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Re: Mods (open discussion)



Dan,

At least from my perspective I have viewed this entire discussion as a
waste of time (but if people want to debate till their finger's ache more
power to them).  As I have stated verbally to several people changing as
major concept such as getting rid of mods would involve a rewrite of a
significant part of the book as well as involve modifying creature,
players, and magic items.  This is WAY beyond the scope of anything that
needs or should be done.  If people have problems with what I would call
the any CORE concept of AQ, I would assume they realize that they always
have the option to go play another game or create their own system.  

By my definition CORE concepts include:  The 5 character classes; the
basic fighting rules (rounds where player goes than enemy goes, DP,
Crits, DVs, Mods); Spell system (4 elements, Only buy two elements which
are restricted in combination); Gods and Priests (Existing gods are
existing gods with only Dan exceptions allowed).  Basically a core
concept is one that changing it would have far reaching (changes MANY
other things) consequences.  Such as if you subtracted a Element or
allowed people to buy any spell under any Element, would be a serious
change. Things like standardized rulings and additional skills or weapons
or spells generally do not have consequences which turn a large number
magic items worthless or have to change a significant number or other
rules.


Just for clarification are combat mods limited by the character's common
sense?


-Kris

----------
From: Daniel Lawrence <dan@aquest.com>
To: 'Lyle H Janney' <lhjanney@adpc.purdue.edu>; gmlist@cioe.com
Subject: RE: Mods (open discussion)
Date: Thursday, October 08, 1998 2:21 PM

I am confused. It does not seem to me that changing what stat fighting 
abilities are limited by has anything to do with changing the 
reality/playability balance of the campaign being played by the club. You

are right, the limiting stat on this skills is a judgment call. I made
the 
call. If what you are saying is that any such call in the system is open
to 
change.... Then you are not playing Adventure Quest any more, you are 
playing club quest, where the club makes and reviews all the judgment
calls 
in the system. This seems to me to be pretty far outside of the charter 
that we agreed on when we set up this procedure for local modifications.
Am 
I somehow confused on this issue?
					dan

-----Original Message-----
From:	Lyle H Janney [SMTP:lhjanney@adpc.purdue.edu]
Sent:	Thursday, October 08, 1998 12:49 PM
To:	gmlist@cioe.com
Subject:	RE: Mods (open discussion)

Please limit your responses to two words or less.

-----Original Message-----
From:	Rob [SMTP:rob@aclcb.purdue.edu]
Sent:	Thursday, October 08, 1998 1:17 PM
To:	Michael Kilgore; gmlist@cioe.com
Subject:	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.

explain how

[ Lyle puts forth... ]

Well, Rob, he did point out (and any of us who own a copy
of the manual can confirm) that the _skills_ that modify the
ability to fight are limited by CSE.  Also, he did show how
these 'other limiting factors' (namely, STR, PER, and WIL)
could be argued to have an effect.  Just because you look
at it differently doesn't mean he is wrong.  Nor does it mean
that he needs to explain any further than he has already done
so.  I understood his original explanations; just because they
were insufficient to sway your viewpoint doesn't mean he has
to do any further explanation.  So you would vote otherwise;
big deal.  That's why we have a voting process.

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

explain how

[ Lyle puts forth... ]

Oh great Zen master, explain how not.