| Afternoon gents: COMBAT Combat Rules: Looks really good! Examples? _and_ pictures? Monsieurs, you are really spoiling us! J I’m feeling a helpful table coming on, but will have to work my way through the permutations first. I certainly feel that the “triangle” of “crush” “strikedown” “sword and shield” is pretty cool and look forward to seeing the player arguments about which is “better”. Rock, paper or scissors? Stab-safe spears with “Vital” could be very interesting, but I suspect that since two unknown elements are being introduced (PC’s with such a call and a relatively unseen weapon) that some playtesting will be needed there. So… “Weapons that are physrepped in such a way that they appear made of wood never do “real damage”” So, quarterstaffs and cudgels etc are useful only for defence _without_ weapon use? “Stun” Pre-Reqs, Superior or MC cudgel or stave, Beginner WU. A point of temporary damage representing your location going all tingly and funny. Doesn’t go through armour(?). Does it damage armour? :-? (It only works on unarmoured locations?) “Subdue” Pre-Reqs, Superior or MC cudgel or stave, Expert WU. Temporary damage = X where X = body hits remaining on location struck. Doesn’t go through armour(?) Again, doesn’t damage armour? :-? I _think_ I see what you’re going for here, you want players to have the option of temporary damage (presumably for capturing people and/or monsters, dropping bezerkers who’ve gone off at the wrong time) without the hassle of spending valuable resources healing them, is that correct? Right… essentially you’ve got “head hit” encouraging behaviour (that being the obvious location to be unarmoured) so minimize that I think… not sure how. My first thought is “have the 10s rule apply to subdue” (because that’s consistent) and “make it go through armour” (because that means that you’re not battering someone over the head). Not sure what to do with Stun to prevent people battering one another atop the head. Anyone else got some ideas? Less impressed with ch. gen. rules WEAPON SKILLS New Call: “Resist” Means the same as “No Effect” or “Negate”? Pain Resistance “Torment” and “Agony” also presumably do something. Are these going to be calls? What’s wrong with say “Pain”? Or just picking one of them? They’re not referred to anywhere else in the document and look like “call inflation” to me, if they’re variations on a theme then simplicity would say “pain 1” and pain 2. Constitution: Still possibly broken.  I’m not going to get into grapple, don’t have the XP. Archery: Apparently knockdown is different from strikedown? Typo? Or can you gizz a clue? MAGIC Note on Magic: Since magic is FOIP, I’m pondering the point of Identify Magic. If you’re a smurfomancer than you know about talking to smurfs but when the cheese channeller does her thing, why should you understand it? Craft and general The following skills are d/t only, I’m not a fan of such as they make you feel like a right nana in play: Woodworking, Stoneworking, “gem-crafting”*, Farming, Mining, Skinning, Felling. *presumably you have really strong hands? Also one presumes Smithing=Metalworking and that there will be an important and valuable distinction between Leatherworking and Tailoring. (And you’ve “trailed off in midsentence there) OK, let me try and explain another way: Whilst knowing the value of something and being able to do it and knowing what you can build is good In play (which is sweet for craft skills) it seems to me that the “general skills” will be regarded as “point sinks” by smart players. Better far to make them downtime options, for instance, tie “skinning” to animal husbandry say. One more way: You have an economy you want players to get involved in. You want them to do stuff to earn resources. Why make them specialise in a skill that isn’t that much of a skill? Why not have these as downtime options? For “make money or barter goods”? What does it add to your economy game except to split “Bob the Barbarian” who has his BD 3 and his WU 1 away from your economy? It’ll make it feel artificial and waste the time you’ve spent. You’re also increasing your overhead of time you’ll have to spend to make them feel “worth taking”. Bushcraft Most relevant to the points above: Why bother with those “general skills” when you can have forage? Or “scrounge” as the case may be. Question: How do Track and Hide interact? Currently Track 1 trumps Hide 3 over soft ground, i.e. mud. Oops, except that you need a ref for Track. Pretty rubbish tracker aren’t you? Animal Husbandry: possibly good. I’m sure the lore sheet will be interesting reading. Trapcraft: I presume that’s a typo. Lockpicking: 1) Only works on “Ref locks”, not “player locks”. Ban “player locks” from the IC arena? Require all locks brought or constructed in d/t to have duplicate keys given to “God”? 2) Been done better elsewhere. E.g. Hyborian Tales. Healing Assume someone has been pasted: Beginner: Restore someone to basic functionality in 5-10 minutes. Journeyman: Restore someone with BD 2 to full health in (Assume use beginner to get to 1 hit/loc in 5 mins) 2 hits/location * 6 locations * 5 minutes /hit = 65 minutes. Or two hours 5 minutes with expert Body dev. Expert: If BD 2, (assume use beginner to get to 1 hit/loc in 5 minutes) takes 2 hits/location * 6 locations * 10 minutes/hit = 2 hours and 5 minutes. (So we’d presume they used Journeyman, because it’s quicker.) If BD 3 (assume use beginner to get to 1 hit/loc in 5 minutes) takes 3 hits/location * 6 locations * 10 minutes/hit = 3 hours and 5 minutes and then another 2hr 5 minutes for the final hit. I enjoy roleplaying. I enjoy roleplaying a healer. 5 hours of just roleplaying a healer, for a _single_ casualty seems… excessive. Also it’s better to be a Journey man healer. And it’s better still to not bother with healer above basic.
There is only overconfidence and terror.
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