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and Minimeister
      
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NICHOLS_ME (5/22/2007)AS FOR FEEDBACK SO WE CAN SEE IF PEOPLE HAVE ANY MORE GOOD IDEAS THAT WE LIKE, I LIKE SOME OF WHAT YOUVE SAID, AND IT WILL BE LOOKED AT, BUT WE LIKE SOMTHINGS AS WE WROTE THEM BECAUSE WE THOUGHT IT WOULD BE GOOD THAT WAY, SO WE KEEP WHAT WE LIKE, PLEASE PULL AT IT ALL, AND IGNORE THE GRUMPY ANDY Ok dokey, I'm not actually offended more just mildly amused at the bizarre request. When you've got something else put up, like, rules for artisans, apothecaries/herbalists/first aid stick something on here to say the rules have been updated and I'll have a look. And "chanelling"? Two l's. ;-) It's because it ends consonant-vowel-consonant and the stress is on the last syllable (and it's not kidnap or worship).
There is only overconfidence and terror.
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Heroic Knight
      
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| re armour I wouldn't say its useless by any means - don't forget that to get armour-bypassing skills you need to dedicate 50% of your chargen skills or spend significant in game time getting to that point. And then you only get 3 calls per day (or 6 if you dedicate fully into weapon use rather than body dev or any of the other warrior skills). And heavy armour will probably give you 6 extra hits per with the potential to regenerate after fights (still discussing that and how it might work) I think its less calls overall than distinguishing between one handed and two handed weapons - and calling single/double each time - its hard to work out who's hit you with what in a mass melee so I'm not a massive fan of that type of damage call. Re just turning up and playing - I agree with you that we do need to cater for people like this. We'll be doing a QuickStart guide with the basic rules on (ie how many hits you have, how much armour gives, what calls do what etc) Being a strong proponent of agile development, I'm putting these rules up in beta form so we can draw on a far wider experience than we can summon between the people writing them. Apologies if you're expecting full finished rules to go through - I'd rather mitigate the risk of rework and get opinions early so we can at least be happy that we've thought about the various issues, even if we don't accept all the suggestions.
Crazy like Croolis-Ulv!
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Champion
      
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suppose I ought to go and read these as well and add some comments as I believe I am down as someone helpign write them oops! 
I would add I think we should avoid making players consult ref's as far as possible as this can cause obvious log jams.
Tom J
PD: Comte Delano
Forum at http://millen.freeforums.org/index.php (old forum www.mill-en.org)
wiki at http://millen.wetpaint.com/
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SG: Dr Kibble,
EOS: Alfgeir Bergson, Raggard Elder
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Live roleplaying's greatest cheerleader...
      
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I suppose if ‘extra’ damage calls are rare then it wont be so bad. I just get flash backs of games where everyone seems to be calling exotic damage, but it sounds in this game it’ll just be an occasional call. I get what your saying about basic calls (single and double) being needed when in big melees or in the dark, just give folks the option to make a single or double clarification call if need be. With armour I’d just suggest a ‘fuss time’ – after a combat to regain the hit absorbing power of their armour a player must fuss over their harness to make sure straps are secure etc. You could even say someone else say another warrior has to check them over – ‘is my arse hanging out of my leather armour?’.
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RL: Mr Sofar
Curved core weaponry and bespoke stuff.
ShelfordFX
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and Minimeister
      
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TomJ (5/22/2007) I would add I think we should avoid making players consult refs as far as possible as this can cause obvious log jams.That would be my issue with things like the various level of "track". Sounds like a good idea on paper but how on earth do you ref it? Other skills that are poorly thought out and have no place in a well designed system would include: Sense Trap (with no corresponding ability to Disarm Trap) Detect Truth (don't even go there) Sniff (to tell what someone's race is. I understand there are things called, "Phys reps" to help with that) As for calls. Grr. Poorly thought out calls really get up my nose. Take this "Crush" business apparently it's there to represent certain highly specific violence taking place to a specific bit of armour. So, how does "crush" affect shields? What about "Strikedown"? Can you stop a SD with a block? Do you intend to differentiate between blocking (I put my sword in the way) and parrying (I use my sword to redirect the force of your blow harmlessly past me)? What if you have a shield, are you struck down then? I'm all up for a bit of Disarm, but how do you want it to work, what does it work against? Can only polearm users disarm pole arms? Can you disarm with a dagger? I thought a 2 tier system would address that sort of thing, but YMMV. The only way to test some of these things is in play, but you can limit the amount you have to test for (and save me from having to read the same bloody tedious discussions on Rule7) if you plan ahead and make sure that you've thought about it in advance. Ultimately " the Rule no 7" is your helpmate, players can and will abuse the rules rather than stick to the spirit, but, there are also players, like me, who don't know you, but give you money and come along. I'd rather head off having someone shout abuse at me and call me a cheat because my understanding of what they'd written and it's logical consequences was different from theirs. Most typically this sort of thing comes when you have magic start getting involved. Your magic system is completely hidden at the start of the game, and I respect that, but "agile development" won't help when people start mining it for ming, you need to have thought about it beforehand and tried to beta-test for unexpected bugs. That will catch some and there will always be stuff that you didn't expect that comes up in play, but the hallmark of professionals is attempting to anticipate as much as possible. Slow day at work today, does it show?
There is only overconfidence and terror.
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and Minimeister
      
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Shelford (5/22/2007) I get what your saying about basic calls (single and double) being needed when in big melees or in the dark, I am being well thick here. I can't find where it says big weapons do extra damage. Help? With armour I’d just suggest a ‘fuss time’ – after a combat to regain the hit absorbing power of their armour a player must fuss over their harness to make sure straps are secure etc. You could even say someone else say another warrior has to check them over – ‘is my arse hanging out of my leather armour?’. That could work, but why? Anyone can wear armour, so why would you need a warrior?I reckon, have a smith or leather worker check your armour and do it in double quick time. A "realistic" time might be 10 mins/loc, but bugger that for a game of soldiers. I reckon 2-5 mins/loc dependent on armour type and skill level is a bit more like it, and if you're an expert in your field? Maybe as little as a minute per. That will encourage diversity. Another question is: do props cost IC resources? I know a man who wore 7 swords in case of "shatter" spells, he could do this because it was easier to just change weapons than faff about with weapon repair. If you can only do a single through before your sword breaks, then surely having lots of swords is the answer, especially if a good one costs too much? Pragmatic yes. In keeping with your idea, no. Cheating? Why?
There is only overconfidence and terror.
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Live roleplaying's greatest cheerleader...
      
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Ok Mr Coff, the doing double with a two handed weapon was my experience of other games and their successful mechanics. Yep the Typhum rules don't have that in there, it was a suggestion. The 'fuss time' on readjusting armour I suppose could be done by anyone willing to roleplay it with you, it wouldn't have to be a warrior. Personally I wouldn't have it a locational fussing just a general looking over checking for loose straps and exposed areas for a couple of minutes.
Having a look at the rules and just chucking up suggestions as I spot them tonight:
I'd suggest being very careful with the wording of the grapple rules, people can and do get carried away and as the game is an open fest kind of game your going to have people that aren't too happy with being grabbed even lightly. I'm no softy or a prude but I could see it being a matter of contention for some. I'd suggest a call of grapple by the attacker before they touch the target, if the target accepts the 'grapple' they then move towards the attacker, however if the target doesn't want to be grappled they have to lie on the floor. There would be very few who would resort to hitting the deck, but it gives the target a warning that physical contact is coming. I know it's not perfect but maybe would avoid problems?
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RL: Mr Sofar
Curved core weaponry and bespoke stuff.
ShelfordFX
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Live roleplaying's greatest cheerleader...
      
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Oh yeah, you could carry seven swords to overcome shatter effects but people would point and laugh.
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RL: Mr Sofar
Curved core weaponry and bespoke stuff.
ShelfordFX
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