Subject | Re: [dq] Agony |
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From | mandos@nz.asiaonline.net |
Date | Wed, 29 Aug 2001 08:15:17 +1200 |
> > I am still keen to see this spell modified - if there is > agreement that it is broken. It is not broken. Stop trying to break it. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq-announce] Articles wanted for the Seagate Times. |
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From | phaeton@ihug.co.nz |
Date | Wed, 29 Aug 2001 09:07:00 +1200 |
Could you all please start thinking about what material you would like to contribute to the Times. We're after the usual: articles, stories, gossip, rumours, scandalous lies etc etc etc... Puzzles, artwork, quotable quotes, what's hot/not, advertisements & announcements also required. Thanks, The editors Seagate Times. -- to unsubscribe notify mailto:dq-announce-request@dq.sf.org.nz -- |
Subject | [dq] Pasifika and it's neighbours |
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From | phaeton@ihug.co.nz |
Date | Wed, 29 Aug 2001 09:23:15 +1200 |
Now that there is an unclaimed island, Gwydonia, between Terra Nova and Alusia (about the size of Stewart Island) who is likely to rush out and claim it in order to procure a strategic advantage or to form a stepping stone to the other continent. I can see the Destinians doing that and possibly the Terranovans. Anyone else? Some merchant cartels will probably want to set up shop as well to trade with the Pasifikans which may attract the attention of the Western Church who would want to go down there and 'convert the heathen savages'. Michaelines perhaps? I'm thinking of running an adventure down there in a session or two to explore the area Keith. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Pasifika and it's neighbours |
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From | AndrewW@datacom.co.nz |
Date | Wed, 29 Aug 2001 10:14:23 +1200 |
The Sea Elves lie somewhat off the western coast of Alusia. I can see Prince ?Gyronny? Gwydion? of the Elven Isles rapidly assuming control in co-operation or competition with the Destinians - particularly as the island has been named after him? his son?. I doubt the Terranovan Drow will find the island unless they have been told - their traffic is coastal, with only the occasional exception. Unless the Pasifikans have many valuables, trading with them will not be viable. Pearls and slaves may be gained through warfare or trading, but the sheer volume of goods required to fill a large number of ships may be tricky to find. A trade outpost on an island that is otherwise in the middle of mana storms and not much else is unlikely to be of use - all ships would gain from stopping there would be fresh water, which their water mages could produce. A naval base is far more likely, and more easily state funded. However, I agree that missionaries (Gabrielites, traditionally, with Michaeline support if the natives are restless) would rush in where angels fear to tread. May Gabriel have mercy on the heathen. Andrew -----Original Message----- From: Keith Smith [mailto:phaeton@ihug.co.nz] Sent: Wednesday, 29 August 2001 9:23 a.m. To: dq@dq.sf.org.nz Subject: [dq] Pasifika and it's neighbours Now that there is an unclaimed island, Gwydonia, between Terra Nova and Alusia (about the size of Stewart Island) who is likely to rush out and claim it in order to procure a strategic advantage or to form a stepping stone to the other continent. I can see the Destinians doing that and possibly the Terranovans. Anyone else? Some merchant cartels will probably want to set up shop as well to trade with the Pasifikans which may attract the attention of the Western Church who would want to go down there and 'convert the heathen savages'. Michaelines perhaps? I'm thinking of running an adventure down there in a session or two to explore the area Keith. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Pasifika and it's neighbours |
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From | stephenm@qed.co.nz |
Date | Wed, 29 Aug 2001 10:24:47 +1200 |
Depending on the location of this island getting there may be slightly problematic. Attempting to cross the ocean directly from the barronies to TerraNova takes you through some rather nasty (and usually fatal) mana storms. So I'm assuming that the island is south-west or south-south-west from Seagate, well clear of the mana storms. The Drow are the only ones on Terranova with Ocean going vessels and they are facing significant threat from the Spawn at the moment. Claiming territory is probably lower priority than defending their homes. There may be some who would look at using the island as point to retreat/evacuate to but they would be a minority. Despite rumours to the contrary the Terranovan Drow don't really care about us. The spawn could have the ability to cross to the island but their master has his attention focussed elsewhere. The Destinians are faily well stretched at the moment and the island seems a long way out of their way for little immediate benefit. This doesn't mean that one of the captains wouldn't be interested in checking it out as a private venture. And there's still a couple of ships of Don-Carlosites floating around. The church also has a lot of problems close to home. This little dark circle thing to the south-east, trying to maintain the appearance of numbers and power when their ranks have been depleted by numerous wars and conflicts with "evil". Again there may be independants who think that going south is a good way to gain power and prestige without being in too much danger. What shape is the island in? What resources does it have? If it's a bare rock recently risen from the sea and un-inhabited then it has very little value to anyone unless it's loaded with valuable minerals or some such. Or maybe it has great natural harbours. And as for the merchants, why go there when they could go to the individual islands instead. In the course of decades it might become a base for trading but it wouldn't start that way. Cheers, Stephen. -----Original Message----- From: Keith Smith [mailto:phaeton@ihug.co.nz] Sent: Wednesday, 29 August 2001 9:23 a.m. To: dq@dq.sf.org.nz Subject: [dq] Pasifika and it's neighbours Now that there is an unclaimed island, Gwydonia, between Terra Nova and Alusia (about the size of Stewart Island) who is likely to rush out and claim it in order to procure a strategic advantage or to form a stepping stone to the other continent. I can see the Destinians doing that and possibly the Terranovans. Anyone else? Some merchant cartels will probably want to set up shop as well to trade with the Pasifikans which may attract the attention of the Western Church who would want to go down there and 'convert the heathen savages'. Michaelines perhaps? I'm thinking of running an adventure down there in a session or two to explore the area Keith. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Pasifika and it's neighbours |
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From | phaeton@ihug.co.nz |
Date | Wed, 29 Aug 2001 10:29:22 +1200 |
>The Sea Elves lie somewhat off the western coast of Alusia. I can see >Prince ?Gyronny? Gwydion? of the Elven Isles rapidly assuming control in >co-operation or competition with the Destinians - particularly as the island >has been named after him? his son?. I doubt the Terranovan Drow will find >the island unless they have been told - their traffic is coastal, with only >the occasional exception. Point. Didn't know that. Although they, or the Spawn, could have found out by astrology readings. >Unless the Pasifikans have many valuables, trading with them will not be >viable. Pearls and slaves may be gained through warfare or trading, but the >sheer volume of goods required to fill a large number of ships may be tricky >to find. It's not just the Pasifikan Islanders there, there are also the local merfolk. The islanders would mainly be trading pearl, coconut, kava, breadfruit and bananas while the merfolk would be trading exotic seaweeds, sunken valuables, shells, more pearl, seafoods, and whatever else they can come up with. Currently the merfolk are in the market for weapons to aid them in their battles against the sahuagan. >A trade outpost on an island that is otherwise in the middle of mana storms Haven't seen many in the vicinity yet, Pasifika seems to be unusually mana storm free. >and not much else is unlikely to be of use - all ships would gain from >stopping there would be fresh water, which their water mages could produce. >A naval base is far more likely, and more easily state funded. That's what I was thinking. >However, I agree that missionaries (Gabrielites, traditionally, with >Michaeline support if the natives are restless) would rush in where angels >fear to tread. > >May Gabriel have mercy on the heathen. Or may the ancestral spirits have mercy on the Gabrielites :-) Keith. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Pasifika and it's neighbours |
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From | phaeton@ihug.co.nz |
Date | Wed, 29 Aug 2001 11:01:35 +1200 |
>Depending on the location of this island getting there may be slightly >problematic. Attempting to cross the ocean directly from the barronies to >TerraNova takes you through some rather nasty (and usually fatal) mana >storms. So I'm assuming that the island is south-west or south-south-west >from Seagate, well clear of the mana storms. About latitude 10 South so it's roughly SW of Seagate. The other way there is by a network of standing portals but the nearest node to Seagate is located deep in the Sea of Grass, well within Dark Circle territory. Hence there's a possibility of Rashak taking interest in it, especially if there are a lot of raw materials for necromancy there. >The Destinians are faily well stretched at the moment and the island seems a >long way out of their way for little immediate benefit. This doesn't mean >that one of the captains wouldn't be interested in checking it out as a >private venture. And there's still a couple of ships of Don-Carlosites >floating around. Yes. I wonder what they're up to at the moment. Secret bases maybe? >The church also has a lot of problems close to home. This little dark >circle thing to the south-east, trying to maintain the appearance of numbers >and power when their ranks have been depleted by numerous wars and conflicts >with "evil". >Again there may be independants who think that going south is a good way to >gain power and prestige without being in too much danger. > >What shape is the island in? What resources does it have? If it's a bare >rock recently risen from the sea and un-inhabited then it has very little >value to anyone unless it's loaded with valuable minerals or some such. Or >maybe it has great natural harbours. It rose from the sea about six months ago so it's fairly barren. Coconut palms would have started to grow on the shorelines but that's about it. There's also the ruins of ancient civilisations about. As for valuable minerals, that's unknown at present. >And as for the merchants, why go there when they could go to the individual >islands instead. In the course of decades it might become a base for >trading but it wouldn't start that way. Good point. Hadn't thought of that. There already is some minor trading down there but not much. Thanks for your input. Keith. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Agony |
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From | flamis@ihug.co.nz |
Date | Wed, 29 Aug 2001 18:03:37 +1200 |
At 08:15 29/08/01 +1200, you wrote: >It is not broken. > >Stop trying to break it. The Agony spell was used by NPC necros against parties in both the most recent adventures I have played in. In each case some players played to the rule, rather than the flavour of the spell, and that's the first reason why I see it as broken. Does it make sense that a character suffering some form of extreme agony can still perform athletic feats worthy of an Olympic gymnast, at NO PENALTY? Consequently I broadened the effects of the spell to include spell-casting and other actions. And directly affected initiative. Secondly, the spell is frustrating for players. It's damned boring sitting there when all your character can do is pass actions. Adding a willpower check to fight back gives you some chance to act positively. Third, I really don't like lingering area spell effects. This may be more a personal thing, but I tend to think that something that continually affects entities or matter in an area should require some level of concentration, and switch off when the caster is switched off. It's also adds more heroic flavour as the party tries to "Get the damned Necro!" Fourthly, anything that affects an area the size of several football fields at high ranks, is just unmanageably BIG. You have to keep track not just of the current "dungeon" area, but areas above, below and sideways. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Agony |
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From | adara@ihug.co.nz |
Date | Wed, 29 Aug 2001 19:19:08 +1200 |
Can we focus on issues for the next rule book please? Changes to agony etc won't come in for 12 months... ie binder/rune/ranger(?) Ian PS - my records show Jacqui tried to change Agony on 21/7/01. I do not want to be spammed each month on this. The spell is not the problem. It is the failure of players to understand basic rule concepts, such as what consitutes a pass action. May I suggest our fixes focus on the broken bits. -----Original Message----- From: Jacqui Smith <flamis@ihug.co.nz> To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> Date: Tuesday, 28 August 2001 21:43 Subject: [dq] Agony I am still keen to see this spell modified - if there is agreement that it is broken. Agony (S-1) Range: 15 feet + 5/Rank Duration: Concentration; maximum of 10 seconds + 10 / Rank Experience Multiple: 350 Base Chance: 10% Resist: Active, Passive Storage: Investment, Ward, Magical Trap Target: Area Effects: This spell causes all entities in the affected area, except the Adept, to suffer extreme agony. Entities who fail to resist must reduce their initiative by 20, and make a once times willpower check to take any action other than a pass action for the duration of the spell, or until such time as they leave the area of effect. In addition their chance to successfully perform any action is reduced by 30. Mind Mages gain a bonus to this willpower check equal to 10% + 2 × Rank with their Talent of Resisting Pain. Entities who successfully resist must reduce their initiative by 10, and must reduce their chance to successfully perform any action by 20. The numbers are still fairly arbitrary - but I think initiative should be affected directly, rather through being slowed. And after seeing two characters leaping around Matrix-style while under the effect of a resisted agony, I've come to the conclusion that it isn't just strike chances that should be affected. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |