Re: RQIV, etc.

From: Burton Choinski (burt@ptltd.com)
Date: Tue 08 Jun 1993 - 23:10:57 EEST


Oliver notes:
------------------------------------------------------------
| The volume has become a bit overwhelming. Might I
| second Loren's suggestion that people try to limit
| themselves to one post a day?

One of the things I like about the non-digest is a healthy (and rapid) flow
of info. I find myself grumbling 'bout lunch time if the digest is late.
Plus, anything I put in there is most likely not going to be responded to for
at least 1-2 days...too slow (IMHO).

| As a general note - your comments are greatly appreciated.
| The next draft will be a while yet.

But we will be a'waiting.

| Runes -
| This discussion more properly belongs in the digest

True, now that it has peeled off from the sorcery thread.
But the digest is tied to the Stasis rune, I'm sure of it. :)

| Shields -
| The second RQIV draft uses the following values:
|
| Buckler (10 AP) 50L 1.0
| Heater/Target (14 AP) 75L 3.5
| Hoplite (18 AP) 100L 7.0
| Kite (16 AP) 60L 5.0
| Round (12 AP) 60L 3.0

I have been typing up a combined equipment list, and have been stumped. Are
all these shields supposed to be Metal?

I remember a Heros article (can't remember the issue) that assumed they were
metal, and came up with wood and hide versions for rural and wild availability.
These were cheaper and lighter.

| Frankly, I'd be tempted to lump these five shield
| types into three categories:
|
| Small (Buckler/Small Round) (12 AP) 50L 2.0 ENC
| Medium (Heater/Target/Round) (14 AP) 75L 4.0 ENC
| Large (Kite/Hoplite) (16 AP) 100L 6.0 ENC

I don't think it would hurt. Powers & Perils had something similar (only three
types), but then, P&P is sorta dead now.

Perhaps this is the time to reduce the weapons to "Effective Weapons", with
a list of suggested regional names for each if you want to have game flavor.

| Skill modifiers -
|
| I'd like to get a more general opinion on something that has been
| suggested by a few people.

Way back when I tried to get a RQ3 game going (and failed...my group does like
the RQ4 better, what we have seen so far) I split the height out of SIZ
to form HEI. HEI used the same dice as SIZ.

Now, I split the Agility skills into "AGILITY" and "LOCOMOTION". Locomotion
skills had HEI as a secondary add (taller = longer legs/bigger flippers/etc).
I think I envisioned LOCOMOTION as Primary(DEX, STR), Secondary (HEI),
Negative(SIZ).

I think I also had a specific DEFENSE attribute that was different from
AGILITY. With DEFENSE, HEI was a secondary negative.

STEALTH used HEI instead of SIZ in it's calculation.

| They have pointed out that of all the skills modifiers, Stealth
| affects the least skills. The two skills that it currently covers, Sneak
| and Hide, could just as easily be classified as Agility skills (one person
| suggested putting Sneak under Agility and Hide under Knowledge or
| Judgement).

If you are going to re-do the skill coverage, you can just as well re-do it
all. In my few attempts to make my own skill systems, I've often come to the
following settings:

  Perception, Reflexes, Experience, Knowledge

Perception is the noticing of things. pretty well covered by the Perception
modifier.

Reflexes is reaction to perceptions, or fast motions. This should br broken
into REACTION (equal to Agility) and ACTION (equal to manipulation). Not all
agility and Manipulation skills will be here.

Experience can be thought of as "Half reflex, half Knowledge" or "half
perception, half knowledge" Agility, manipulation and communication skills
that rely on judgement and knowledge as well as good body control or
senses get covered here. Things like Maneuver, speaking languages, bribery
(picking up on cues+the knowledge on how to use them, etc) go here.

Knowledge is reserved for the pure book learning -- Lores, reading/writing,
etc. This would be covered by KNOWLEDGE and MAGIC.

     -- Burton


0,,


This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:27:31 EEST