From: David Dunham (ddunham@radiomail.net)
Date: Sat 26 Feb 1994 - 04:49:16 EET
David here.
Steve Barnes suggested
>So you could emulate Earthdawn, by providing an attractive drawing
>of each "character archetype" presented in the character construction
>section. This will also convey volumes of information about the culture
>these characters come from.
which would be an excellent idea. (Too bad space is so tight on those pages...)
So now we just have to decide if Sartarites really wear kilts, or if they
wear plaid pants. I strongly prefer the latter. I don't know if it's really
right, but I don't think those 16-year-olds are going to want to play men
in a dress.
Ray Turney put forth various suggestions for speeding up combat, for which
This makes sense, in that calculating specials and crits always slows
I thank him.
>1) Spells have no effect on special and crit chances.
things down. There's always a player who rolls close, then has to ask or
look up what level of success he actually made (sometimes this player is
me).
2) Ban spellcasting while in combat {you can always say the adrenalin rush
of getting ready to fight interferes with casting}. Failing this, ban
casting in melee.
This would put a huge premium on ambushing.
>6) Only roll parries etc, if the attack succeeds. This means forget about
>parry and Dodge fumbles.
This is already part of RQ:AiG.
> first roll D20, on a 4 or less a special happens. On a
>1, a crit happens. If neither special nor crit happens, go no further.
Is a (possibly) extra roll really going to speed things up? Besides
ignoring fumbles, and the 3-4% chance of just plain missing.
>Abolish in combat healing. Assume healing spells take 10-20 melee
>rounds to work, so that once someone is down they will not soon be up again.
Hmm, radical, but far better than not casting spells at all. This would
probably work with the current damage rules, where you don't die instantly.
0,,
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