Subject | Re: [dq] Guild Value? |
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From | AndrewW@datacom.co.nz |
Date | Mon, 6 May 2002 08:09:12 +1200 |
I agree with William's classifications, but would put about double the value on it. A +10%, +2, mage killer sword is excellent, particularly as it combines with a Kite Shield and still lets you cast. Andrew -----Original Message----- From: dworkin@ihug.co.nz [mailto:dworkin@ihug.co.nz] Sent: Sunday, 5 May 2002 8:43 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Guild Value? > > Firestar About 8,000sp. +10% hit (1000), +2 damage(1000), excellent weapon(500), counts as free hand(1500), increased EN/SG(4000). Neglible flaw (warning), easily corrected flaw (hot). Advantages. Heavy Hand/Half sword. One of the best weapons with even better stats. Ability to cast with. This relieves the adept of having to make the tatical choice between being able to cast spells or have both hands using melee weapons. If you're fast and loose with this restriction (many are) than it is a cosmetic effect. Special Damage Bonus. Being able to kill mages quickly is a big bonus. Mages are what you want to kill as fast as possible in a fight. Flaws. The damage (to wielder) is trivial in the right hands (fire/mind mage) and can be a bonus as no-one could steal it. The vague sense of danger sensed would be overridden in most adepts by the definite sense of danger of some loon advancing on them with a big, glowing sword. Having it declare "I thirst for mage blood!" in a loud voice would be a flaw as it draws attention (and fire) to the wielder. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Guild Value? |
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From | martin.dickson@peace.com |
Date | Mon, 06 May 2002 08:54:34 +1200 |
Ditto -- agreeing with William's comments, but also agreeing with Andrew that I'd slap a total value around the 15,000 mark on it -- assuming I'm reading the +5% vs. mages correctly as being: Normal 5% Spec Grev + 2% Laen +5% Firestar = 7% Spev Grev vs. Fighters, 12% Spec Grev vs. Mages; Normal 15% Endurance +2% Laen +5% Firestar = 17% Endurance vs. Fighters, 22% Spec Grev vs. Mages. Cheers, Martin PS: Todd, I really like special effect of the spells appearing to come from the dragon. Very cool. Andrew Withy (DSL AK) wrote: >I agree with William's classifications, but would put about double the value >on it. > >From: dworkin@ihug.co.nz [mailto:dworkin@ihug.co.nz > >About 8,000sp. > -- _/_/ 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] Guild Value? |
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From | stephenm@qed.co.nz |
Date | Mon, 6 May 2002 10:32:05 +1200 |
A couple of things to think on regarding this weapon... Not many of us can work out what 7%, 12%, 17% or 22% of a number between 10 and 150 is off the top of our heads, and these percentages are not covered in the Spec Grev chart so a player wielding this weapon in combat will slow things down as they get out their calculator or pen and paper and work out whether a roll of 17 is an Endurance blow from their 118% SC vs 39% Defence on uneven ground in dim lighting... I suggest that you add a Spec Grev chart for the weapon to the write-up which has columns for Spec & End vs Mages and Non-Mages. This will save a lot of time later. Also consider that a decent assassin attacking from behind is going to kill human mages in one blow about 30% of the time. Strike Chance: 70% base + 20 MD + 28 (Weapon Rank 7) + 2 Amulet of Diamonds + 30% attacking from behind = 150% Endurance Chance: 15% + 7% for Weapon vs Mages + 7% Assassin Rank 7 = 29% Generously assuming they have 40% Defence from behind this means a roll of 30 or less will be END damage. Damage: 7 base + 1 for wielding 2-handed + 1 for weapon rank over 4 + 7 for Assassin Rk 7 + D10 = 17 to 26 Damage. Is the damage from the hilt Normal heat damage or magical? If normal how hot is it (Temperature) as this affects how much mind mages and fire mages can abate the damage. Does it only heat up when wielded? Can it be used to boil water, warm your bed, start fires etc. Is there a chance of your cloak catching alight as it brushes the hilt? The burning hilt restriction is very binary. If you take damage from the hilt then its pretty much unusable, if you don't then its no longer a restriction. You may want to remove it and add something like a penalty to Magic Resistance due to the mana conductance - it works two ways. Cheers, Stephen. -----Original Message----- From: tdouglas@zoomtown.com [mailto:tdouglas@zoomtown.com] Sent: Saturday, 4 May 2002 8:26 a.m. To: dq@dq.sf.org.nz Subject: [dq] Guild Value? I am trying to gage the power of items. I'd like opinions on what guild value might be for the sword listed below. Injury: this increases the chance for a grevious injury and endurance hit. Laen is a very and strong/hard metal so it increase the chance of a critical hit. So this weapon would be a total of +7% injury vs mages (magic and non magic stack). Thanks Todd Firestar Description: Forged by dragons for the demon wars and lost ages. Firestar is a mighty magical hand and a half sword. The hilt is intricately carved into the head of a dragon, and its blade is set in the dragon’s mouth. The dragon’s eyes are set with rubies, and its teeth are carved from pearl. Firestar’s blade is forged of clear laen a rare glass like metal. The blade is carved with ancient draconic runs that grant the sword its powers. The whole sword gives off a soft red glow. Weapon Stats: BC: 70% Damage: +7 Injury: +2% (non-magical) Magic Powers: Mage Slayer: when Firestar strikes a target that is a member of a magic college increase injury by +5%. Mana Conductor: spells may be cast through Firestar so the wielder need not have a free hand to cast spells. This gives the appearance of the spell coming from the sword. Flaws: Firestar’s hilt is red hot to the touch and will burn its wielder 4 damage points per pulse (2 points if wielder of fire aspect). When prepared Firestar gives of a warning to mages. All mages in a 100’ radius may roll their MA to sense a “warning”. The warning will not be specific just that there is danger present. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Guild Value? |
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From | AndrewW@datacom.co.nz |
Date | Mon, 6 May 2002 11:06:48 +1200 |
It might be easier to effectively subtract from the dice roll. Quite tough, but clearer what happens. e.g. extra -2 off dice roll on strike chance, -7 off diceroll against mages, doesn't stack with death aspect, does stack with lesser enchantment. Then roll of 17 becomes roll of 10, can look up on chart, need 64% mod SC to EN. Andrew -----Original Message----- From: Stephen Martin [mailto:stephenm@qed.co.nz] Sent: Monday, 6 May 2002 10:32 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Guild Value? A couple of things to think on regarding this weapon... Not many of us can work out what 7%, 12%, 17% or 22% of a number between 10 and 150 is off the top of our heads, and these percentages are not covered in the Spec Grev chart so a player wielding this weapon in combat will slow things down as they get out their calculator or pen and paper and work out whether a roll of 17 is an Endurance blow from their 118% SC vs 39% Defence on uneven ground in dim lighting... I suggest that you add a Spec Grev chart for the weapon to the write-up which has columns for Spec & End vs Mages and Non-Mages. This will save a lot of time later. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Guild Value? |
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From | flamis@ihug.co.nz |
Date | Mon, 06 May 2002 14:04:27 +1200 |
At 11:06 6/05/02 +1200, you wrote: >It might be easier to effectively subtract from the dice roll. Quite tough, >but clearer what happens. Not quite tough, but very tough... I know of only one, perhaps two items in the entire Guild that do this. Combine that with the ability to cast through the item (an ability I rather think should be restricted to Fire College spells only, considering the item is obviously aligned with Fire) then it's estimated value approaches 30000 sp. >e.g. extra -2 off dice roll on strike chance, -7 off diceroll against mages, >doesn't stack with death aspect, does stack with lesser enchantment. > >Then roll of 17 becomes roll of 10, can look up on chart, need 64% mod SC to >EN. Which is all well and good until you consider the possibility that the wielder might be an assassin. Assassins have to calculate variable spec grev chances all the time... so it's a good thing that spec grev results occur less than one in five at best. (Okay, so the Elven Shredder from Hell can push that higher... but it's damned expensive - in xp) As I read the item, the increased chances apply on to spec grev, not to endurance (to injury as opposed to injury AND wounds) so the calculation problem isn't so bad. Jacqui. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] DQ semi off-topic: contact for Mike Haycock |
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From | m.parkinson@auckland.ac.nz |
Date | Mon, 6 May 2002 14:39:27 +1200 |
does anyone have a contact phone no. for Mike Haycock. [His GM has just had one of those uh-oh moments] if so please reply to m.parkinson@auckland.ac.nz Michael Parkinson Mathematics & Statistics Subject Librarian =============================== -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |