From: Carl Fink (carlf@panix.com)
Date: Wed 26 Jan 1994 - 03:37:21 EET
Mark S writes in part:
M> I am glad you kept both skill check, and end of adventure
>experience systems. I wish you would change the phrase "end of
>adventure". Some of us run ongoing campaigns which do not
>always break down into discrete "adventures"
How about "periodic" experience?
M> The new action rules cut back severely on the amount of missile
Note that the round is now about six seconds long. Two shots in six
>fire in combat. Could you at least bring back quickdraw?
seconds is *incredibly* fast for an archer.
M> The new spirit combat rules are less interesting than the
>earlier draft, but they are a lot simpler. A reasonable trade
>off. Am I correct interpreting the rules as allowing a spirit
>combat defense action to a character under the effect of the
>Fanaticism or Berserk spell?
Berserkers are not permitted defensive actions -- if they fight the
Again, I didn't notice a CC to Oliver. Long, detailed commentaries
spirit, they have to All Out Attack it.
like this should be copied to jovanovic@columbia.edu. Oliver isn't
reading this list regularly right now.
--Carl
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