From: ADRIAN M RUSSELL (GE92AMR@ccs.edge-hill-college.ac.uk)
Date: Thu 25 Nov 1993 - 15:43:19 EET
In our runequesting we have allowed multiple shield parries at a deduction of 20% on skill after the first. Though different to how I'm used to playing, this seems to work quite well.
I've thought about armour and its ability to absorb damage without affect, one suggestion would be to allow armour to be damaged by blows of over double its AP. I think this would provide a certain amount of realism especially where 'hard' armour is concerned as rents and dents would make the armour not only less affective but also less comfortable. The x2 factor would also stop armour being completely useless. Think of all those repair spells players would have to use.
I've got a problem with armour enchantments. If a body area is armour enchanted this would suggest that a critical hit has no 'gap' in the armour to bypass ----'help'---
I have a player who loves to play the Trickster, given that it is hard
to collect a wide range of Trickster spells due to the nature of shrines
it would follow that it would be hard to regain any of these spells. I
have allowed this player to regain any divine spells at any Trickster
shrine as they are all linked in the 'divine' sence. What does anyone
think of this?
--TRICKSTER EATS--
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