Subject | Re: [dq] Unarmed Combat |
---|---|
From | Kharsis |
Date | Thu, 06 Oct 2005 00:11:22 +1300 |
Michael Scott wrote: > Hey there just a couple of questions about unarmed and a few ideas to > make you think. > > Q1: How do you play unarmed in regards to the plenalties for multiple > strikes, secondary strikes, is it the same as for weapons? Or do you > asume they are trained to use both hands amberdextriously in unarmed > combat? > As a GM and Player I play that unarmed uses the rules as per 3.14 > Q2: What if you are using a kick or a headbutt? Still counts as an extra attack > > Q3: How many attacks can you make while unarmed? Punch, punch, kick? > Punch, kick and headbutt? Max of 1 up to rk 3, then a kick may be used as a second attack > > Q4: If you are doing something like a spinning backfist can you > multi-hex strike? There are currently no rules that allow this. > > Q5: Is it possible to use weapon spells in unarmed? No. Unarmed does not count as a wepaon for the purposes of weapon spells. > > Q6: If you lose you Primary arm, have ranks in unarmed and an invested > Rk 11 Weapon o Flames can you trigger the invested to create an arm > for you to use in combat? (Of course the limb would be unalbe to > support weight or grip anything that would just be silly) Yes, but the "arm" would be treated as a crude club as the weapon spells create weapons that are wielded, not body parts. > > ------------------------------------------------------------------------------------------------------------------------------------------- > > > Some things to think on; > > When evading with unarmed (possibly with just a free hand), rather > than disarm - reposte, you have the option to disarm and make a MD > cheak to obtain your opponates weapon which you may use against him > next pluse assuming you can. NB These manouvers are easiest against > hafted weapons. So maybe some sort of bonus say twice MD rather than > once vs polearms. > Interesting - may be worth testing. > PC with high ranks (5+) in unarmed gains def bonus vs A class melee > weapons when unarmed or they have a free hand. i e A rapier duellist > with unarmed adds their Fending def of 1% per rank of unarmed to their > total def when their offhand is empty. > > This bonus vs A class melee weapons could then stack with the bonus a > player gets while evading while unarmed. > No Thanks - defence is alreday ridiculously easy to get high. > Just a cuople of thoughts to maybe add some spice to unarmed combat. > TTFN > Michael Scott > > _________________________________________________________________ > Discover fun and games at @ http://xtramsn.co.nz/kids > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > Scott Whitaker -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | William Dymock |
Date | Thu, 6 Oct 2005 08:14:24 +1300 |
-----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Michael Scott Sent: Wednesday, 5 October 2005 8:57 p.m. To: dq@dq.sf.org.nz Subject: [dq] Unarmed Combat Hey there just a couple of questions about unarmed and a few ideas to make you think. Q1: How do you play unarmed in regards to the plenalties for multiple strikes, secondary strikes, is it the same as for weapons? Or do you asume they are trained to use both hands amberdextriously in unarmed combat? One can make multiple unarmed strikes just as one can make multiple strikes with two weapons by taking the standard -10 penalty for both (and a -20 with the off hand). A Kick is availiable at R3 unarmed as per the rules. Q2: What if you are using a kick or a headbutt? A kick does one more point of damage than a fist Q3: How many attacks can you make while unarmed? Punch, punch, kick? Punch, kick and headbutt? 3 is the standard max. Punch, punch, kick Q4: If you are doing something like a spinning backfist can you multi-hex strike? Only with a wierd special ability or if you're character's name is Jackie :.-) Q5: Is it possible to use weapon spells in unarmed? Unarmed is listed on the weapons table so presumably you can. Ask your GM first. Q6: If you lose you Primary arm, have ranks in unarmed and an invested Rk 11 Weapon o Flames can you trigger the invested to create an arm for you to use in combat? (Of course the limb would be unalbe to support weight or grip anything that would just be silly) ---------------------------------------------------------------------------- --------------------------------------------------------------- Some things to think on; When evading with unarmed (possibly with just a free hand), rather than disarm - reposte, you have the option to disarm and make a MD cheak to obtain your opponates weapon which you may use against him next pluse assuming you can. NB These manouvers are easiest against hafted weapons. So maybe some sort of bonus say twice MD rather than once vs polearms. You can do so already. Disarm your opponent and then win initiative and scoop up the weapon. PC with high ranks (5+) in unarmed gains def bonus vs A class melee weapons when unarmed or they have a free hand. i e A rapier duellist with unarmed adds their Fending def of 1% per rank of unarmed to their total def when their offhand is empty. This bonus vs A class melee weapons could then stack with the bonus a player gets while evading while unarmed. Just a cuople of thoughts to maybe add some spice to unarmed combat. TTFN Michael Scott _________________________________________________________________ Discover fun and games at @ http://xtramsn.co.nz/kids -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.9/117 - Release Date: 3/10/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.9/117 - Release Date: 3/10/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 6 Oct 2005 08:14:10 +1300 |
I'm querying William's call on a couple of Unarmed Combat rules. If these are William's House Rules, no problem. However, I don't believe you can use punch, punch, kick. ---------------------------------------------------------- The Combat Rules say: Figures with Rank 3 or more Unarmed may kick rather than striking with their hands, enabling them to attack with their hands full. They may attempt to Trip with their feet; the normal Unarmed Base Chance and damage apply. They may also use a kick as their secondary weapon for a Multiple Strike Attack. My understanding of this: The Kick is normally used *rather than striking* - replacing the single punch. When using a Kick in a Multiple Strike, this is a secondary weapon. The Multiple Strike refers to 2 weapons/attacks, one primary, one secondary. Given that Kicking *replaces* one of your punch attacks, this all seems very simple. And where does the extra +1 damage for Kicking come from? I'm not saying these are bad suggestions, just that they aren't standard interpretations. Regards Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of William Dymock Sent: Thursday, 6 October 2005 8:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat Q2: What if you are using a kick or a headbutt? A kick does one more point of damage than a fist Q3: How many attacks can you make while unarmed? Punch, punch, kick? Punch, kick and headbutt? 3 is the standard max. Punch, punch, kick -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | William Dymock |
Date | Thu, 6 Oct 2005 09:06:13 +1300 |
I'm mostly sure I'm not confusing DQ with Battletech :.-) I'ld go with 3 attacks being a house rule, but I was positive the extra one damage from feet was in there before this edition of the rules. Normally unarmed is so ineffectual that it really makes no difference. And if someone is an uber stat god with special abilities (I'm looking at you Hagen) then writing reams of game leagalese just to limit them having fun is petty to the point where I haul out the Clue Stick (TM). This is starting to worry me. I remember lots of rules which seem to be no longer there (Thrown polearms lodging and taking 5 AG, movement when not in an opponents MZ, kicking). However since my older rules shredded due to overuse I can no-longer check up on what was. William (Who will happily accept call from thought police) -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Andrew Withy (DSL AK) Sent: Thursday, 6 October 2005 8:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat I'm querying William's call on a couple of Unarmed Combat rules. If these are William's House Rules, no problem. However, I don't believe you can use punch, punch, kick. ---------------------------------------------------------- The Combat Rules say: Figures with Rank 3 or more Unarmed may kick rather than striking with their hands, enabling them to attack with their hands full. They may attempt to Trip with their feet; the normal Unarmed Base Chance and damage apply. They may also use a kick as their secondary weapon for a Multiple Strike Attack. My understanding of this: The Kick is normally used *rather than striking* - replacing the single punch. When using a Kick in a Multiple Strike, this is a secondary weapon. The Multiple Strike refers to 2 weapons/attacks, one primary, one secondary. Given that Kicking *replaces* one of your punch attacks, this all seems very simple. And where does the extra +1 damage for Kicking come from? I'm not saying these are bad suggestions, just that they aren't standard interpretations. Regards Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of William Dymock Sent: Thursday, 6 October 2005 8:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat Q2: What if you are using a kick or a headbutt? A kick does one more point of damage than a fist Q3: How many attacks can you make while unarmed? Punch, punch, kick? Punch, kick and headbutt? 3 is the standard max. Punch, punch, kick -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.10/120 - Release Date: 5/10/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.10/120 - Release Date: 5/10/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 6 Oct 2005 09:13:02 +1300 |
To avert concern about Wililam's mental health, I'd like to assure our gentle lurkers that 5 AG is still removed from a victim if an A-class polearm has lodged itself in them. I assume if someone else has lodged the polearm in them, the same penalty applies. If you are not in an opponent's MZ, you can be unengaged, and thus may move as you please. It's just William's ability to put the boot in for extra damage that got me firmly under the ribs. Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of William Dymock Sent: Thursday, 6 October 2005 9:06 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat I'm mostly sure I'm not confusing DQ with Battletech :.-) I'ld go with 3 attacks being a house rule, but I was positive the extra one damage from feet was in there before this edition of the rules. Normally unarmed is so ineffectual that it really makes no difference. And if someone is an uber stat god with special abilities (I'm looking at you Hagen) then writing reams of game leagalese just to limit them having fun is petty to the point where I haul out the Clue Stick (TM). This is starting to worry me. I remember lots of rules which seem to be no longer there (Thrown polearms lodging and taking 5 AG, movement when not in an opponents MZ, kicking). However since my older rules shredded due to overuse I can no-longer check up on what was. William (Who will happily accept call from thought police) -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Andrew Withy (DSL AK) Sent: Thursday, 6 October 2005 8:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat I'm querying William's call on a couple of Unarmed Combat rules. If these are William's House Rules, no problem. However, I don't believe you can use punch, punch, kick. ---------------------------------------------------------- The Combat Rules say: Figures with Rank 3 or more Unarmed may kick rather than striking with their hands, enabling them to attack with their hands full. They may attempt to Trip with their feet; the normal Unarmed Base Chance and damage apply. They may also use a kick as their secondary weapon for a Multiple Strike Attack. My understanding of this: The Kick is normally used *rather than striking* - replacing the single punch. When using a Kick in a Multiple Strike, this is a secondary weapon. The Multiple Strike refers to 2 weapons/attacks, one primary, one secondary. Given that Kicking *replaces* one of your punch attacks, this all seems very simple. And where does the extra +1 damage for Kicking come from? I'm not saying these are bad suggestions, just that they aren't standard interpretations. Regards Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of William Dymock Sent: Thursday, 6 October 2005 8:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat Q2: What if you are using a kick or a headbutt? A kick does one more point of damage than a fist Q3: How many attacks can you make while unarmed? Punch, punch, kick? Punch, kick and headbutt? 3 is the standard max. Punch, punch, kick -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.10/120 - Release Date: 5/10/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.10/120 - Release Date: 5/10/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Errol Cavit |
Date | Thu, 6 Oct 2005 09:40:35 +1300 |
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C5C9ED.09AD4670 Content-Type: text/plain; charset="iso-8859-1" > -----Original Message----- > From: Andrew Withy (DSL AK) [mailto:AndrewW@datacom.co.nz] > Sent: Thursday, 6 October 2005 09:13 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat > > > To avert concern about Wililam's mental health, I'd like to assure our > gentle lurkers that 5 AG is still removed from a victim if an A-class > polearm has lodged itself in them. I assume if someone else has lodged > the polearm in them, the same penalty applies. If you are not in an > opponent's MZ, you can be unengaged, and thus may move as you please. I assumed he was referring to the "2xTMR but no defence" option for "running" which is a common house rule AFAICT. > It's just William's ability to put the boot in for extra > damage that got > me firmly under the ribs. > Very impressive to kick you in the ribs while punching you as well! :-) > Andrew > > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On > Behalf Of > William Dymock > Sent: Thursday, 6 October 2005 9:06 a.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat > > > I'm mostly sure I'm not confusing DQ with Battletech :.-) > I'ld go with 3 attacks being a house rule, but I was positive > the extra > one damage from feet was in there before this edition of the rules. I don't know what it was before the 2001 rules, but it didn't change in 2004. The change history has: September 3, 2001 ... Fix wording in Unarmed combat for kick so that the wording is now Rank 3 or above. > Normally unarmed is so ineffectual that it really makes no difference. > And if someone is an uber stat god with special abilities (I'm looking > at you Hagen) then writing reams of game leagalese just to limit them > having fun is petty to the point where I haul out the Clue Stick (TM). > > This is starting to worry me. I remember lots of rules which > seem to be > no longer there (Thrown polearms lodging and taking 5 AG, > movement when > not in an opponents MZ, kicking). However since my older > rules shredded > due to overuse I can no-longer check up on what was. > In a similar I thought we had put in statements about some of the defence spells (other than SF) being moderately obvious, but this doesn't seem to be the case. Cheers Errol ------_=_NextPart_001_01C5C9ED.09AD4670 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3Diso-8859-1"> <META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version = 5.5.2653.12"> <TITLE>RE: [dq] Unarmed Combat</TITLE> </HEAD> <BODY> <BR> <BR> <P><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: Andrew Withy (DSL AK) [<A = HREF=3D"mailto:AndrewW@datacom.co.nz">mailto:AndrewW@datacom.co.nz</A>]<= /FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, 6 October 2005 09:13</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] Unarmed Combat</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> To avert concern about Wililam's mental health, = I'd like to assure our</FONT> <BR><FONT SIZE=3D2>> gentle lurkers that 5 AG is still removed from = a victim if an A-class</FONT> <BR><FONT SIZE=3D2>> polearm has lodged itself in them. I assume if = someone else has lodged</FONT> <BR><FONT SIZE=3D2>> the polearm in them, the same penalty applies. = If you are not in an</FONT> <BR><FONT SIZE=3D2>> opponent's MZ, you can be unengaged, and thus = may move as you please.</FONT> </P> <BR> <P><FONT SIZE=3D2>I assumed he was referring to the "2xTMR but no = defence" option for "running" which is a common house = rule AFAICT.</FONT> </P> <BR> <BR> <P><FONT SIZE=3D2>> It's just William's ability to put the boot in = for extra </FONT> <BR><FONT SIZE=3D2>> damage that got</FONT> <BR><FONT SIZE=3D2>> me firmly under the ribs.</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <BR> <P><FONT SIZE=3D2>Very impressive to kick you in the ribs while = punching you as well! :-)</FONT> </P> <BR> <P><FONT SIZE=3D2>> Andrew</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: dq-owner@dq.sf.org.nz [<A = HREF=3D"mailto:dq-owner@dq.sf.org.nz">mailto:dq-owner@dq.sf.org.nz</A>] = On </FONT> <BR><FONT SIZE=3D2>> Behalf Of</FONT> <BR><FONT SIZE=3D2>> William Dymock</FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, 6 October 2005 9:06 a.m.</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] Unarmed Combat</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> I'm mostly sure I'm not confusing DQ with = Battletech :.-)</FONT> <BR><FONT SIZE=3D2>> I'ld go with 3 attacks being a house rule, but = I was positive </FONT> <BR><FONT SIZE=3D2>> the extra</FONT> <BR><FONT SIZE=3D2>> one damage from feet was in there before this = edition of the rules.</FONT> </P> <BR> <P><FONT SIZE=3D2>I don't know what it was before the 2001 rules, but = it didn't change in 2004.</FONT> </P> <P><FONT SIZE=3D2>The change history has:</FONT> </P> <P><FONT SIZE=3D2>September 3, 2001 ... Fix wording in Unarmed combat = for kick</FONT> <BR><FONT SIZE=3D2>so that the wording is now Rank 3 or above.</FONT> </P> <BR> <BR> <P><FONT SIZE=3D2>> Normally unarmed is so ineffectual that it = really makes no difference.</FONT> <BR><FONT SIZE=3D2>> And if someone is an uber stat god with special = abilities (I'm looking</FONT> <BR><FONT SIZE=3D2>> at you Hagen) then writing reams of game = leagalese just to limit them</FONT> <BR><FONT SIZE=3D2>> having fun is petty to the point where I haul = out the Clue Stick (TM).</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> This is starting to worry me. I remember lots = of rules which </FONT> <BR><FONT SIZE=3D2>> seem to be</FONT> <BR><FONT SIZE=3D2>> no longer there (Thrown polearms lodging and = taking 5 AG, </FONT> <BR><FONT SIZE=3D2>> movement when</FONT> <BR><FONT SIZE=3D2>> not in an opponents MZ, kicking). However since = my older </FONT> <BR><FONT SIZE=3D2>> rules shredded</FONT> <BR><FONT SIZE=3D2>> due to overuse I can no-longer check up on what = was.</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <P><FONT SIZE=3D2>In a similar I thought we had put in statements about = some of the defence spells (other than SF) being moderately obvious, = but this doesn't seem to be the case.</FONT></P> <P><FONT SIZE=3D2>Cheers</FONT> <BR><FONT SIZE=3D2>Errol</FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5C9ED.09AD4670-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Jonathan Bean |
Date | Thu, 6 Oct 2005 10:42:00 +1300 |
> William Dymock said: > ... where I haul out the Clue Stick (TM). LoL Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckland, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 11:05:20 +1300 (NZDT) |
Michael Scott said: > Q1: How do you play unarmed in regards to the plenalties for multiple strikes, secondary > strikes, is it the same as for weapons? Or do you asume they are trained to use both hands > amberdextriously in unarmed combat? Agree with others, standard rules apply. One attack at normal bc. Or a Special Attack at -10/-30 (-10/-10 for ambi's). > Q2: What if you are using a kick or a headbutt? As the others said, you can kick instead at Rk 3. I don't have rules in front of me but I have a strong memory of Kick being [D-2] instead of [D-4] for unarmed. But it could just have been something the pretty mushrooms told me. Headbutt is one of the combination of attacks in close that combine to make up the unarmed damage you do there. > Q3: How many attacks can you make while unarmed? Punch, punch, kick? Punch, kick and headbutt? One or Two as per Q1. Unless you are a high rank guild beast with a write-up to prove it. > Q4: If you are doing something like a spinning backfist can you multi-hex strike? No. Unless you are a high rank guild beast with stupid amounts of strength, skill and a write-up from your pet GM. > Q5: Is it possible to use weapon spells in unarmed? No. It's a downside of unarmed. No magic and no silver. A few guild beast have write-ups making them magic or silver or able to receive weapon spells - it's a highly prized adventure award for many guild beasts. > Q6: If you lose you Primary arm, have ranks in unarmed and an invested Rk 11 Weapon o Flames > can you trigger the invested to create an arm for you to use in combat? (Of course the limb > would be unalbe to support weight or grip anything that would just be silly) No, as above no weapon spells on unarmed. William, can I borrow the stick please? > ------------------------------------------------------------------------------------------------------------------------------------------- > > Some things to think on; > > When evading with unarmed (possibly with just a free hand), rather than disarm - reposte, you > have the option to disarm and make a MD cheak to obtain your opponates weapon which you may use > against him next pluse assuming you can. NB These manouvers are easiest against hafted weapons. > So maybe some sort of bonus say twice MD rather than once vs polearms. Agree completely with whoever said this first - Disarm them then pick up their weapon. Or use 26 agility extra action to catch their weapon - I'd allow that. > PC with high ranks (5+) in unarmed gains def bonus vs A class melee weapons when unarmed or > they have a free hand. i e A rapier duellist with unarmed adds their Fending def of 1% per rank > of unarmed to their total def when their offhand is empty. > > This bonus vs A class melee weapons could then stack with the bonus a player gets while evading > while unarmed. No. Agree with Scott(?), there are enough sources of Defence. Unarmed is the best to evade with anyway because it goes to Rank 10. It just means you do less damage on the ripostes than if you were evading with your sword. A nice intrinsic balance. A def bonus against A-class only is a major pain that will slow down combats even further - more variables to be factored into numbers and reworked mid-combat. > Just a cuople of thoughts to maybe add some spice to unarmed combat. TTFN > Michael Scott There used to be an Advanced Unarmed combat document that was in play for a while to make unarmed more interesting/realistic. It was dropped because it was too complicated for a relatively small part of the game (and unbalanced). And many of us objected to the 300lb plated knight being thrown around and taken apart by the wimp in black pyjamas. Love to watch it in a Jacki Chan movie, but not in DQ. Cheers, Stephen. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Martin Dickson |
Date | Thu, 6 Oct 2005 12:25:23 +1300 |
------=_Part_3143_6334256.1128554723811 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 10/5/05, Michael Scott <big_mac_kd@hotmail.com> wrote: > > > Q4: If you are doing something like a spinning backfist can you multi-hex > strike? Common or garden variety DQ unarmed seems to be more akin to boxing and brawling, with Close Combat being wrestling, (all of which is inline with the pseudo-European-ish nature of the base setting) rather than portraying karate, jujitsu, jeet kun do, drunken monkey kung fu, or some other underhanded eastern art practised by inscrutable types in their pjs. This is not to say that weird fighting styles are completely unavailable, I've used a number of them in Kinlu; and made them available to a couple of PCs -- but as other GMs have replied these are only really available as treasure writeups. (And even in Kinlu, with its odd and dangerous martial arts, one generally only fights unarmed against an armed foe when one has n= o choice!) When evading with unarmed (possibly with just a free hand), rather than > disarm - reposte, you have the option to disarm and make a MD cheak to > obtain your opponates weapon... I'd consider this a special manoeuvre that could be learnt (extra time and EP) in some Kinlu fighting styles, but not generally available. PC with high ranks (5+) in unarmed gains def bonus... Ditto. Just a cuople of thoughts to maybe add some spice to unarmed combat. With the removal of the Advanced Unarmed rules (that Stephen mentioned), fighting without weapons was largely "nerfed" in DQ -- apart from the complexity it was felt that while it was OK for a few strange PCs to have odd abilities in this area, unarmed was not the focus of DQ combat and should remain substantially inferior to armed combat. Cheers, Martin ------=_Part_3143_6334256.1128554723811 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 10/5/05, <b class=3D"gmail_sendername">Michael Scott</b> <<a href=3D"= mailto:big_mac_kd@hotmail.com">big_mac_kd@hotmail.com</a>> wrote:<div><s= pan class=3D"gmail_quote"></span><blockquote class=3D"gmail_quote" style=3D= "border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padd= ing-left: 1ex;"> <br>Q4: If you are doing something like a spinning backfist can you multi-h= ex<br>strike?</blockquote><div><br> Common or garden variety DQ unarmed seems to be more akin to boxing and brawling, with Close Combat being wrestling, (all of which is inline with the pseudo-European-ish nature of the base setting) rather than portraying karate, jujitsu, jeet kun do, drunken monkey kung fu, or some other underhanded eastern art practised by inscrutable types in their pjs.<br> <br> This is not to say that weird fighting styles are completely unavailable, I've used a number of them in Kinlu; and made them available to a couple of PCs -- but as other GMs have replied these are only really available as treasure writeups. (And even in Kinlu, with its odd and dangerous martial arts, one generally only fights unarmed against an armed foe when one has no choice!)</div><br>= <blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rgb(204, = 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">When evading with= unarmed (possibly with just a free hand), rather than <br>disarm - reposte, you have the option to disarm and make a MD cheak to<= br>obtain your opponates weapon...</blockquote><div><br> I'd consider this a special manoeuvre that could be learnt (extra time and EP) in some Kinlu fighting styles, but not generally available. <br> <br> </div><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rgb= (204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">PC with hig= h ranks (5+) in unarmed gains def bonus...</blockquote><div><br> Ditto.<br> </div><br><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid= rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Just a = cuople of thoughts to maybe add some spice to unarmed combat.</blockquote> <div><br> With the removal of the Advanced Unarmed rules (that Stephen mentioned), fighting without weapons was largely "nerfed" in DQ -= - apart from the complexity it was felt that while it was OK for a few strange PCs to have odd abilities in this area, unarmed was not the focus of DQ combat and should remain substantially inferior to armed combat.<br> <br> Cheers,<br> Martin<br> </div></div><br> ------=_Part_3143_6334256.1128554723811-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 13:08:51 +1300 |
Mike The rules allow Std penalities for more than one hand being used, the weapon spells apply to weapons. Multi hex strikes are for two handed B class weapons. The Rules are there to be provide a Std, to keep combat as simple and as quick as possible, and even so we end up with exceptions to the rule. Either rules in the book like the dagger rules, or because the character has some GM given abilities. I'm fairly sure that in the what, the last 22, 23 years of the guilds exsistance, any number of unarmed variations and house rules have been tried. The ultamate determinate of what can or cannot be done by any spell, skill, talent or ablity is the imagionation of the player and the licence of the GM. If you can convince me that because you have the AG the dagger rule on several attacks should apply to your unarmed in close with out ingaging in 15 minutes of argugement, fine make the suggestion But be prepared to except it if I say No, or for me to change my mind next Adventure, next Week next Combat, with or without explanation. And always rember that if the PCs can the NPCs can too. Some of these rules are there to save the PCs skins. Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 13:47:11 +1300 (NZDT) |
I'm not sure that Unarmed deserves a "nerfed" title. It still has its place and you'll find that most serious fighters have high ranks in it. - You always have a prepared weapon which helps with IV when caught by suprise, you can attack or (more likely) evade without preparing a weapon if you need to. - The dominant melee weapons only go to Rk 7, Unarmed goes to Rk 10, a bonus for evading defence when you really don't want to be hit. - It potentially has a higher strike chance, useful against the occasional bad guy with very high defence. And if you boost your PS it almost compares on damage. E.g. (a high level fighter & Std Rules) PS 18, MD 20, AG 26, PC 26, Rk 10 Warrior, Rk 20 Greater, Rk 10 Unarmed vs Rk 7 Hand and a Half: H&1/2: IV: 69, SC: 139%, Dam: D+8 (+1 for 2 handed). Unarmed: IV: 72, SC: 156%, Dam: D+1. Add 23 for an average-roll Rk 20 Waters of Str and Unarmed becomes: SC: 179% Dam: D+8. The only advantage the sword has is weapon smithing and weapon spells to bring the SC closer and deal some serious damage. Martin Dickson said: > With the removal of the Advanced Unarmed rules (that Stephen mentioned), fighting without > weapons was largely "nerfed" in DQ -- apart from the complexity it was felt that while it was OK > for a few strange PCs to have odd abilities in this area, unarmed was not the focus of DQ combat > and should remain substantially inferior to armed combat. > > Cheers, > Martin -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 6 Oct 2005 13:58:46 +1300 |
If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad Sabrina's back. We were seriously short of fighters until she returned. Apart from that, Stephen's right - BC for Unarmed boosts easily, but a weapon spell or magic sword beats unarmed completely. In Close is another place where unarmed is useful - you just don't have time to reach for a close-rated weapon. Unarmed is also for clearing riff-raff while fighting with your glaive, or for an off-hand attack while using a shield. Also, if you don't want to be seen to be trying to kill someone. Or for tripping. Or for keeping people out of close. Unarmed is the most versatile combat skill. Its only weaknesses are no multi-hex and that its not ranged. Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Stephen Martin Sent: Thursday, 6 October 2005 1:47 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat I'm not sure that Unarmed deserves a "nerfed" title. It still has its place and you'll find that most serious fighters have high ranks in it. - You always have a prepared weapon which helps with IV when caught by suprise, you can attack or (more likely) evade without preparing a weapon if you need to. - The dominant melee weapons only go to Rk 7, Unarmed goes to Rk 10, a bonus for evading defence when you really don't want to be hit. - It potentially has a higher strike chance, useful against the occasional bad guy with very high defence. And if you boost your PS it almost compares on damage. E.g. (a high level fighter & Std Rules) PS 18, MD 20, AG 26, PC 26, Rk 10 Warrior, Rk 20 Greater, Rk 10 Unarmed vs Rk 7 Hand and a Half: H&1/2: IV: 69, SC: 139%, Dam: D+8 (+1 for 2 handed). Unarmed: IV: 72, SC: 156%, Dam: D+1. Add 23 for an average-roll Rk 20 Waters of Str and Unarmed becomes: SC: 179% Dam: D+8. The only advantage the sword has is weapon smithing and weapon spells to bring the SC closer and deal some serious damage. Martin Dickson said: > With the removal of the Advanced Unarmed rules (that Stephen > mentioned), fighting without weapons was largely "nerfed" in DQ -- > apart from the complexity it was felt that while it was OK for a few > strange PCs to have odd abilities in this area, unarmed was not the > focus of DQ combat and should remain substantially inferior to armed > combat. > > Cheers, > Martin -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Errol Cavit |
Date | Thu, 6 Oct 2005 14:00:01 +1300 |
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C5CA11.47CF7440 Content-Type: text/plain; charset="ISO-8859-1" > -----Original Message----- > From: Helen Saggers [mailto:helen@owbn.net.nz] > Sent: Thursday, 6 October 2005 13:09 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat > > > Mike > > The rules allow Std penalities for more than one hand being > used, the weapon > spells apply to weapons. > Multi hex strikes are for two handed B class weapons. > > The Rules are there to be provide a Std, to keep combat as > simple and as > quick as possible, and even so we end up with exceptions to > the rule. Either > rules in the book like the dagger rules, or because the > character has some > GM given abilities. > > I'm fairly sure that in the what, the last 22, 23 years of the guilds > exsistance, any number of unarmed variations and house rules > have been > tried. > > The ultamate determinate of what can or cannot be done by any > spell, skill, > talent or ablity is the imagionation of the player and the > licence of the > GM. > > If you can convince me that because you have the AG the dagger rule on > several attacks should apply to your unarmed in close with > out ingaging in > 15 minutes of argugement, fine make the suggestion > But be prepared to except it if I say No, or for me to change > my mind next > Adventure, next Week next Combat, with or without explanation. This is all OK, however if you change your mind between combats, it is reasonable to expect that you tell the players before they e.g. charge into close expecting to be able to make multiple attacks. > And always rember that if the PCs can the NPCs can too. > Some of these rules are there to save the PCs skins. > Yes indeedy. Errol ------_=_NextPart_001_01C5CA11.47CF7440 Content-Type: text/html; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3DISO-8859-1"> <META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version = 5.5.2653.12"> <TITLE>RE: [dq] Unarmed Combat</TITLE> </HEAD> <BODY> <BR> <BR> <P><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: Helen Saggers [<A = HREF=3D"mailto:helen@owbn.net.nz">mailto:helen@owbn.net.nz</A>]</FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, 6 October 2005 13:09</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] Unarmed Combat</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Mike</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The rules allow Std penalities for more than = one hand being </FONT> <BR><FONT SIZE=3D2>> used, the weapon</FONT> <BR><FONT SIZE=3D2>> spells apply to weapons.</FONT> <BR><FONT SIZE=3D2>> Multi hex strikes are for two handed B class = weapons.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The Rules are there to be provide a Std, to = keep combat as </FONT> <BR><FONT SIZE=3D2>> simple and as</FONT> <BR><FONT SIZE=3D2>> quick as possible, and even so we end up with = exceptions to </FONT> <BR><FONT SIZE=3D2>> the rule. Either</FONT> <BR><FONT SIZE=3D2>> rules in the book like the dagger rules, or = because the </FONT> <BR><FONT SIZE=3D2>> character has some</FONT> <BR><FONT SIZE=3D2>> GM given abilities.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> I'm fairly sure that in the what, the last 22, = 23 years of the guilds</FONT> <BR><FONT SIZE=3D2>> exsistance, any number of unarmed = variations and house rules </FONT> <BR><FONT SIZE=3D2>> have been</FONT> <BR><FONT SIZE=3D2>> tried.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The ultamate determinate of what can or cannot = be done by any </FONT> <BR><FONT SIZE=3D2>> spell, skill,</FONT> <BR><FONT SIZE=3D2>> talent or ablity is the imagionation of the = player and the </FONT> <BR><FONT SIZE=3D2>> licence of the</FONT> <BR><FONT SIZE=3D2>> GM.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> If you can convince me that because you have = the AG the dagger rule on</FONT> <BR><FONT SIZE=3D2>> several attacks should apply to your = unarmed in close with </FONT> <BR><FONT SIZE=3D2>> out ingaging in</FONT> <BR><FONT SIZE=3D2>> 15 minutes of argugement, fine make the = suggestion</FONT> <BR><FONT SIZE=3D2>> But be prepared to except it if I say No, or = for me to change </FONT> <BR><FONT SIZE=3D2>> my mind next</FONT> <BR><FONT SIZE=3D2>> Adventure, next Week next Combat, with or = without explanation.</FONT> </P> <P><FONT SIZE=3D2>This is all OK, however if you change your mind = between combats, it is reasonable to expect that you tell the players = before they e.g. charge into close expecting to be able to make = multiple attacks.</FONT></P> <BR> <P><FONT SIZE=3D2>> And always rember that if the PCs can the NPCs = can too.</FONT> <BR><FONT SIZE=3D2>> Some of these rules are there to save the PCs = skins.</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <P><FONT SIZE=3D2>Yes indeedy.</FONT> </P> <P><FONT SIZE=3D2>Errol</FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5CA11.47CF7440-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Johanna and Hamish |
Date | Thu, 6 Oct 2005 14:05:02 +1300 |
So just to clarify cause I've always wondered. In the standard guild style of hand and a half plus Main Gauch - 1: Does the PC get the extra Kick when attacking once with each weapon? 2: Does the PC get the extra kick when attacking with the Hand 1/2 and defending with the Main Gauch? 3: Does the PC get the extra kick when they have been disarmed of their Main Gauch and are thus fighting with their hand 1/2 two handed? And 4: (I think it's the same as 1) - what about swing (one handed sword) punch Kick? Hamish Hamish Brown Director Zenergy Whole People Co-operating in a Sustainable world 119 Mt Eden Rd, Auckland www.zenergyglobal.com -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Helen Saggers Sent: Thursday, October 06, 2005 1:09 PM To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat Mike The rules allow Std penalities for more than one hand being used, the weapon spells apply to weapons. Multi hex strikes are for two handed B class weapons. The Rules are there to be provide a Std, to keep combat as simple and as quick as possible, and even so we end up with exceptions to the rule. Either rules in the book like the dagger rules, or because the character has some GM given abilities. I'm fairly sure that in the what, the last 22, 23 years of the guilds exsistance, any number of unarmed variations and house rules have been tried. The ultamate determinate of what can or cannot be done by any spell, skill, talent or ablity is the imagionation of the player and the licence of the GM. If you can convince me that because you have the AG the dagger rule on several attacks should apply to your unarmed in close with out ingaging in 15 minutes of argugement, fine make the suggestion But be prepared to except it if I say No, or for me to change my mind next Adventure, next Week next Combat, with or without explanation. And always rember that if the PCs can the NPCs can too. Some of these rules are there to save the PCs skins. Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Michael Scott |
Date | Thu, 06 Oct 2005 14:14:11 +1300 |
So even if you have a weapon and shild prepared you can use your Rk 10 unarmed for IV and always keep people out of close, (assuming they don't want to risk the potential spec)? TTFN Michael Scott _________________________________________________________________ Become a fitness fanatic @ http://xtramsn.co.nz/health -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Jonathan Bean |
Date | Thu, 6 Oct 2005 14:16:03 +1300 |
> Andrew Withy (DSL AK) said: > If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad > Sabrina's back. We were seriously short of fighters until she returned. We are short of fighters as its not interesting being a blocker for the blast mages. Most long term fighters become Namers. Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckland, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Clare Baldock |
Date | Thu, 6 Oct 2005 14:21:53 +1300 |
On 06/10/2005, at 14:05, Johanna and Hamish wrote: > So just to clarify cause I've always wondered. I think the problem in your understanding is - there is no "extra" kick. At rank 3 you may kick instead of a punch. > In the standard guild style of hand and a half plus Main Gauch - > 1: Does the PC get the extra Kick when attacking once with each weapon? no > 2: Does the PC get the extra kick when attacking with the Hand 1/2 and > defending with the Main Gauch? no > 3: Does the PC get the extra kick when they have been disarmed of their > Main Gauch and are thus fighting with their hand 1/2 two handed? no > And 4: (I think it's the same as 1) - what about swing (one handed > sword) > punch Kick? And again no. You can swing and *either* punch or kick in this situation, cheers, clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 14:24:53 +1300 (NZDT) |
Johanna and Hamish said: > So just to clarify cause I've always wondered. > > In the standard guild style of hand and a half plus Main Gauche - > 1: Does the PC get the extra Kick when attacking once with each weapon? No. Attack with Sword only, or special double attack (-10/-30) with Sword and MG OR Sword and Foot. > 2: Does the PC get the extra kick when attacking with the Hand 1/2 and defending with the Main > Gauche? Yes, assuming they want to do a Special Attack: Two Weapon Strike at -10/-30. > 3: Does the PC get the extra kick when they have been disarmed of their Main Gauch and are thus > fighting with their hand 1/2 two handed? Same as for 2. > > And 4: (I think it's the same as 1) - what about swing (one handed sword) punch Kick? Punch OR Kick. > Hamish All that said, some GMs do play the Kick as an extra "free" attack. Whether it's their interpretaion of the rules or their house rule is up for debate. And to add to rules confusion some characters have write-ups giving them a free Kick. Cheers, Stephen. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Errol Cavit |
Date | Thu, 6 Oct 2005 14:29:02 +1300 |
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C5CA15.551969E0 Content-Type: text/plain; charset="ISO-8859-1" It's not an _extra_ kick. It can be the second attack as part of a Multiple Strike Special Attack. 3.14 ...Figures with Rank 3 or more Unarmed may kick rather than striking with their hands, enabling them to attack with their hands full. They may attempt to Trip with their feet; the normal Unarmed Base Chance and damage apply. *** They may also use a kick as their secondary weapon for a Multiple Strike Attack. *** 1: no, primary H 1/2, secondary MG 2: yes, primary H 1/2, secondary unarmed kick 3: yes, primary H 1/2, secondary unarmed kick 4: no, primary H 1/2, secondary unarmed kick OR punch (note multi-hex strike with H 1/2 NOT allowed while also kicking, as multi-hex strike is a different Special Attack.) Note that you can't move while doing a Multiple Strike Special Attack, so there is some cost to trying to get the boot in... Cheers Errol > -----Original Message----- > From: Johanna and Hamish [mailto:perfect_brown@xtra.co.nz] > Sent: Thursday, 6 October 2005 14:05 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat > > > So just to clarify cause I've always wondered. > > In the standard guild style of hand and a half plus Main Gauch - > 1: Does the PC get the extra Kick when attacking once with > each weapon? > > 2: Does the PC get the extra kick when attacking with the > Hand 1/2 and > defending with the Main Gauch? > > 3: Does the PC get the extra kick when they have been > disarmed of their > Main Gauch and are thus fighting with their hand 1/2 two handed? > > And 4: (I think it's the same as 1) - what about swing (one > handed sword) > punch Kick? > > Hamish > > > > > Hamish Brown > Director > > Zenergy > Whole People Co-operating in a Sustainable world > 119 Mt Eden Rd, > Auckland > www.zenergyglobal.com > > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On > Behalf Of > Helen Saggers > Sent: Thursday, October 06, 2005 1:09 PM > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat > > Mike > > The rules allow Std penalities for more than one hand being > used, the weapon > spells apply to weapons. > Multi hex strikes are for two handed B class weapons. > > The Rules are there to be provide a Std, to keep combat as > simple and as > quick as possible, and even so we end up with exceptions to > the rule. Either > rules in the book like the dagger rules, or because the > character has some > GM given abilities. > > I'm fairly sure that in the what, the last 22, 23 years of the guilds > exsistance, any number of unarmed variations and house rules > have been > tried. > > The ultamate determinate of what can or cannot be done by any > spell, skill, > talent or ablity is the imagionation of the player and the > licence of the > GM. > > If you can convince me that because you have the AG the dagger rule on > several attacks should apply to your unarmed in close with > out ingaging in > 15 minutes of argugement, fine make the suggestion > But be prepared to except it if I say No, or for me to change > my mind next > Adventure, next Week next Combat, with or without explanation. > And always rember that if the PCs can the NPCs can too. > Some of these rules are there to save the PCs skins. > > Helen > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------_=_NextPart_001_01C5CA15.551969E0 Content-Type: text/html; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3DISO-8859-1"> <META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version = 5.5.2653.12"> <TITLE>RE: [dq] Unarmed Combat</TITLE> </HEAD> <BODY> <P><FONT SIZE=3D2>It's not an _extra_ kick. It can be the second attack = as part of a Multiple Strike Special Attack.</FONT> </P> <P><FONT SIZE=3D2>3.14 ...Figures with Rank 3 or more Unarmed may = kick</FONT> <BR><FONT SIZE=3D2>rather than striking with their hands, enabling them = to</FONT> <BR><FONT SIZE=3D2>attack with their hands full. They may attempt to = Trip</FONT> <BR><FONT SIZE=3D2>with their feet; the normal Unarmed Base Chance = and</FONT> <BR><FONT SIZE=3D2>damage apply.</FONT> <BR><FONT SIZE=3D2>*** They may also use a kick as their = secondary</FONT> <BR><FONT SIZE=3D2>weapon for a Multiple Strike Attack. ***</FONT> </P> <P><FONT SIZE=3D2>1: no, primary H 1/2, secondary MG</FONT> <BR><FONT SIZE=3D2>2: yes, primary H 1/2, secondary unarmed kick</FONT> <BR><FONT SIZE=3D2>3: yes, primary H 1/2, secondary unarmed kick</FONT> <BR><FONT SIZE=3D2>4: no, primary H 1/2, secondary unarmed kick OR = punch (note multi-hex strike with H 1/2 NOT allowed while also kicking, = as multi-hex strike is a different Special Attack.)</FONT></P> <P><FONT SIZE=3D2>Note that you can't move while doing a Multiple = Strike Special Attack, so there is some cost to trying to get the boot = in...</FONT></P> <P><FONT SIZE=3D2>Cheers</FONT> <BR><FONT SIZE=3D2>Errol</FONT> </P> <P><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: Johanna and Hamish [<A = HREF=3D"mailto:perfect_brown@xtra.co.nz">mailto:perfect_brown@xtra.co.nz= </A>]</FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, 6 October 2005 14:05</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] Unarmed Combat</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> So just to clarify cause I've always = wondered.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> In the standard guild style of hand and a half = plus Main Gauch - </FONT> <BR><FONT SIZE=3D2>> 1: Does the PC get the extra = Kick when attacking once with </FONT> <BR><FONT SIZE=3D2>> each weapon?</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> 2: Does the PC get the extra = kick when attacking with the </FONT> <BR><FONT SIZE=3D2>> Hand 1/2 and</FONT> <BR><FONT SIZE=3D2>> defending with the Main Gauch?</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> 3: Does the PC get the extra = kick when they have been </FONT> <BR><FONT SIZE=3D2>> disarmed of their</FONT> <BR><FONT SIZE=3D2>> Main Gauch and are thus fighting with their = hand 1/2 two handed?</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> And 4: (I think it's the same as 1) - what = about swing (one </FONT> <BR><FONT SIZE=3D2>> handed sword)</FONT> <BR><FONT SIZE=3D2>> punch Kick?</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Hamish</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Hamish Brown</FONT> <BR><FONT SIZE=3D2>> Director</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Zenergy</FONT> <BR><FONT SIZE=3D2>> Whole People Co-operating in a Sustainable = world</FONT> <BR><FONT SIZE=3D2>> 119 Mt Eden Rd,</FONT> <BR><FONT SIZE=3D2>> Auckland</FONT> <BR><FONT SIZE=3D2>> www.zenergyglobal.com </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: dq-owner@dq.sf.org.nz [<A = HREF=3D"mailto:dq-owner@dq.sf.org.nz">mailto:dq-owner@dq.sf.org.nz</A>] = On </FONT> <BR><FONT SIZE=3D2>> Behalf Of</FONT> <BR><FONT SIZE=3D2>> Helen Saggers</FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, October 06, 2005 1:09 PM</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] Unarmed Combat</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Mike</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The rules allow Std penalities for more than = one hand being </FONT> <BR><FONT SIZE=3D2>> used, the weapon</FONT> <BR><FONT SIZE=3D2>> spells apply to weapons.</FONT> <BR><FONT SIZE=3D2>> Multi hex strikes are for two handed B class = weapons.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The Rules are there to be provide a Std, to = keep combat as </FONT> <BR><FONT SIZE=3D2>> simple and as</FONT> <BR><FONT SIZE=3D2>> quick as possible, and even so we end up with = exceptions to </FONT> <BR><FONT SIZE=3D2>> the rule. Either</FONT> <BR><FONT SIZE=3D2>> rules in the book like the dagger rules, or = because the </FONT> <BR><FONT SIZE=3D2>> character has some</FONT> <BR><FONT SIZE=3D2>> GM given abilities.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> I'm fairly sure that in the what, the last 22, = 23 years of the guilds</FONT> <BR><FONT SIZE=3D2>> exsistance, any number of unarmed = variations and house rules </FONT> <BR><FONT SIZE=3D2>> have been</FONT> <BR><FONT SIZE=3D2>> tried.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The ultamate determinate of what can or cannot = be done by any </FONT> <BR><FONT SIZE=3D2>> spell, skill,</FONT> <BR><FONT SIZE=3D2>> talent or ablity is the imagionation of the = player and the </FONT> <BR><FONT SIZE=3D2>> licence of the</FONT> <BR><FONT SIZE=3D2>> GM.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> If you can convince me that because you have = the AG the dagger rule on</FONT> <BR><FONT SIZE=3D2>> several attacks should apply to your = unarmed in close with </FONT> <BR><FONT SIZE=3D2>> out ingaging in</FONT> <BR><FONT SIZE=3D2>> 15 minutes of argugement, fine make the = suggestion</FONT> <BR><FONT SIZE=3D2>> But be prepared to except it if I say No, or = for me to change </FONT> <BR><FONT SIZE=3D2>> my mind next</FONT> <BR><FONT SIZE=3D2>> Adventure, next Week next Combat, with or = without explanation.</FONT> <BR><FONT SIZE=3D2>> And always rember that if the PCs can the NPCs = can too.</FONT> <BR><FONT SIZE=3D2>> Some of these rules are there to save the PCs = skins.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Helen</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> -- to unsubscribe notify <A = HREF=3D"mailto:dq-request@dq.sf.org.nz">mailto:dq-request@dq.sf.org.nz</= A> --</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5CA15.551969E0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Clare Baldock |
Date | Thu, 6 Oct 2005 14:36:26 +1300 |
On 06/10/2005, at 14:29, Errol Cavit wrote: > 1: no, primary H 1/2, secondary MG > 2: yes, primary H 1/2, secondary unarmed kick > 3: yes, primary H 1/2, secondary unarmed kick > 4: no, primary H 1/2, secondary unarmed kick OR punch (note multi-hex > strike with H 1/2 NOT allowed while also kicking, as multi-hex strike > is a different Special Attack.) OK I'll concede points 2 and 3, cheers, clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 14:36:46 +1300 (NZDT) |
Technically yes. But I'd reach for William's clue stick to beat the rules lawyer with. Your engaged IV should be based on your primary weapon (ie. the one you are making your primary attack with). I would also rule that you keep them out of close with your primary weapon unless you are deliberately keeping one hand free for that purpose. Cheers, Stephen. Michael Scott said: > So even if you have a weapon and shild prepared you can use your Rk 10 unarmed for IV and > always keep people out of close, (assuming they don't want to risk the potential spec)? > > TTFN > Michael Scott -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Unarmed Combat |
---|---|
From | Michael Parkinson |
Date | Thu, 6 Oct 2005 14:50:42 +1300 |
> We are short of fighters as its not interesting being a > blocker for the blast mages. But it IS interesting -- or at least that's what everybody tells me [says Hagen], but not as interesting as grooming the horses [who haven't signed the guild contract & therefore have no qualms about being bossy or manipulative] Here are two other points in favour of ranking unarmed: unarmed is handy for mages (esp if you're a fighter semi-retiring as a Namer): If pounced on whilst preparing/casting, you can always abandon that spell preparation to punch your interruptor in the face. Likewise, if you are forced into melee whilst using a bow or crossbow, you don't have to drop your weapon to thump the interloper -- you may kick instead (since your hands are full). By the way, I note a discrepancy in the way some players are rolling damage Unarmed (similarly shield bash, etc) is often played as if [D-4] +2 is being played as [D-2], [D-4] +3 is being played as [D-1], etc ... contrary to the way, for example, that spell damage is generated. Sections 3.11 (1st para); 3.11, subhead "Additional Damage" (1st para); 3.14 (2nd para); and 61.1 (para R) are imprecise, somewhat contradictory -- as to whether the Modifier itself is changed, or whatever. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Johanna and Hamish |
Date | Thu, 6 Oct 2005 14:49:14 +1300 |
I would also rule that you keep them out of close with your primary weapon unless you are deliberately keeping one hand free for that purpose. Makes me imagine a big guy with a long arm hold a little guy off via his forehead - while striking him with sword... :) Hamish Brown Director Zenergy Whole People Co-operating in a Sustainable world 119 Mt Eden Rd, Auckland www.zenergyglobal.com -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Stephen Martin Sent: Thursday, October 06, 2005 2:37 PM To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat Technically yes. But I'd reach for William's clue stick to beat the rules lawyer with. Your engaged IV should be based on your primary weapon (ie. the one you are making your primary attack with). I would also rule that you keep them out of close with your primary weapon unless you are deliberately keeping one hand free for that purpose. Cheers, Stephen. Michael Scott said: > So even if you have a weapon and shild prepared you can use your Rk 10 unarmed for IV and > always keep people out of close, (assuming they don't want to risk the potential spec)? > > TTFN > Michael Scott -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Zane Mendoza |
Date | Wed, 5 Oct 2005 18:52:40 -0700 (PDT) |
I have a feeling Michael is trying to ask a seperate question here in that can someone used Unarmed to keep people out of close even if they have both hands full/gone/etc for example Goon using a Longbow wants to keep PC out of close and trys for a quick kick to the err unmentionables to stop them i.e using an unarmed kick to keep them out even thou both hands are busy using the bow. Zane --- Stephen Martin <stephenm@castle.pointclark.net> wrote: > Technically yes. But I'd reach for William's clue > stick to beat the rules lawyer with. > > Your engaged IV should be based on your primary > weapon (ie. the one you are making your primary > attack with). > I would also rule that you keep them out of close > with your primary weapon unless you are > deliberately keeping one hand free for that purpose. > > Cheers, Stephen. > > Michael Scott said: > > So even if you have a weapon and shild prepared > you can use your Rk 10 unarmed for IV and > > always keep people out of close, (assuming they > don't want to risk the potential spec)? > > > > TTFN > > Michael Scott > > > -- to unsubscribe notify > mailto:dq-request@dq.sf.org.nz -- > ______________________________________________________ Yahoo! for Good Donate to the Hurricane Katrina relief effort. http://store.yahoo.com/redcross-donate3/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 15:07:01 +1300 (NZDT) |
I'd give you this one. Putting the boot in because you're busy with your bow is fine. Putting the boot in because it gives you a better chance of keeping them out than your Hand&1/2 & Shield is too min-max rules-lawyering for my taste. But if you choose to disadvantage yourself by not using a shield in order to be able to use unarmed to keep the goons at bay, that's fine. A tactical choice at a cost to yourself. Of course there are exceptions, I would let a mounted figure with Sword and Shield kick the infantryman to keep him from getting in close because it seems appropriate. Cheers, Stephen. Zane Mendoza said: > I have a feeling Michael is trying to ask a seperate > question here in that can someone used Unarmed to keep > people out of close even if they have both hands > full/gone/etc for example Goon using a Longbow wants > to keep PC out of close and trys for a quick kick to > the err unmentionables to stop them i.e using an > unarmed kick to keep them out even thou both hands are > busy using the bow. > > Zane > > --- Stephen Martin <stephenm@castle.pointclark.net> > wrote: > >> Technically yes. But I'd reach for William's clue >> stick to beat the rules lawyer with. >> >> Your engaged IV should be based on your primary >> weapon (ie. the one you are making your primary >> attack with). >> I would also rule that you keep them out of close >> with your primary weapon unless you are >> deliberately keeping one hand free for that purpose. >> >> Cheers, Stephen. >> >> Michael Scott said: >> > So even if you have a weapon and shild prepared >> you can use your Rk 10 unarmed for IV and >> > always keep people out of close, (assuming they >> don't want to risk the potential spec)? >> > >> > TTFN >> > Michael Scott >> >> >> -- to unsubscribe notify >> mailto:dq-request@dq.sf.org.nz -- >> > > > > > > ______________________________________________________ > Yahoo! for Good > Donate to the Hurricane Katrina relief effort. > http://store.yahoo.com/redcross-donate3/ > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Serious Fighters |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 15:24:22 +1300 |
With only 25 AG and PC and Warrior currently stalled due to ranking requirements, I guess Thorn doesn't count as a Serious Fighter then. :-) The main reason non mage fighters end up becoming Namers is a cultural thing. If your not a mage your a second class adventurer. Wither you stay in the front line or not in order to be considered good for something other than just combat there is this attitude that you have to be a mage. That with out a collage your a cripple and the party is carrying you two thirds of the time. Its not that being a blocker for the blast mages isn't interesting its that the attitude you get from the rest of the party takes a thick skin to ignore and over come, becoming a Namer even a bad one with negatives for low MA seems in some way to magical fix this. I don't know why this attitude is there or what has caused it other than the number of suits of mage plate about. As a nonmage can contribute as much as any Mage in terms of ideas and rollplaying, some times even more with skills as they have fewer ep expenditures. Helen ----- Original Message ----- From: "Jonathan Bean" Subject: Re: [dq] Unarmed Combat > Andrew Withy (DSL AK) said: > If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad > Sabrina's back. We were seriously short of fighters until she returned. > > We are short of fighters as its not interesting being a blocker for the > blast mages. Most long term fighters become Namers. > > Jonathan Bean > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat - damage calc |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 6 Oct 2005 15:18:30 +1300 |
3.11 says you make a D10 roll, plus all modifiers, with a resulting minimum of 1. 3.14 says you change the damage modifier (default -4) based on PS. This then makes it -3, -2, etc. I think these two make it clear that you calculate your modifier and add it to D10. 56.1 R (weapons chart notes) is nonsense - the damage modifier is not [D-4] + N/3 - that is the damage. Either remove the "D" or the "modifier". If the second case, I would remove the square brackets to avoid the min one assumption, while others may disagree, but no matter which you prefer, R is nonsense. ------------------------ 3.11 Damage Each attack has a damage modifier that is applied to a D10 roll, and the result is the number of damage points inflicted by the attack (minimum damage 1). 3.14 Unarmed The damage modifier is -4 (+ 1 for every 3 full points of Physical Strength over 15). 56.1 R Weapons - unarmed The damage modifier is [D - 4] (+ 1 for every 3 full points of PS over 15). ------------------------ Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Michael Parkinson Sent: Thursday, 6 October 2005 2:51 p.m. To: dq@dq.sf.org.nz Subject: [dq] Unarmed Combat By the way, I note a discrepancy in the way some players are rolling damage Unarmed (similarly shield bash, etc) is often played as if [D-4] +2 is being played as [D-2], [D-4] +3 is being played as [D-1], etc ... contrary to the way, for example, that spell damage is generated. Sections 3.11 (1st para); 3.11, subhead "Additional Damage" (1st para); 3.14 (2nd para); and 61.1 (para R) are imprecise, somewhat contradictory -- as to whether the Modifier itself is changed, or whatever. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Johanna and Hamish |
Date | Thu, 6 Oct 2005 15:35:41 +1300 |
With only 25 AG and PC and Warrior currently stalled due to ranking requirements, I guess Thorn doesn't count as a Serious Fighter then. :-) The main reason non mage fighters end up becoming Namers is a cultural thing. If your not a mage your a second class adventurer. Wither you stay in the front line or not in order to be considered good for something other than just combat there is this attitude that you have to be a mage. That with out a collage your a cripple and the party is carrying you two thirds of the time. Its not that being a blocker for the blast mages isn't interesting its that the attitude you get from the rest of the party takes a thick skin to ignore and over come, becoming a Namer even a bad one with negatives for low MA seems in some way to magical fix this. I don't know why this attitude is there or what has caused it other than the number of suits of mage plate about. As a nonmage can contribute as much as any Mage in terms of ideas and rollplaying, some times even more with skills as they have fewer ep expenditures. Helen Yes I agree, warriors are related to as less intelligent (besides GoK who earned it) and excluded from the vast influences magic has on the game in some important ways. The advantages warriors have do not come close to creating balance unless you're a giant and then the 30 STR 30 END 9 TMR does create some balance. I would like to see more forms of magic in the game - and more quasi magical abilities, such as those mentioned in the email below. Currently the only way for warriors to compare is to get funky magic stuff from GM's. Both my PC are stuck on rk7 warrior because it is not to easy to get master works unless one pursues them. HAMISH ON 8/26/05 Ross Alexander Proposed a cool idea for the restructuring of racial modifiers to enable races to pay off the modifier and then buy some race specific talents. I think this is Cool - Also I like the Magic Recipes idea. The reason is that I like the increased magic flavor this brings to the game - I really like the idea that the world we are adventuring in is rich with magic beyond collage based stuff and GM items. I'm not personally too interested in power gaming - I like the idea that an elf can develop a range of talents specific to elfs, this make non mage elfs much more interesting (variations could be developed for all races including humans). Similarly Jono's recipe idea adds flavor and depth - some players will enjoy this magic alternative. I don't think this means the world has to become unbalanced OR that PC's will end up super powerful. Balance issues can fixed. The key thing with these two proposals is our alignment upon what type of world we want to adventure in. IF we are generally in flavor then we can get together and decide how to remedy the problems people may find. ----- Original Message ----- From: "Jonathan Bean" Subject: Re: [dq] Unarmed Combat > Andrew Withy (DSL AK) said: > If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad > Sabrina's back. We were seriously short of fighters until she returned. > > We are short of fighters as its not interesting being a blocker for the > blast mages. Most long term fighters become Namers. > > Jonathan Bean > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Simpson |
\ Mark\ \(NZ\) | |
Date | Thu, 6 Oct 2005 15:39:12 +1300 |
Correct me if im wrong, but the only "benefit" to being a non-mage is the magic resist bonus? So from a pure "power-gaming" standpoint why wouldnt you pick-up a college? Personally I'd only make "Warrior" available to non-mages ... -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Helen Saggers Sent: Thursday, 6 October 2005 3:24 p.m. To: dq@dq.sf.org.nz Subject: [dq] Serious Fighters With only 25 AG and PC and Warrior currently stalled due to ranking requirements, I guess Thorn doesn't count as a Serious Fighter then. :-) The main reason non mage fighters end up becoming Namers is a cultural thing. If your not a mage your a second class adventurer. Wither you stay in the front line or not in order to be considered good for something other than just combat there is this attitude that you have to be a mage. That with out a collage your a cripple and the party is carrying you two thirds of the time. Its not that being a blocker for the blast mages isn't interesting its that the attitude you get from the rest of the party takes a thick skin to ignore and over come, becoming a Namer even a bad one with negatives for low MA seems in some way to magical fix this. I don't know why this attitude is there or what has caused it other than the number of suits of mage plate about. As a nonmage can contribute as much as any Mage in terms of ideas and rollplaying, some times even more with skills as they have fewer ep expenditures. Helen ----- Original Message ----- From: "Jonathan Bean" Subject: Re: [dq] Unarmed Combat > Andrew Withy (DSL AK) said: > If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad > Sabrina's back. We were seriously short of fighters until she returned. > > We are short of fighters as its not interesting being a blocker for the > blast mages. Most long term fighters become Namers. > > Jonathan Bean > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Errol Cavit |
Date | Thu, 6 Oct 2005 15:39:33 +1300 |
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C5CA1F.2F50F980 Content-Type: text/plain; charset="ISO-8859-1" > Michael Scott said: > > So even if you have a weapon and shild prepared you can use > your Rk 10 unarmed for IV and > > always keep people out of close, (assuming they don't want > to risk the potential spec)? > -----Original Message----- > From: Stephen Martin [mailto:stephenm@castle.pointclark.net] > Sent: Thursday, 6 October 2005 14:37 > > Technically yes. But I'd reach for William's clue stick to > beat the rules lawyer with. > > Your engaged IV should be based on your primary weapon (ie. > the one you are making your primary > attack with). > I would also rule that you keep them out of close with your > primary weapon unless you are > deliberately keeping one hand free for that purpose. > Hmm: ... they may try to Repulse the Attacker's attempt to Close by rolling less than or equal to their prepared Melee weapon Rank on a D10. ... How about saying that if you are using a weapon not in your primary hand (i.e. off-hand or legs) to Repulse, then you take 3 off its rank? A light tap with the loon stick. Cheers Errol ------_=_NextPart_001_01C5CA1F.2F50F980 Content-Type: text/html; charset="ISO-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3DISO-8859-1"> <META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version = 5.5.2653.12"> <TITLE>RE: [dq] Unarmed Combat</TITLE> </HEAD> <BODY> <P><FONT SIZE=3D2>> Michael Scott said:</FONT> <BR><FONT SIZE=3D2>> > So even if you have a weapon and shild = prepared you can use </FONT> <BR><FONT SIZE=3D2>> your Rk 10 unarmed for IV and</FONT> <BR><FONT SIZE=3D2>> > always keep people out of close, (assuming = they don't want </FONT> <BR><FONT SIZE=3D2>> to risk the potential spec)?</FONT> </P> <P><FONT SIZE=3D2>> -----Original Message-----</FONT> <BR><FONT SIZE=3D2>> From: Stephen Martin [<A = HREF=3D"mailto:stephenm@castle.pointclark.net">mailto:stephenm@castle.po= intclark.net</A>]</FONT> <BR><FONT SIZE=3D2>> Sent: Thursday, 6 October 2005 14:37</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Technically yes. But I'd reach for = William's clue stick to </FONT> <BR><FONT SIZE=3D2>> beat the rules lawyer with.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Your engaged IV should be based on your primary = weapon (ie. </FONT> <BR><FONT SIZE=3D2>> the one you are making your primary</FONT> <BR><FONT SIZE=3D2>> attack with).</FONT> <BR><FONT SIZE=3D2>> I would also rule that you keep them out of = close with your </FONT> <BR><FONT SIZE=3D2>> primary weapon unless you are</FONT> <BR><FONT SIZE=3D2>> deliberately keeping one hand free for that = purpose.</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <P><FONT SIZE=3D2>Hmm:</FONT> <BR><FONT SIZE=3D2>...</FONT> <BR><FONT SIZE=3D2>they may try to Repulse the Attacker's attempt = to</FONT> <BR><FONT SIZE=3D2>Close by rolling less than or equal to their = prepared</FONT> <BR><FONT SIZE=3D2>Melee weapon Rank on a D10.</FONT> <BR><FONT SIZE=3D2>...</FONT> </P> <P><FONT SIZE=3D2>How about saying that if you are using a weapon not = in your primary hand (i.e. off-hand or legs) to Repulse, then you take = 3 off its rank? A light tap with the loon stick.</FONT></P> <P><FONT SIZE=3D2>Cheers</FONT> <BR><FONT SIZE=3D2>Errol</FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5CA1F.2F50F980-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters? |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 15:47:19 +1300 (NZDT) |
I guess leaving Sabrina's name out of my extreme example didn't work to preserve her anonymity. I guess I should have stuck with the original plan of floating a block of darkness in front of her face, but then I thought that wouldn't work as we all recognise her by her curves (with or without clothes)... But seriously, in comparison to Sabrina most of us (exluding Morgan (not the Orc), but as examples go, Sabrina is much nicer to look at) are not serious fighters having half her Strike Chances, Damage, and number of attacks. But at least we're smarter than our mounts. :-) > With only 25 AG and PC and Warrior currently stalled due to ranking requirements, I guess Thorn > doesn't count as a Serious Fighter then. :-) >> Andrew Withy (DSL AK) said: >> If serious fighters need AG 26, PC 26, Warrior 10, then I'm glad Sabrina's back. We were >> seriously short of fighters until she returned. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat - damage calc |
---|---|
From | Michael Parkinson |
Date | Thu, 6 Oct 2005 16:03:41 +1300 |
> -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of > Andrew Withy (DSL AK) > Sent: Thursday, 6 October 2005 3:19 p.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat - damage calc > > > 3.11 says you make a D10 roll, plus all modifiers, with a resulting > minimum of 1. > 3.14 says you change the damage modifier (default -4) based > on PS. This > then makes it -3, -2, etc. > > I think these two make it clear that you calculate your > modifier and add > it to D10. Agreed, since they change the modifier (besides, the maths is easier that way). However skill ranks are *additional* damage (according to the last 3 paragraphs of 3.11), likewise overstrengthing for ordinary weapons -- thus someone with a whip (which has a max rank of 10, in case you hadn't noticed) could end up with silly damage like [D-3]+2 or [D-3]+3 ... Or you could get it weaponsmithed & do [D-1]+2, [D-1]+3 ... <!sigh> > 56.1 R [...], but no matter which you prefer, R is nonsense. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat - damage calc |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 6 Oct 2005 16:08:02 +1300 |
3.11 Additional Damage - early drafts talking about modifiers to the damage modifier got messy, so it was shortened to modifiers to the damage. If we want to change the wording to make the rule clear, I wish someone luck. Otherwise, we can just agree that all damage modifiers modify the damage modifier. Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Michael Parkinson Sent: Thursday, 6 October 2005 4:04 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Unarmed Combat - damage calc > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of > Andrew Withy (DSL AK) > Sent: Thursday, 6 October 2005 3:19 p.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat - damage calc > > > 3.11 says you make a D10 roll, plus all modifiers, with a resulting > minimum of 1. 3.14 says you change the damage modifier (default -4) > based on PS. This > then makes it -3, -2, etc. > > I think these two make it clear that you calculate your > modifier and add > it to D10. Agreed, since they change the modifier (besides, the maths is easier that way). However skill ranks are *additional* damage (according to the last 3 paragraphs of 3.11), likewise overstrengthing for ordinary weapons -- thus someone with a whip (which has a max rank of 10, in case you hadn't noticed) could end up with silly damage like [D-3]+2 or [D-3]+3 ... Or you could get it weaponsmithed & do [D-1]+2, [D-1]+3 ... <!sigh> > 56.1 R [...], but no matter which you prefer, R is nonsense. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat - damage calc |
---|---|
From | Stephen Martin |
Date | Thu, 6 Oct 2005 16:22:43 +1300 (NZDT) |
(Assuming we want this effect) Perhaps a wording change could be applied where it specifies Minimum 1. Changing it to say the minimum is 1 after _ALL_ modifiers to the damage have been applied. Provided that it is clear that this is before we get to taking armour off. DSL AK said: > 3.11 Additional Damage - early drafts talking about modifiers to the damage modifier got messy, > so it was shortened to modifiers to the damage. If we want to change the wording to make the > rule clear, I wish someone luck. Otherwise, we can just agree that all damage modifiers modify > the damage modifier. > > Andrew > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Michael Parkinson > Sent: Thursday, 6 October 2005 4:04 p.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Unarmed Combat - damage calc > > >> -----Original Message----- >> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of > >> Andrew Withy (DSL AK) >> Sent: Thursday, 6 October 2005 3:19 p.m. >> To: dq@dq.sf.org.nz >> Subject: Re: [dq] Unarmed Combat - damage calc >> >> >> 3.11 says you make a D10 roll, plus all modifiers, with a resulting minimum of 1. 3.14 says >> you change the damage modifier (default -4) based on PS. This >> then makes it -3, -2, etc. >> >> I think these two make it clear that you calculate your >> modifier and add >> it to D10. > > Agreed, since they change the modifier (besides, the maths is easier that way). However skill > ranks are *additional* damage (according to the last 3 paragraphs of 3.11), likewise > overstrengthing for ordinary weapons -- thus someone with a whip (which has a max rank of 10, in > case you hadn't noticed) could end up with silly damage like [D-3]+2 or [D-3]+3 ... Or you > could get it weaponsmithed & do [D-1]+2, [D-1]+3 ... > > <!sigh> > >> 56.1 R [...], but no matter which you prefer, R is nonsense. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 17:01:20 +1300 |
----- Original Message ----- From: <Simpson@smtp.sig.net.nz>; " Mark (NZ)" <SimpsoM2@anz.com> To: <dq@dq.sf.org.nz> Sent: Thursday, October 06, 2005 3:39 PM Subject: Re: [dq] Serious Fighters >Correct me if im wrong, but the only "benefit" to being a non-mage is the magic resist bonus? So from a pure >"power-gaming" standpoint why wouldnt you pick-up a college? Personally I'd only make "Warrior" >available to non-mages ... That and between 6 and 13 Stat points you can put into other things. Bad namers can do this too, but good ones try to keep there MA up. Warrior for non mages only goes with the sillyness, that Warriors Shouldn't have Assassin. (What the hell do you call Special forces then?) Even if you did limit it to nonmages, whats a few points of Def, Dam, or IV. compared to Quickness or Shadow form or a weapon spell. useable by the whole party. Im not saying that Nonmages are or are not as good as a power up mage, or a blast mage, each contrubute their in there own way to the balance of the party in combat. But the attitude is that even a mage with out any combat spells is better than a non mage as they can do the fighter thing then non combat magic stuff. Where as the Non mage is only good for combat, that outside of a fight they are deadwood. That the magic is the be all end all and they don't have other skills they can contribute. Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Simpson |
\ Mark\ \(NZ\) | |
Date | Thu, 6 Oct 2005 17:05:01 +1300 |
Well I guess my point is that while you can start as a non-mage, in order to max out those "other" stats, sooner or later you may as well raise that MA and grab a college, as their is no real detriment (other than time and exp) to doing so, and plenty of benefits to gain. Given enough time/exp the Warrior-Mage can be just as good at combat as the non-mage (arguably better with self stat buffs/def buffs/weapon buffs etc. they may gain from their college). And then they get the benefits of a college to boot. That's the thing about DQ, given the time and exp you can be a Warrior/Mage/Thief/Ranger/Healer/Assassin etc. jack of all trades "instant party in one character". I don't advocate going to D&D "straight jacketed" classes but in many ways DQ is at the entire opposite end of the spectrum. Separating warrior out so only non-mages could get it would mean the non-mage tank (with warrior) was actually better than the mage/tank at pure melee. As I recall Warrior talks about having to spend much time doing physical and weapons training i.e. not learning spells and studying arcane tomes. -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Helen Saggers Sent: Thursday, 6 October 2005 5:01 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Serious Fighters ----- Original Message ----- From: <Simpson@smtp.sig.net.nz>; " Mark (NZ)" <SimpsoM2@anz.com> To: <dq@dq.sf.org.nz> Sent: Thursday, October 06, 2005 3:39 PM Subject: Re: [dq] Serious Fighters >Correct me if im wrong, but the only "benefit" to being a non-mage is the magic resist bonus? So from a pure >"power-gaming" standpoint why wouldnt you pick-up a college? Personally I'd only make "Warrior" >available to non-mages ... That and between 6 and 13 Stat points you can put into other things. Bad namers can do this too, but good ones try to keep there MA up. Warrior for non mages only goes with the sillyness, that Warriors Shouldn't have Assassin. (What the hell do you call Special forces then?) Even if you did limit it to nonmages, whats a few points of Def, Dam, or IV. compared to Quickness or Shadow form or a weapon spell. useable by the whole party. Im not saying that Nonmages are or are not as good as a power up mage, or a blast mage, each contrubute their in there own way to the balance of the party in combat. But the attitude is that even a mage with out any combat spells is better than a non mage as they can do the fighter thing then non combat magic stuff. Where as the Non mage is only good for combat, that outside of a fight they are deadwood. That the magic is the be all end all and they don't have other skills they can contribute. Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters? |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 17:16:34 +1300 |
> But seriously, in comparison to Sabrina most of us (exluding Morgan (not the Orc), but as examples > go, Sabrina is much nicer to look at) are not serious fighters having half her Strike Chances, > Damage, and number of attacks. But at least we're smarter than our mounts. :-) Ahh so that why Thorn can't be a serious Fighter, not because she doesn't have the stats or the skill set but because she is too smart. I'll just have to make her a Serious Warrior instead then :-) Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 18:48:12 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_015B_01C5CAA6.80C938E0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Well I guess my point is that while you can start as a non-mage, in = order to max out those "other" stats, sooner or later you may as well = raise that MA and grab a college, as their is no real detriment (other = than time and exp) to doing so, and plenty of benefits to gain.=20 =20 Correct, the only detriment to buying up MA and learning a collage is = your lower MA, for the magic side of things. But then you have higher = other stats so it balances. Given enough time/exp the Warrior-Mage can be just as good at combat as = the non-mage (arguably better with self stat buffs/def buffs/weapon = buffs etc. they may gain from their college). And then they get the = benefits of a college to boot. Made possible by mage plate, which lets them tank up too. Or else the to = cast or not to cast choice would still give nonmages a tank advantage. That's the thing about DQ, given the time and exp you can be a = Warrior/Mage/Thief/Ranger/Healer/Assassin etc. jack of all trades = "instant party in one character". I don't advocate going to D&D = "straight jacketed" classes but in many ways DQ is at the entire = opposite end of the spectrum.=20 Because characters can be 10, 15 or more years old, that semi Mythical = Beast the instant party in one character does apear to occur, however if = all the characters are at that level this isn't a problem, the mages = collage and mix of side skills eg troubador, spy, courtier, milsci often = deside which role a character plays in the party. Separating warrior out so only non-mages could get it would mean the = non-mage tank (with warrior) was actually better than the mage/tank at = pure melee. As I recall Warrior talks about having to spend much time = doing physical and weapons training i.e. not learning spells and = studying arcane tomes.=20 But that occurs any way apart from the oddities caused by high stat = rolls, and Non Mages that becomer Namers, Just be cause Nonmages only have Stats weapons and skills to spend ep on = not the magic as well. At least until you get to silly high levels, and by then most of = characters have picked up odd talents, abilities or weapons such that it = no longer matters. What I mean is I have encountered (and Im not the only one) an attitued = that your a cripple and a drag on the party if you get beyond bunny = level and don't have a collage. That non mages are only good for combat = and nothing else. I will say I have encountered it less of late but that may be because I = have proved to those people in the past that the character is more than = just another sword. And although I might be wrong it seems from your desire to limit warrior = to non mages that you too have that being good at combat (which makes up = only part of the game) is the main focus the only point of being a non = mage.=20 Ive often wondered how a non mage, non combat, theif spy specialist = would run? Helen ------=_NextPart_000_015B_01C5CAA6.80C938E0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Diso-8859-1"> <META content=3D"MSHTML 6.00.2800.1515" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY> <DIV><FONT face=3DArial size=3D2>Well I guess my point is that while you = can start=20 as a non-mage, in order to max out those "other" stats, sooner or later = you may=20 as well raise that MA and grab a college, as their is no real detriment = (other=20 than time and exp) to doing so, and plenty of benefits to=20 gain. </FONT></DIV> <DIV><FONT face=3DArial size=3D2> <BR><FONT = color=3D#0000ff>Correct, the only=20 detriment to buying up MA and learning a collage is your lower MA, for = the magic=20 side of things. But then you have higher other stats so it=20 balances.</FONT></FONT></DIV><FONT face=3DArial size=3D2><FONT = color=3D#0000ff></FONT> <DIV><BR>Given enough time/exp the Warrior-Mage can be just as good at = combat as=20 the non-mage (arguably better with self stat buffs/def buffs/weapon = buffs etc.=20 they may gain from their college). And then they get the benefits of a = college=20 to boot.</DIV> <DIV> </DIV> <DIV><FONT color=3D#0000ff>Made possible by mage plate, which lets them = tank up=20 too. Or else the to cast or not to cast choice would still give nonmages = a tank=20 advantage.</FONT><BR><BR>That's the thing about DQ, given the time and = exp you=20 can be a Warrior/Mage/Thief/Ranger/Healer/Assassin etc. jack of all = trades=20 "instant party in one character". I don't advocate going to D&D = "straight=20 jacketed" classes but in many ways DQ is at the entire opposite end of = the=20 spectrum. </DIV> <DIV> </DIV> <DIV><FONT color=3D#0000ff>Because characters can be 10, 15 or more = years old,=20 that semi Mythical Beast the instant party in one character does apear = to occur,=20 however if all the characters are at that level this isn't a problem, = the mages=20 collage and mix of side skills eg troubador, spy, courtier, milsci often = deside=20 which role a character plays in the party.</FONT><BR><BR>Separating = warrior out=20 so only non-mages could get it would mean the non-mage tank (with = warrior) was=20 actually better than the mage/tank at pure melee. As I recall Warrior = talks=20 about having to spend much time doing physical and weapons training i.e. = not=20 learning spells and studying arcane tomes. </DIV> <DIV> </DIV> <DIV><FONT color=3D#0000ff>But that occurs any way apart from the = oddities=20 caused by high stat rolls, and Non Mages that becomer = Namers,</FONT></DIV> <DIV><FONT color=3D#0000ff>Just be cause Nonmages only have Stats = weapons and=20 skills to spend ep on not the magic as well.</FONT></DIV> <DIV><FONT color=3D#0000ff>At least until you get to silly high = levels, and=20 by then most of characters have picked up odd talents, abilities or = weapons such=20 that it no longer matters.</FONT></DIV><FONT color=3D#0000ff><FONT=20 color=3D#000000></FONT> <DIV><BR>What I mean is I have encountered (and Im not the only = one) an=20 attitued that your a cripple and a drag on the party if you get = beyond=20 bunny level and don't have a collage. That non mages are only good for = combat=20 and nothing else.</DIV> <DIV>I will say I have encountered it less of late but that may be = because I=20 have proved to those people in the past that the character is more than = just=20 another sword.</DIV> <DIV> </DIV> <DIV>And although I might be wrong it seems from your desire to limit = warrior to=20 non mages that you too have that being good at combat (which makes up = only part=20 of the game) is the main focus the only point of being a non mage. = </DIV> <DIV>Ive often wondered how a non mage, non combat, theif spy specialist = would=20 run?</FONT></DIV> <DIV><FONT color=3D#0000ff><FONT=20 color=3D#000000></FONT> </DIV></FONT></FONT><FONT face=3DArial = color=3D#0000ff=20 size=3D2>Helen</FONT></BODY></HTML> ------=_NextPart_000_015B_01C5CAA6.80C938E0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Bernard Hoggins |
Date | Thu, 6 Oct 2005 15:38:01 +1000 (EST) |
--0-1515613188-1128577081=:24238 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Ya know, I'd have figured that this was allready covered under the seperation of Magical/Non Magical ranking. Ignoring the fact that a 20 year fighter/mage can be just as good as a 5 year fighter, since they spent 5 years of their time training to be a fighter, but thats just silly comparing disparate training times and Ep amounts, or your saying all bunnies should be like Engalton. Anyway, ignoring that, were a mage to spend say.... 23 weeks ranking warrior to 5, from unranked, exactly the same time it takes the non mage, during that time the mage can't improve their abilities in magic at all, (with the possible exclusion of namers via ranking a name), so how exactly is this not spending lots of time doing physical and weapons training, just the same as the non mage has to do. So if a mage chooses to pursue the fighting skills as well as magic, compared to a pure mage of exactly same time, ep and funkyness, they will be less of a mage, and compared to a non mage of the same time, ep and funkyness, less of a warrior. The only issue is that the fighter/mage who has had twice the amount of time/ep/funkyness can be as good a mage and as good a fighter, but thats where the 'levels' in DQ come into play isn't it....., to seperate characters based on experience. If a character is a lot more experienced than anyone else in the game, then perhaps people should expect that they can fight as well as the non mage and cast as well as the pure mages. Simpson@smtp.sig.net.nz, " Mark (NZ)" <SimpsoM2@anz.com> wrote: Separating warrior out so only non-mages could get it would mean the non-mage tank (with warrior) was actually better than the mage/tank at pure melee. As I recall Warrior talks about having to spend much time doing physical and weapons training i.e. not learning spells and studying arcane tomes. From Bernard Hoggins nevyn0ad@yahoo.co.uk --------------------------------- Do you Yahoo!? The New Yahoo! Movies: Check out the Latest Trailers, Premiere Photos and full Actor Database. --0-1515613188-1128577081=:24238 Content-Type: text/html; charset=iso-8859-1 Content-Transfer-Encoding: 8bit <DIV>Ya know, I'd have figured that this was allready covered under the seperation of Magical/Non Magical ranking.</DIV> <DIV> </DIV> <DIV>Ignoring the fact that a 20 year fighter/mage can be just as good as a 5 year fighter, since they spent 5 years of their time training to be a fighter, but thats just silly comparing disparate training times and Ep amounts, or your saying all bunnies should be like Engalton.</DIV> <DIV> </DIV> <DIV>Anyway, ignoring that, were a mage to spend say.... 23 weeks ranking warrior to 5, from unranked, exactly the same time it takes the non mage, during that time the mage can't improve their abilities in magic at all, (with the possible exclusion of namers via ranking a name), so how exactly is this not spending lots of time doing physical and weapons training, just the same as the non mage has to do. So if a mage chooses to pursue the fighting skills as well as magic, compared to a pure mage of exactly same time, ep and funkyness, they will be less of a mage, and compared to a non mage of the same time, ep and funkyness, less of a warrior.</DIV> <DIV> </DIV> <DIV>The only issue is that the fighter/mage who has had twice the amount of time/ep/funkyness can be as good a mage and as good a fighter, but thats where the 'levels' in DQ come into play isn't it....., to seperate characters based on experience. If a character is a lot more experienced than anyone else in the game, then perhaps people should expect that they can fight as well as the non mage and cast as well as the pure mages.</DIV> <DIV><BR><BR><B><I>Simpson@smtp.sig.net.nz, " Mark (NZ)" <SimpsoM2@anz.com></I></B> wrote:</DIV> <DIV><BR>Separating warrior out so only non-mages could get it would mean the non-mage tank (with warrior) was actually better than the mage/tank at pure melee. As I recall Warrior talks about having to spend much time doing physical and weapons training i.e. not learning spells and studying arcane tomes.</DIV><BR><BR>From Bernard Hoggins<br>nevyn0ad@yahoo.co.uk<p> <hr size=1>Do you Yahoo!?<br> <a href="http://us.rd.yahoo.com/mail/au/tag/newmovies/**http%3A%2F%2Fau.movies.yahoo.com%2F"> The New Yahoo! Movies: Check out the Latest Trailers, Premiere Photos and full Actor Database.</a> --0-1515613188-1128577081=:24238-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat |
---|---|
From | Martin Dickson |
Date | Thu, 6 Oct 2005 18:38:19 +1300 |
------=_Part_7009_30124539.1128577099349 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 10/6/05, Stephen Martin <stephenm@castle.pointclark.net> wrote: > > I'm not sure that Unarmed deserves a "nerfed" title. Agreed, only nerfed in comparison with Unarmed under the Advanced rules. I simply meant it as a shorthand for "depowered from its previous incarnation because it was felt to be out of keeping with the rest of the system"... something like that anyway. ------=_Part_7009_30124539.1128577099349 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 10/6/05, <b class=3D"gmail_sendername">Stephen Martin</b> <<a href=3D= "mailto:stephenm@castle.pointclark.net">stephenm@castle.pointclark.net</a>&= gt; wrote:<div><span class=3D"gmail_quote"></span><blockquote class=3D"gmai= l_quote" style=3D"border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0p= t 0pt 0.8ex; padding-left: 1ex;"> I'm not sure that Unarmed deserves a "nerfed" title.</blockquote>= <div><br> Agreed, only nerfed in comparison with Unarmed under the Advanced rules. I simply meant it as a shorthand for "depowered from its previous incarnation because it was felt to be out of keeping with the rest of the system"... something like that anyway.<br> <br> </div></div><br> ------=_Part_7009_30124539.1128577099349-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unarmed Combat - damage calc |
---|---|
From | Kharsis |
Date | Thu, 06 Oct 2005 18:58:37 +1300 |
Stephen Martin wrote: >(Assuming we want this effect) Perhaps a wording change could be applied where it specifies >Minimum 1. Changing it to say the minimum is 1 after _ALL_ modifiers to the damage have been >applied. >Provided that it is clear that this is before we get to taking armour off. > > >DSL AK said: > > >>3.11 Additional Damage - early drafts talking about modifiers to the damage modifier got messy, >>so it was shortened to modifiers to the damage. If we want to change the wording to make the >>rule clear, I wish someone luck. Otherwise, we can just agree that all damage modifiers modify >>the damage modifier. >> >>Andrew >>-----Original Message----- >>From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Michael Parkinson >>Sent: Thursday, 6 October 2005 4:04 p.m. >>To: dq@dq.sf.org.nz >>Subject: Re: [dq] Unarmed Combat - damage calc >> >> >> >> >>>-----Original Message----- >>>From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of >>> >>> >>>Andrew Withy (DSL AK) >>>Sent: Thursday, 6 October 2005 3:19 p.m. >>>To: dq@dq.sf.org.nz >>>Subject: Re: [dq] Unarmed Combat - damage calc >>> >>> >>>3.11 says you make a D10 roll, plus all modifiers, with a resulting minimum of 1. 3.14 says >>>you change the damage modifier (default -4) based on PS. This >>>then makes it -3, -2, etc. >>> >>>I think these two make it clear that you calculate your >>>modifier and add >>>it to D10. >>> >>> >>Agreed, since they change the modifier (besides, the maths is easier that way). However skill >>ranks are *additional* damage (according to the last 3 paragraphs of 3.11), likewise >>overstrengthing for ordinary weapons -- thus someone with a whip (which has a max rank of 10, in >>case you hadn't noticed) could end up with silly damage like [D-3]+2 or [D-3]+3 ... Or you >>could get it weaponsmithed & do [D-1]+2, [D-1]+3 ... >> >><!sigh> >> >> >> >>>56.1 R [...], but no matter which you prefer, R is nonsense. >>> >>> >>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- >> >> > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > > The way I was taught when I started playing DQ (approx 15 yeras ago) was that Unarmed Combat dameage worked the same as spell damage ie [D-4(min 10] + PS/3 + Rank Mod. Scott Whitaker -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Johanna and Hamish |
Date | Thu, 6 Oct 2005 21:18:01 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_0009_01C5CABB.6EB2E4C0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Yes though the thing is that mages need ep and little time while fighters need time and little ep so in effect fighter/mage combo is by far the better choice than either unless one wants to adventure with the same character every session or once in a blue moon. This is OK, but why would anyone be one or the other?? I do like the open ended DQ 'train your character in the direction you want to go' approach and having many different mages collages is the thing that makes it work. I think it would be nice though to have sufficient other magical/quasi magical talents and skills that one could reasonably play a non collaged PC without knowing that PC would max out after 5 years and have to take a collage to keep the character interesting. This would add a new dimension to the game. Many great fighters just don't seem the same after they have become names - take Drum for example - perfectly grumpy, power hungry, don't **** with me, giant - who is now all civilized since he became a namer. Hamish Hamish Brown Director Zenergy Whole People Co-operating in a Sustainable world 119 Mt Eden Rd, Auckland www.zenergyglobal.com _____ From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Bernard Hoggins Sent: Thursday, October 06, 2005 6:38 PM To: dq@dq.sf.org.nz Subject: Re: [dq] Serious Fighters Ya know, I'd have figured that this was allready covered under the seperation of Magical/Non Magical ranking. Ignoring the fact that a 20 year fighter/mage can be just as good as a 5 year fighter, since they spent 5 years of their time training to be a fighter, but thats just silly comparing disparate training times and Ep amounts, or your saying all bunnies should be like Engalton. Anyway, ignoring that, were a mage to spend say.... 23 weeks ranking warrior to 5, from unranked, exactly the same time it takes the non mage, during that time the mage can't improve their abilities in magic at all, (with the possible exclusion of namers via ranking a name), so how exactly is this not spending lots of time doing physical and weapons training, just the same as the non mage has to do. So if a mage chooses to pursue the fighting skills as well as magic, compared to a pure mage of exactly same time, ep and funkyness, they will be less of a mage, and compared to a non mage of the same time, ep and funkyness, less of a warrior. The only issue is that the fighter/mage who has had twice the amount of time/ep/funkyness can be as good a mage and as good a fighter, but thats where the 'levels' in DQ come into play isn't it....., to seperate characters based on experience. If a character is a lot more experienced than anyone else in the game, then perhaps people should expect that they can fight as well as the non mage and cast as well as the pure mages. Simpson@smtp.sig.net.nz, " Mark (NZ)" <SimpsoM2@anz.com> wrote: Separating warrior out so only non-mages could get it would mean the non-mage tank (with warrior) was actually better than the mage/tank at pure melee. As I recall Warrior talks about having to spend much time doing physical and weapons training i.e. not learning spells and studying arcane tomes. From Bernard Hoggins nevyn0ad@yahoo.co.uk _____ Do you Yahoo!? The <http://us.rd.yahoo.com/mail/au/tag/newmovies/**http%3A%2F%2Fau.movies.yahoo .com%2F> New Yahoo! Movies: Check out the Latest Trailers, Premiere Photos and full Actor Database. ------=_NextPart_000_0009_01C5CABB.6EB2E4C0 Content-Type: text/html; charset="us-ascii" Content-Transfer-Encoding: quoted-printable <html xmlns:v=3D"urn:schemas-microsoft-com:vml" = xmlns:o=3D"urn:schemas-microsoft-com:office:office" = xmlns:w=3D"urn:schemas-microsoft-com:office:word" = xmlns:st1=3D"urn:schemas-microsoft-com:office:smarttags" = xmlns=3D"http://www.w3.org/TR/REC-html40"> <head> <meta http-equiv=3DContent-Type content=3D"text/html; = charset=3Dus-ascii"> <meta name=3DGenerator content=3D"Microsoft Word 11 (filtered medium)"> <!--[if !mso]> <style> v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} </style> <![endif]--><o:SmartTagType namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" = name=3D"City"/> <o:SmartTagType = namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" name=3D"place"/> <o:SmartTagType = namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" name=3D"Street"/> <o:SmartTagType = namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" name=3D"address"/> <o:SmartTagType = namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags" name=3D"PersonName"/> <!--[if !mso]> <style> st1\:*{behavior:url(#default#ieooui) } </style> <![endif]--> <style> <!-- /* Font Definitions */ @font-face {font-family:Tahoma; panose-1:2 11 6 4 3 5 4 4 2 4;} @font-face {font-family:"Book Antiqua"; panose-1:2 4 6 2 5 3 5 3 3 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} a:link, span.MsoHyperlink {color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {color:blue; text-decoration:underline;} p.MsoAutoSig, li.MsoAutoSig, div.MsoAutoSig {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} p {mso-margin-top-alt:auto; margin-right:0in; mso-margin-bottom-alt:auto; margin-left:0in; font-size:12.0pt; font-family:"Times New Roman";} span.EmailStyle18 {mso-style-type:personal-reply; font-family:Arial; color:navy;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in;} div.Section1 {page:Section1;} --> </style> </head> <body lang=3DEN-US link=3Dblue vlink=3Dblue> <div class=3DSection1> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>Yes though the thing is that mages = need ep and little time while fighters need time and little ep so in effect = fighter/mage combo is by far the better choice than either unless one wants to = adventure with the same character every session or once in a blue = moon.<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>This is OK, but why would anyone be = one or the other?? I do like the open ended DQ ‘train your = character in the direction you want to go’ approach and having many different = mages collages is the thing that makes it work. = <o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>I think it would be nice though to = have sufficient other magical/quasi magical talents and skills that one could reasonably = play a non collaged PC without knowing that PC would max out after 5 years and = have to take a collage to keep the character interesting. This would add a = new dimension to the game. <o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>Many great fighters just = don’t seem the same after they have become names – take Drum for = example – perfectly grumpy, power hungry, don’t **** with me, giant - who is = now all civilized since he became a namer.<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'>Hamish<o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'> = <o:p></o:p></span></font></p> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <div> <p class=3DMsoAutoSig><font size=3D3 color=3Dblue face=3D"Book = Antiqua"><span style=3D'font-size:12.0pt;font-family:"Book Antiqua";color:blue'>Hamish = Brown<o:p></o:p></span></font></p> <p class=3DMsoAutoSig><font size=3D3 color=3Dblue face=3D"Book = Antiqua"><span style=3D'font-size:12.0pt;font-family:"Book = Antiqua";color:blue'>Director<o:p></o:p></span></font></p> <p class=3DMsoAutoSig><font size=3D3 color=3Dblue face=3D"Book = Antiqua"><span style=3D'font-size:12.0pt;font-family:"Book = Antiqua";color:blue'><o:p> </o:p></span></font></p> <p class=3DMsoAutoSig><font size=3D4 color=3Dblue face=3D"Book = Antiqua"><span style=3D'font-size:14.0pt;font-family:"Book = Antiqua";color:blue'>Zenergy<o:p></o:p></span></font></p> <p class=3DMsoAutoSig><font size=3D2 color=3Dblue face=3D"Book = Antiqua"><span style=3D'font-size:11.0pt;font-family:"Book Antiqua";color:blue'>Whole = People Co-operating in a Sustainable world<o:p></o:p></span></font></p> <p class=3DMsoAutoSig><st1:Street w:st=3D"on"><st1:address = w:st=3D"on"><font size=3D2 color=3Dblack face=3D"Book Antiqua"><span = style=3D'font-size:11.0pt;font-family: "Book Antiqua";color:black'>119 Mt Eden = Rd</span></font></st1:address></st1:Street><font size=3D2 color=3Dblack face=3D"Book Antiqua"><span = style=3D'font-size:11.0pt; font-family:"Book Antiqua";color:black'>,<o:p></o:p></span></font></p> <p class=3DMsoAutoSig><st1:City w:st=3D"on"><st1:place w:st=3D"on"><font = size=3D2 color=3Dblack face=3D"Book Antiqua"><span = style=3D'font-size:11.0pt;font-family: "Book = Antiqua";color:black'>Auckland</span></font></st1:place></st1:City><font size=3D2 color=3Dblack face=3D"Book Antiqua"><span = style=3D'font-size:11.0pt; font-family:"Book Antiqua";color:black'><o:p></o:p></span></font></p> <p class=3DMsoAutoSig><font size=3D2 color=3Dblack face=3D"Book = Antiqua"><span style=3D'font-size:11.0pt;font-family:"Book = Antiqua";color:black'>www.zenergyglobal.com <o:p></o:p></span></font></p> </div> <p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:navy'><o:p> </o:p></span></font></p> <div> <div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font = size=3D3 face=3D"Times New Roman"><span style=3D'font-size:12.0pt'> <hr size=3D2 width=3D"100%" align=3Dcenter tabindex=3D-1> </span></font></div> <p class=3DMsoNormal><b><font size=3D2 face=3DTahoma><span = style=3D'font-size:10.0pt; font-family:Tahoma;font-weight:bold'>From:</span></font></b><font = size=3D2 face=3DTahoma><span style=3D'font-size:10.0pt;font-family:Tahoma'> dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <b><span = style=3D'font-weight: bold'>On Behalf Of </span></b>Bernard Hoggins<br> <b><span style=3D'font-weight:bold'>Sent:</span></b> Thursday, October = 06, 2005 6:38 PM<br> <b><span style=3D'font-weight:bold'>To:</span></b> <st1:PersonName = w:st=3D"on">dq@dq.sf.org.nz</st1:PersonName><br> <b><span style=3D'font-weight:bold'>Subject:</span></b> Re: [dq] Serious = Fighters</span></font><o:p></o:p></p> </div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'><o:p> </o:p></span></font></p> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'>Ya know, I'd have figured that this was allready covered under = the seperation of Magical/Non Magical ranking.<o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'> <o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'>Ignoring the fact that a 20 year fighter/mage can be just as = good as a 5 year fighter, since they spent 5 years of their time training to be a fighter, but thats just silly comparing disparate training times and Ep amounts, or your saying all bunnies should be like = Engalton.<o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'> <o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'>Anyway, ignoring that, were a mage to spend say.... 23 weeks = ranking warrior to 5, from unranked, exactly the same time it takes the non mage, during that time the mage can't improve their abilities in = magic at all, (with the possible exclusion of namers via ranking a name), so how = exactly is this not spending lots of time doing physical and weapons training, = just the same as the non mage has to do. So if a mage chooses to pursue the fighting skills as well as magic, compared to a pure mage of exactly = same time, ep and funkyness, they will be less of a mage, and compared to a non = mage of the same time, ep and funkyness, less of a = warrior.<o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'> <o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'>The only issue is that the fighter/mage who has had twice the = amount of time/ep/funkyness can be as good a mage and as good a fighter, but thats = where the 'levels' in DQ come into play isn't it....., to seperate characters = based on experience. If a character is a lot more experienced than = anyone else in the game, then perhaps people should expect that they can fight as = well as the non mage and cast as well as the pure = mages.<o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'><br> <br> <b><i><span = style=3D'font-weight:bold;font-style:italic'>Simpson@smtp.sig.net.nz, " Mark (NZ)" <SimpsoM2@anz.com></span></i></b> = wrote:<o:p></o:p></span></font></p> </div> <div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'><br> Separating warrior out so only non-mages could get it would mean the = non-mage tank (with warrior) was actually better than the mage/tank at pure = melee. As I recall Warrior talks about having to spend much time doing physical and = weapons training i.e. not learning spells and studying arcane = tomes.<o:p></o:p></span></font></p> </div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'><br> <br> From Bernard Hoggins<br> nevyn0ad@yahoo.co.uk<o:p></o:p></span></font></p> <div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font = size=3D3 face=3D"Times New Roman"><span style=3D'font-size:12.0pt'> <hr size=3D1 width=3D"100%" align=3Dcenter> </span></font></div> <p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span = style=3D'font-size: 12.0pt'>Do you Yahoo!?<br> <a href=3D"http://us.rd.yahoo.com/mail/au/tag/newmovies/**http%3A%2F%2Fau.mo= vies.yahoo.com%2F">The New Yahoo! Movies: Check out the Latest Trailers, Premiere Photos and = full Actor Database.</a><o:p></o:p></span></font></p> </div> </body> </html> ------=_NextPart_000_0009_01C5CABB.6EB2E4C0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | dworkin@ihug.co.nz |
Date | Thu, 06 Oct 2005 21:23:16 +1300 |
> Made possible by mage plate, which lets them tank up too. > Or else the to cast or not to cast choice would still give > nonmages a tank advantage. It's not mage armour that's a problem per-se. It's regenerating, light, no AG mod mage armour that's a problem. Shaped plate that you can cast in is still c.55 lbs, -3 AG and will be impossible to repair without a shaper (remember that spec grevs reduce AP by 2 each time and at 0 it's scrap). However this isn't the mage-plate being handed out. On certain characters I don't care. When the Titan beans Vychan for 116 pts it makes little odds what he's in. When some medium level character turns up in 20 lb heavy plate equiv with no mods GM special modifiers start to kick in. > What I mean is I have encountered (and Im not the only > one) an attitued that your a cripple and a drag on the > party if you get beyond bunny level and don't have a > collage. That non mages are only good for combat and > nothing else. I will say I have encountered it less of > late but that may be because I have proved to those people > in the past that the character is more than just another > sword. The roleplaying hits back! Yee-Haaw! So non-mages are regarded as cripples by mages. I would take this as a gaming oppotunity since precious little intolerance exists in the game. For a quasi-1500's era intolerance is effectivly non-existant. It should be mandantory (as it was for GURPS Swashbucklers). Think on it. Female adventurers should be regarded as freaks at best, orcs not allowed in anything larger than a hamlet and elves burnt at the stake for their alleged baby-eating habits. About the only thing that happens in game is uppity villages harrassing mages. Which abruptly stops at medium levels when said mages can usually zorch any number of rabble rousers. Mage vs nonmage intolerances should be played up as one of the few that is palatable to our tender morals. Like it or not, a non-mage PC lives in a society of mages (the Guild). They are actually getting treated accordingly. They really are second class citizens. Imagine a mundane in a SF game where everyone normally has psi powers, or a mortal in a Vampire game. Your PC should expect some prejudice from the characters and have some way of dealing with it. Like laughing her ass off when she breaks the crude iron manacles off herself and telling her companions to just magic themselves out of theirs. Or just as a massive chip on her shoulder which she takes out on any unfortunate mage the party captures... Of course if it is players making the remarks then the GM should slap them with a hefty EP penalty (x0 is a favourite of mine for any evening) and a word afterwards. To make it plain Scorpian can call PJ Debourgnac 'a usless, inbred, f***wit' and PJ can later spank Scorpian with an axe. The players don't get to call each other useless or cowardly scum. > And although I might be wrong it seems from your desire to > limit warrior to non mages that you too have that being > good at combat (which makes up only part of the game) is > the main focus the only point of being a non mage. Ive > often wondered how a non mage, non combat, theif spy > specialist would run? Merrick was such a character (played by Paul). As PCs go he was pretty interesting (or pretty and interesting depending on who you asked). As a 'soft-skills' specialist (Spy, Assassian, Thief, Trobadour and Courtier) he was good at the interaction and investigation. But given that DQ's typical conflict resolution is mayhem Merrick did badly at such stages. William PS my PCs attitudes in a soundbite Pretty Flower - Despises all non-elves equally. Wonders why SLSs become mages at all. They're just going to die, right? Sven - Wonders why anyone who has the oppotunity would not become a mage. Why throw away a useful tool? Divides those who can't be mages into wenches, merchants, targets and background. Michael - Regards non-mages as 'inepts'. You can be a mage and one of the true 'movers and shakers' or one of the 'moved and shook', your call. Liessa - Needs to be gently reminded from time to time that not everyone has 'phenomenal cosmic powers'. Will just assume your abilities are not pertinent to the current problem. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Mandos Mitchinson |
Date | Thu, 6 Oct 2005 23:03:31 +1300 |
> >Correct me if im wrong, but the only "benefit" to being a non-mage is the > magic resist bonus? So from a pure >"power-gaming" standpoint why wouldnt > you pick-up a college? Personally I'd only make "Warrior" >available to > non-mages ... > > That and between 6 and 13 Stat points you can put into other things. Bad > namers can do this too, but good ones try to keep there MA up. And of course the ability to truck around in lots of damage absorbing metal armour....unless of course the game is floded with mage armour....:-% Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Bernard Hoggins |
Date | Thu, 6 Oct 2005 20:08:58 +1000 (EST) |
--0-118499409-1128593338=:4712 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit It allways has mystified me how such armour survives, I know of several sets that have taken spec grevs and thus lost protection...., but I think they've been mysteriously mended. Mandos Mitchinson <mandos@allowed.to> wrote:And of course the ability to truck around in lots of damage absorbing metal armour....unless of course the game is floded with mage armour....:-% Mandos /s From Bernard Hoggins nevyn0ad@yahoo.co.uk --------------------------------- Do you Yahoo!? Messenger 7.0: Free worldwide PC to PC calls --0-118499409-1128593338=:4712 Content-Type: text/html; charset=iso-8859-1 Content-Transfer-Encoding: 8bit <DIV>It allways has mystified me how such armour survives, I know of several sets that have taken spec grevs and thus lost protection...., but I think they've been mysteriously mended.<BR><BR><B><I>Mandos Mitchinson <mandos@allowed.to></I></B> wrote: <BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #1010ff 2px solid">And of course the ability to truck around in lots of damage absorbing metal<BR>armour....unless of course the game is floded with mage armour....:-%<BR><BR>Mandos<BR>/s</BLOCKQUOTE></DIV><BR><BR>From Bernard Hoggins<br>nevyn0ad@yahoo.co.uk<p> <hr size=1>Do you Yahoo!?<br> <a href="http://us.rd.yahoo.com/mail/au/messenger/**http%3A%2F%2Fau.messenger.yahoo.com%2F"> Messenger 7.0: Free worldwide PC to PC calls</a> --0-118499409-1128593338=:4712-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Serious Fighters |
---|---|
From | Helen Saggers |
Date | Thu, 6 Oct 2005 23:57:41 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_0028_01C5CAD1.BCAA7330 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 I think it would be nice though to have sufficient other magical/quasi = magical talents and skills that one could reasonably play a non collaged = PC without knowing that PC would max out after 5 years and have to take = a collage to keep the character interesting. This would add a new = dimension to the game. =20 Ahh Top out Syndrome, I've heard of this. Now Ive been playing 11 yrs = with the same non mage, at least one if not two sessions a year for most = of that time. Unlike some it has very few werid ep eating talents. It = has yet to Max out all its stats, and is although it has all the weapons = and most of the skills I want it to, it is nowhere near Topped out as it = needs still more ranks in most. Its current problems are long training = times, or just plain finding adventures, three of her last four where = overflows.=20 =20 Many great fighters just don't seem the same after they have become = names - take Drum for example - perfectly grumpy, power hungry, don't = **** with me, giant - who is now all civilized since he became a namer. Drum Civilzed since when? Pull the other one its got bells on it. Besides he was always ment to be a mage his MA tops out high enough to = be any thing but a binder, witch or bard.=20 Helen ------=_NextPart_000_0028_01C5CAD1.BCAA7330 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML xmlns=3D"http://www.w3.org/TR/REC-html40" xmlns:v =3D=20 "urn:schemas-microsoft-com:vml" xmlns:o =3D=20 "urn:schemas-microsoft-com:office:office" xmlns:w =3D=20 "urn:schemas-microsoft-com:office:word" xmlns:st1 =3D=20 "urn:schemas-microsoft-com:office:smarttags"><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Diso-8859-1"> <META content=3D"MSHTML 6.00.2800.1515" name=3DGENERATOR><!--[if !mso]> <STYLE></STYLE> <![endif]--><o:SmartTagType name=3D"City"=20 namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags"></o:SmartTagT= ype><o:SmartTagType=20 name=3D"place"=20 namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags"></o:SmartTagT= ype><o:SmartTagType=20 name=3D"Street"=20 namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags"></o:SmartTagT= ype><o:SmartTagType=20 name=3D"address"=20 namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags"></o:SmartTagT= ype><o:SmartTagType=20 name=3D"PersonName"=20 namespaceuri=3D"urn:schemas-microsoft-com:office:smarttags"></o:SmartTagT= ype><!--[if !mso]> <STYLE> st1\:*{behavior:url(#default#ieooui) } </STYLE> <![endif]--> <STYLE> <!-- /* Font Definitions */ @font-face {font-family:Tahoma; panose-1:2 11 6 4 3 5 4 4 2 4;} @font-face {font-family:"Book Antiqua"; panose-1:2 4 6 2 5 3 5 3 3 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} a:link, span.MsoHyperlink {color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {color:blue; text-decoration:underline;} p.MsoAutoSig, li.MsoAutoSig, div.MsoAutoSig {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} p {mso-margin-top-alt:auto; margin-right:0in; mso-margin-bottom-alt:auto; margin-left:0in; font-size:12.0pt; font-family:"Times New Roman";} span.EmailStyle18 {mso-style-type:personal-reply; font-family:Arial; color:navy;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in;} div.Section1 {page:Section1;} --> </STYLE> </HEAD> <BODY lang=3DEN-US vLink=3Dblue link=3Dblue bgColor=3D#ffffff = background=3D""> <DIV><BR><FONT face=3DArial size=3D2>----- Original Message ----- = <BR><BR>I think it=20 would be nice though to have sufficient other magical/quasi magical = talents and=20 skills that one could reasonably play a non collaged PC without knowing = that PC=20 would max out after 5 years and have to take a collage to keep the = character=20 interesting. This would add a new dimension to the game. =20 </FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2>Ahh Top out Syndrome, = I've heard of=20 this. Now Ive been playing 11 yrs with the same non mage, at least = one if=20 not two sessions a year for most of that time. Unlike some it = has very few=20 werid ep eating talents. It has yet to Max out all its stats, and is = although it=20 has all the weapons and most of the skills I want it to, it is nowhere = near=20 Topped out as it needs still more ranks in most. Its current = problems are=20 long training times, or just plain finding adventures, three of her=20 last four where overflows. </FONT><BR><BR><FONT face=3DArial=20 size=3D2> <BR>Many great fighters just don=92t seem the same after = they have=20 become names =96 take Drum for example =96 perfectly grumpy, power = hungry,=20 don=92t **** with me, giant - who is now all civilized since he became a = namer.</FONT></DIV> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#0000ff>Drum Civilzed = since when? =20 Pull the other one its got bells on it.</FONT></FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#0000ff>Besides he was = always ment to=20 be a mage his MA tops out high enough to be any thing but a binder, = witch or=20 bard. </FONT></DIV> <DIV><BR><FONT = color=3D#0000ff> Helen</FONT></FONT></DIV></BODY></HTML> ------=_NextPart_000_0028_01C5CAD1.BCAA7330-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |