Subject[dq] Discounts
FromMandos Mitchinson
DateMon, 25 Apr 2005 11:06:46 +1200
After giving it some more thought I would like to propose the following.

Racial Discounts should be Handled seperatly from all other Discounts and
applied first.

So in the case of the thief the 50% discount applies to the cost then the
10-60% from skill.

Seems to be what people are currently doing in some cases and it is nice an
easy to apply. If people are happy can we get it added to the Agenda for the
next GM's Meeting.

Mandos
/s


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Subject[dq] Healer
FromMandos Mitchinson
DateMon, 25 Apr 2005 11:07:49 +1200
It came up in a game just recently that the Healer skill of Remove poison
now only takes 5 seconds.

The main thing I note was that none of the players in the game were aware of
it, it was only found while people were loking to see how many minutes it
would take.

I am sure this is the kind of thing that was discussed and voted on etc, but
I was wondering what the rational was behind it? It just seems a bit quick
and easy.

It also seems that a lot of people are still playing the old times which
makes me think it may mot be a change worth hanging onto and going back to
the old timings may be appropriate.

Mandos
/s


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Subject[dq-announce] Dark Circle
FromMandos Mitchinson
DateMon, 25 Apr 2005 11:12:00 +1200
In order to help people GM in the Dark Circle, could all those who are
looking to run a game next session involving the DC please contact a Member
of the campaign commitee so that we can ensure you have the resources and
knowledge you need to run your game.

The Campaing Commitee are

Martin Dickson
Chris Caulfield
Mandos
Andrew Withy
Ian Wood

The more player and GM interaction we can encourage the better and the more
help and information we can provide the more believable the campaign.

Mandos
/s


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SubjectRe: [dq] Discounts
From
DateMon, 25 Apr 2005 11:40:03 +1200
I think it is unnecessary. I use a spread sheet, and i would prefer to encourage others to do the same. most of us are mathematically literate, and those that aren't generally ask for simple procedures. 

iirc the consensus is to multiply discounts, which is close to what you suggest.

So no thank you,

Ian

> 
> From: Mandos Mitchinson <mandos@allowed.to>
> Date: 2005/04/25 Mon AM 11:06:46 GMT+12:00
> To: dq@dq.sf.org.nz
> Subject: [dq] Discounts
> 
> 
> After giving it some more thought I would like to propose the following.
> 
> Racial Discounts should be Handled seperatly from all other Discounts and
> applied first.
> 
> So in the case of the thief the 50% discount applies to the cost then the
> 10-60% from skill.
> 
> Seems to be what people are currently doing in some cases and it is nice an
> easy to apply. If people are happy can we get it added to the Agenda for the
> next GM's Meeting.
> 
> Mandos
> /s
> 
> 
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>


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SubjectRe: [dq] Healer
From
DateMon, 25 Apr 2005 11:42:59 +1200
i totally agree!

poisons is one of the few things that can slow people down. 

Mandos, i think this is something to consider when looking at poisons in detail...

simple poisons should be negated slowly, complex poisons can be 'reduced in effectiveness' quickly.

Ian

> 
> From: Mandos Mitchinson <mandos@allowed.to>
> Date: 2005/04/25 Mon AM 11:07:49 GMT+12:00
> To: dq@dq.sf.org.nz
> Subject: [dq] Healer
> 
> It came up in a game just recently that the Healer skill of Remove poison
> now only takes 5 seconds.
> 
> The main thing I note was that none of the players in the game were aware of
> it, it was only found while people were loking to see how many minutes it
> would take.
> 
> I am sure this is the kind of thing that was discussed and voted on etc, but
> I was wondering what the rational was behind it? It just seems a bit quick
> and easy.
> 
> It also seems that a lot of people are still playing the old times which
> makes me think it may mot be a change worth hanging onto and going back to
> the old timings may be appropriate.
> 
> Mandos
> /s
> 
> 
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>


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SubjectRe: [dq] tides - dark moon cycles
FromKeith Smith
DateMon, 25 Apr 2005 13:13:51 +1200
>We do have a second moon, just not a very big one.
>Pellaran has been above us for about 2 years now, it was created when we
>threw a magic rock at the big bad who trying to eat our plane. (simplified
>version)

We do? I'd like to see that story in the Seagate Times

Keith


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SubjectRe: [dq] Electronic Art
FromKeith Smith
DateMon, 25 Apr 2005 13:16:50 +1200
At 09:01 29/03/05, you wrote:
>Electronic Art Competition - Win a Second Hand Healing Potion!
>
>I would like to add some images to some of our DQ sites to make them more 
>DQish.
>
>I have attached the two that bug me the most, the favicon and the pretty 
>sunflower on the Wiki.
>
>I have a complete lack of artistic talent, does anyone want to volunteer 
>their skills, expertise,
>or discrete plagiarism to replacing these?
>
>Submissions for any other portion of the DQ sites also gratefully accepted.

Have you got the Seagate Guild Arms that's on the library website?

Keith


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SubjectRe: [dq] Electronic Art
FromStephen Martin
DateMon, 25 Apr 2005 22:26:49 +1200
Yes thanks, already done.

The SG shield is now the Wiki image and the Favicon (the little picture next
to the URL in the browser address bar - for anyone who doesn't know).

Cheers, Stephen.

-----Original Message-----
From: owner-dq@dq.sf.org.nz [mailto:owner-dq@dq.sf.org.nz]On Behalf Of
Keith Smith
Sent: Monday, 25 April 2005 1:17 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Electronic Art


At 09:01 29/03/05, you wrote:
>Electronic Art Competition - Win a Second Hand Healing Potion!
>
>I would like to add some images to some of our DQ sites to make them more
>DQish.
>
>I have attached the two that bug me the most, the favicon and the pretty
>sunflower on the Wiki.
>
>I have a complete lack of artistic talent, does anyone want to volunteer
>their skills, expertise,
>or discrete plagiarism to replacing these?
>
>Submissions for any other portion of the DQ sites also gratefully accepted.

Have you got the Seagate Guild Arms that's on the library website?

Keith


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SubjectRe: [dq] Healer
FromStephen Martin
DateMon, 25 Apr 2005 22:39:18 +1200
I believe that one of the reasons behind some of the changes were to make
the combat related healer abilities more combat friendly.

The problem used to be that the healer cure poison ability took so long that
it was never used and people acquired items and abilites to get rid of the
poisons.  Or they just put up with the poison and took healing potions until
it went away or the combat was over and the healer could attend to them.

If the rules lead to the Healer being the person least likely to be able to
cure the poison then there's something wrong with the rules. - IMO :-)


But I think the key problem here is that poisons just do more damage in
varying amounts.  And basically they're boring and usually  not as effective
as a combat spell.
If we were to address the poison issues and make them more interesting then
the effects of "miraculous" healing could be written into the poison effects
too.  So Healers might be able to stop the sleepy poison instantly but only
be able to temporarily supress the poison that makes you vomit every time
you eat. (as an arbitrary and not thought through example).

Cheers, Stephen.

-----Original Message-----
From: owner-dq@dq.sf.org.nz [mailto:owner-dq@dq.sf.org.nz]On Behalf Of
Mandos Mitchinson
Sent: Monday, 25 April 2005 11:08 a.m.
To: dq@dq.sf.org.nz
Subject: [dq] Healer


It came up in a game just recently that the Healer skill of Remove poison
now only takes 5 seconds.

The main thing I note was that none of the players in the game were aware of
it, it was only found while people were loking to see how many minutes it
would take.

I am sure this is the kind of thing that was discussed and voted on etc, but
I was wondering what the rational was behind it? It just seems a bit quick
and easy.

It also seems that a lot of people are still playing the old times which
makes me think it may mot be a change worth hanging onto and going back to
the old timings may be appropriate.

Mandos
/s


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SubjectRe: [dq] Healer
From
DateMon, 25 Apr 2005 23:05:37 +1200
er, i thought healer abilities stopped the progress of wounds, and i would expect that to extend to poisons. Am i wrong?

It may take several minutes or even an hour to comepltely negate the ill effects of a poison, and that is one of their benefits to the game (PCs have to pay more attention to them and not just quaff another potion). As long as the effects are suspended whilst the healer is 'ministering' to the fallen (er healing them, not knicking their boots)

I would prefer poisons to take longer than a normal blow to cure. and to linger. it is hard enough to kill PCs as it is, and i want it easier.

poisons should, imHo, not be combat friendly. they should be very unfriendly to any afflicted by them. they should require the PCs to get out of combat quickly so that the fallen can be healed. I beleive GMs need options on how to slow or hinder a party, rather than just damage them, and i look to poisons to help in this. 

cheers Ian

> 
> From: Stephen Martin <stephenm@castle.pointclark.net>
> Date: 2005/04/25 Mon PM 10:39:18 GMT+12:00
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Healer
> 
> I believe that one of the reasons behind some of the changes were to make
> the combat related healer abilities more combat friendly.
> 
> The problem used to be that the healer cure poison ability took so long that
> it was never used and people acquired items and abilites to get rid of the
> poisons.  Or they just put up with the poison and took healing potions until
> it went away or the combat was over and the healer could attend to them.
> 
> If the rules lead to the Healer being the person least likely to be able to
> cure the poison then there's something wrong with the rules. - IMO :-)
> 
> 
> But I think the key problem here is that poisons just do more damage in
> varying amounts.  And basically they're boring and usually  not as effective
> as a combat spell.
> If we were to address the poison issues and make them more interesting then
> the effects of "miraculous" healing could be written into the poison effects
> too.  So Healers might be able to stop the sleepy poison instantly but only
> be able to temporarily supress the poison that makes you vomit every time
> you eat. (as an arbitrary and not thought through example).
> 
> Cheers, Stephen.
> 
> -----Original Message-----
> From: owner-dq@dq.sf.org.nz [mailto:owner-dq@dq.sf.org.nz]On Behalf Of
> Mandos Mitchinson
> Sent: Monday, 25 April 2005 11:08 a.m.
> To: dq@dq.sf.org.nz
> Subject: [dq] Healer
> 
> 
> It came up in a game just recently that the Healer skill of Remove poison
> now only takes 5 seconds.
> 
> The main thing I note was that none of the players in the game were aware of
> it, it was only found while people were loking to see how many minutes it
> would take.
> 
> I am sure this is the kind of thing that was discussed and voted on etc, but
> I was wondering what the rational was behind it? It just seems a bit quick
> and easy.
> 
> It also seems that a lot of people are still playing the old times which
> makes me think it may mot be a change worth hanging onto and going back to
> the old timings may be appropriate.
> 
> Mandos
> /s
> 
> 
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>


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