I would have to say that if we are going to place a limit on modifiers, we
should also put a limit on defense values. We warriors with a 22 mod need
them to have a decent chance at some of the nasties coming at us. As a GM,
I consider a warrior with a mod of 10 reasonable. However, even with this
mod, I have encounter several characters who are untouchable. If I have to
limit my actors and the status quo for DV is maintained, I can see some
characters who will never be hit except on a natural 20. This would also
have the effect of making warriors useless because they will not be able to
perform multiattacks because they will have to use their skill to even have
a chance to hit. In these cases, a mages would be the only way that these
characters can be challenged.
I am also wondering having more than one spell affect a character's defense
value violates Dan's metarule that the gain from a spell or ability must be
porportional to the amount of experience spent on the ability (correct me
if I am wrong). In these cases, the character is linearly increasing his
DV with a linear increase in experience. From what I understand of the
underlying mechanics, for each increase in the DV, the amount of experience
to acheive that change should be greater than the last change -- going from
+2 DV to +3 DV should take more experience than going from +1 DV to +2 DV
(again correct me if I am wrong).
----------
> From: Shyryly Yshl <shyryly@geocities.com>
> To: Steve Ames <steve@ns1.cioe.com>
> Cc: gmlist@ns1.cioe.com
> Subject: Re: [Fwd: Steel tech and weapons]
> Date: Tuesday, June 23, 1998 10:42 PM
>
> There are no restrictions/associated stats for Mods. That would've
turned up in my rule
> bug hunt way back when (remember that one, Wright? The two sheets of
lesser-known rules
> that were unused and if used, played wrong [though the 'wrong' variant
was best])...
>
> Hm. Who all had copies of those weird rules? I bet I have that
somewhere... most of
> those would be great candidates for fixes/clarifications...I think
Wright, Brian, and Ster
> did. Anyone else?
>
> Anyhow, a) MODs don't have a stat, and b) they should. I'd suggest the
associated DV stat
> be the cap. This would give a bit more reason to be, oh, say, a -strong-
warrior. i.e.
> STR for CMod, PER for MMod, and WIL for GMod.
>
> -Jamie
>
> ===
>
> Steve Ames wrote:
>
> > Yeah... Jevan is wrong. There isn't any base for mods. Historically
> > its been played using the save one as the corresponding DV, but the
> > book says nothing... I think.
> >
> > -Steve
> >
> > > Hmm..are they? that opens up a whole can of worms if they are.
Anyone
> > > else know anything about this?
> > >
> > > Wright
> > >
> > > > I just remembered...
> > > >
> > > >
> > > > Aren't mods int based skills?
> > > > Should they be?
> > > >
> > > > Jevan F.
> > > >
> > > > On Sun, 21 Jun 1998, Wright Frazier wrote:
> > > >
> >
>
>