Rule Thoughts
Moderator: Admin
Rouges....
Dive for cover - I think this might need to cost a LP or have a reload time or something. I think 1 LP is good enough.
Carrying Items - I know there have been discussions about this. I have an idea that could possibly help regulate the carrying of 29 suits of kandium.
For every weapon not phys repped (long or smaller) it takes up the same amount of space as one resource on your person. For every location of armor not phys repped (medium or lighter) it takes up the same amount of space as one resource on your person. For hand and half weapons, two handed weapons, and heavy pieces of armor, these items take up the same space as two resources.
Why you may ask? Why add this trivial crap to the game? Nobody wants to keep track of this stuff, why add confusion?
My reasoning is immersion. Certainly I would be able to see the 32 swords you are carrying on your person before I attempt to shatter yours. And if it's phys repped, it doesn't take up space. Much like actuall resources.
Dive for cover - I think this might need to cost a LP or have a reload time or something. I think 1 LP is good enough.
Carrying Items - I know there have been discussions about this. I have an idea that could possibly help regulate the carrying of 29 suits of kandium.
For every weapon not phys repped (long or smaller) it takes up the same amount of space as one resource on your person. For every location of armor not phys repped (medium or lighter) it takes up the same amount of space as one resource on your person. For hand and half weapons, two handed weapons, and heavy pieces of armor, these items take up the same space as two resources.
Why you may ask? Why add this trivial crap to the game? Nobody wants to keep track of this stuff, why add confusion?
My reasoning is immersion. Certainly I would be able to see the 32 swords you are carrying on your person before I attempt to shatter yours. And if it's phys repped, it doesn't take up space. Much like actuall resources.
The rules clearly state every tagged item MUST have a physrep. (exeptions are noted in the item, like potions.)
Therefore, if you have one sword, and it gets broken, and you swap the tag, you are cheating.
If you have one shield and it gets broken, and you swap it with out a phys rep you are cheating.
This is not cheese, this is cheating. If you have six tags, and no physrep you are cheating.
Now, we all have a big pile of tags back in our IN GAME stuff, not in our OOG stuff, that people can see if they walk by. you don't need a physrep for that stuff just laying there because it would be cumbersome.
But if you have have a sword, and you only have one physrep out in the field, and you swap tags you are cheating. NEVER CARRY TAGS you don't have a physrep for.
the end.
Therefore, if you have one sword, and it gets broken, and you swap the tag, you are cheating.
If you have one shield and it gets broken, and you swap it with out a phys rep you are cheating.
This is not cheese, this is cheating. If you have six tags, and no physrep you are cheating.
Now, we all have a big pile of tags back in our IN GAME stuff, not in our OOG stuff, that people can see if they walk by. you don't need a physrep for that stuff just laying there because it would be cumbersome.
But if you have have a sword, and you only have one physrep out in the field, and you swap tags you are cheating. NEVER CARRY TAGS you don't have a physrep for.
the end.
Travis Cole
I'm glad you mentioned this and I just wanted to quote the rulebook because I didn't know it was in there.Rulebook Pg.95 wrote:Physical Representations
Phys-rep is short for physical representation. Everything in game must have some sort of ingame phys-rep and a tag to go with it. A tag is a small slip of paper that is used to identify what an item is and that it is an in-game item. If an item does not have a tag you will not be able to use it in game. However, you may carry items without a tag as long as they are only decorative (i.e. a ring that you wear, your clothing, etc.). Decorative items have no value and they may not be stolen.
Still doesn't stop people from carrying 8 swords/daggers, 5 shields, 7 suits of armor, etc and hot-swapping when something gets shattered, disarmed, beat to zero, etc. Maybe some enforcement is called for, like while GM's are doing random character sheet checks they could check tags? Do a quick double check on how many item tags someone is carrying as compared to how many phys-reps they have on them. Repeated offenders could have their surplus tags confiscated for the weekend and get them back at check out... Something like that?
~ Carpe Nocturn ~
Paer'An' Alla'Ana
Lightning Rider
Defender of the Flame
Honor Guard of the Last Grand Oracle
Paer'An' Alla'Ana
Lightning Rider
Defender of the Flame
Honor Guard of the Last Grand Oracle
Naw...Forget that. I say we just implement a system of mob justice The GM's do enough work planning the event, we can just handle their light work.
PC pulls out a stack of tags
"Look at all this loot! There was like 50 swords out there! I can never be shattered again!!!"
Rest of entire PC base viciously beats the person into unconsciousness
How could it go wrong?
PC pulls out a stack of tags
"Look at all this loot! There was like 50 swords out there! I can never be shattered again!!!"
Rest of entire PC base viciously beats the person into unconsciousness
How could it go wrong?
Idea's for Quality Armor upkeep.
I believe that making it cost a commodity to upkeep a location of armor is a little too steep but I definately agree there needs to be something. My idea is...
Quality Light - 1 Hide per location
Quality Medium - 1 Hide or Steel per location
Quality Heavy - 1 Steel per location
Quality Cloth - 1 Cloth per location
Kandium - 1 Steel and 1 Mystic per location
These are just some of the common armors I know of. The old cost for Quality Armor was 2 extra upkeep, essentialy half a Steel. I feel like this helps because the PC's are still paying for their edge but It's just enough.
I believe that making it cost a commodity to upkeep a location of armor is a little too steep but I definately agree there needs to be something. My idea is...
Quality Light - 1 Hide per location
Quality Medium - 1 Hide or Steel per location
Quality Heavy - 1 Steel per location
Quality Cloth - 1 Cloth per location
Kandium - 1 Steel and 1 Mystic per location
These are just some of the common armors I know of. The old cost for Quality Armor was 2 extra upkeep, essentialy half a Steel. I feel like this helps because the PC's are still paying for their edge but It's just enough.
As I recall, the intention of the increase in initial cost for crafted items was to try to do away with basic upkeep. If you're going to consider re-implementing some form of additional upkeep, you may need to revisit the base costs.
Also, on a general note, I have noticed a significant wealth disparity among the players. Some P.C.'s are happily able to shell out several gold pieces for a special-order item while others have to put a basic sword on a payment plan. I mention this only because a character lucky enough to find a suit of quality armor may not be lucky enough to have the 3 or 4 resources needed to upkeep it every event.
Also, on a general note, I have noticed a significant wealth disparity among the players. Some P.C.'s are happily able to shell out several gold pieces for a special-order item while others have to put a basic sword on a payment plan. I mention this only because a character lucky enough to find a suit of quality armor may not be lucky enough to have the 3 or 4 resources needed to upkeep it every event.
GM-Taki - Final Haven GM, Winter Haven GM, Editor of the Rulebook Project.
The changes implimented addressed the need for standard upkeep of items but not for the additional upkeep often required for quality armors. Normally this fee would half a steel (2 additional upkeep) under former armor rules. Kandium, under the write up I have, was around 9 upkeep tags.
But what I think your saying is that when creating the quality armors there should be an additional cost? Like instead of one refined material it should be two or three and eliminate the upkeep? If so I like that idea, good upfront cost and no more worrying about upkeep for armor.
But what I think your saying is that when creating the quality armors there should be an additional cost? Like instead of one refined material it should be two or three and eliminate the upkeep? If so I like that idea, good upfront cost and no more worrying about upkeep for armor.
Spells and Potions
Circle of Protection - It is very difficult to pull this spell, I understand it's powerful but I just wish it was a litlle easier to use. Using it in a building is not practical because most of the time people are running in and out. Using it outside is hard because of the 5 minute charge time and you have to use other PC's as phys reps. On top of that the reload time is an hour. I don't really have a better idea as to how to pull this spell off but can someone tell me if it was used at all this year?
Purify the body - I feel as though not being able to heal for an hour is an uneccisary drawback to this potion. It's a master potion, meaning that once an event you have the ability to cure poison or disease. I don't feel like this is a game breaking effect.
Curse/Remove Curse - This spell needs to be reworded to add some clarity as to how it works. Does the curse carry over from event to event? Is the LP lost permanent?
Circle of Protection - It is very difficult to pull this spell, I understand it's powerful but I just wish it was a litlle easier to use. Using it in a building is not practical because most of the time people are running in and out. Using it outside is hard because of the 5 minute charge time and you have to use other PC's as phys reps. On top of that the reload time is an hour. I don't really have a better idea as to how to pull this spell off but can someone tell me if it was used at all this year?
Purify the body - I feel as though not being able to heal for an hour is an uneccisary drawback to this potion. It's a master potion, meaning that once an event you have the ability to cure poison or disease. I don't feel like this is a game breaking effect.
Curse/Remove Curse - This spell needs to be reworded to add some clarity as to how it works. Does the curse carry over from event to event? Is the LP lost permanent?
In response to "Purify the Body" - This was a Master potion, but after the rulebooks were released and just before the events started it got moved down to an Advanced potion due to its drawbacks, I am hoping to get all the updated potions voted on and in the rulebook correctly before this season starts.
Also Curse/remove Curse will be worded better as well.
Also Curse/remove Curse will be worded better as well.
Hi.. I'm Aidan!
I would like to know if I can spend the time on a curse (ten min), and then hold it, as long as I'm not interrupted, of course. Travis and I discussed this once, and I think it would be a nice addition.
So for instance, we know a cocky bad guy is coming into the town, to throw his weight around. So I spend ten minutes working up a curse, and when he shows up and begins pushing us around, I hit him with the curse as a public kick to the crotch.
My idea is that you can either cast a curse the old way (though the GM's), or in the middle of a combat scene. If in combat, you can be interrupted as normal before you cast the curse, and to cast it, you call a 'game stop' and describe to the NPC what the effect is that you are hitting them with. No counterspell is possible.
Also- does the LP from the caster become available to be healed if the curse is lifted/cursed character is killed? Or is it unavailable for the rest of the event (which I think is way too harsh).
So for instance, we know a cocky bad guy is coming into the town, to throw his weight around. So I spend ten minutes working up a curse, and when he shows up and begins pushing us around, I hit him with the curse as a public kick to the crotch.
My idea is that you can either cast a curse the old way (though the GM's), or in the middle of a combat scene. If in combat, you can be interrupted as normal before you cast the curse, and to cast it, you call a 'game stop' and describe to the NPC what the effect is that you are hitting them with. No counterspell is possible.
Also- does the LP from the caster become available to be healed if the curse is lifted/cursed character is killed? Or is it unavailable for the rest of the event (which I think is way too harsh).
"BY THE POWER OF GRAVESBANE....
I.. HAVE.. THE.. POWER!!!"
I.. HAVE.. THE.. POWER!!!"