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Re: Past Votes Up To 11/23/98




An e-mail to 'gmtopics@cioe.com' will get you a copy of Kris'
list. Advice on spiffing it up is generally appreciated :)

E-mail me with all errors/ommissions and I'll update them as
soon as I receive/verify the e-mail.

I think an arrangement of:

- open topics
- voted on topics

						-Steve

> 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.
>