From: David Dunham (ddunham@radiomail.net)
Date: Mon 31 Jan 1994 - 09:26:25 EET
>Please make certain that the new rules are playtested
>and fully playable at all levels of play...not just the 50% - 100% level that
>most of us are accustomed to, but also from the 100% to at least the 200%
>level.
While this would be nice, I would only make changes if they have ZERO
impact on normal (<125%) characters and players (this latter means no weird
rules to have to keep track of).
>It is a problem when a GM has run a long campaign (mine has been going for
>8-9 years continuously) and has to watch the
> rules slowly become less and less able to handle the PC's. I need a rule
>system that can handle Magi as well as Apprentices and Runelords and Priests
>as oppsoed to Initiates and Lay Members.
What are the specific problems you're encountering? Some of the RQ:AiG
changes may address them indirectly.
BTW, Priests and Rune Lords can get some awesome divine intervention with
the new rules. If a priest makes a DI roll, he gets to cast AT LEAST 30
points of rune magic from his pantheon. I ran a rune lord DI tonight
without fully understanding the guidelines, so I blew it, but it was still
pretty nasty (he stood up fully healed, and with a Shield 3 and Berserk
spell, and un-Befuddled one of his friends -- he should have been able to
do more if I'd read more carefully). This is one way RQ:AiG rules
accomodate rune levels.
0,,
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