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Past Votes Up To 11/23/98



Okay,

Since no one else seemed to do this I have started the listing.  This
stuff could be wrong, please correct me if it is by sending a post to the
list.  I have also attached a summary of each topic below.  Now before
ANYONE jumps in and says anything, please read the material below
relating to the vote topic and make sure that you know what you are
saying and remember all the discussion surrounding the vote.  If in doubt
check the mail archive at http://www.cioe.com/~khelek/aqmail/threads.html


-Kris

Topic		                    Club Vote	          Dan Vote
Hirudo New Right Up	   	Yes		Yes
Hirudo for Players	   	Yes		Yes*
Bludgeon Rules	   	Yes		Yes
Move Through Skill	   	 No                    No
1/5 Movement Rate Melee   	Yes		Yes
1/5 Movement Rate Casting   	Yes		Yes
Split Dice			 Yes                    ?
Drowning (Hea/2)			 No		  ?
Drowning (Hea/2 with Hea opt)	 Yes                    ?
New Weapon List		Yes                  Yes
New Bow Ranges                   	Yes                  Yes
New Bow Skill                           	Yes                  Yes
Material Weapon Bonus		 Yes	             Yes


Hirudo Topic
The link to Steve's Hirudo write up is here
http://www.cioe.com/~khelek/aqmail/msg00034.html.  Inside this write up
it EXPLICITLY states that 1.  A player can never be background Hirudo
(i.e. must buy at triple cost)  2.  Hirudo don't get exp from sucking
other Hirudo  3.  The sire loses 10% of his/her exp to create a
Hirudo....based on this I believe Dan agreed they could be players.  This
was clarified with Dan at lunch after the second big bout of Hirudo as
players discussion, but Dan needs to make a final decision.

Bludgeon Rules
Bludgeon is the ability to knock an unsuspecting target unconscious
by striking from behind with a blunt instrument. The bludgeoner must
position himself behind the target without the target having heard,
seen or being aware in any way of the attacker. The GM will adjudicate
the difficulty of the bludgeon based on factors such as alertness of
the target, prevailing light conditions, and other distractions. If
successful, the target rolls on the Bludgeon Critical Hit Table in
Appendix D. **The target may, at his option, elect to go unconscious
as if they had rolled 41-70 on the Critical Hit Table rather than
actually rolling. If it is the attackers goal to avoid inadvertently
killing the target, to "pull" his swing the difficulty check is raised 
by 1 die and a roll resulting in death will result in coma instead.**

	If the skill check fails, roll "to strike" against the target. If 
this roll succeeds, the target takes damage as normal (resolving all 
proper criticals and other modifiers). If the roll "to strike" fails,
the target of the bludgeon gets one free round to act before combat
continues.


1/5 Movement Rate Stuff
It is often necessary to maneuver during combat. Each adventurer has a
Movement Rate that is the distance he may move in a round when not in
direct melee. When involved in a melee he may only move 1/5 (rounded
down) of his normal Movement Rate. Movement Rate may be modified by your
GM according to terrain, obstacles, or circumstances.
Armor Movement Rate Melee Movement 
Naked 60' 12' 
Robes 50' 10' 
Leather Armor 40' 8 
Chain Armor 30' 6 
Plate Mail 20' 4 

These movement rates also apply while casting.


Move Through Skill
Using option 1, we add a weapon subclass where a 2d6 check would
let you move up to half your movement rate instead of the normal
quarter. I believe this is the way people were thinking. So in the
normal case you can always move 1/4 and get one attack (or more if
you make your skill check) but with the subclass you can move 1/2
and get your one attack (or more if you make a multiattack and we
allow split dice).


Split Dice
Anytime a group of skills is listed as a subskill of another skill, it is
possible to perform more than one of these subskills during the same
round.  In order to do this, you first roll a number of dice versus the
main skill.  If you make your check you can then allocate these dice in
any combination you see fit. No cascading effects are allowed. (i.e.
lethal and precise attach only effect first attack when used in
conjunction with multi attack).


Drowning
A character begins to drown when he begins aspirating water.  This may
be caused by anything from failing a Swimming Check to having his head
held underwater by a would-be assassin.

If the character begins to drown, he has HEA/2 rounds where the GM may
allow actions before the character falls unconscious.  

If during the first round of drowning, the character opts to remain 
inactive for the duration of the drowning process (no casting, no trying 
to break the giant-squid-that-pulled-him-under's grapple, etc.), extend 
the time before unconsciousness to HEA rounds. 

If unconsciousness cannot be prevented, the GM secretly rolls 1d6.  
This is the amount of time, in minutes, the character has before 
death.

Water breathing characters don't usually drown.  Assume they can
submerge and find sufficient oxygen under normal circumstances.

Non-breathing characters CAN'T drown.  Treat them as waterbreathers
when in potential drowning situations.


Weapons List
This was the final version I think
www.cioe.com/~khelek/newaq/weaponlist.html


New Bow Ranges
This was a reduction in the bow ranges of a previous Wright Weapon list. 
The ranges were changed to those reflected in the list above.


Bow Skill
For each additional 25% of range which the player will attempt, he rolls
1D6. If the total is less then or equal to his missile weapon skill, he
gets the increased range, and is entitled to a normal roll to hit. If he
fails the check, the shot automatically misses, and may strike someone or
somewhere else as determined by the GM (Similar to any missed missile
attempt).


Material Weapon Bonus
Material bonuses only effect the damage not the "to hit" roll.