fat goth (5/21/2007) We do have a "vision statement" for the game - I just haven't put it up yet (will go in the general world guide I think unless I find somewhere more appropriate for it)You had me at Conan-style and LOTR like. I think that I would like to nerf the doom that is shield and sword combinations and I think I might have it. Basically I thought, "what's the best way to get things looking like they do in Conan and LOTR" and ran with that. Your skill sets make me happy.  Magic - very young art and as such there will be limited knowledge about this at the start of the game (so you're not likely to see very much on this in the rulebook). Its very much a FOIP issue. Grand, I'll ignore it. I'm not very good with magic. Hits - the aim of character generation is to allow people to mix and match their skills, as representative of what they spend their time doing. Anyone can buy the body dev skill but it represents you spending a proportion of your time building up your resistance. Hence why base hits will be only 1 per. I think this effectively works the same way as your trade in option but tell me if I'm wrong. Oh absolutely I hear what you're saying. However: I note that you don't appear to be aiming for huge fest size. Therefore, in the interest of encouraging heroic play (since the healing rules are quite cool and it'd be good for them to be used more) I recommend 4 hits base because Conan liked to get stuck in and it will have BIG effects on player psychology especially if you're expecting a "drift" from another system. The lack of magical healing means people will still die but there's less scope for "accidentally" loccing your players with your monster crew. Also, you have a 4 point healing roleplaying guide. I'm sending you a spreadsheet (check your pm's for details of how to receive) and I think you'll find my philosophy and yours on new characters mesh. I _really_ like the idea that level 3 characters should be cool BUT not immeasurably and undefeatably cooler than starting characters. I've taken your tier 3 class and your apprentice, journeyman, master system and done some stuff. e.g. 4 hits base, body dev 1 + body dev 2 + endurance 1 +2 let's you have as your Master skill "The Way of the Crashing Celestial Dragon" where you get crush (but only with a 2 h/w of 4 ft plus, (superior or MC)) and your body dev 3 and endurance 3. That's a base 11 hits with fair regeneration. However, The player can't take any more Master classes and c.f. "The way of the Spinning Jade Monkey" pre-req (combined constitution PR? L1+2 I'd probably recommend Constitution = L1 PR then L2 = Poison Res. ) gives strikedown with a polearm of 5ft+ and Res. Dis. and L2 PR I think that and others would be fairly matched and worth aspiring to BUT aren't completely unbeatable by new players. Economic - absolutely agree with you. No idea if I'm more of a pleb than you! To give you some idea we're working on a computer-based model using AI learning to develop the economics in the game world which should help define imports, exports, trade routes etc etc Sweet. The economy's going to be the hardest part to get right. By a long way. You don't have enough sinks. ;-) Map - its there - its not at a level of quality I'm happy with yet but I may put up an interim version very soon. Here's an idea, you can make the bushcraft more interesting by having the option of exploring outside the known world. 1. level 3 skills are intended to be very very good. I'm also a strong advocate of the school which says starting characters should be not far removed from long term characters - in fact this is one of the points in our vision. We might not agree on this  Nope, I'm completely happy with this. The experience in game and lesser skills should offer character progression whilst the Master classes are pretty exciting. Don't forget that if someone lapses their training then they could retrain in a different skill. 5. I take your point but I think I'm going to stick with this as you don't need to be able to create a lock to be able to pick it Mmm... true, but you need to have tools and you'll like where I put it better. ;-) 8. You need to tell me why! Because invisible ninjas in broad daylight are always broken, and ruin suspension of disbelief. Sneaking should mostly be a hard skill (but see combined tracking stalking on spreadsheet) where cover of night gives a boost. 9. Bear in mind how character generation works - if you buy constitution even at any level its going to take at least 25% of your char gen points. This severely restricts what else you can do. Sure people with expert level constitution will have lots of hits - I have no issue with that and I'm dubious that it means you'll get immortals. More discussion needed I think. 10 minute death count. In a game where the standard is 2 minutes. Plus skill learning is possible and easier than CP. Trust me, it's a bit too good at the mo'. 10. Definitely won't be nicking "alchemy" from CP - apologies if it came across like this. We have a very big complex system that is still in progress hence why its not posted up yet. Again fair point for criticism at this stage. Foraging could perhaps do with more thought - maybe expanding a little so point taken. I like the name "Apothecary" don't you?  11. I'm not certain but I'm erring towards this. Will discuss this with the others. Reason I'm not certain is that I'd rather encourage good roleplay than enforce it - thats a long seperate discussion though and whilst this rule doesn't exist in CP its rare to see drumrolling. How times change. ;-) I think it's important to have a statement because some people beleive 2/3 speed fighting is always right and proper and others that if you have a rapier you should be able to fight as such. It's not my game it's your game so if you have a preferred style state it. Save grief and hard feeling later. Armour use - currently this is ablative but I'm toying with the idea of it being something different along the lines of it "regenerating" in between fights. This has yet to be discussed so definitely not certain yet. Also undecided is whether or not it will have an effect on magic - I'm erring towards "no" at the moment so mages will be able to wear armour. It _is_ free to use and wear at the moment. I'd also recommend nice pictures in your rule book (just drawings will do) of what you consider "armour" and "covered locations" trust me, a picture will help LOTS. I don't follow your reasoning with stalking - please give me more to go on. Currently at level 3, I effectively would have "Wood Walk" (assuming you're not going to be in the middle of a field, but, if I understand correctly, in the middle of some woods.) I'm all for soft skills to boost hard skills, but they should be complimentary not exclusive. re Healing/First aid - as I said, the herbalism rules are not currently published. Herbalism IS the main way to heal someone in the game and first aid is a Herbalism skill. Yes, I thought it might be. That's why I have a funny looking tree for it. ;-) *shrugs* You don't have to take me up on any point, but I love to see potential developed.
There is only overconfidence and terror.
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