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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