disability - adding more); 
    e.g. can your Tie Knots let you bind the captured bad
    guys and get out of there with them for a reward
    before their reinforcements arrive?

    It is a very useful concept, regardless of name.

    Paul Cardwell 



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