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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
>