From: Wayne Shaw (shadow@qedbbs.com)
Date: Fri 27 Aug 1993 - 13:16:41 EEST
David Dunham (via RadioMail) <ddunham@radiomail.net> writes:
>
> + Base chances. All skills start at either 0% (if you can't do it without
> training) or 10% (or maybe 5%). Or maybe they start at 0% or (for attack
> skills) STR+DEX% (each category would have a base chance determined by
> adding two stats -- if your POW increased, your base chance might go up,
> but this wouldn't be a modifier, so skills would not change).
I don't see how there's much to be gained from this one. The only time
My reaction to these is like mine to a lot of "keep it simple"
the base chance is an issue is when you are using a skill you don't have,
and in those cases, the high base of some skills seems desireable to me.
>
> + Weapon hit points. They either break or don't, let's get rid of the
> bookkeeping.
>
Again, I haven't seen it be that much of a problem. Most people only
need to do the bookkeeping on their shield's or two-handed
we Kmn!W$$9I2iLBLymVc^E\ ~xc.OLM}VeK}OX"1%wbIyWE?LiuGqVH[7IkS
86~R DL[hfeR4+[~2n>5qt(weapons, and I can't say as how that
strikes me as a hideous bookkeeping load.
suggestions: there are plenty of games out there that have effectively
sold their souls for simplicity: I see no reason to add RQ to the pile.
------------------------------
shadow@qedbbs.com (Wayne Shaw) or qed!shadow
The QED BBS -- (310)420-9327
0,,
This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:29:14 EEST