Re: COMMENTS -- reply's to Oliver's notes

From: paul@phyast.pitt.edu
Date: Mon 14 Jun 1993 - 23:21:42 EEST


   Paul R. here.

  Just a couple of quick ones, reply to Burton's message:

>| DAMAGE BONUS
> Looks good.
  I still say don't bother with minor changes. Either switch to basing
damage on the being with weapon modifiers or leave it with what the players
already know...

| STRIKE RANKS
  This table really does look like a slight improvement, I'm marginal on
whether it's worth the cost of changing.

>some randomness would be good

  From my experience in fighting I'd say that you could add a special
option to try to one-shot your opponent at half chance, on SR 1, once
you are in range. This is throwing your single best shot. It might
only work once per fight, or at a decreasing chance.
(this could be instead of your usual attack.
______________
POW:
  Is the yoyoing really such a problem? If so then it's a problem for
spirit magic chances too. Why not just eliminate POW altogether?
Base MP on STR. (not serious here.)

  If POW doesn't affect any of the skills we understand from the real
world, the concept of a high POW person is reduced to "guy with a bunch
of big guns - uhh, I mean spells". The POW mods tell us what sort
of real-world person is like the RQ character with high POW: She is
perceptive, vivacious, charismatic (communication mod), etc.
Eliminating the POW mods kills this connection. I'd actually ADD some
POW mods: to me a martial arts Master should have a high POW, even more
than a high INT or DEX. Riding should include POW. Thus I'd say:
Agility: POW + DEX + STR/2 - SIZ
Parry: POW + DEX + STR/2

  Ooops, gotta go. Note above changes help balance Attack & Defense.


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