SubjectRe: [dq] purchase of extra subskills below Rank 10
FromMichael Scott
DateThu, 14 Jul 2005 17:38:28 +1200

>Now... if I could only figure out what the $&%^ to do for Rk 10 Mech...
>
>    - Martin

Build a Mech

Or look to julez Vernes clockwork type worlds for inspiration. Perhaps 
something like the steam powered spider from wild wild west. a war machine 
to conquer the dark circle. a giant astroglobe for predicting the future or 
maybe just a better mousetrap ;)

TTFN
Michael

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SubjectRe: [dq] Hitting people for fun and, more fun.
FromMichael Scott
DateThu, 14 Jul 2005 18:20:13 +1200
> > 1) The sap as a weapon is completly unplayable.
> >
> > I propose that when sapped an entity gets a EN check to
> > resist being knocked out. The check should be x3 for a normal
> > blow, x2 for a EN blow and x1 for a poss spec grev. There is
> > a -5 to the chance for each point of effective damage done
> > and saps only ever do FT damage when going for a KO.
>
>I like this and think it is a pretty elegent solution. I particularly
>like the fact that you don't have to worry about the helmets which is
>always annoying.

I thought the whole point of assasin skill was you knew where to aim to 
compensate for armour targeting nerve clusters and the like.


> > 2) I'd like pole arms to be able to make 'extended strikes'
> > at say -20 to SC. An extended strike allows the character to
> > strike one hex further than the melee zone. Also, if a
> > polearm wielder is charged and they have not moved they get
> > to strike at +20.
>
>It would be interesting to see how this changes the combat dynamic. I
>cannot see it breaking anything. Definatly good to see more variation in
>the weapons.

As some one who has used these weapons in real life this is more in keeping 
with how the weapons are used and would add to game play by makeing them 
more useful. Set to recieve charge (where u plant the but of the weapon and 
brace allowing the opponent to run on to the point) is a manouver I've often 
wished to preform in DQ combat.


> > 3) Flails and morningstars should ignore shields.
>
>Interesting, I like the idea, would be a good one to playtest though as
>I just have a feeling with this one thare is a problem I cannot put my
>finger on :-)

Again what the weapons where designed for allthough some allowance should be 
made for entangling of the weapon and the diffilculty of using the weapon. 
Also the deffender should get a chance to deflect or minimise the blow if of 
suffiecient skiil with shield.


> > 4) Quickness. People miss
> > their actions, get confused as to which half of the pulse
> > your in and in general annoy the hell out of me. Also where
> > do non-quickened have their actions? I hate it.
>
>I am not so sure on this one. My preference is simply to change the
>sequence. In big combats I move to everyone taking one action and then
>quickened people taking a second action. Cleans things up a bit and
>stops the pulse getting to segmented. I am also unkeen on anything that
>adds more calculation to the combat. Many players have trouble with the
>calculations currently required.

I too prefur the simpicity of quickened combatants just get an extra action 
at the end of the pulse

> > 5) Namers can DA as a free action. They're gods. Deal with it.
>
>Disagree. Namers are damn powerful as they are and DA is overused and
>too cheap.
>
> > 6) A mount may use the MR of it's rider and vice versa.
>
>Can't see major issues but MR is not the reason players use wings rather
>than a horse. The reason for wings is the speed of getting from place to
>place. If wings went at 5 miles an hour people would ride. Basically I
>cannot see tha change making any difference to the game but no problems
>with the change itself.
>
>Mandos

If you could cast wings on your mount or have a mount that can fly( pegisis, 
griffen etc) then it would give players a reason to use mounts. Mounted 
airial combat anyone ;)

TTFN
Michael

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SubjectRe: [dq] Making C class weapons more useful
FromMichael Scott
DateThu, 14 Jul 2005 18:51:22 +1200

>Alternate suggestion for Morningstar vs. shield etc.
>
>Main-Gauche does not give defense against ANY C class weapons (a little bar
>of metal is not going to stop a weapon designed to crush armour and brake
>bones). Missile weapons are already excluded so we are just adding one more
>class and the weapon is really designed to be used against swords and 
>spears
>which are A & B class weapons.( Axes being B class remain for simplicity.)

M Gs are cetainly less efective against C class weapons but intent would be 
to block the more vunerable arm/wrist (with either blade or piont also known 
as a stop hit) rather than the actual weapon.

TTFN
Michael

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SubjectRe: [dq] purchase of extra subskills below Rank 10
FromMichael Scott
DateThu, 14 Jul 2005 19:54:51 +1200

>Helen Saggers wrote:
>
>>...the flute player can have put it all into flute
>>from Rank 0 thru to 3, (giving +6) for an effective rank of 9, at rank 4
>>putting the subskill into flute again wastes it.
>>
>>
>Not quite -- at least that was neither the intention or the way I read it. 
>:-)
>
>48.1 "However, a troubadour may choose to specialise. If, upon gaining a 
>new Rank, the troubadour wishes to forego gaining a new ability, they may 
>specialise in
>one of the abilities that they already possess. That ability then operates 
>at (troubadour’s Rank + 1), maximum 10."

The way I read it was the specialization stopped at +10 and you could have a 
Master flutist who was Trubadour rk 10 + flute rk10 giving an effective 
skill rk of 20 but they couldn't do anything else unless they bought them 
after achieving rk 10 troubadour and any other skills would only go off 
their rank in troubadour.

Not that I have any characters high enough to have tired this.

TTFN
Michael

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