From: Peter Maranci (rune@trystero.com)
Date: Fri 21 Jan 1994 - 07:25:14 EET
Regarding Oliver's comments:
I'm very glad to hear that the limitation of the distribution
of RQ:AiG is based on limited resources rather than eliteism. My fears
of an RQ elite were mostly dispelled by the friendly folk at RQ Con,
but a little confirmation never hurts. 8^>}
At this point I'm less prone to carp over details that I consider
small. RQ:AiG is so much better than both RQ3 and the previous edition of
RQ4 that many sins could easily be forgiven -- and there don't seem to
be too many sins. If RQ:AiG were to be published as is I wouldn't worry
about RQ's future -- depending on the art of the finished product, of
course.
Of course I still have opinions.
One thing that I still would like to know is whether or not
reality testing is a basis for RQ. Of course there's no need to go to
extremes, but it would be helpful to know if I should judge the hit
location table (for example) based on how often I get hit in the arms
or legs in LARP combat.
The flat-rate damage bonuses bothered me because of the
About optional rules: I always liked the way that the optional
similarity to AD&D (tm). On reflection, though, I can live with them.
But someone (I think it was George Harris) remarked that this would
screw up Crush. Referring to the book I see that the new rules cover
this option rather well.
rules were given in the back of RQ2. When such rules are scattered
through the text the purpose of making them optional -- i.e. streamlining
the main body of rules -- is defeated. On the other hand, the inclusion of
optional Crush/Impale/Slash in the Combat section seems to work well.
The more I read this version, the more I like it.
-->Pete
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Peter Maranci Malden, Massachusetts
pete@slough.mit.edu or rune@trystero.com or rune@ace.com
Captain, Bozztown Bashers -- Champion Trollball team of RuneQuest Con 1994!
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