From owner-dq@dq.sf.org.nz Sat May 27 04:28:32 2000 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id EAA21307; Sat, 27 May 2000 04:23:04 +1200 Received: from dns0.uk.neceur.com (ingate.uk.neceur.com [193.116.254.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id EAA21304 for ; Sat, 27 May 2000 04:23:00 +1200 Received: from internal-mail.uk.neceur.com by dns0.uk.neceur.com id GiS20CLekapNF1; Fri, 26 May 2000 17:07:47 +0100 (BST) Received: from thoth.uk.neceur.com by internal-mail.uk.neceur.com id Aom304LekaJMK; Fri, 26 May 2000 17:07:46 +0100 (BST) from thoth.uk.neceur.com (localhost [127.0.0.1]) id Aom304LekaJMK for (3.3.2/3.1.31); Fri, 26 May 2000 17:07:46 +0100 (BST) X-Mailer: Lotus Notes Release 5.0.3 (Intl) 21 March 2000 Message-ID: Date: Fri, 26 May 2000 17:14:27 +0100 X-MIMETrack: Serialize by Router on ldn-thoth/E/NEC(Release 5.0.3 (Intl)|21 March 2000) at 26/05/2000 05:07:45 PM MIME-Version: 1.0 Content-type: text/plain; charset=us-ascii Subject: Re: Rune From: ross.alexander@uk.neceur.com To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Precedence: bulk X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a request to dq-request@dq.sf.org.nz. To unsubscribe from all lists on this site, send a request to all-request@dq.sf.org.nz. Reply-To: dq@dq.sf.org.nz Here are some replies to Mandos' comments. I would like Jon to comment as he is the "ideas" man behind much of the college. Ross "Mandos Mitchinson" To: dq@dq.sf.org.nz Subject: Rune Sent by: owner-dq@dq.s f.org.nz 24/05/00 22:16 Please respond to dq After playtesting the previous Version of Rune a few things have cropped up that may need discussion along with elements of the latest revision. Overall I like the new rune style, with the spirit and totem stuff, it has an old style feel to the college. However I think it could be made a little older in places but it is certainly a good direction IMHO. A few Spells I have some queries about. Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. Mandos /s -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html -- Smite I don't like this being a 1/2 damage general. As it is it is cast on a weapon so Damage is being done. Having a half damage addition to that seems like overkill. I realise it is only a one shot thing but I can see people carrying large numbers of light weapons (Daggers, Darts etc). I do like the bonus effects to the spell and think it would retain its usefulness with the removal of the half damage effects. Smite and Torment has swapped positions a number of times. The simplest solution is to have a straw poll at the Gods meeting and go with that. Looking though the notes the original reason to move it to a general was to encourage players to "get in there" and melee with their opponent rather than stand back in cast spells. I know this is "social engineering" and may be considered dubious. "Mandos Mitchinson" To: dq@dq.sf.org.nz Subject: Rune Sent by: owner-dq@dq.s f.org.nz 24/05/00 22:16 Please respond to dq After playtesting the previous Version of Rune a few things have cropped up that may need discussion along with elements of the latest revision. Overall I like the new rune style, with the spirit and totem stuff, it has an old style feel to the college. However I think it could be made a little older in places but it is certainly a good direction IMHO. A few Spells I have some queries about. Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. Mandos /s -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html -- Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. I haven't thought about the fatigue stuff yet. The different types of staves comes from the old rune college. The simplest thing would be to ditch any game significance to different materials. Otherwise somebody is going to have to come up with some ideas about what each different material adds/subtracts from the college. Personally I'd like to do away with them for the moment. Such things can be added back in if people really want them. "Mandos Mitchinson" To: dq@dq.sf.org.nz Subject: Rune Sent by: owner-dq@dq.s f.org.nz 24/05/00 22:16 Please respond to dq After playtesting the previous Version of Rune a few things have cropped up that may need discussion along with elements of the latest revision. Overall I like the new rune style, with the spirit and totem stuff, it has an old style feel to the college. However I think it could be made a little older in places but it is certainly a good direction IMHO. A few Spells I have some queries about. Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. Mandos /s -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html -- Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. I think I'll just remove the "cure all ..." since it would be a lot quicker just to cast the spell a couple of times using minute casts. I certainly didn't want them to reach Rank 8 healer, but I did want them to heal bones at Rank 20. 1 + (1/4) gives a maximum of Rank 6. This is a 500 EM spell (general admittedly). "Mandos Mitchinson" To: dq@dq.sf.org.nz Subject: Rune Sent by: owner-dq@dq.s f.org.nz 24/05/00 22:16 Please respond to dq After playtesting the previous Version of Rune a few things have cropped up that may need discussion along with elements of the latest revision. Overall I like the new rune style, with the spirit and totem stuff, it has an old style feel to the college. However I think it could be made a little older in places but it is certainly a good direction IMHO. A few Spells I have some queries about. Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. Mandos /s -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html -- Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. I must agree with you that it hasn't really been thought out. The problem is that I don't want introduce rune lists when the name already has Names. However, where are names are sophisticated, Runes are primitive. It is questionable whether a Rune could accurately represent a College. However, from a game mechanical point of view it would be good if there was a Rune <=> Name duality so that Ranking and naming conventions are the same. There are a number of places in the college where it is required to specify a target using Runes. I haven't specified how exactly it works because I don't want to. Every Rune mage can use different runes if they want, however, the more widely used a Rune is, the more powerful it becomes. I'm just going to remove extra stuff for the moment and leave the effects as per every other college. "Mandos Mitchinson" To: dq@dq.sf.org.nz Subject: Rune Sent by: owner-dq@dq.s f.org.nz 24/05/00 22:16 Please respond to dq After playtesting the previous Version of Rune a few things have cropped up that may need discussion along with elements of the latest revision. Overall I like the new rune style, with the spirit and totem stuff, it has an old style feel to the college. However I think it could be made a little older in places but it is certainly a good direction IMHO. A few Spells I have some queries about. Fashioning RuneStaff A clarification on the fatigue storing elements of this ritual would be good. After reading it multiple times I am still unsure of how it works. Also the type of staff you create does not seem to effect what you can do with it. I think different effects with the different runestaff types would be good and I would be happy to come up with some ideas for these. Healing I think rather than the heal all fatigue and Endurance effect it should be something like "the adept may heal 1/rank fatigue and 1/2ranks endurance" Which at high ranks is close the the effect the spell has now without being fantastic at low ranks. I also think 1/4 ranks is better for the Healer rank. Purification This does not seem to really fit with the old world theme of the rest of the college. The use of names is a modern Thaumatergical effect and seems ill fitting. I like the idea of a special purification, I just don't think this is the way to achieve it for Rune. Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. Mandos /s -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html -- Spirits I think a portion of the document needs to cover spirits, what they are what they can do etc. I have found playtesting rune that I don't really understand what I can do with a trapped spirit if I got one. This will have to be clarified by Jon but my idea of spirits is as follows. Everything living has a life force. This energy exists in the Ethereal plane. It can manifest itself in the material world as a spirit, which can only be affected by items with a presence in the Ethereal (mana is a particular form of lifeforce energy). Sentient entities have enough lifeforce to generate a distinct spirit but most other living stuff does not have lifeforce to create a whole spirit on its own. However together living creatures combined life force is enough to manifest as a seperate spirit. Hence all dogs in the world generate enough lifeforce to for the canine totem spirit to exist. Forests often have spirits associated with them, these are manifestations of the lifeforce of all the creatures living in the forest. All living creatures, provided they are not unique, have a totem spirit which represents them. Totem spirits can manifest if there is a great need (for example the whole heard/pack etc is in danger) but generally only manifest when called upon. When a living entity dies it soul (if the entity has one) moves on to the afterlife while their spirit returns to the world to be recycled. However, there are times when the spirit cannot return to the lifestream because it is trapped by magic or has not completed a task in life. Those spirits that have failed in a task often become ghosts or revenants. Those that have died defending a place often become spectres. Lesser undead such as ghouls, zombies and skeletons are created by magic binding lifeforce into unoccupied bodies. Resurrections are possible because the soul does not depart immediate and the spirit does not return the lifestream until it does. Healers can re-attach the spirit to the body provided it can support life. -- to unsubscribe see http://www.kurahaupo.gen.nz/mailing-lists.html --