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Re: parrying or Multi Skills



On Mon, Mar 20, 2000 at 07:20:57PM -0800, Andrew Luers wrote:
>    That is the way I like it. To many GM keep uping
> the die because the players made the last check. There
> is a point that you should make most of your checks. A
> master should almost never fail. I been in to many
> games that the find traps skill goes up as a night
> goes on.
> 
>   And to head you off, yes that is the bad GM's. Only
> that if you go every week, you have to play under bad
> GM's.

I concur. Bad GMs. Instead of limiting the die rolls
I'd suggest guidelines for rolls instead. The book
tries to do this on some resistance checks but there's
no good guideline for the various skills. It would make
much more sense if everyone knew that checking for
traps was normally a 2d6 check and only is ever harder
if:

1. conditions warrant it (ie its dark, its underwater(slime,etc..), etc...)
2. It was hid by someone using 'hide traps'

I hate it when checks get increased just because you can make them. With
some adventurers you know their skill is over 12 and you don't even ask
them to roll... you just say... "Jeven, you noticed that this room is
pretty booby trapped".

>   L agree. The base cast math is a little hard.
> The combat rules on the other hand are every simple,
> and fast to play. Hell,other than the base cost, ok
> the whole soul thing is a mess, the whole game is
> simple. At on time the game start out simple, I am
> sure before us collage power gamers got a hold of it.
> That is the way I like it (simple). When I feel like a
> collae game I play Rolemaster. Maybe AQ needs a
> collage age set of rules. Spilt die (in my view point)
> is at that level. 

We really haven't changed the rules much. They are pretyy
much as they were when Dan "released" the game in '92.

>   Realy, What if one round you less init. and the next
> made it. Does the +4 go to the next defensive round or
> does it go away unless you make the die roll again? 
> Please elaborate:)

The +4 goes away on your next round. If the opponent gets
to go twice in a round then you get the +4 both rounds.
This can be both a good thing for the player and a bad thing
so I believe it balances out. You lose the +4 on your round
unless you re-roll it. A trickier question would be "when
on your round does the +4 start... in case one of your party
members whacks you on your round :)"

>   It best for me. I do not have to remanber if the
> player added to his CDV or by much. The new player
> have less to learn. To many of the new players under
> me, were never told the you can use combat skill far
> anything other then mult. attack. Gear-ted 99.9% of
> the time mult is the "BEST" way to use the skill.   

Read the book. I hear of a newbie priests of Isis
wasn't aware that you can't mini-bolt people either.
Ignorance of the rules isn't really an excuse. Hell,
reading about the priesthood your supposed to be playing
isn't even rules... its just background for good roleplaying.

>     Not everyone is as start as you (and that means me
> by the way :) ). Many players set for four to five
> min. thinking about what to do. More rules mean more
> time out. Again I have to go to Rolemaster. Under
> those rules, some time I set for 6 to 10 min thinking
> how the spilt up my skill.

Odd... I've never had or seen this behavior while playing
rulemaster. That sounds quite dull.

>   Well you are one of the lucky ones that can get into
> a cont. game or is already in it. Me and other players
> must set under the only other game. The reason I like
> to go to AQ is that I can go under who I like. Cont.
> games lock me out of the fun. 

Not usually. Most GMs are usually more then willing to
bring in fresh blood and can roleplay you into the
scenario. I've done this and had it done for me.

-Steve