COMMENTS

From: Burton Choinski (burt@ptltd.com)
Date: Fri 02 Jul 1993 - 04:02:26 EEST


Graeme Lindsell provides a variable spirit spell table...
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| Spell Points Roll for Spell Strength
| 1 1
| 2 1d3
| 3 1d3 + 1
| 4 2d3
| 5 2d3 + 1
| 6 3d3
| 7 3d3 + 1
| etc

Might be interesting to try. I'll give it talking over at the next game.

On the last game my 1d3 damage bonus was boo-ed down as too wimpy. Ach vell.
But we had some bouts with the spirit combat system (the crew decided to pick
though Burntwall). We ran it as sort of like normal combat (A successful
defend knocks a special hit to a normal hit). I know it's not the way as
listed, but having two different combat systems is hard to get used to
(Witness Space: 1889 -- COMPLETELY different way of doing hand-to-hand and
ranged combat -- it was very tricky).

| Coordination 2 will give me a SR of 1". The table is similar to
| Burton's recent damage bonus table, but 1 point isn't 1d3-1 since I
| think PC's should get something for the loss of an MP and a successful
| casting roll.
 
The plus fits better here anyways...easier to remember as being "divide
MP by 2 for dice, add one on odd numbers".

David Cheng sneaks in...:)
----------------------------------------------------------------------
| DC finally sneaks in a reply. I'm reading everything; there's just no
| time to fully speak my mind...
 
Haven't we all? The playtest list has been a tad light. :p

| Paul Reilly suggests for craft skills that certain levels (30%/60%/90%)
| impart given benefits.
|
| The idea that a certain level in a skill "guarantees" a certain result
| has been kicked around here before. I remember Loren Miller having
| a system I particularly liked. (Come to think of it, I believe the
| discussion happened on r.g.f.misc, not this mailer...)

It has merit...It's just tough to do without the breakpoint stigma as
David mentions.

| It does not make as much sense to say:
| A has Dance 15%, and gets a lucky special.
| B has Dance 75%, and gets a normal failure.
|
| Thus: A wow's the crowd, whereas B trips and falls...

Make an entertainment table...Base index=Skill/10 (round down).
   Fumble = 0
   Failure = 1/2 index (round down)
   Success = index
   Special = 2x index
   Critical = 5x index

Low index values have bad things, like getting thrown out on your ear,
pelted with fruit, etc. High ones get the big money.

Actually, something like this might work well for gambling... Make a Gambling
skill roll and determine the index for everyone. You win that amount in
lunars or clacks (depending on the "richness" of the game) from each player
in the game. If you roll low, and everyone else rolls high, prepare to be
cleaned out. :)

Map notes...
----------------------------------------------------------------------
Well, after a bit of tweaking my map is coming along. What I have done
is scanned the maps in the Genertala book at 300dpi, cleaned out the cities,

names, etc from the bitmap tpo leave only geographical objects (rivers and
coasts, mountains, forests, areas of the ban, swamps, etc. I then take
this bitmap and bring it into Canvas and have it "Autotrace" the bitmap,
which produces line objects. I then go about joining and tweaking these
objects, setting the proper colors, etc. I try to shortcut where I can,
to cur down on overall complexity.

At present, I have west and east Fronela and Seshnela linked together. Once
the whole terrain map is done I plan to submit the sucker to Oliver and
crew so they can check it out and point out any thing I missed.

   -- Burton


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