From: Mark S. c/o Tom Yates (marks@slough.mit.edu)
Date: Thu 27 Jan 1994 - 01:08:50 EET
Oliver wrote:
>From the comments on hit location tables, it sounds like a
>good idea might be to add an appendix of alternative rules.
>This would primarily consist of optional rules that enhance
>the realism of the game, but add to the complexity and time
Yes! This is a very good idea.
>With respect to sorcery duration, the basic problem is that
>in Glorantha (at least according to Greg Stafford) sorcerers,
>even Brithini, at skill levels well above 100%, simply do not
>walk around with dozens of long duration spells on them. Rather,
Indeed. I am a veteran of the sorcery wars. I've
fought long and hard to keep some type of long duration
sorcery because it seemed essential to the nature of Western
society. The current draft handles this aspect of sorcery
rather well, IMHO.
> The way we currently have it set up costs you a background choice
>to enter another profession, but you can purchase any skills you
>want from that profession. Another approach we considered was to
>make only a few skills 'special' to a profession, and have
>those skills (only) cost double when purchased by someone outside
>the profession (eliminating the one background choice cost to enter
>the profession). Would people prefer the second approach?
How about allowing free access to skills from other
professions if you choose them at a level of experience lower than
that of your primary profession? One would still have to pay a 1
Choice point cost to purchase skills at your primary level of
experience.
An example: Carl Da'win is an expert level scholar who
has traveled from his home in the Holy Country to distant
Pamaltela. He takes Boat at 60% for 1/2 a choice. If the
player wanted Carl to have Boat at 75% the Cost would be 2
choices - 1 choice to access the sailor profession at expert level
and 1 choice to buy the skill.
>nd one other military skill at 90%. This is obviously a Master
>level character. We do not present a specific template for
>Hrestoli because we focus character generation on Dragon Pass,
>but we provide enough information that a GM should be able to
>come up with a Hrestoli template fairly quickly. Even if you
I think the Dragon Pass focus is a good thing.
I did have my players create new characters for the
same reason I did not create my own templates. I am trying to use
the R:AG rules as they are written. Adding homebrew templates or
house rules would, to my mind, make our playtesting experience
less valid.
Mark S.
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