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Insurrection LRP ruleset Expand / Collapse
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Posted Thursday, March 20, 2008 3:47 PM


Prodigal

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FavouredEnemy (3/20/2008)
My problem with blindness in particular is the safety aspect. If you are literally wandering around in a combat with your eyes shut swinging your weapon, you are much more likely to stab or fail to correctly pull blows.

Absolutely!  That's why the description of blindness says, "Please consider safety if you choose to try to engage in combat in this situation!"

FavouredEnemy (3/20/2008)
It might be worth adding that to the racial descriptions.

It's in the "minimum phys rep" in the system document, but I'll definitely look at rejigging the setting stuff ASAP.  Photos are a great idea, and something we're going to try to get together in the next few months.

---
Joe Rooney - Battle Vegan

Insurrection LRP: high fantasy in a dystopian setting.
Event Two: 17th-19th April 2009. Book now for £20 discount!

Bladelands: Raoul Ortez - apostate, medium, bodyguard and vicious lunatic
EOS: staff (probably the best job in LRP!)

Joe R's LARPCard

Post #53979
Posted Thursday, March 20, 2008 4:27 PM


Knight

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As for nerve strike and coshing, how else do you kidnap/mug/capture someone without killing them or drawing attention? Also good for assassins.


You take them aside and beat them up with a bunch of your mates when they're not expecting it? I suppose in a way it makes it too easy to kidnap/mug/capture someone - and not much fun for the person on the other side, who would then have no chance to escape or survive.


Shiving someone in an alley is a time honoured tradition and should be encouraged wholeheartedly . The skills, however, offer the opportunity to do it without the victim calling for help. As for the victim having no chance to escape or survive, serves them right for walking around without any allies and not watching their own back. I've nearly fallen victim to that false sense of security myself and I've taken advantage of a couple of careless people too. The other thing is that if you can take out a target of a mugging without being detected, I've found a lot of the time the victim is more likely to live. People know they can't be identified so why spend extra time and energy killing the person and risking getting done for murder? Much smarter to take what they've got and leave, who knows, maybe they'll replace their stuff and you can have them again the next night!

__________________________________________________________________________________________________________________

So I may be small but trust me, I look big enough in my armour and what I lack in size I more than make up for in midget-berzerker-sword-waving-one-legged-foaming-mouth action! Just ask this small pile of mutilated bodyparts that used to be people looking at me funny.

I am NOT going to throw LARP safe hamsters at zombies... or frogs!

Maelstrom: Simon / Kendryck Veraletin (Retired)
Jade Empires: Akiko / Oren (Dead...ish)
Insurrection: Krull
Post #53983
Posted Tuesday, June 17, 2008 12:28 AM


I do talk a good fight

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OK, I've looked at the new rules doc. Definitely looking better without Encumbrance.

Couple of questions:

1) Why does Vitals (hit location) cover head/chest, when the head isn't a permitted hit location anyway? Shouldn't this just be chest, for clarity?

2) Armour repair... am I right in thinking that your armour actually lasts longer if you wait till it's almost completely knackered before repairing it?!?

E.g. I have a breastplate. It's hit for 1 point of damage in the 1st fight. If I repair it now, that counts as one of its 15 repairs, and so despite only being very slightly dented, it can now only last another 14 of those hits. Alternatively, I can avoid doing any maintenance or running repairs on my armour, wait till it's been hit another 4 times, and then repair all 5 of the lost hits. It still has another 14 repairs left to go...

So, in effect, if I repair it as soon as it's damaged, it can take 15 hits before being destroyed. If instead I wait till the last moment each time, it can take 75 hits before being destroyed. Seems a bit counter-intuitive; also seems to make plate armour a bit rubbish compared to mail armour, since mail can be repaired an infinite number of times. So, I can fix the mail after every fight, thus keeping +4 hits at all times; whereas if I want to maximise the life of my plate, I have to wait till it's taken 5 hits before repairing it, so that on average in each fight it's only giving me +3 hits rather than +5 (since it some fights it'll start out with 5 hits, in some 4, in some 3, in some 2, and in some 1). On average, the mail gives me 33% more hits than the plate does, even before taking into account the fact that it lasts forever.


http://www.hyboriantales.com

PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)

"My other oversized foam weapon is THE LORD" -- Questionable Content
Post #63394
Posted Tuesday, June 17, 2008 9:38 AM


Prodigal

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Ian Sturrock (6/17/2008)
1) Why does Vitals (hit location) cover head/chest, when the head isn't a permitted hit location anyway? Shouldn't this just be chest, for clarity?

It's to avoid head-as-shield moments, basically; a stray blow to the head still counts as a wound to the vitals, even though we ask that people don't target the head.

Ian Sturrock (6/17/2008)
2) Armour repair... am I right in thinking that your armour actually lasts longer if you wait till it's almost completely knackered before repairing it?!?

Hmm.  You would seem to be, yes.  :-s  That doesn't seem to make much sense, however.

I'll talk to Oli about it and try to come up with a fix.   



---
Joe Rooney - Battle Vegan

Insurrection LRP: high fantasy in a dystopian setting.
Event Two: 17th-19th April 2009. Book now for £20 discount!

Bladelands: Raoul Ortez - apostate, medium, bodyguard and vicious lunatic
EOS: staff (probably the best job in LRP!)

Joe R's LARPCard

Post #63415
Posted Tuesday, June 17, 2008 10:53 AM
Champion

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Giving chainmail a limited lifespan would seem to be the most logical thing =)

After 10 repairs, the mail is so weak that it needs to be rebuilt from scratch, the charge for which is the same as a new suit =) 

'I've had the same suit of mail for 10 years, have had the arms replaced 3 times, the body twice and the coif once, but it's my mail, and no-one else can use it.'

Post #63425
Posted Tuesday, June 17, 2008 11:05 AM


I do talk a good fight

I do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fight

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Noooo, that would be even worse! I'd just about concluded that if I came along I'd be wearing mail, so as not to have the mental headache of counting up how many times it'd been repaired, and calculating the optimal moment to get it repaired so as to have the best balance of protection & armour longevity.


http://www.hyboriantales.com

PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)

"My other oversized foam weapon is THE LORD" -- Questionable Content
Post #63428
Posted Wednesday, June 18, 2008 4:06 PM
Knight

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My main gripes are with the call system and the highly secretive aspect of a lot of it - if you want to play any kind of magical character it says "please contact a ref for details", if you want to play a halfling it says "please contact a ref for details", if you want to play a sub-race, well...

about the call system: you have calls like "holy", for example, which does "double through and also bypasses magical protection." Fine - why not call "HOLY - DOUBLE THROUGH"? I suppose this would need a new call for "bypasses magical protection" (double through bypass? double through disrupt?) - but it's always much tidier to have standard calls.

Oh, and that halflings are apparently restricted in choice of faction - wouldn't it make sense for them to be permitted in their heritage's faction, as they're automatically basic-rank grunts in any case? At the moment, it seems that the high factions have spurned their thaumatologists.

Just my thoughts on reading the system.

Sirrah! Why the f*** art thou all up in my tent?
Post #63566
Posted Wednesday, June 18, 2008 4:24 PM


Prodigal

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Hi Crab,

Thanks for the time you've spent looking over the stuff!  I'll attempt to respond to your points, although again this is just my view and not official (yet).

crab (6/18/2008)
My main gripes are with the call system and the highly secretive aspect of a lot of it - if you want to play any kind of magical character it says "please contact a ref for details", if you want to play a halfling it says "please contact a ref for details", if you want to play a sub-race, well...

The thing with half-breed phys reps is covered in the setting document.  Basically, you look like whichever race your mother was, plus your facial brand.  Perhaps a reference to the setting document makes more sense in that context.

The secrecy of the magic and faith stuff is actually to preserve players' enjoyment; whether you're a human who doesn't know what Majesty can do or an elf who's terrified of this new development called Faith, it's kinda cooler to find out in-game as well as out-of-game.

We're nowhere near as controlling or whatever as that might imply, by the way; I'll answer any questions people have about Magic, Faith or Pharmacy by email or over here (although I'd probably prefer PM) and will send a briefing sheet once the character's sorted.  We're not interested in getting people to take "pot luck" for their characters!  It just seems mean, and we wouldn't like it if we were playing, so...

crab (6/18/2008)
about the call system: you have calls like "holy", for example, which does "double through and also bypasses magical protection." Fine - why not call "HOLY - DOUBLE THROUGH"?

Mainly cos Holy Double Through Disrupt or whatever is a lot more complex and intrusive than just Holy.  It's there in the system doc, it probably won't come up that often, but it's a lot less of a mouthful is all.  So the call of Holy, which is separate and distinct from other specialist calls like Limbo and Void, gets its own discrete call.

crab (6/18/2008)
Oh, and that halflings are apparently restricted in choice of faction - wouldn't it make sense for them to be permitted in their heritage's faction, as they're automatically basic-rank grunts in any case? At the moment, it seems that the high factions have spurned their thaumatologists.

Don't forget that High Race members can use thaumaturgy too.  It's just that thaum is risky, and so it's better to get the expendable half-breeds to do it.

Anyway, members of all races are restricted in terms of factions they can join.  It's not stated explicitly (and I'll add that as an amendment next time we redo the setting doc) but half-elves can be part of the Velvet Glove, half-dwarves (and maybe half-dark elves, although their increased ability with Magic might take some explanation) can be part of the Free Thought Radicals, and any kind of half-breed could theoretically join Duke Ladrill's Second Battalion or