Re: RQIV, etc.

From: Roderick Robertson, SC1-5, x52936 (ROBERTSON@delphi.intel.com)
Date: Wed 09 Jun 1993 - 00:24:00 EEST


Subj: RQIV, etc.

>Shields -

>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

>(Or maybe even as low as 10/12/14 AP)

>Any comments?

   I think you need to have a Material modifier to determine AP,
rather than size. There is a great difference between a traditional
Heroic Greek shield (Seven layers of Bull-hide, strengthened with
bronze); a Zulu shield of one ply of leather with a wooden
pole/handle; and a Persian woven wicker shield. While they are of
similiar size, and would protect the same areas if used against
missiles, the protection value should be much greater for the Greek
shield.

   Perhaps something like the following?

                Armor Points/Encumbrance/Cost
Material Small Medium Large

Leather (1 Ply) 3/0.5/1 4/1.0/3 5/1.5/5
Wicker 5/1.0/5 7/2.0/10 9/3.0/20
Wood 8/1.5/25 10/3.0/50 13/4.5/75

Wood/Leather 12/2.0/50 14/4.0/75 16/6.0/100 (standard)
Reinf. W/L 15/2.5/60 17/4.5/90 20/6.5/125
Bronze 15/2.0/110 17/4.0/140 20/7.0/150
Iron (Don't have the rules here at work...)
        

  The values are off the top of my head, and would need looking at.

With such a system, more Cultural differences could be introduced
(Sartar Orlanthi use Wood, Wood/Leather, or Reinforced Wood/Leather;
Sun Domers use Reinforced Wood/Leather or Bronze; Ducks use Wicker or
Leather; etc.).

>To replace the Stealth modifier, it was suggested that Knowledge skills
>be split into two types of skills: Judgement skills, which can be
>increased by experience, and Knowledge skills, which must be learned,
>and cannot be increased by experience (Lores). Judgement skills would
>have a skill modifier based on INT or possibly INT and POW,
>Knowledge skills might not have a skill modifier at all.

>It seems that this might be an easier way to keep track of skills that
>can and cannot be increased by experience than the current box or no box
>system, and would eliminate an extra set of calculations for a modifier
>used for only two skills in RQIII.

>Opinions?

  Hate the "Judgement" name for the category, but the idea is a good
one.

> Oliver

  Since I have only been receiving the list since last night, forgive
me if this is an old question, but could you elaborate on why there is
(was?) no Catch skill? Someone (Loren?) mentioned that they had
included Throw/catch as a single skill on a Character sheet. To me,
the two are not in the least the same (else a Reciever could be a
Quarterback...)

  How does one get a copy of the latest Sorcery rules?

Thanks for your time,
Roderick Robertson
Robertson@Delphi.Intel.Com


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