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playtest for Typhum Expand / Collapse
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Posted Tuesday, May 29, 2007 3:39 PM
Heroic Knight

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re locks - we will have to stipulate in the rules that all boxes must by locked IC (and have an appropriate lammie) and NOT locked OOC. If we do find a box which is locked OOC not IC then we'll ask the player concerned to open it and hand over all the IC contents to a ref who will then pass them onto the disgruntled lock picker who points this out. Thus removing the owners chance of someone spotting them whilst conducting their pilfering. So its in their best interests to comply.

Crazy like Croolis-Ulv!
Post #31443
Posted Tuesday, May 29, 2007 5:05 PM


and Minimeister

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fat goth (5/29/2007)
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!!

OK, Pain Resistance still refers to old terms.  Also, what er... does Pain actually _do_?  It's still undefined AFAIK.  LOL, there are 12 references to "pain" in the combat rules and none of them to the mechanic.

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

My gut is that L3 constitution is a bit too good.  You can probably downside it more effectively by making the person resist ALL alchemy of equal or lower level.  Thus the harder they get the more expensive a potion they need.   Needs playtesting.

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

It's your magic.  I don't know enough to say.

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)

*nods* I see where you're coming from.  I still don't like "useless" skills at character creation but they'll have a significant downtime effect if your economy works. 

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.

Perhaps as a boost to existing skills?


There is only overconfidence and terror.
Post #31450
Posted Tuesday, May 29, 2007 5:37 PM
Squire

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RE: Locking boxes. Would it be possible to lock a box OOC that contains OOC items ONLY. That way your phone, OOC cash, makeup, ears, etc can be in your IC area (where you may be sleeping if you are hardcore like me) And then have a lammie saying OOC?

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Used to play Jimmy the Fish at LT.

Man of many knots.
Post #31455
Posted Tuesday, May 29, 2007 5:39 PM
Squire

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coffmeister (5/29/2007)
fat goth (5/29/2007)
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!!


OK, Pain Resistance still refers to old terms. Also, what er... does Pain actually _do_? It's still undefined AFAIK. LOL, there are 12 references to "pain" in the combat rules and none of them to the mechanic. Full mechanics are not written yet, apparantly. There's plenty of time.

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


My gut is that L3 constitution is a bit too good. You can probably downside it more effectively by making the person resist ALL alchemy of equal or lower level. Thus the harder they get the more expensive a potion they need. Needs playtesting. What about naturally occurring poisons (bites) and diseases?

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


It's your magic. I don't know enough to say.

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)


*nods* I see where you're coming from. I still don't like "useless" skills at character creation but they'll have a significant downtime effect if your economy works.

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.


Perhaps as a boost to existing skills?


CP Player of much reknown.

Used to play Jimmy the Fish at LT.

Man of many knots.
Post #31456
Posted Wednesday, May 30, 2007 9:01 AM


and Minimeister

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Coll (5/29/2007)
coffmeister (5/29/2007)
Also, what er... does Pain actually _do_?
Full mechanics are not written yet, apparantly. There's plenty of time.

er... My understanding is that feedback and ideas are being asked for so that in the traditions of "agile development" ideas that seemed like a good idea but aren't can be sorted, and ideas that other people have can be examined for implementation.  Wrt "plenty of time"?  I suppose it depends on your level of professionalism and standards.  There's less than 4 months  to get all the rules that need sorting for the playtest because players will need some time to look choose and book.  There's a little more slack on backgrounds because those aren't _completely_ necessary until the campaign proper kicks off.  Even so, for running a "fest" level game of 200-300 people there needs to be a good deal less ambiguity in the rules to help encourage "self-reffing" and active engagement with "Player plot" and "God Plot".  Otherwise it tends to lead to paralysis because you don't want to cheat but you don't know what you can and can't do.

Anyway, Coll, in your opinion, if someone hit your ch. with a "Pain" call, what do you reckon it should do?

My gut is that L3 constitution is a bit too good. You can probably downside it more effectively by making the person resist ALL alchemy of equal or lower level. Thus the harder they get the more expensive a potion they need. Needs playtesting.[quote][b]Coll[b]
What about naturally occurring poisons (bites) and diseases?

The bennie of Constitution is that bad stuff may not affect you, like poisons and bites.  My proposed slap for Constitution is that good stuff may not affect you, like healing salves.  Having L3 constitution gives you a decisive advantage.



There is only overconfidence and terror.
Post #31515
Posted Wednesday, May 30, 2007 11:03 AM
Squire

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If some bugger hit me with a "pain" I'd beat the living hell out of them... but that's what my proposed character would do.

I digress... As far as ruling is concerned, I think "pain" should mean the person being hit shold reel back, clutching said hit body part for at least 10 seconds, unable to do anything except swear and wipe the tears from their eyes. Possibly with said body part (especially a limb) being unusable for 30 seconds (a dead arm/leg)

Of course, it might be a magical effect (See Spirit Wrack in CP) where said hit player/monster goes doo-lally for a longer time. But that's my evilness poking it's rusty, glistening head.

Oh... and with regards to Constitution, perhaps making along the lines of "resist poison/disease" from CP... you have to roleplay your body fighting the poison/disease for a certain amount of time, not just shrug it off straight away? Better?

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Post #31533
Posted Wednesday, May 30, 2007 11:23 AM


and Minimeister

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Coll (5/30/2007)
I digress... As far as ruling is concerned, I think "pain" should mean the person being hit shold reel back, clutching said hit body part for at least 10 seconds, unable to do anything except swear and wipe the tears from their eyes. Possibly with said body part (especially a limb) being unusable for 30 seconds (a dead arm/leg)

That's a fairly mighty call there, better than strikedown and probably better than crush.  How would you break it into levels (given that's there's a pain resistance 1, 2 and 3)?  Would it go through armour or only affect unarmoured locations?

Of course, it might be a magical effect (See Spirit Wrack in CP) where said hit player/monster goes doo-lally for a longer time.

My, admittedly dated, understanding of Spirit Wrack was that it was a level 3 shaman spell effect that made you have to roleplay being in excrutiating pain for 30 seconds.  Obviously you'd be more current, but wasn't there another spell that made you go off your nut?   In either case it seems a bit... odd for a weapon effect

Oh... and with regards to Constitution, perhaps making along the lines of "resist poison/disease" from CP... you have to roleplay your body fighting the poison/disease for a certain amount of time, not just shrug it off straight away? Better?

  Let's do both.  Immune all disease and immune all poison is _really_ good.  Consider it's interaction with herbalism from an alchemist point of view and from a poisoner point of view.  Currently at Journeyman it's a "must pick" skill because it gets rid of two of the most subtle and potent threats in any game.  Don't forget in CP (AFAIK) Resist Poison is a twice /day skill.  Your point about roleplay however, is very well made and should definitely be part of the drawbacks.


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Post #31537
Posted Wednesday, May 30, 2007 11:52 AM


and Minimeister

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OOh, that reminded me:

Could you check my understanding so far?  Herbalism is new and complicated and I want to make sure I'm reading off the same page before I start suggesting "improvements". 

Herbalism   

Thoughts that occur:

Your alchemy interests me because at the start it’s not clear where the limits are, and thus I would expect a lot of people to be interested in following this path because the horizontal and vertical limits should be explored (and that’s not counting “Master” effects). 

I leave it up to you because I don’t know what you want, but having the possibility of “1 ingredient infusions” drastically increases the number of possibilities for infusions and I don’t know whether that makes them different enough from salves to justify the extra effort.  As Far As I Can See you don’t allow for multi ingredient salves, though that may be FOIP. 

This generates a _huge_ possibility space.  (See more below.)

Description of other potions known:

For description of “other potions heard of somebody make” you don’t specify the levels.  I’d point out that you differentiate

I’d suggest:       Salve    2Ing      3Ing      4ing

Beginner           1

Journeyman      2          1

Expert