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Move Through Take 2



Opps, If forgot to post this to the list :)

-Kris
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From: Kris Ames <kris@cioe.com>
To: Jevan Furmanski <furmansj@expert.cc.purdue.edu>
Subject: Move Through Take 2
Date: Monday, August 31, 1998 10:51 AM

Hmm... I guess some of us don't believe in the entire premise of not
being able to do anything while casting.  I agree with the "can not
thought trigger an item while casting because keeping two
simultaneous thoughts in your head at once is effectively impossible
(try to sing something you have memorized and add numbers in your
head at the EXACT same time)".  I view doing a reflex (or almost
reflex) action and doing a mental exercise at the same time as
possible.  But lets get back to the original move thorough proposal.

Since you (and now Wright) object to the "something for nothing"
scenario why don't we go back to option 4.  Either 2d6 to move up to
1/2 movement or 1d6 versus skill to move '10 feet (my favorite). 
This is for a subskill which goes under the weapon skill only!  Any
discussion of mages will wait another time (though I do like the
spell casting skill concept where all the one handed this, quick
target that, and nonverbal cast, and a move option fall under so
that the mage skills which help them do their combat stuff works
like the warrior weapon skill stuff).

FYI the initial scenario was not a something for nothing, it was
just a way to quantify what already existed (i.e. can move around in
a 5 foot diameter circle affectionately known a melee range 60/5
equals 12 feet so 6 feet beginning round 6 feet end of round, also
fit nicely with the magic rule which states that mages while
concentrating on altering a spell can only move at 1/5 movement). 
Many people including Wright evidence public support for this idea,
but we all change our minds :)

On another note, lets see if we all agree that local rules will be
voted on that have been on the table for less than 3 weeks.  This
gives time for paper copies of any discussion to be handed out to
non Internet type GMs who should have a voice as well as us geeks on
the net perpetually.  That way no one has to feel that they didn't
have the opportunity to put in input and make an informed vote.

-Kris

----------
From: Jevan Furmanski <furmansj@expert.cc.purdue.edu>
To: Kris Ames <kris@cioe.com>
Cc: gmlist@ns1.cioe.com
Subject: Re: Authority, Power and Crap
Date: Monday, August 31, 1998 10:07 AM

Doh! I don't agree with a great deal of the movement skill.
1.  People aren't even allowed to _thought trigger_  an item when
casting.
Movement while casting is out of the question.

2.  While I think that a form of move through would help to smooth
some of
the hopelessly general faults in AQ, like the scenario with 2 people
running and the chaser can't attack him without a flip flop which is
a
statistical aberration with no significance.  Beyond this, I see it
as
something for nothing.  

If the "move through" skill was a way to loose less mods on a move
through, like a way to use partial mods on an impale, I would be
game.
Otherwise, it is just a change in the basic mechanics of the game,
and I
am just fine with its previous broken state.

Jevan