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July rules update Expand / Collapse
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Posted Sunday, July 06, 2008 5:59 PM


Prodigal

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Group: Eos Staff
Last Login: Yesterday @ 2:48 PM
Posts: 641, Visits: 2,790
Hi folks,

Ross, Oli and I have met this weekend to discuss all the various points that people have brought up, and a few more besides.  We've made a number of changes (some fairly trivial, some fairly significant), which are listed below.  We're happy to continue to discuss the rules further, but I don't anticipate us producing any more iterations of the rules before we release v1.1 in October, ready for the event.  Please let us know what you think of the changes:

* Removed mention of "encumbrance," as it's no longer relevant
* Added some of the systems that have really influenced us, and you guys, to the thanks list
* Changed the XP costs for variants of High Races to 4XP
* Changed the disclaimer about prices in the system document not being what stuff costs at the event or in downtime, added lengths of weapons and sizes of shields, added throwing weapons, improved plate armour.
* Altered Business skill to stop it being "economic easy mode"
* Clarified Resist Fear
* Removed the Repair Armour skill - it can now only be done in downtime
* Clarified that Double is melee only
* Altered Strength
* Altered Knockback
* Added Shatter skill
* Altered Critical, Crush and Sever
* Ruled that only one skill may be used per blow
* Altered Craft skill (there's now a briefing sheet)
* Corrected typoes in Pharmacy
* Added clarification on safe combat
* Added clarification on throwing weapons
* Altered arrows' interaction with plate armour
* Changed armour so that its protection refreshes on a daily basis but must be repaired between events
* Clarified Intermediate First Aid
* Clarified Surgery (adding benefit from an assistant)
* Removed Florin costs and the production tables from the Economics section, clarified need for people with Craft
* Amended Fireball
* Added Heat Metal
* Amended Knockback
* Amended Mind Blast
* Amended Shatter
* Amended Subdue
* Amended Suggestion
* Amended Through

---
Joe Rooney, the Enemy Of Fun

Insurrection LRP: high fantasy in a dystopian setting.

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

Joe R's LARPCard

Post #65767
Posted Sunday, July 06, 2008 9:52 PM


Knight

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Last Login: Sunday, November 23, 2008 3:32 PM
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I haven't had a chance to read through the rules completely yet but the skimming I've done looks very interesting, while looking at a couple of things it did make me think about something though. What happens when two skills clash? If people engage each other in an appropriate manner, one calls 'disarm' and the other calls 'shatter', do they both take the effect or is one superior?

__________________________________________________________________________________________________________________

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 #65794
Posted Monday, July 07, 2008 12:49 PM


Knight

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Had a second skim, got some more questions. Armour protection refreshes overnight, does this count as a repair? Also, does the number of repairs work like it used to or has it changed to partial repairs, such as 1 point of damage doesn't use as much durability as repairing 3?

__________________________________________________________________________________________________________________

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 #65878
Posted Monday, July 07, 2008 2:18 PM


Prodigal

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Group: Eos Staff
Last Login: Yesterday @ 2:48 PM
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Hi there,

The overnight refresh only happens at events (not between events) and doesn't count as a repair.

If your armour takes any damage at an event, it needs to be repaired, counting as one repair.  Fur, Leather and Reinforced Leather require the Leatherworking skill (and some Hides) to repair, while Chain and Plate require the Smithing skill (and some Metal) to repair.

Basically, the "number of repairs until destroyed" figure is equivalent to how many downtime periods the armour can survive.

We didn't discuss what happens if you don't repair your armour between events; it will either be unusable until repaired, or be destroyed.  I can think of arguments for either, tbh!

Hope that helps.

---
Joe Rooney, the Enemy Of Fun

Insurrection LRP: high fantasy in a dystopian setting.

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

Joe R's LARPCard

Post #65892
Posted Monday, July 07, 2008 4:26 PM


Knight

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Last Login: Sunday, November 23, 2008 3:32 PM
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raggedhalo (7/7/2008)

We didn't discuss what happens if you don't repair your armour between events; it will either be unusable until repaired, or be destroyed. I can think of arguments for either, tbh!


Even if it only had a single point of damage at the end of the previous event?

__________________________________________________________________________________________________________________

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 #65914
Posted Monday, July 07, 2008 4:39 PM


Knight

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Feinix (7/7/2008)
raggedhalo (7/7/2008)

We didn't discuss what happens if you don't repair your armour between events; it will either be unusable until repaired, or be destroyed. I can think of arguments for either, tbh!


Even if it only had a single point of damage at the end of the previous event?


I think if you try to track down to the level of individual points of damage the rules (and downtime management) get over-complicated real quick. Best to say that if armour is worn it requires maintenance to keep in good condition.

LT - Evan Kinmarc - Scout-y, Healer-y, Ritual-y Armengarian Type
EOS - Luca Demetrius Shard - Rapidly Cooling Corpse
Insurrection - Dr Julius von Bismarck - "I love the smell of applied science in the morning!"

"Why are we digging? I'm not sure really. Probably something to do with Genetics."
Post #65918
Posted Monday, July 07, 2008 5:58 PM


Prodigal

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In a word, yes. The repair is for all of the damage done to the armour over the entire event, and general wear and tear. It's a bit abstract, but it simplifies armour down a lot, and gets rid of the unplayability of the old Repair Armour skill.

---
Joe Rooney, the Enemy Of Fun

Insurrection LRP: high fantasy in a dystopian setting.

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

Joe R's LARPCard
Post #65922
Posted Monday, July 07, 2008 7:11 PM


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raggedhalo (7/7/2008)
Hi there,
If your armour takes any damage at an event, it needs to be repaired, counting as one repair. Fur, Leather and Reinforced Leather require the Leatherworking skill (and some Hides) to repair, while Chain and Plate require the Smithing skill (and some Metal) to repair.


This makes a fairly substantial difference to the balance between armours. Whereas before leather was cheap and weak but you could fix it quickly when it got broken (assuming you survived and so did your repairer), now the repair time is effectively the same as for metal armours. That makes metal armour rather more attractive in the long run. No bad thing, to my mind, but important to note.

There's another change that's more subtle: the need for hides/metal before you can repair the armour. That means you're going to need those downtime resources, unless you never fight. Humans are the most likely to be in a fight, and they're also the ones who will have the most trouble picking up downtime resources. Could be tricky for them. They have to buy from the Wayfarers Guild, which means they're going to get gouged on price.

Finally: dwarves. Disadvantage is that you have to attack gully dwarves. Now, I have no idea how much of a problem this is going to be for them, because it basically depends on the number of gully dwarves that are wandering around the event, and how dangerous they are. On the other hand, humans have an intrinsic disadvantage of being inimically hostile to the Commonwealth military, which we know in advance are going to be present and which we know are set up as an army, and therefore probably more dangerous than gully dwarves. Hence I think this is a bigger disadvantage than the dwarf one. Meanwhile the Dwarf advantage is 3 SP worth of money at creation and roughly 3/4 of a basic skill for free (compared with business). So roughly 6.75SP worth of stuff. Isn't that a bit good?
I could be completely wrong. If there are lots of gully dwarves, or if every group of marauding trolls incudes just one gully dwarf to draw all the dwarven crafters at them, then I'll stand corrected (and surprised, and amused). Right now though it looks like dwarves have more advantages than anyone else.

------------------------------
Eos: Diego Gatito - the worst ninja in the world.
Insurrection: Marcus de Selene - the worst price negotiator in the world.
Post #65935