|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
Unarmed and Bow updates: When the updated rules have been uploaded the bow and unarmed combat rules will be updated as follows:
Unarmed: Every character can not do damage unarmed as per a normal weapon. However only one point of damage can be done every two seconds (regardless of number oflimbs hitting the opponent)as opposed to the every second for normal weapons. Unarmed damage 'never' causes bleeding.Unarmed players cannot harm armored areas with an armour value of 2 points or over. An endurance bonus point can be used to remove the effects of unarmed damage sustained so far.
These changes have been implemented to represent the potential for players to fight unarmed when all else fails. This is not a system for ninja's and so unarmed combat is deeply hindered. Please note however that "unarmed" damage restrictions do not count for clawed beasts.
Bows: Pinn is being removed from the bow skill, whilst it is cinematic it is also never used. In its place players with points in bow will be able to access the Knockdown Damage call (knocks opponent over provided the target is hit above the waist. Despite being a "none harmful" effect with bows it still causes 'location out' as per a cleave. The knockdown effect can be resisted with a discipline and the location out with an endurance. Unlike normal you can also use both resists simultaneously.
Bows are already potent within the game of refuge and many players will complain at them being increased in potency again. However this is an era where a shield goes a long way hence everyone used them. Players with a single point in bow have little motivation to purchase more in the skill, this will hopefully change that. Despite the effectiveness of bows any warrior worth their salt will either dodge (agility 3) or absorb (endurance 3) the first bow hit leaving the archer open to some hearty reprisals. A shield will ignore the effects of a knockdown done by a bow but not by a 2 handed maul.
Durability: A durability rating will now be implemented for armour. An armors durability is equal to its armour value (adjusted for quality). This is the number of combats during whichthe armour itself is hit (after agility etc)which the armour can withstand before needing repair and having its value halved. Regardless of the number of times armour is damaged the durability will only drop once per combat.
Repair: In order to repair the armour a crafter with at least 1 point in a skill required to create the original armour is needed (1-2 pts tailoring 3-5 metal working etc). Repairing armour takes two minutes per point of durabilityin need for repair. The armourmust be removed from the owning player in order to be repaired.
Note: As with all rules changes these will begin as experimental and may be subject to change if unsuccessful.
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
A great many of you will be pleased to know that the rtf rules format will be changed to pdf following the working over of the current rules.
For those of you who wont, well you cant please em all 
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
29/05/08
The Gallery section of the website has been updated as follows:
1) The 2nd event pictures are now available.
2) The Site Preparation images are now available.
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
|
|
Champion
      
Group: Basic Members
Last Login: Thursday, November 20, 2008 10:44 PM
Posts: 251,
Visits: 1,045
|
|
Durability: A durability rating will now be implemented for armour. An armors durability is equal to its armour value (adjusted for quality). This is the number of combats during whichthe armour itself is hit (after agility etc)which the armour can withstand before needing repair and having its value halved. Regardless of the number of times armour is damaged the durability will only drop once per combat.
Repair: In order to repair the armour a crafter with at least 1 point in a skill required to create the original armour is needed (1-2 pts tailoring 3-5 metal working etc). Repairing armour takes two minutes per point of durabilityin need for repair. The armourmust be removed from the owning player in order to be repaired.
Will units of fabric/metal be needed to repair the items?
Will shields need repairing in the same fashion?
Do effects of Durability stack? For instance wearing a suit of chainmail to 5 battles (4 for the rating + the next one) will halve it's value rating to 2, will wearing it to another 5 battles halve it again to 1 or would it render it useless?
Refuge :: Ronan Fenrisson (Fera: Aspect Of The Lone Wolf), Leader Of The Edenist Faction, Bard, Slayer of Lazarus, Defender of The Caravan.
LT :: Diego Tyrnhand; Wolves Faction, 1IC Thea Talda, Bard and Casino Croupier (Soon to be Incant 3 and Paladin of Tyr!!!)
IRL :: Pete 'Apache' Matthews :: Myspace | Facebook | WoW Armoury | LT Wolf Faction | Refuge
|
|
|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
Good relevant questions,
The full rules will be available soon but I will answer these now.
When dealing with 'Stacked' armour a single combined armour value is still used. And this is the number of fights required before the armour becomes useless. In this way Stacked armour is treated as a single suit for repair purposes. If two skills were required in the construction of the different sets e.g. toughened leather (Tailoring) and chain (Metal working) then only the highest value armour is used when making repairs.
Repairs do not cost resources as they are more about putting existing armour back into place or beating out dents etc.
The value of the armour is halved when the durability has run out, and never drops lower than this.
Shields will also have a durability rating and will be repaired in a slightly differnt mdiffernt
Regards.
Rends will imidiatly remove armour points on a location and they must be repaired as normal.
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
Major Rules Changes
It's finally done, the rules have been given a massive work over and are now available from the website in the PDF format.
Every skill has been at least partly changed but below I will include some of the more important changes:
1) All of the rules have been made more aesthetically pleasing.
2) Bonus Points have been added to nearly all skills in order to add diversity and variation to characters.
3) Injury, Medicine and Surgery Rules have been fully re-worked and are now much simpler.
4) Astrology no longer exists as a skill and has been replaced with Prophecy, which works in a similar manner.
5) Durability has been added to armour.
6) Large thrown weapons such as javalins are now available to players and new Damage Calls have been introduced.
7) The Maul no longer does Stagger and instead does knockdown.
A big thanks to Laura and Niel for their ideas and input into the rules and for proof reading the work.
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
|
|
Champion
      
Group: Basic Members
Last Login: Thursday, November 20, 2008 10:44 PM
Posts: 251,
Visits: 1,045
|
|
Wow, I'm very impressed!
There were a few minor things I saw that may need attention, just a couple of speech marks in the wrong place etc. There were only 3 things I thought a bit odd though:
1. Deflect Arrows spell (Blue Sphere) and Razor Leaf (Green Sphere) have a spell pool of 6, have you changed the rules regarding spell pools over 5 being classed as rituals/rites?
2. Accurate Strike says that if a missile lands within 10ft of the target then it's counted as a Chest hit, is this a misprint of 1ft as it seems an unfeasibly large distance.
3. The Basic Rules book repeats itself on "Locational/Global Hit Points" and "Agility Bonus Points Table", when it was in separate documents it was needed but now it's been collated I don't think it is, the Agility Table for example repeats itself only four pages along.
Other than that, it makes for very good reading.
Refuge :: Ronan Fenrisson (Fera: Aspect Of The Lone Wolf), Leader Of The Edenist Faction, Bard, Slayer of Lazarus, Defender of The Caravan.
LT :: Diego Tyrnhand; Wolves Faction, 1IC Thea Talda, Bard and Casino Croupier (Soon to be Incant 3 and Paladin of Tyr!!!)
IRL :: Pete 'Apache' Matthews :: Myspace | Facebook | WoW Armoury | LT Wolf Faction | Refuge
|
|
|
|
|
Champion
      
Group: System Moderators
Last Login: Yesterday @ 2:37 PM
Posts: 299,
Visits: 1,057
|
|
ahh well I knew there were gona be some mistakes, I will wait untill they pile up before amending them.
1) Ritual rules were a guideline
2) 10ft changed to 5ft
3) The repeats are intentional to save players having to backtrack.
Regards
Refuge
www.wildernessfarm.co.uk/RefugeA survivalist larp with a greek and roman theme.
|
|
|
| | |