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Re: Mods (open discussion)



True but a lot more factors than just common sense goes into the limiting of
one's ability to fight.  The system already applies common sense through the
use of weapon, missile, and wrestling skills.  It does not account for these
other limiting factors.

Basically, what we have here is a case of a tree falling in a forest (and we
all know it makes noise).

Thanks,
Mike

-----Original Message-----
From: Rob <rob@aclcb.purdue.edu>
To: Michael Kilgore <khaakon@lycosmail.com>; gmlist@cioe.com
<gmlist@cioe.com>
Date: Wednesday, October 07, 1998 7:43 PM
Subject: Re: Mods (open discussion)


>
>
>----------
>> From: Michael Kilgore <khaakon@lycosmail.com>
>> To: Rob <rob@aclcb.purdue.edu>; gmlist@cioe.com
>> Subject: Re: Mods (open discussion)
>> Date: Wednesday, October 07, 1998 3:59 PM
>>
>>
>> Actually, it depends on how you look at it.  Having CSE as a limiting
>factor
>> makes sense but I would much prefer to use the associated stats.
>>
>> With just CSE as a limiting factor, character development options will be
>> less than if it was the associated stat.  With a low CSE, one will be
>> "locked out" as a fighter, archer, AND wrestler.  With the associated
>stat,
>> if one rolls bad for one of the stats, he will have the other to options
>to
>> take his character.  Of course, this assumes that the player uses his
>> character's stats to guide him on his decisions on character development.
>
>Thats already the case.  if you don't have a high weapon or wrestling skill
>your not going to be very effective.  going by this new version requires a
>person to have  high cse AND a high "associated" stat.  so what your really
>talking about here is locking out even more characters based out their
>stats because a bad roll on either of his stats prevents him from becoming
>an effective fighter
>
>
>
>
>>
>> The way I view it is like this...
>>
>> With combat, one needs strength to be able to swing a sword harder to be
>> able to more effectively puncture through armor or even tough critter
>hide.
>> Hence a character with a low strength will have less of a chance to cause
>> damage (ie "strike") than a character with a high strength.
>
>no, in fact if you put all your muslce into a swing your a lot more likely
>to miss because your not putting any consideration into where the blow will
>land.
>proper timing of knowing when and where to strike make a hit successful not
>hte brute strength behind it.
>>
>> With missile weapons, one needs perception to be able to be able to judge
>> the general movement, distance, and speed of his target.  A character
>with a
>> low perception will not be able to judge these things as well as someone
>> with a high perception.  Therefore, perception should be a limiting
>factor.
>
>noticing movements is perception judging falls entirely under the realm of
>common sense as it is your judgment.
>
>
>>
>> With grappling, self control and mental discipline (or even the ability
>to
>> press on while in a difficult situation) are crucial.  As a result, one
>who
>> does not have good mental control cannot compete as well as one with a
>high
>> willpower.  Hence, grapple modifiers should be based on willpower.
>
>willpower is fine and dand, but it has little to do with doing the right
>thing in combat.  it once agian is a judgement call which puts in the realm
>of common sense
>
>
>3
>