Subject | [dq] Shields |
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From | mandos@allowed.to |
Date | Thu, 18 Apr 2002 14:05:18 +1200 |
I could be missing something obvious but are there any rules to improve shields? Armourers only seem to deal with armour as far as I can tell and weaponsmithing doesn't deal with all of the aspects of shields that could possibly be improved. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | martin.dickson@peace.com |
Date | Thu, 18 Apr 2002 14:33:09 +1200 |
Mandos D Shadowspawn Esq wrote: >I could be missing something obvious but are there any rules to improve >shields? > Nope -- not missing anything. >Armourers only seem to deal with armour as far as I can tell and >weaponsmithing doesn't deal with all of the aspects of shields that could >possibly be improved. > Shields are also not one of the Weaponsmith categories so they cannot even increase the shields BC or DM when used as a weapon -- except for Main-Gauche which falls into the Daggers area. Once, long ago, Shieldsmith was going to be one of the Adventurer skills. With the demise of that project some of the skills intended for it made their way into DQ -- Artisan for example -- others, such as Shieldsmith (and Torturer) did not. Shields could be added to either Armourer or Weaponsmith (probably the latter), but are a bit of a pain as their stats are quite different. All weapons can have BC and DM affected, but presumably for shields one would want to affect Def and MD loss. Could be done if there was sufficient interest... or if there was really enough interest then Shieldsmith could be raised from the grave. :-) Cheers, Martin -- _/_/ Peace Software International Email: martin.dickson@peace.com _/ Martin Dickson Phone: +64-9-373-0400 Senior Analyst Fax : +64-9-373-0401 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | ecavit@tranzrail.co.nz |
Date | Thu, 18 Apr 2002 14:51:15 +1200 |
> -----Original Message----- > From: Martin Dickson [mailto:martin.dickson@peace.com] > > Shields could be added to either Armourer or Weaponsmith > (probably the > latter), but are a bit of a pain as their stats are quite different. > All weapons can have BC and DM affected, but presumably for > shields one > would want to affect Def and MD loss. > > No, BC and DM will be fine. CHARGE!!! :-) Errol "Mad" McAdder PS lets let them increase the chance of a successful knockdown! Or not. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | AndrewW@datacom.co.nz |
Date | Thu, 18 Apr 2002 15:19:27 +1200 |
Last time the idea of shield improvement was raised, there was a strong feeling from a vocal and active part of the DQ community that Defence was too high. This doesn't seem to be the case anymore - getting over 120 defence is harder than it used to be. Having a field of armourer that allowed you to lower MD penaly (1/6 ranks), weight (??) or add +1% defence/Rk, wouldn't be earth shattering. On the other hand, GMs could just give out "armoursmithed" or "weaponsmithed" items using similar guidelines, as a simple fix. Andrew -----Original Message----- From: Martin Dickson [mailto:martin.dickson@peace.com] Sent: Thursday, 18 April 2002 2:33 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Shields Mandos D Shadowspawn Esq wrote: >I could be missing something obvious but are there any rules to improve >shields? > Nope -- not missing anything. >Armourers only seem to deal with armour as far as I can tell and >weaponsmithing doesn't deal with all of the aspects of shields that could >possibly be improved. > Shields are also not one of the Weaponsmith categories so they cannot even increase the shields BC or DM when used as a weapon -- except for Main-Gauche which falls into the Daggers area. Once, long ago, Shieldsmith was going to be one of the Adventurer skills. With the demise of that project some of the skills intended for it made their way into DQ -- Artisan for example -- others, such as Shieldsmith (and Torturer) did not. Shields could be added to either Armourer or Weaponsmith (probably the latter), but are a bit of a pain as their stats are quite different. All weapons can have BC and DM affected, but presumably for shields one would want to affect Def and MD loss. Could be done if there was sufficient interest... or if there was really enough interest then Shieldsmith could be raised from the grave. :-) Cheers, Martin -- _/_/ Peace Software International Email: martin.dickson@peace.com _/ Martin Dickson Phone: +64-9-373-0400 Senior Analyst Fax : +64-9-373-0401 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | m.parkinson@auckland.ac.nz |
Date | Thu, 18 Apr 2002 15:34:09 +1200 |
I suggest that shields be added to both armourer & Weaponsmith -- indeed I thought that it was one of the tweaks of 2000 (or perhaps 2001) which somehow failed to make it into the latest upgrade of the book. The way that the anomalous backfire of "remove curse" was supposed to have been corrected -- but wasn't. Wpnsmith: increases BC/Damage [when used to charge with, as Errol points out] Armourer: ah, there's the rub. Since a suit of armour includes the helmet, but not the shield, we could change the standard Armr modifications (weight, protection, Ag modifier, Stealth modifier) to something like Weight: 1 lb/Rank --Supposedly because this is the EXACT per-rank equivalent of an Armourer modifying a suit of armour for a male human (in reality, the real reason is that it is a convenient, intuitively comfortable number). Protection: N/a, shields give not point protection. "AG": normally 1/6 full ranks -- substitute MD modifier for AG?? perhaps tweaking to 1/5 full ranks instead. Stealth: N/a the size shield you have has NO effect on stealth, except that excess weight reduces AG -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | michael.woodhams@peace.com |
Date | Thu, 18 Apr 2002 15:43:01 +1200 |
Michael Parkinson wrote: > Weight: 1 lb/Rank --Supposedly because this is the EXACT per-rank equivalent of an Armourer > modifying a suit of armour for a male human (in reality, the real reason is that it is a convenient, > intuitively comfortable number). Then a high ranked armourer makes a reduced weight small shield, ties a string to it so it won't float away, and gives it to their kid. :-) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Shields |
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From | NeonGraal@paradise.net.nz |
Date | Thu, 18 Apr 2002 15:44:59 +1200 (NZST) |
Quoting "Andrew Withy (DSL AK)" <AndrewW@datacom.co.nz>: > too high. This doesn't seem to be the case anymore - getting over 120 > defence is harder than it used to be. > Having a field of armourer that allowed you to lower MD penaly (1/6 > ranks), weight (??) or add +1% defence/Rk, wouldn't be earth shattering. I assume that +1% is to total defence not defence per Rank of Shield. :-) And my proposal for weight would be 5% less weight per 2 full Ranks. > On the other hand, GMs could just give out "armoursmithed" or "weaponsmithed" > items using similar guidelines, as a simple fix. Make shields another category of Armourer and let Main-gauche just fall out. I -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |