<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=iso-8859-1">
<META content="MSHTML 6.00.2900.2873" name=GENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=#ffffff>
<DIV><FONT face=Arial size=2>Our playtests of the previous MRQ system showed
that allowing any chance to avoid armor was disastrous for the target.
Pick location, yes, do extra damage, yes, but not ignore armor.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Steve Perrin</FONT></DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style="FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV
style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
<A title=soltakss@yahoo.com href="mailto:soltakss@yahoo.com">Simon Phipp</A>
</DIV>
<DIV style="FONT: 10pt arial"><B>To:</B> <A title=rq-rules@crashbox.com
href="mailto:rq-rules@crashbox.com">rq-rules@crashbox.com</A> </DIV>
<DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, May 24, 2006 3:28
AM</DIV>
<DIV style="FONT: 10pt arial"><B>Subject:</B> [Rq-rules] *** JUNK MAIL ***Re:
Runemetals/another metal basedsorcery spell/Maths or no Maths/Combat
Options</DIV>
<DIV><BR></DIV>
<DIV>Fred:</DIV>
<DIV>> I didnt really see an answer to your question about the ENC part,
just the <BR>> price. I'll be honest, I have a hard time keeping
which version of <BR>> runequest i have straight because for me there has
only been one; but it is <BR>> RQ FRPG Delux Edition published by Avalon
Hill in 1993. That should <BR>> baseline this answer for you.</DIV>
<DIV> </DIV>
<DIV>That's the best one, so far.</DIV>
<DIV> </DIV>
<DIV>> It says on p46, "For general purposes, 1 ENC point equals 1Kg (about
2.2 </DIV>
<DIV>> pounds). In human scale, one ENC is generally equal to 1/6th
of a SIZ <BR>> point."</DIV>
<DIV>> Therefore, knowing this all you have to do is hit the net looking
for <BR>> chemistry sites telling you the volume of metal per Kg.
</DIV>
<DIV> </DIV>
<DIV>I was hoping for the standard RQ ENCs, which Clive sent me. But, thanks,
these would be really useful in a non-Gloranthan setting.</DIV>
<DIV> </DIV>
<DIV>In fact, for Alternate Earth, if you didn't want to use ur-metal and all
the Gloranthan rubbish, these conversions would be great. It's even better
that someone else did it and not me :-)</DIV>
<DIV> </DIV>
<DIV>Iron = .5 cup per ENC<BR>Silver = .4 cup per ENC (yes silver is heavier
and denser than Iron)<BR>Gold = .2 cup per ENC<BR>Tin = .6 cup per
ENC<BR>Bronze = .5 cu/ENC<BR>Lead = .37 cu/ENC<BR>Platinum = .2
cu/ENC<BR>Steel = .5 cu/ENC<BR></DIV>
<DIV>So, for similar shaped items:</DIV>
<DIV> </DIV>
<DIV>Iron = 1x ENC<BR>Silver = 1.25x ENC</DIV>
<DIV>Gold = 2.5x ENC<BR>Tin = 0.8x ENC</DIV>
<DIV>Bronze = 1x ENC<BR>Lead = 1.4xENC</DIV>
<DIV>Platinum = 2.5x ENC<BR>Steel = 1x ENC</DIV>
<DIV> </DIV>
<DIV>I'll check out the websites for Copper and Aluminium, following your
instructions (hopefully my 21 year old maths degree will help, but it was
never any good with arithmetic).</DIV>
<DIV> </DIV>
<DIV>Presumably the same technique works with stone, depending on which stone
of course, bone, wood and similar materials.</DIV>
<DIV> </DIV>
<DIV>No Mithril, though?</DIV>
<DIV> </DIV>
<DIV>> (so why is steel the same as iron when you thought it weighed less,
steel is <BR>> stronger and you need less of it to do the same job, so it
is only lighter <BR>> becasue you use less)</DIV>
<DIV> </DIV>
<DIV>In RQ terms, you'd use less of it to make your 10AP sword, but who wants
a 10AP sword when you can have a 15 AP one?</DIV>
<DIV> </DIV>
<DIV>> Hope this helps,</DIV>
<DIV> </DIV>
<DIV>It did, thanks.</DIV>
<DIV> </DIV>
<DIV>Clive Wickens:</DIV>
<DIV>> DISGUISE ( METAL )</DIV>
<DIV>> Ranged, Passive</DIV>
<DIV>> Allows the caster to conceal the presence of<BR>> a metal. For
the spell to be effective intensity<BR>> must equal the ENC of the metal to
be disguised.<BR>> If the spell is effective the metal will
register<BR>> as another type of metal ( caster's choice ) on<BR>> any
detection, sense or locate spells.</DIV>
<DIV>> I'm considering making this an active spell,<BR>> if someone is,
well.... actively seeking<BR>> something then perhaps you actively
need<BR>> to be concealing it....... </DIV>
<DIV> </DIV>
<DIV>Would this work against high-powered detects? What if someone used a
Sense Iron spell with Intensity 20, would this be able to punch through the
spell?</DIV>
<DIV> </DIV>
<DIV>It could also be a Variable Spirit Magic spell with similar effects. I
can see a divine magic version that is stackable but covers one item per
point.</DIV>
<DIV> </DIV>
<DIV>Have you got any more of these? More importantly, have you got a website
with them all on? If not, why not? :-)</DIV>
<DIV> </DIV>
<DIV>Ashley Munday (with his tongue firmly in his cheek):</DIV>
<DIV>> Not that RQ ever had a lot of maths in the combat<BR>> system
anyway. Most people didn't bother adding any<BR>> modifiers: about the only
addition and subtraction was<BR>> for damage.</DIV>
<DIV> </DIV>
<DIV>Well, the way that one player in my current campaign plays RQ, it doesn't
have any maths at all (rolls dice, asks "what's that?", we tell him whether it
is a hit, miss, special, critical and so on. He's an architect, though, so he
is excused, just don't go into any buildings he's designed! Oh, he says that
he ahs spreadsheets to do all that for him, so that's OK).</DIV>
<DIV> </DIV>
<DIV>When we played RQ2 many years ago, we _all_ sat down with our character
sheets, our dice, our film pens, our pints of beer and our scientific
calculators. It was part of the essential RQ kit.</DIV>
<DIV> </DIV>
<DIV>I can't remember the best add you could get in RQ3, something like
opponent on the ground (20), surprised (20), you on a high llama (10) on a
small rise (10) from behind (20), with a large opponent (depends on SIZ), so
that's a +80 for a start, ignoring the fact that he's a giant and is asleep.
Then you go berserk to really rub it in and cast your biggest
Bladesharp/Bludgeon and you're away, time to roll that 00.</DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV>We played a session on Monday, using the rules mentioned earlier (RQ3-ish
with elements of RQM) and the party faced a vampire, well actually 5 vampires,
all dressed as Zorro but using Rapiers, Daggers and carrying Arbalests (of
course). The vampires crept up near to the party's caravan and shot the water
skins and water barrels with a hail of Multimissiles, shattering them and
draining them. Once the party had seen them and recognised them as being
vampires, they used the new combat options and decided to Ignore Armour and
Aimed Location, both half-chance options, so they had a quarter chance of
hitting the vampire in the chest and ignoring armour. Fair enough, you may
cry, they need a chance. But, then they cast Multimissile 6 on their heavy
crossbows and composite bows and let fly. Now, they only had 50% chance to hit
normally, so that gave them a 13% chance of hitting with the combat options,
but having 6x13% chances meant that each one hit about twice, all in the chest
and all ignoring armour. Fortunately, they aimed at different vampires and
didn't roll a lot of damage, so the vampires turned to smoke and drifted
away.</DIV>
<DIV> </DIV>
<DIV>But, using these combat options, dangerous foes such as Vampires are
really easy meat. </DIV>
<DIV> </DIV>
<DIV>What do people think? Is it worth asking them if they want to keep these
options? Should I rule that they can be used with the first missile but not
with Multimissiles? Should I stop whingeing and let them kill my precious
vampires?</DIV>
<DIV> </DIV>
<DIV>See Ya</DIV>
<DIV><BR>Simon</DIV>
<DIV> </DIV>
<P>
<HR>
<P></P>_______________________________________________<BR>RQ-Rules mailing
list<BR>RQ-Rules@crashbox.com<BR>http://crashbox.com/mailman/listinfo/rq-rules<BR></BLOCKQUOTE></BODY></HTML>