Subject | [dq] Beastmaster Healing |
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From | Kharsis |
Date | Tue, 22 Nov 2005 00:02:05 +1300 |
IIRC it was decided some time ago that a beastmaster who was also a healer could heal animals at the lesser of beastmaster or healer. This addition was never added to the rule book but has been played over that time. I am unsure how to add this to the Wiki having not used it before. Scott Whitaker -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Clare Baldock |
Date | Tue, 22 Nov 2005 00:08:15 +1300 |
On 21/11/2005, at 14:56, Helen Saggers wrote: > My guess is part of the reason the costs are high to discorrage > "Cheating" > on the creation time with the golem creation ritual. > Many golems take days even weeks to make by ritual, to the point where > the > option of making one for a few hours by spell and then permancing it > looks > good until you realise it will cost around 20'000sp > 24 days and 1,000sp plus the iron vs just over an hour and 20,000sp > plus the > iron, for a 6 ft iron golem, you pay big time for speed. Maybe I'm confused but my reading of Binder, the only way to make a golem permanent is via the Binding Permanency ritual. Or is that duration on the rituals of making golems meant to mean something else? Or do I just have no clue how the college works? cheers, clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Beastmaster Healing |
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From | Simon White |
Date | Tue, 22 Nov 2005 02:54:02 +1300 |
37 Healer (Ver 1.12) .... A healer may also use their abilities upon animals which they have Beastmaster (35) familiarity. However non sentients cannot be resurrected. Thos already exists in the rulebook. As a point of interest. Simon White ----- Original Message ----- From: "Kharsis" <kharsis@ihug.co.nz> To: <dq@dq.sf.org.nz> Sent: Tuesday, November 22, 2005 12:02 AM Subject: [dq] Beastmaster Healing > IIRC it was decided some time ago that a beastmaster who was also a healer > could heal animals at the lesser of beastmaster or healer. This addition > was never added to the rule book but has been played over that time. > > I am unsure how to add this to the Wiki having not used it before. > > > Scott Whitaker > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Beastmaster Healing |
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From | Stephen Martin |
Date | Tue, 22 Nov 2005 07:42:06 +1300 (NZDT) |
It is already in the rules in the intro of healer: "A healer may also use their abilities upon animals which they have Beastmaster (§35) familiarity. However non sentients cannot be resurrected." Kharsis said: > IIRC it was decided some time ago that a beastmaster who was also a healer could heal animals > at the lesser of beastmaster or healer. This addition was never added to the rule book but has > been played over that time. > > I am unsure how to add this to the Wiki having not used it before. > > > Scott Whitaker > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Stephen Martin |
Date | Tue, 22 Nov 2005 07:53:17 +1300 (NZDT) |
The golem rituals create an inanimate golem that may be animated for Duration by the Animate Golem talent (and 2FT). Permanency on the ritual (+30k) makes the duration of the animation permanent. You could also cast Instant Golem and do permanency on the spell (for 20k) to effectively make a permanently animated golem. I'm now thinking that maybe we should drop the 30k bracket and make specials and rituals cost 20k so that permanent golems cost 20k regardless of method. The only other ritual affected is Major Creation which IMO is not worth 10k more than the specials. I'll ammend the write-up on the wiki. Cheers, Stephen. Clare Baldock said: > > Maybe I'm confused but my reading of Binder, the only way to make a golem permanent is via the > Binding Permanency ritual. Or is that > duration on the rituals of making golems meant to mean something else? Or do I just have no > clue how the college works? > > cheers, > > clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Mandos Mitchinson |
Date | Tue, 22 Nov 2005 07:59:30 +1300 |
> The golem rituals create an inanimate golem that may be > animated for Duration by the Animate Golem talent (and 2FT). > Permanency on the ritual (+30k) makes the duration of the > animation permanent. > > You could also cast Instant Golem and do permanency on the > spell (for 20k) to effectively make a permanently animated golem. > > I'm now thinking that maybe we should drop the 30k bracket > and make specials and rituals cost 20k so that permanent > golems cost 20k regardless of method. The only other ritual > affected is Major Creation which IMO is not worth 10k more > than the specials. > > I'll ammend the write-up on the wiki. Based on the fact that I cannot for the life of me see why any binder is ever going to perform the ritual when they can create an instant golem, I would prefer to see permanence either not work on Instant Golems or the sp cost to be significantly higher. I mean the options of 10 seconds + 20K for a permanent Golem or 24 weeks + 30K seems pretty ludicrous. As far as I can see (having never played a binder) there are no circumstances other than Flesh Golem where the binder who adventures would ever perform the rituals. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Clare Baldock |
Date | Tue, 22 Nov 2005 08:20:16 +1300 |
On 22/11/2005, at 07:53, Stephen Martin wrote: > The golem rituals create an inanimate golem that may be animated for > Duration by the Animate Golem > talent (and 2FT). > Permanency on the ritual (+30k) makes the duration of the animation > permanent. OK that makes sense .... but should we consider actually putting this information somewhere in the rules? Having just created a baby binder I have read the college several times over the last three months, and not once was it clear that this was the case. I don't think I have less than average intelligence, cheers, clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Beastmaster Healing |
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From | Errol Cavit |
Date | Tue, 22 Nov 2005 08:29:50 +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_01C5EED1.F093C4DE Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Any issue with noting it in Beast Master as well? We are even doing a = small change for sub-skills anyway. Cheers Errol -----Original Message----- From: Stephen Martin [mailto:stephenm@castle.pointclark.net] Sent: Tuesday, 22 November 2005 07:42 To: dq@dq.sf.org.nz Subject: Re: [dq] Beastmaster Healing It is already in the rules in the intro of healer: "A healer may also use their abilities upon animals which they have Beastmaster (=A735) familiarity. However non sentients cannot be resurrected." Kharsis said: > IIRC it was decided some time ago that a beastmaster who was also a healer could heal animals > at the lesser of beastmaster or healer. This addition was never = added to the rule book but has > been played over that time. > > I am unsure how to add this to the Wiki having not used it before. > > > Scott Whitaker > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- ------_=_NextPart_001_01C5EED1.F093C4DE 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 = 5.5.2658.2"> <TITLE>RE: [dq] Beastmaster Healing</TITLE> </HEAD> <BODY> <P><FONT SIZE=3D2>Any issue with noting it in Beast Master as well? We = are even doing a small change for sub-skills anyway.</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: Stephen Martin [<A = HREF=3D"mailto:stephenm@castle.pointclark.net">mailto:stephenm@castle.po= intclark.net</A>]</FONT> <BR><FONT SIZE=3D2>Sent: Tuesday, 22 November 2005 07:42</FONT> <BR><FONT SIZE=3D2>To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>Subject: Re: [dq] Beastmaster Healing</FONT> </P> <BR> <P><FONT SIZE=3D2>It is already in the rules in the intro of = healer:</FONT> <BR><FONT SIZE=3D2>"A healer may also use their abilities upon = animals</FONT> <BR><FONT SIZE=3D2>which they have Beastmaster (=A735) familiarity. = However</FONT> <BR><FONT SIZE=3D2>non sentients cannot be resurrected."</FONT> </P> <P><FONT SIZE=3D2>Kharsis said:</FONT> <BR><FONT SIZE=3D2>> IIRC it was decided some time ago that a = beastmaster who was also a healer could heal animals</FONT> <BR><FONT SIZE=3D2>> at the lesser of beastmaster or healer. = This addition was never added to the rule book but has</FONT> <BR><FONT SIZE=3D2>> been played over that time.</FONT> <BR><FONT SIZE=3D2>></FONT> <BR><FONT SIZE=3D2>> I am unsure how to add this to the Wiki having = not used it before.</FONT> <BR><FONT SIZE=3D2>></FONT> <BR><FONT SIZE=3D2>></FONT> <BR><FONT SIZE=3D2>> Scott Whitaker</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> </P> <BR> <P><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> </P> </BODY> </HTML> ------_=_NextPart_001_01C5EED1.F093C4DE-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Helen Saggers |
Date | Tue, 22 Nov 2005 08:52:58 +1300 |
Clare Welcome to the collage. I put a page in the wiki with some help from Stephen just on Golems, as Golems seem to be the thing that confuses players and GMs the most. We do intend to look at a revision of the binder collage itself , not a rules change as such but a clarifiing things that have come up for us as players of binders to make it easier on new binders and GMs. Helen ----- Original Message ----- From: "Clare Baldock" <clare@orcon.net.nz> To: <dq@dq.sf.org.nz> Sent: Tuesday, November 22, 2005 8:20 AM Subject: Re: [dq] Binder & Illusionist Permanency - Changes for Voting > > On 22/11/2005, at 07:53, Stephen Martin wrote: > > > The golem rituals create an inanimate golem that may be animated for > > Duration by the Animate Golem > > talent (and 2FT). > > Permanency on the ritual (+30k) makes the duration of the animation > > permanent. > > OK that makes sense .... but should we consider actually putting this > information somewhere in the rules? Having just created a baby binder I > have read the college several times over the last three months, and not > once was it clear that this was the case. I don't think I have less > than average intelligence, > > cheers, > > clare > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Binder Golems & Permanency |
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From | Stephen Martin |
Date | Tue, 22 Nov 2005 09:54:11 +1300 (NZDT) |
You need to rank the rituals to increase the effectiveness/quality of the golems, but since (as a player) I got Instant Golem I have not used any of the big rituals. Before then I had taken the time out to create a couple of stone golems but very rarely took them adventuring. They can't ride, can't fly, nobody wants to walk everywhere so they get left behind. I have used the Clay and R&S rituals on adventure but it is not common. Instant Golem and Itemisation are the Adventuring Binder's friends. Without them it is extremely hard to use any golem larger that R&S on adventure. But I agree that a permanent golem made with Instant Golem & Permanence should be less than one made with the golem ritual & Permanence. Reading through what is already there I would say that when a permanent Instant Golem is reduced to 0 EN then it is destroyed, but when a permanent ritual golem is reduced to 0 EN it de-animates but can be repaired and re-animated. Is this enough? As a player if I was going to spend 20k on making a golem permanent I would invest the time in the ritual to construct the golem so that it is repairable. But my Binder always has more time than money, another with lots of money and limited time may choose differently. As a GM it would depend on whether I wanted the party to be left with a very heavy piece of loot after they 'killed' the golem. btw Binders don't do Flesh Golems, only Necromancers. Despite our best PR campaign we're still not considered evil enough to get to make Flesh Golems. Cheers, Stephen. Mandos Mitchinson said: >> The golem rituals create an inanimate golem that may be >> animated for Duration by the Animate Golem talent (and 2FT). >> Permanency on the ritual (+30k) makes the duration of the >> animation permanent. >> >> You could also cast Instant Golem and do permanency on the >> spell (for 20k) to effectively make a permanently animated golem. >> >> I'm now thinking that maybe we should drop the 30k bracket >> and make specials and rituals cost 20k so that permanent >> golems cost 20k regardless of method. The only other ritual >> affected is Major Creation which IMO is not worth 10k more >> than the specials. >> >> I'll ammend the write-up on the wiki. > > Based on the fact that I cannot for the life of me see why any binder is ever going to perform > the ritual when they can create an instant golem, I would prefer to see permanence either not > work on Instant Golems or the sp cost to be significantly higher. > > I mean the options of 10 seconds + 20K for a permanent Golem or 24 weeks + 30K seems pretty > ludicrous. > > As far as I can see (having never played a binder) there are no > circumstances other than Flesh Golem where the binder who adventures would ever perform the > rituals. > > Mandos > /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder & Illusionist Permanency - Changes for Voting |
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From | Helen Saggers |
Date | Tue, 22 Nov 2005 11:23:01 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_0076_01C5EF57.19563340 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 From: "Mandos Mitchinson" <MandosM@adhb.govt.nz> Based on the fact that I cannot for the life of me see why any binder is ever going to perform the ritual when they can create an instant golem, If you kill a spelled golem it returns to a pile of bits. If you kill a = ritual golem you mend it, redo the ritual, (minimum time) and its good = to go again. If your Perminatly active ritualled golem was killed, you still have a = basic golem to resurect with a basic lenght of activity. Where as if = you lose a spelled golem and you don't have the 20ks worth of ritual = materials to hand you just have a pile of junk. I would prefer to see permanence either not work on Instant Golems or the sp cost to be significantly higher.=20 You do still need to have the ritual for the type of golem at greater = than rank 0 to do the spell, plus rank 12 or better in the spell to do = the ritual. So it not really 20k and 10 seconds, it 25k plus for the golem ritual & = learning and ranking time, 20k for the instant golem spell & learning = and ranking time to Rk 12+, and then peminancy is not taught at th guild = and is valued at 100k,before you spend your 20k making you golem = perminantly active. Any binder doing this, is not a bunny, and most probably is a high, and = by that point will probably be able to keep a couple of types of ritual = golems active for at least 24 hours on one activation, so virtually = perimantly active. It just becomes a 'cool' thing to do, to create a perminatly active = golem at that point regardless of the method or cost. I mean the options of 10 seconds + 20K for a permanent Golem or 24 weeks + 30K seems pretty ludicrous.=20 Which I think is why Stephen wanted to make Sk spells and all rituals 20 = k. so the cost of a perminant golem is 20k regardless of how you get = there. As far as I can see (having never played a binder) there are no circumstances other than Flesh Golem where the binder who adventures would ever perform the rituals.=20 Necros do flesh golems not binders. They can get Perminacy from the = guild. Binders divinate items quicker than Namers, they have a ritual that = creates things for days, need an extra tent or a ladder, a chest, maybe = even a small boat or a cart (with greater ranks) give the binder an = hour. I find the rituals just as usefully as spells on adventure. Helen ------=_NextPart_000_0076_01C5EF57.19563340 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 6.00.2800.1522" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>----- Original Message ----- </FONT> <DIV><FONT face=3DArial size=3D2>From: "Mandos Mitchinson" <</FONT><A = href=3D"mailto:MandosM@adhb.govt.nz"><FONT face=3DArial=20 size=3D2>MandosM@adhb.govt.nz</FONT></A><FONT face=3DArial=20 size=3D2>></FONT></DIV></DIV> <DIV><BR><FONT face=3DArial size=3D2>Based on the fact that I cannot for = the life of=20 me see why any binder is<BR>ever going to perform the ritual when they = can=20 create an instant golem,</FONT></DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2>If you kill a spelled = golem it =20 returns to a pile of bits. If you kill a ritual golem you mend = it, redo the=20 ritual, (minimum time) and its good to go again.</FONT></DIV> <DIV><FONT color=3D#0000ff><FONT face=3DArial size=3D2>If your = Perminatly active=20 ritualled golem was killed, you still have a basic golem to = resurect with=20 a basic lenght of activity. Where as if you lose a spelled golem and you = don't=20 have the 20ks worth of ritual materials to hand you just have a pile of=20 junk.</FONT><BR></FONT><FONT face=3DArial size=3D2>I would prefer to see = permanence=20 either not work on Instant Golems or<BR>the sp cost to be significantly = higher.=20 </FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#0000ff>You do still need = to have the=20 ritual for the type of golem at greater than rank 0 to do the spell, = plus rank=20 12 or better in the spell to do the ritual.</FONT></FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#0000ff>So it = not really 20k and=20 10 seconds, it 25k plus for the golem ritual & learning and = ranking=20 time, 20k for the instant golem spell & learning and ranking = time to Rk=20 12+, and then peminancy is not taught at th guild and is valued at=20 100k,before you spend your 20k making you golem perminantly=20 active.</FONT></FONT></DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2></FONT> </DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2>Any binder doing this, = is not a=20 bunny, and most probably is a high, and by that point will probably = be able=20 to keep a couple of types of ritual golems active for at least 24 hours = on =20 one activation, so virtually perimantly active.</FONT></DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2>It just becomes a = 'cool' thing=20 to do, to create a perminatly active golem at that point regardless = of=20 the method or cost.</FONT></DIV> <DIV><FONT face=3DArial size=3D2><BR>I mean the options of 10 seconds + = 20K for a=20 permanent Golem or 24 weeks<BR>+ 30K seems pretty ludicrous. </DIV> <DIV> </DIV> <DIV><FONT color=3D#0000ff>Which I think is why Stephen wanted to make = Sk spells=20 and all rituals 20 k. so the cost of a perminant golem is 20k regardless = of how=20 you get there.</FONT><BR><BR>As far as I can see (having never played a = binder)=20 there are no<BR>circumstances other than Flesh Golem where the binder = who=20 adventures<BR>would ever perform the rituals. </DIV> <DIV><FONT color=3D#0000ff>Necros do flesh golems not binders. They can = get=20 Perminacy from the guild.</FONT></DIV> <DIV><FONT color=3D#0000ff></FONT> </DIV> <DIV><FONT color=3D#0000ff>Binders divinate items quicker than Namers, = they have a=20 ritual that creates things for days, need an extra tent or a=20 ladder, a chest, maybe even a small boat or a cart (with = greater=20 ranks) give the binder an hour.</FONT></DIV> <DIV><FONT color=3D#0000ff>I find the rituals just as usefully as spells = on=20 adventure.</FONT></DIV> <DIV><FONT color=3D#0000ff></FONT> </DIV> <DIV><FONT color=3D#0000ff>Helen</FONT></DIV> <DIV><FONT color=3D#0000ff><BR></FONT> </DIV></FONT><FONT = face=3DArial=20 size=3D2></FONT></BODY></HTML> ------=_NextPart_000_0076_01C5EF57.19563340-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Binder Golems & Permanency |
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From | Helen Saggers |
Date | Tue, 22 Nov 2005 13:12:35 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_00B5_01C5EF66.67EA2CF0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 From: "Stephen Martin" Subject: [dq] Binder Golems & Permanency > You need to rank the rituals to increase the effectiveness/quality of = the golems, but since (as a > player) I got Instant Golem I have not used any of the big rituals. My Binder has only ever used the rituals for R&S golems or for wooden = ones, as servants. > Before then I had taken the time out to create a couple of stone = golems but very rarely took them > adventuring. They can't ride, can't fly, nobody wants to walk = everywhere so they get left behind. > I have used the Clay and R&S rituals on adventure but it is not = common. I use R&S golems on adventure, and expect to loose a couple, so take the = stuff to make more. I also have a wooden servant to carry my extra gear, but wood are about = it for easy transport. Even Itemised Eeyore is still 25 lbs to hawl = about. A stone golem has got to weigh at more than 10 times as much. =20 > Instant Golem and Itemisation are the Adventuring Binder's friends. = Without them it is extremely > hard to use any golem larger that R&S on adventure. I'll agree with that, Eeyore wouldn't be viable without Itemization and = I too use Instant golem for any other golems I might need, it gives you = an extra body or more on the front line to absorb damage etc., that you = can abandon if need be. And that's what would keep permanently active Golems from being very = common, at 20k their an expensive Item to loose. And as they have = limited intelligence, not sentience they have limited use, even as Items = around the house. Permanently active golems really have very little use as any thing = except GM Monsters, an Inactive Golem can be taken over by the binder in = the party, we can't take control of active ones so their best use is as = Guards, more a GMs domain than an adventuring PCs. Helen ------=_NextPart_000_00B5_01C5EF66.67EA2CF0 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 6.00.2800.1522" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY> <DIV><FONT face=3DArial size=3D2></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>----- Original Message ----- </FONT> <DIV><FONT face=3DArial size=3D2>From: "Stephen Martin" Subject: [dq] = Binder Golems=20 & Permanency</FONT></DIV></DIV> <DIV><FONT face=3DArial><BR><FONT size=3D2></FONT></FONT></DIV> <DIV><FONT face=3DArial size=3D2>> You need to rank the rituals to = increase the=20 effectiveness/quality of the golems, but since (as a<BR>> player) I = got=20 Instant Golem I have not used any of the big rituals.</FONT></DIV> <DIV><FONT face=3DArial size=3D2><FONT = color=3D#0000ff></FONT></FONT> </DIV> <DIV><FONT face=3DArial size=3D2><FONT color=3D#0000ff>My Binder has = only ever used=20 the rituals for R&S golems or for wooden ones, as=20 servants.</FONT></FONT></DIV><FONT face=3DArial color=3D#0000ff = size=3D2></FONT><FONT=20 face=3DArial size=3D2> <DIV><BR>> Before then I had taken the time out to create a couple of = stone=20 golems but very rarely took them<BR>> adventuring. They can't = ride,=20 can't fly, nobody wants to walk everywhere so they get left = behind.<BR>> I=20 have used the Clay and R&S rituals on adventure but it is not = common.</DIV> <DIV> </DIV> <DIV><FONT color=3D#0000ff>I use R&S golems on adventure, and expect = to loose=20 a couple, so take the stuff to make more.</FONT></DIV> <DIV><FONT color=3D#0000ff>I also have a wooden servant to carry my = extra gear,=20 but wood are about it for easy transport. Even Itemised Eeyore is still = 25 lbs=20 to hawl about.</FONT></DIV> <DIV><FONT color=3D#0000ff>A stone golem has got to weigh = at more=20 than 10 times as much.<BR></FONT> <BR>> Instant Golem and=20 Itemisation are the Adventuring Binder's friends. Without them it = is=20 extremely<BR>> hard to use any golem larger that R&S on=20 adventure.<BR></DIV> <DIV><FONT color=3D#0000ff>I'll agree with that, Eeyore wouldn't be = viable without=20 Itemization and I too use Instant golem for any other golems I = might=20 need, it gives you an extra body or more on the front line to absorb = damage=20 etc., that you can abandon if need be.</FONT></DIV> <DIV><FONT color=3D#0000ff></FONT> </DIV> <DIV><FONT color=3D#0000ff>And that's what would keep permanently = active=20 Golems from being very common, at 20k their an expensive Item to = loose.=20 And as they have limited intelligence, not = sentience they have=20 limited use, even as Items around the house.</FONT></DIV> <DIV><FONT color=3D#0000ff></FONT> </DIV> <DIV><FONT color=3D#0000ff>Permanently active golems really have = very little=20 use as any thing except GM Monsters, an Inactive Golem can be taken over = by the=20 binder in the party, we can't take control of active ones so their = best use=20 is as Guards, more a GMs domain than an = adventuring PCs.</FONT></DIV> <DIV><FONT color=3D#0000ff></FONT> </DIV> <DIV><FONT color=3D#0000ff>Helen</FONT></DIV></FONT></BODY></HTML> ------=_NextPart_000_00B5_01C5EF66.67EA2CF0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq-announce] Voting December -- Armourer Correction. |
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From | Martin Dickson |
Date | Tue, 22 Nov 2005 14:25:31 +1300 |
------=_Part_4663_29966050.1132622731922 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline [Carried forward from September due to abstentions]. *Problem:* The current equation for figuring armour construction times, [1 = + Rank / 2 =D7 Base number of days] is ambiguous. Read according to mathemati= cal rules the equation results in all Effective Rk 0 armour requiring 1 day to make. The original intent was that Effective Rk 0 armour takes Base days to construct, with the Base days sepcified for each type of armour. *Solution:* Correct the formula to: (1 + (Rank / 2)) =D7 Base number of day= s. . ------=_Part_4663_29966050.1132622731922 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline [Carried forward from September due to abstentions].<br><br> <p><b>Problem:</b> The current equation for figuring armour construction times, [1 + Rank / 2 =D7 Base number of days] is ambiguous. Read according to mathematical rules the equation results in all Effective Rk 0 armour requiring 1 day to make. </p><p>The original intent was that Effective Rk 0 armour takes Base days to construct, with the Base days sepcified for each type of armour. </p><p><b>Solution:</b> Correct the formula to: (1 + (Rank / 2)) =D7 Base n= umber of days. . </p> ------=_Part_4663_29966050.1132622731922-- -- to unsubscribe notify mailto:dq-announce-request@dq.sf.org.nz -- |
Subject | Re: [dq] Beastmaster Healing |
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From | Kharsis |
Date | Tue, 22 Nov 2005 17:06:52 +1300 |
Stephen Martin wrote: >It is already in the rules in the intro of healer: >"A healer may also use their abilities upon animals >which they have Beastmaster (§35) familiarity. However >non sentients cannot be resurrected." > >Kharsis said: > > >>IIRC it was decided some time ago that a beastmaster who was also a healer could heal animals >>at the lesser of beastmaster or healer. This addition was never added to the rule book but has >>been played over that time. >> >>I am unsure how to add this to the Wiki having not used it before. >> >> >>Scott Whitaker >> >> >>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- >> >> > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > > I stand corrected. Would it be possible to have the wording added to Beastmaster? It would be helpful to have it listed under both skills. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Beastmaster Healing |
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From | phaeton@ihug.co.nz |
Date | Tue, 22 Nov 2005 19:14:33 +1300 |
> Any issue with noting it in Beast Master as well? We are > even doing a small change for sub-skills anyway. No problem as far as I can see - in fact that may be desirable as some people may desire to print the pages that are relevant to them for inclusion with character sheets. However, for later editing, there shouyld be a note that links healer and beastmaster there. Keith -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |