Subject | Re: [dq] Binder Amendments: Golem Weights |
---|---|
From | AndrewW@datacom.co.nz |
Date | Wed, 15 Aug 2001 08:24:13 +1200 |
1) Iron Golems 7'+ are out by a foot (7' = 735, 8'=960, etc). 2) Iron golems are far too light. Iron is ~ 9 times heavier than flesh, 4 times heavier than stone. 3) I'd be happier with: Clay: Height Cubed * 1.5 Iron: Height Cubed * 10 Rag & String: Height * 2 Stone: Height Cubed * 2 Wood: Height Cubed * .5 Which encourages smaller golems for PCs and huge creatures only for stationary bad guys, as well as being "truer" for proportional humanoids. But the numbers are OK. Andrew -----Original Message----- From: Stephen Martin [mailto:stephenm@qed.co.nz] Sent: Tuesday, 14 August 2001 5:05 p.m. To: dq@dq.sf.org.nz Subject: [dq] Binder Ammendments: Golem Weights This isn't worthy of lengthy discussion, if nobody raises a problem with these weights within a week then please include them in the next rules edition and we'll formally vote to confirm them at the next meeting. Cheers, Stephen. Clay Golems 3' 72 4' 128 5' 200 6' 288 7' 392 8' 512 9' 648 Iron Golems 4' 240 5' 375 6' 540 7' 960 8' 1215 9' 1500 Rag & String Golems 0.5' 1 1.0' 2 1.5' 3 2.0' 4 2.5' 5 Stone Golems 5' 325 6' 468 7' 637 8' 832 9' 1053 10' 1300 11' 1573 12' 1872 Wood Golems 2' 24 3' 54 4' 96 5' 150 6' 216 7' 294 8' 384 9' 486 For those interested these numbers are based on formula that worked out to about the right numbers: Clay: Height Squared * 8 Iron: Height Squared * 15 Rag & String: Height * 2 Stone: Height Squared * 13 Wood: Height Squared * 6 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Rune - plea for comment |
---|---|
From | salient@kcbbs.gen.nz |
Date | Wed, 15 Aug 2001 09:54:07 +1200 |
I mention it to Mike Haycock last Friday, and he said that the version he was playtesting was actually one of Jon's older version, and that he wanted to go for the more recent versions which had a more shamanistic feel to it. He was keen to lift the moratorium for more characters to start to get impeteous for finalising the college. I also like the shamanistic feel of runes on foreheads etc, and the rune portal to places of power bits, so would vote for accepting the tweaked college for inclusion to the rules under playtest banner, with more characters starting in it. Regards, Sally At 11:13 14/08/01 +1200, you wrote: >Could we have some input from the silent majority please? Those that have >played, played with, and GM'd our few examples especially please. Ask at >this week's games for those that don't read the list? > > >My personal opinion is that > >1) the old college should be removed > >and > >2) new college is encouraged to be playtested. I don't think putting either >of the new versions in the rulebook is a good idea at this stage. > >This will provide some pressure to iron out problems within the next year, >say (aim to vote on making then-current college probationary at June 2002 >Guild meeting, for inclusion in next reprint) > >Cheers >Errol > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] New Ranger Skill |
---|---|
From | ecavit@tranzrail.co.nz |
Date | Wed, 15 Aug 2001 11:45:26 +1200 |
I agree that effective ranks above 10 are OK for specialists and racial bonus, but this causes problems in the time taken to 'Identify Local Inhabitants'. "A ranger can identify the types of entities living in an area from the traces they leave behind (tracks, game paths, grazing signs, prey remains etc). This takes 120 minutes (- 10 /Rank) and gives them an idea of the variety of animals in the area (eg. the primary carnivore is a pack of wolves; there is a large herd of red deer, and a flock of pigeons)." 120 minutes less 13 x 10 is .....??? I feel that this time is too rank dependent in any case, as it will take time just to move around an 'area'. Higher ranked rangers will take less time to evaluate what they find, and make fewer mistakes, but it will still take time to look around, and check the places where there may be evidence. There is no provision for getting this wrong (as part of the desire to reduce the number to dice rolls?), so accuracy can't be made rank dependent instead. Presumably GM's will vary the amount of info they give out in accordance with ranger rank, and the requirements of the plot. Cheers Errol > -----Original Message----- > From: RMansfield@aj.co.nz <RMansfield@aj.co.nz> > To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> > Date: Tuesday, 14 August 2001 16:37 > Subject: Re: [dq] New Ranger Skill > > > >Yes they can get effective ranks over 10 and it stacks if > they have the > >environment as well. So they could get to +3 ranks : - ) > >I'd forgotten about Dwarves, oops. But yes changing both > is what I would > >intend. > > > >Rosemary > > > > > > > > > > > >Martin Dickson <martin.dickson@peace.com> > >Sent by: owner-dq@dq.sf.org.nz > >14/08/2001 13:33 > >Please respond to dq > > > > > > To: dq@dq.sf.org.nz > > cc: > > Subject: Re: [dq] New Ranger Skill > > > > > >RMansfield@aj.co.nz wrote: > >Elves > >Elves currently get a reduction to Ranger EP costs by 50% if they > >specialize in Woods. > >What about changing this to "when an elf is in a forested area their > >ranger base chances and formulas are calculated as if they > were 1 rank > >higher."? > >Interesting -- it's both a reduced benefit and (I think) a reduced > >pressure. With 50% discount there is presumably a logical > pressure to > >gain the skill (ditto Courtier, or Thief for halflings) that > helps define > >the Elven character and at the same time makes them less > unique. (Bearing > >in mind the Elf is paying EM 1.2 for their "package" of > abilities, and an > >un-used benefit is a cost with no gain). This pressure > seems lower to me > >with an extra Rk rather than an EP disc. > >The value of the extra rank is in part determined by its > upper limit; as > >Jacqui asked, can it exceed 10? If the skill stats support > it allowing > >effective Rk 11 for a Rk 10 Elven Ranger in Woods would seem > reasonable... > >effectively that says that not only are Elven rangers > generally better in > >woods, but that at the top end they are the best in the world. > >Cheers, > >Martin > >PS: Presumably the little hairy ones would get the same mod > too: "If a > >dwarf character is a Ranger specialising in mountains or > caverns, they pay > >half the EP cost necessary to advance ranks"? > > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] New Ranger Skill |
---|---|
From | AndrewW@datacom.co.nz |
Date | Wed, 15 Aug 2001 11:58:04 +1200 |
The correct way to interpret this rule is to realise that time is not a one-way arrow in DQ - Astrology is one other skill that takes this into Account. At High ranks, the identify skill becomes quasi-magical. e.g. An Elvish ranger approaches a forest, and ten minutes before she enters the forest, she says "there are wolves, red deer and basilisks in this forest". Of course, if she approaches the forest and gets no idea of the inhabitants, she knows (with Zen understanding) that she must wait outside until she receives her flash of understanding, and enter the forest ten minutes after that. Of course, this can come as a shock - an elven ranger is flying, and receives a precog about the inhabitants of a forest. Shortly afterwards, she is driven out of the sky by angry griffons, and crash-lands in the forest below. Even if she teleports elsewhere when the griffons attack, her knowledge of the forest predestines her to appear in _a_ forest. Hopefully that clarifies some of the more significant implications of this rule. Andrew -----Original Message----- From: Errol Cavit [mailto:ecavit@tranzrail.co.nz] Sent: Wednesday, 15 August 2001 11:45 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] New Ranger Skill I agree that effective ranks above 10 are OK for specialists and racial bonus, but this causes problems in the time taken to 'Identify Local Inhabitants'. "A ranger can identify the types of entities living in an area from the traces they leave behind (tracks, game paths, grazing signs, prey remains etc). This takes 120 minutes (- 10 /Rank) and gives them an idea of the variety of animals in the area (eg. the primary carnivore is a pack of wolves; there is a large herd of red deer, and a flock of pigeons)." 120 minutes less 13 x 10 is .....??? I feel that this time is too rank dependent in any case, as it will take time just to move around an 'area'. Higher ranked rangers will take less time to evaluate what they find, and make fewer mistakes, but it will still take time to look around, and check the places where there may be evidence. There is no provision for getting this wrong (as part of the desire to reduce the number to dice rolls?), so accuracy can't be made rank dependent instead. Presumably GM's will vary the amount of info they give out in accordance with ranger rank, and the requirements of the plot. Cheers Errol > -----Original Message----- > From: RMansfield@aj.co.nz <RMansfield@aj.co.nz> > To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> > Date: Tuesday, 14 August 2001 16:37 > Subject: Re: [dq] New Ranger Skill > > > >Yes they can get effective ranks over 10 and it stacks if > they have the > >environment as well. So they could get to +3 ranks : - ) > >I'd forgotten about Dwarves, oops. But yes changing both > is what I would > >intend. > > > >Rosemary > > > > > > > > > > > >Martin Dickson <martin.dickson@peace.com> > >Sent by: owner-dq@dq.sf.org.nz > >14/08/2001 13:33 > >Please respond to dq > > > > > > To: dq@dq.sf.org.nz > > cc: > > Subject: Re: [dq] New Ranger Skill > > > > > >RMansfield@aj.co.nz wrote: > >Elves > >Elves currently get a reduction to Ranger EP costs by 50% if they > >specialize in Woods. > >What about changing this to "when an elf is in a forested area their > >ranger base chances and formulas are calculated as if they > were 1 rank > >higher."? > >Interesting -- it's both a reduced benefit and (I think) a reduced > >pressure. With 50% discount there is presumably a logical > pressure to > >gain the skill (ditto Courtier, or Thief for halflings) that > helps define > >the Elven character and at the same time makes them less > unique. (Bearing > >in mind the Elf is paying EM 1.2 for their "package" of > abilities, and an > >un-used benefit is a cost with no gain). This pressure > seems lower to me > >with an extra Rk rather than an EP disc. > >The value of the extra rank is in part determined by its > upper limit; as > >Jacqui asked, can it exceed 10? If the skill stats support > it allowing > >effective Rk 11 for a Rk 10 Elven Ranger in Woods would seem > reasonable... > >effectively that says that not only are Elven rangers > generally better in > >woods, but that at the top end they are the best in the world. > >Cheers, > >Martin > >PS: Presumably the little hairy ones would get the same mod > too: "If a > >dwarf character is a Ranger specialising in mountains or > caverns, they pay > >half the EP cost necessary to advance ranks"? > > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] New Ranger Skill |
---|---|
From | martin.dickson@peace.com |
Date | Wed, 15 Aug 2001 12:21:38 +1200 |
"Andrew Withy (DSL AK)" wrote: > The correct way to interpret this rule is to realise that time is not a > one-way arrow in DQ... Nor indeed in some other fantasy based rule systems. We might assume that two way time arrows are part of the RPG fantasy sub-genre. For example in Castle Falkenstein it is possible for a PC with sufficiently high skill in the Tinkering ability to complete a project bfore they begin it. The rules are unfortunately silent on the paradox reprocussions that would occur should the Tinker, having see the outcome of their proejct, stubbornly refuse to begin it. > Of course, this can come as a shock - an elven ranger is flying, and receives > a precog about the inhabitants of a forest. Shortly afterwards, she is driven > out of the sky by angry griffons, and crash-lands in the forest below. Even if > she teleports elsewhere when the griffons attack, her knowledge of the forest > predestines her to appear in _a_ forest. True, and the precog will refer to the inhabitants of the forest in which she ends up, so, for instance, if the Ranger was flying towards forest #1 and precoged the existence of only small furry animals she might be particularly surprised by the gryphons flying up from the trees to attack and think that somehow her precog had failed. Teleporting away from the gryphons however she will find herself in forest #2, the home of the small furry animals previously seen. -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |