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Kris' Votes
My vote-
Skills
Defensive skill part of the weapon skill and requires a skill
roll. A success means it applies to the next round.
The maneuver thing is okay, but I would not like to see defense
as one. I view defense in the same light as multi-attack and
precise attack (part of the generic skill). It would be need to
have
a legitimate way to disarm etc. I don't fee too strongly either way
about maneuvers.
Materials
Umm. I thought the material thing had been decided. Bonus
for damage only and +1 for steel, + 2 for adamantite. Each must
be role-played/approved by a GM (and have item number).
XP and Spending
Purchase freely up to rank 8 in a skill, after this the skill must
be researched or taught. Not including restricted skills. (i.e.
Roll Play Gasp ).
Teaching skill
I think the idea rocks!!!!!
----------
> From: Wright Frazier <khelek@ns1.cioe.com>
> To: gmlist@cioe.com
> Subject: Time
> Date: Friday, July 10, 1998 2:24 PM
>
>
> 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
>