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playtest for Typhum Expand / Collapse
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Posted Friday, May 25, 2007 3:41 PM
Heroic Knight

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Two reasons governing this - safety and game style

For safety reasons we do not want people aiming for fingers or faces. Both break easily and its not worth the hassle. We are discussing this but this is the current inclination.

For game style if you're looking at the hands as a target then it tends to lead to crappy little flicky hits which don't look good.

incidentally we're still arguing about specialising weapon effects at higher levels.

Post #31253
Posted Saturday, May 26, 2007 2:23 PM
Heroic Knight

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herbalism rules are now up and can be found here:

http://www.mandalalrp.co.uk/uploads/herbalism_1.pdf

Post #31297
Posted Saturday, May 26, 2007 2:38 PM
Heroic Knight

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character generation and downtime are now on version 1.01 (thanks for the help given in finding holes!)

they can be found here:

http://www.mandalalrp.co.uk/uploads/character_generation.pdf

http://www.mandalalrp.co.uk/uploads/downtime.pdf

Post #31299
Posted Saturday, May 26, 2007 5:18 PM
Heroic Knight

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combat rules are here:

http://www.mandalalrp.co.uk/uploads/combat.pdf

Post #31305
Posted Tuesday, May 29, 2007 12:54 PM


and Minimeister

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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.


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Post #31413
Posted Tuesday, May 29, 2007 2:03 PM
Heroic Knight

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ah I think you're looking at out of date copies - I may well have not uploaded the latest so I'll do that now.

Here are the current versions:

Combat 1.02 - http://www.mandalalrp.co.uk/uploads/combat.pdf

Downtime 1.01 - http://www.mandalalrp.co.uk/uploads/downtime.pdf

Char gen 1.03 - http://www.mandalalrp.co.uk/uploads/character_generation.pdf

Herbalism 1.0 - http://www.mandalalrp.co.uk/uploads/herbalism.pdf

re your points:

Stun/subdue - we've taken this out again. We've also changed things so zero hits means you are NOT on your deathcount.

I'll wait till you've gone through that before replying to your points in this area as it will affect them a lot. Let me know if you find any old references to it as well as they should all be removed!!

re Resist - yep same thing - might be removed for simplicities sake

Torment should now be "pain" - if it hasn't been removed it will be!! (the theory was they are both used to describe "pain" so we wanted to avoid using the word pain. Then we decided that was just silly and it was sounding too much like Vampire so we ditched it)

Constitution - tell us your thoughts - we're coming back to examine Constitution, pain resistance and endurance soon)

Archery - we will use one call consistently through out - I'll add this to the list to rectify

Identify magic - its about being able to see the use of power and through study, being able to pick out nuances of that usage to identify spell effects

General skills - they all have uptime abilities eg the ability to "forage" for skill-specific items in small quantities which will be useful in play but I take your point that perhaps we need to enable this more. They really there for people who want to play that sort of character but we don't necessarily want to balance them with other character types who are more suited to events (eg a farmer is there really for the roleplay rather than to demonstrate his skill capabilities. People do and will play them)

re Forage - I think we need to revisit this so will do - not sure whether I agree with you or not yet but it will get discussed.

Trapcraft = typo

Lockpicking - will be revisited and will look at Hyborian Tales methods

Healing - has changed. Stabilise puts you on zero (no death count now). But regardless I think you've misread it:

example you've given is Body Dev 2 (ie 3 hits per)

say he's on his death count - minus 1

First step - stabilise him.

Spend 5 minutes roleplaying to get him back on zero. The only other options are to use journeyman level (he'd die before you completed) or expert level (again he'd die as deathcount would run out)

Now you want to get him back up to full

Beginner - can't do any more

Journeyman  - 6 locations, 3 hits to restore, 5 minutes per hit =

6x 3 x 5 = 95 mins

Expert - 6 locations, 3 hits to restore, 10 mins per location

= 6 x 10 = 60 mins

Second example is Body Dev 3 (ie 4 hits per)

Journeyman  - 6 locations, 4 hits to restore, 5 minutes per hit =

6x 4 x 5 = 120 mins

Expert - 6 locations, 3 hits to restore, 10 mins per location

= 6 x 10 = 60 mins PLUS

use the journeyman skill to do 1 hit per location at 5 mins each

= 90 mins

So max time spent is 2 hours but this is really not how this skill is intended to be used. Its intended to get people functional and to be used when herbal cures aren't easily available (which will act much faster). We don't intend surgery to be used across all locations - its really a stop gap measure.

Sorry again about latest files not being uploaded - they definitely are now.

Post #31422
Posted Tuesday, May 29, 2007 2:25 PM
Squire

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Edited cos andy posted while I was typing. and pretty much said everything I did.

RE: Trapcraft - Can make and disarm traps?

RE: Lockpicking - All locks made or bought IC shold have a lammie on it. Ref is required only to ensure you have the relevant skill level to pick said lock. I see nothing wrong with this. The times seem fun, too!

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Used to play Jimmy the Fish at LT.

Man of many knots.
Post #31426