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Time
Time is runnin guys, and we have some decisions to make. I'll try
and list all the ones we have that I can remember.
Here the issues are:
1) Weapon skills
Defensive skill: - seperate or part of the skill.
- Auto bonus? or skill roll
Multi attack: - Leave same?
- Change to +1 attack/2dice rolled.
Manuevers: - sub skill of weapon, bc of 150 or so,
restricted skill that cannot be higher
than the base weapon skill level. For
things like disarming, dismounting, etc...
so they are not purchased with the base
weapon, again purchasing defense could
also be a 'manuever'.
2) Materials and weapons
Steel: - +1 hit and +1 damage, auto bonus
- +1 damage only, auto bonus
- +1 hit only, auto bonus
- +1 to hit and +1 damage by higher weapon
smithing check on creation.
- +1 to damage only, by higher weapon smithing
check on creation.
- +1 to hit only, by higher weapon smithing
check on creation.
- no bonus to hit or damage at all.
- Buyable simply out of the book with no
GM approval, in game.
- Buyable only with GM approval.
- Buyable with GM approval and RP.
- Lower the cost multiplier.
Adamantite - +2 to hit and to damage, auto bonus
- +1 to hit and to damage, auto bonus
- +2 damage only, auto bonus
- +2 hit only, auto bonus
- +2 to hit and damage by higher weapon
smithing check on creation.
- +1 to hit and damage by higher weapon
smithing check on creation.
- +2 to damage only by higher weapon smithing
check on creation.
- +2 to hit only by higher weapon smithing
check on creation.
- +1 to damage only by higher weapon smithing
check.
- +1 to hit only by higher weapon smithing
check.
- no bonus to hit or damage at all.
- Lower the cost multiplier
- Buyable only with GM approval, and RP.
- Buyable with only GM approval.
- Buyable directly from the book, no approval.
3) Skills and XP.
XP Spending - Spend 1/4 of xp gained in a night on
a skill.
- Spend up to 1/2 of xp gained in a night on
a skill.
- Purchase 2 ranks max of a skill after
each adventure.
- Purchase freely up to rank 12 in any skill,
after this the skill must be researched
or taught. Not including restricted
skills.
- Purchase freely up to rank 8 in a skill, after
this the skill must be researched or
taught. Not including restricted skills.
- Purchase defaultable non-INT skills up to rank
12, after which they must be researched
or taught. Int based, non defaultable,
and restricted skills must be taught
or researched.
- Purchase defaultable non-INT skills up to
rank 8, after which they must be
reaserached or taught. Int based,
non defaultable, and restricted skills
must be taught or researched.
Teaching skill.
- Auger Skill, base 100 or so Int based. For each
die of success in the skill check, you
may ignore 1 level of penalty from the
standard teaching skill. I.e. you
succeed at a 2 die check, you may
teach someone up to 2 ranks below your
skill rank. Failure results in not
being able to teach the student past
the standard 4 rank limit.
- If fails, may not reattempt to
the check again for 1 mo.
- If fails, may not reattempt the
check for some amount of time.
- If fails, may not reattempt the
check ever.
Hmmm, I think those are the major rulesque things left, if I missed
somethin let me know.
Wright
- Follow-Ups:
- Re: Time
- From: Wright Frazier <khelek@ns1.cioe.com>