Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 00:16:48 +1300 |
You have missed the point, Bernard. This is not a discussion about the toughness of the spell vs its Exp. Mult. The issue raised, and remains this: Necrosis, Whirlwind Vortex and Hellfire are spells that are so good that any player who has them faces no dramatic conflict over which spell to cast. They will almost always be the best choice to cast. Most encounters hardly ever happen at distances where the range is important. It is a very occasional factor. In any case, the player rarely experiences any sense of concern over whether it's the right decision. Either the targets are in range or they're not. If they're in range, use HF, WV or Necrosis. If not, use another spell (in this case, Harming Entity). I don't think that the FT costs are worth worrying about, either. A fight where a mage made 6 consecutive casts would be a rare one. At levels of medium and beyond, spell casters have only two states of FT. Enough or Not Enough. The only time I have ever had to worry about whether or not I had enough FT was when I had to kill this dragon thing, and I went through every Restorative/Waters of Healing that I had to make sure the thing was dead. And in that situation, the only spell I cast was Hellfire. Quoting Bernard Hoggins <nevyn0ad@yahoo.co.uk>: > Also any situation where you base chance is being adversly affected via a > bane/active resist/weird magical effect. > Hellfires base chance is a real limiting factor, and at rank 20 it does > only get to 110ft range and 7 targets, for a large sp and EM cost. > > I would note harming entity happens to be a general knowledge spell for > comparisons here, and assuming an MA of 20(which is less than min for Wiccan > college) can be ranked to rank 20(315' range, 85% BC) for 31500ep. > For the same EP you can rank hellfire to rank 9(55' range, 37% BC). > > Given these numbers, if you want a spell you can be sure of in the middle > of a fight, for some effect, I'd go with harming entity myself, if your hard > pressed and need to pull a rabbit out of the hat, then kick out hellfires. > Comparing the effect of both spells at rank 20 is not a fair comparison, as > to get hellfire to rank 20 has taken greater effort so should have a greater > reward. > > As a side point, fire does have the single target spell which is an > alternative, Malignent Flames, and as the party from my last game can attest > to, that spell can be a pain, as it comes at high ranks with a minor curse, > which hits you even if fire armour stops the damage. Though it would be nice > if it was a little tougher spell, or a lower EM, but fire has valid > alternatives for use. > > If you really want to address broken spells, try Dragon flames with it's > hundred odd potential targets, D+3/rank damage, and doubles and triples with > do double or triple, unlike hellfires allready limited double and triple > damage(+1/rank and +2/rank damage respectivly rather than double or triple) > so a Rank 20 D-Flames is D+60 resist for half before any additions, and under > an enhance enchant can reach D+120, then add doubles or triples, and this > over half a battle field. > Or Agony, with it's resist and be slowed over an entire battlefield while > an E&E gets 7 targets if they don't resist at rank 20 with slow. > > Not to say Hellfire and Necrosis aren't powerfull spells, but they do > require a very large investment in time and ep to get them there, and there > are far more devastating spells out there than a 7 target spell. > Hellfire having a general knowledge spell which applies considerable > defence against it. > > raro002@ec.auckland.ac.nz wrote: > I knew someone would post a situation where you MIGHT cast Harming Entity > in preference to Hellfire. When Hellfire becomes castable, the range is as > much as you practically have a use for. Yes, there are occasions when you > MIGHT use a spell like Harming Entity or Damnum Minatum, but they aren't > common enough to raise as a counterposition. > > From Bernard Hoggins > nevyn0ad@yahoo.co.uk > Send instant messages to your online friends http://au.messenger.yahoo.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 00:38:29 +1300 |
Hellfire becomes castable about Rk 11 or so, castable being defined as not capable of backfiring frequently enough to make the caster a liability. One might argue that it really needs to be higher to be castable, but my point here is that it's unlikely to be castable at any rank lower than this. At the range modifier of 10+5 feet per rank, the range at that point is 65 feet or 13 hexes. Most encounters that occur inside structures, the distances rarely exceed 50 feet. About 40% of adventures in role playing games occur inside something...A cave, a ruin, a palace, etc. Encounters that happen outside can be at greater range, BUT...a lot of encounters are made up of things that have no big ranged attack. So, in that case, they have to move to engage the party, and that means that they end up in range, anyway. One might cast spells like Damnum Minatum or Harming Entity if you like, but you're hardly faced with any conflict over whether it was the best decision. Some outside encounters are ambushes, sprung by the party or by the NPCs. In most cases, everyone is well inside 65 feet, if only so that the tanks can get close enough to inflict a powerful hurting on the other team. Encounters where the players simply exchange artillery fire are rare. Mostly, I would suggest, because it is too boring for the other players who may not be able to do very much. The ones who have little to offer become disengaged with the encounter, and just wait for it to end. Most DMs respond to the pressure from players to entertain. Sessions will most likely be something that most of the players will be able to contribute to. Jim. Quoting Martin Dickson <martin.dickson@gmail.com>: > On 12/12/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > > Yes, there are occasions when you MIGHT use a > > spell like Harming Entity or Damnum Minatum, but they aren't common enough > > to > > raise as a counterposition. > > > Well no, that's not the case, as I have seen it. > > 'Course I'm only speaking from personal experience, so it's a data set of > one, and there are other issues (namely a character who doesn't kill if it > can be avoided), but the range issue alone has been enough to choose DMin > over Hellfire on more than a few occassions. > > If your experience has been that Hellfire is used at every opportunity then > our experiences simply vary. It does little to prove a position or > counterposition either way. > > I still agree however that those spells mentioned do need looking at. > > Regards, > Martin > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 00:59:50 +1300 |
------=_Part_35082_14622052.1134388790833 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > Hellfire becomes castable about Rk 11 or so, castable being defined as no= t > capable of backfiring frequently enough to make the caster a liability. > One > might argue that it really needs to be higher to be castable, but my poin= t > here > is that it's unlikely to be castable at any rank lower than this. Agreed -- and by that time the character has sunk nearly 43,000 EP into it -- which if nothing else further narrows their alternate choices for spells= , and I think conveys a feeling of "I should get my money's worth" by using i= t even more. At the range modifier of 10+5 feet per rank, the range at that point is 65 > feet > or 13 hexes. Most encounters that occur inside structures, the distances > rarely > exceed 50 feet. About 40% of adventures in role playing games occur insid= e > something...A cave, a ruin, a palace, etc. While having found the range of HF limiting, I do agree that range is not the best limiter for these spells -- and its worth noting that of HF, Nec, and WV, only Hellfire has a shorter than normal range (the other two being 15 + 15). Better limiters have been suggested in # of targets not being combined with 1/2 resist, etc. Cheers, Martin ------=_Part_35082_14622052.1134388790833 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc= kland.ac.nz">raro002@ec.auckland.ac.nz</a></b> <<a href=3D"mailto:raro00= 2@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>> wrote:<div><span cla= ss=3D"gmail_quote"> </span><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rg= b(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Hellfire b= ecomes castable about Rk 11 or so, castable being defined as not<br>capable= of backfiring frequently enough to make the caster a liability. One <br>might argue that it really needs to be higher to be castable, but my po= int here<br>is that it's unlikely to be castable at any rank lower than thi= s.</blockquote><div><br> Agreed -- and by that time the character has sunk nearly 43,000 EP into it -- which if nothing else further narrows their alternate choices for spells, and I think conveys a feeling of "I should get my money's worth" by using it even more.<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;">At the = range modifier of 10+5 feet per rank, the range at that point is 65 feet<br= > or 13 hexes. Most encounters that occur inside structures, the distances ra= rely<br>exceed 50 feet. About 40% of adventures in role playing games occur= inside<br>something...A cave, a ruin, a palace, etc.</blockquote><div> <br> While having found the range of HF limiting, I do agree that range is not the best limiter for these spells -- and its worth noting that of HF, Nec, and WV, only Hellfire has a shorter than normal range (the other two being 15 + 15).<br> <br> Better limiters have been suggested in # of targets not being combined with= 1/2 resist, etc.<br> <br> Cheers,<br> Martin<br> <br> <br> </div></div><br> ------=_Part_35082_14622052.1134388790833-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 01:02:51 +1300 |
------=_Part_5606_31886257.1134388971638 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline I have to agree with Bernard here. The xp required and the time taken mean they deserve something. Just for the record I don't have any characters capable of learning any of these three spells. But I think people are too quick to downpower spells. While these spells might be great at rank 20 you've spent 136,500. Thats 9 average adventures. Maybe as low as 7 if you're doing well. Its also 30 weeks of ranking. Now imagine what else you could do with that much xp and time. You might be powerful with them in a combat situation but you've ignored many other things to get that good and you've also spent many adventures with low ranks, being considerably less capable than the others who have spent xp a little more frugaly. Not that I think any of them are overly powerful and I certainly don't want to see the mind mage college powered down just before one of my characters finaly learns it but why hasn't anyone brought up TK-rage? That has a base of 30 plus 5 per rank damage and can literaly clear a battlefield. Also since it doesn't mention anything about doubles or tripples I'd expect you can increase the damage like normal. Thats 90 +15 per rank or 390 at rank 20. As to the whole enhance enchantment thing I think you can just see wher= e its going from there. On 12/12/05, Bernard Hoggins <nevyn0ad@yahoo.co.uk> wrote: > Also any situation where you base chance is being adversly affected via a > bane/active resist/weird magical effect. > Hellfires base chance is a real limiting factor, and at rank 20 it does > only get to 110ft range and 7 targets, for a large sp and EM cost. > > I would note harming entity happens to be a general knowledge spell for > comparisons here, and assuming an MA of 20(which is less than min for Wic= can > college) can be ranked to rank 20(315' range, 85% BC) for 31500ep. > For the same EP you can rank hellfire to rank 9(55' range, 37% BC). > > Given these numbers, if you want a spell you can be sure of in the middle > of a fight, for some effect, I'd go with harming entity myself, if your h= ard > pressed and need to pull a rabbit out of the hat, then kick out hellfires= . > Comparing the effect of both spells at rank 20 is not a fair comparison, = as > to get hellfire to rank 20 has taken greater effort so should have ! a > greater reward. > > As a side point, fire does have the single target spell which is an > alternative, Malignent Flames, and as the party from my last game can att= est > to, that spell can be a pain, as it comes at high ranks with a minor curs= e, > which hits you even if fire armour stops the damage. Though it would be > nice if it was a little tougher spell, or a lower EM, but fire has valid > alternatives for use. > > If you really want to address broken spells, try Dragon flames with it's > hundred odd potential targets, D+3/rank damage, and doubles and triples w= ith > do double or triple, unlike hellfires allready limited double and triple > damage(+1/rank and +2/rank damage respectivly rather than double or tripl= e) > so a Rank 20 D-Flames is D+60 resist for half before any additions, and > under an enhance enchant can reach D+120, then add doubles or triples, an= d > this over half a battle field. > Or Agony, with it's resist and be s! lowed over an entire battlefield > while an E&E gets 7 targets if they don't resist at rank 20 with slow. > > Not to say Hellfire and Necrosis aren't powerfull spells, but they do > require a very large investment in time and ep to get them there, and the= re > are far more devastating spells out there than a 7 target spell. > Hellfire having a general knowledge spell which applies considerable > defence against it. > > *raro002@ec.auckland.ac.nz* wrote: > > I knew someone would post a situation where you MIGHT cast Harming Entity > in preference to Hellfire. When Hellfire becomes castable, the range is a= s > much as you practically have a use for. Yes, there are occasions when you > MIGHT use a spell like Harming Entity or Damnum Minatum, but they aren't > common enough to raise as a counterposition. > > > > From Bernard Hoggins > nevyn0ad@yahoo.co.uk > > Send instant messages to your online friends http://au.messenger.yahoo.co= m > ------=_Part_5606_31886257.1134388971638 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline <p>I have to agree with Bernard here. The xp required and the time taken me= an they deserve something. Just for the record I don't have any characters = capable of learning any of these three spells. But I think people are too q= uick to downpower spells. While these spells might be great at rank 20 you'= ve spent 136,500. Thats 9 average adventures. Maybe as low as 7 if you're d= oing well. Its also 30 weeks of ranking. Now imagine what else you could do= with that much xp and time. You might be powerful with them in a combat si= tuation but you've ignored many other things to get that good and you've al= so spent many adventures with low ranks, being considerably less capable th= an the others who have spent xp a little more frugaly. </p> <div>Not that I think any of them are overly powerful and I certainly don't= want to see the mind mage college powered down just before one of my chara= cters finaly learns it but why hasn't anyone brought up TK-rage? That has a= base of 30 plus 5 per rank damage and can literaly clear a battlefield. Al= so since it doesn't mention anything about doubles or tripples I'd expect y= ou can increase the damage like normal. Thats 90 +15 per rank or 390 at ran= k 20. As to the whole enhance enchantment thing I think you can just see wh= ere its going from there. </div> <div><span class=3D"gmail_quote"></span> </div> <div><span class=3D"gmail_quote">On 12/12/05, <b class=3D"gmail_sendername"= >Bernard Hoggins</b> <<a href=3D"mailto:nevyn0ad@yahoo.co.uk">nevyn0ad@y= ahoo.co.uk</a>> wrote:</span></div> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid"> <div>Also any situation where you base chance is being adversly affected vi= a a bane/active resist/weird magical effect.</div> <div>Hellfires base chance is a real limiting factor, and at rank 20 it doe= s only get to 110ft range and 7 targets, for a large sp and EM cost.<br>&nb= sp;</div> <div>I would note harming entity happens to be a general knowledge spell fo= r comparisons here, and assuming an MA of 20(which is less than min for Wic= can college) can be ranked to rank 20(315' range, 85% BC) for 31500ep. </div> <div>For the same EP you can rank hellfire to rank 9(55' range, 37% BC).</d= iv> <div> </div> <div>Given these numbers, if you want a spell you can be sure of in the mid= dle of a fight, for some effect, I'd go with harming entity myself, if your= hard pressed and need to pull a rabbit out of the hat, then kick out hellf= ires. Comparing the effect of both spells at rank 20 is not a fair co= mparison, as to get hellfire to rank 20 has taken greater effort so should = have ! a greater reward. </div> <div> </div> <div>As a side point, fire does have the single target spell which is an al= ternative, Malignent Flames, and as the party from my last game can attest = to, that spell can be a pain, as it comes at high ranks with a minor curse,= which hits you even if fire armour stops the damage. Though it would= be nice if it was a little tougher spell, or a lower EM, but fire has vali= d alternatives for use. </div> <div> </div> <div>If you really want to address broken spells, try Dragon flames with it= 's hundred odd potential targets, D+3/rank damage, and doubles and triples = with do double or triple, unlike hellfires allready limited double and trip= le damage(+1/rank and +2/rank damage respectivly rather than double or trip= le) so a Rank 20 D-Flames is D+60 resist for half before any additions, and= under an enhance enchant can reach D+120, then add doubles or triples, and= this over half a battle field. </div> <div>Or Agony, with it's resist and be s! lowed over an entire battlefield = while an E&E gets 7 targets if they don't resist at rank 20 with slow.<= /div> <div> </div> <div>Not to say Hellfire and Necrosis aren't powerfull spells, but they do = require a very large investment in time and ep to get them there, and there= are far more devastating spells out there than a 7 target spell.</div> <div>Hellfire having a general knowledge spell which applies considerable d= efence against it.</div><span class=3D"q"> <div><br><b><i><a onclick=3D"return top.js.OpenExtLink(window,event,this)" = href=3D"mailto:raro002@ec.auckland.ac.nz" target=3D"_blank">raro002@ec.auck= land.ac.nz</a></i></b> wrote:</div></span><span class=3D"q"> <blockquote style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #101= 0ff 2px solid">I knew someone would post a situation where you MIGHT cast H= arming Entity in preference to Hellfire. When Hellfire becomes castable, th= e range is as much as you practically have a use for. Yes, there are occasi= ons when you MIGHT use a spell like Harming Entity or Damnum Minatum, but t= hey aren't common enough to raise as a counterposition. </blockquote><br><br></span>From Bernard Hoggins<br><a onclick=3D"return to= p.js.OpenExtLink(window,event,this)" href=3D"mailto:nevyn0ad@yahoo.co.uk" t= arget=3D"_blank">nevyn0ad@yahoo.co.uk</a>=20 <p>Send instant messages to your online friends <a onclick=3D"return top.js= .OpenExtLink(window,event,this)" href=3D"http://au.messenger.yahoo.com/" ta= rget=3D"_blank">http://au.messenger.yahoo.com</a> </p></blockquote><br> ------=_Part_5606_31886257.1134388971638-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 01:07:26 +1300 |
------=_Part_5638_18979869.1134389246408 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline I know I'm new about this but just to confirm something I once heard. If a spell is changed after you've ranked it you can respend that time and xp right? On 12/13/05, Martin Dickson <martin.dickson@gmail.com> wrote: > > On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > > Hellfire becomes castable about Rk 11 or so, castable being defined as > > not > > capable of backfiring frequently enough to make the caster a liability. > > One > > might argue that it really needs to be higher to be castable, but my > > point here > > is that it's unlikely to be castable at any rank lower than this. > > > Agreed -- and by that time the character has sunk nearly 43,000 EP into > it -- which if nothing else further narrows their alternate choices for > spells, and I think conveys a feeling of "I should get my money's worth" = by > using it even more. > > > At the range modifier of 10+5 feet per rank, the range at that point is 6= 5 > > feet > > or 13 hexes. Most encounters that occur inside structures, the distance= s > > rarely > > exceed 50 feet. About 40% of adventures in role playing games occur > > inside > > something...A cave, a ruin, a palace, etc. > > > While having found the range of HF limiting, I do agree that range is not > the best limiter for these spells -- and its worth noting that of HF, Nec= , > and WV, only Hellfire has a shorter than normal range (the other two bein= g > 15 + 15). > > Better limiters have been suggested in # of targets not being combined > with 1/2 resist, etc. > > Cheers, > Martin > > > > > ------=_Part_5638_18979869.1134389246408 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline I know I'm new about this but just to confirm something I once heard. If a = spell is changed after you've ranked it you can respend that time and xp ri= ght? <br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= >Martin Dickson</b> <<a href=3D"mailto:martin.dickson@gmail.com">martin.= dickson@gmail.com</a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">On 12/13/05, <b class=3D"gmail_s= endername"><a onclick=3D"return top.js.OpenExtLink(window,event,this)" href= =3D"mailto:raro002@ec.auckland.ac.nz" target=3D"_blank"> raro002@ec.auckland.ac.nz</a></b> <<a onclick=3D"return top.js.OpenExtLi= nk(window,event,this)" href=3D"mailto:raro002@ec.auckland.ac.nz" target=3D"= _blank">raro002@ec.auckland.ac.nz</a>> wrote:=20 <div><span class=3D"gmail_quote"></span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0= pt 0pt 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid">Hellfire becomes cas= table about Rk 11 or so, castable being defined as not<br>capable of backfi= ring frequently enough to make the caster a liability. One=20 <br>might argue that it really needs to be higher to be castable, but my po= int here<br>is that it's unlikely to be castable at any rank lower than thi= s.</blockquote> <div><br> Agreed -- and by that time the character has sunk nearly 43,= 000 EP into it -- which if nothing else further narrows their alternate cho= ices for spells, and I think conveys a feeling of "I should get my mon= ey's worth" by using it even more. <br> </div><br> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0= pt 0pt 0.8ex; BORDER-LEFT: rgb(204,204,204) 1px solid">At the range modifie= r of 10+5 feet per rank, the range at that point is 65 feet<br>or 13 hexes.= Most encounters that occur inside structures, the distances rarely <br>exceed 50 feet. About 40% of adventures in role playing games occur ins= ide<br>something...A cave, a ruin, a palace, etc.</blockquote> <div><br>While having found the range of HF limiting, I do agree that range= is not the best limiter for these spells -- and its worth noting that of H= F, Nec, and WV, only Hellfire has a shorter than normal range (the other tw= o being 15 + 15). <br><br>Better limiters have been suggested in # of targets not being combi= ned with 1/2 resist, etc.<br><br>Cheers,<br>Martin<br><br><br> </div><= /div><br></blockquote></div><br> ------=_Part_5638_18979869.1134389246408-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 04:03:46 +1300 |
Quoting RPer 4eva <msnoverflow@gmail.com>: > I have to agree with Bernard here. The xp required and the time taken mean > they deserve something. Just for the record I don't have any characters > capable of learning any of these three spells. But I think people are too > quick to downpower spells. While these spells might be great at rank 20 > you've spent 136,500. Thats 9 average adventures. Maybe as low as 7 if > you're doing well. Its also 30 weeks of ranking. Now imagine what else you > could do with that much xp and time. You might be powerful with them in a > combat situation but you've ignored many other things to get that good and > you've also spent many adventures with low ranks, being considerably less > capable than the others who have spent xp a little more frugaly. Wonderful points. Completely irrelevant, however. What the spells cost in xp is not relevant to this discussion. There might be some discussion on it in the future, but at the moment, the focus is purely on how interesting it is to play characters with these spells. > Not that I think any of them are overly powerful and I certainly don't want > to see the mind mage college powered down just before one of my characters > finaly learns it but why hasn't anyone brought up TK-rage? It is a good idea to veer away from talking about the value to affected players. It just muddies the waters, and people offer points of view that have less to do with creating a more engaging game, and more about protecting their characters from a needed but unwanted revision. That has a base > of 30 plus 5 per rank damage and can literaly clear a battlefield. Also > since it doesn't mention anything about doubles or tripples I'd expect you > can increase the damage like normal. Thats 90 +15 per rank or 390 at rank > 20. As to the whole enhance enchantment thing I think you can just see where > its going from there. If you have a Mind Special counterspell, you have at least +30 to your resistance to this spell, possibly much more. And, last time I looked, if you resisted it, you took no damage. HF, Necrosis and WV all do damage even if you resist, and they do it to the point where you are dead, even if you resist vs a triple effect. With these spells, you can wipe out whole parties, which has long been a concern, although not in this particular discussion. There are fewer problems with HF than the others, but not everyone can be protected by Fire Armour. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 04:22:03 +1300 |
Quoting Martin Dickson <martin.dickson@gmail.com>: > On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > > Hellfire becomes castable about Rk 11 or so, > > Agreed -- and by that time the character has sunk nearly 43,000 EP into it > -- which if nothing else further narrows their alternate choices for spells, > and I think conveys a feeling of "I should get my money's worth" by using it > even more. If the spell is to be nerfed, then it will have a new Exp.Mult., I suppose. Maybe even a better base chance. I'm unconvinced that you would use the spell more because you have paid so much for it. I think that you use the spell because any other alternative is a less certain strategy. It maybe that having such a large Exp.Mult. has deprived characters of other opportunities for diverse advancement. HF is the only spell in the Wiccan college to do damage at all, and wiccans get a doozy. Air mages have a wide range of differing attack types with a variety of secondary effects. Even so, air mages who have WV almost always cast nothing else. Necros, with the exception of Dramus, exist is two states. They are either looking for Necrosis, or they have it. They have a lot of different spells that do different flavours of the same kind of damage, pretty much. Well, except for Spectral Warrior. Still, they mostly cast Necrosis. Seidar opens with Spectral Warrior, and then follows up with volleys of Necrosis after Necrosis after Necrosis. Something should be done on the grounds of public health and safety. > > At the range modifier of 10+5 feet per rank, the range at that point is 65 > > feet > > or 13 hexes. Most encounters that occur inside structures, the distances > > rarely > > exceed 50 feet. About 40% of adventures in role playing games occur inside > > something...A cave, a ruin, a palace, etc. > > > While having found the range of HF limiting, I do agree that range is not > the best limiter for these spells -- and its worth noting that of HF, Nec, > and WV, only Hellfire has a shorter than normal range (the other two being > 15 + 15). > > Better limiters have been suggested in # of targets not being combined with > 1/2 resist, etc. > > Cheers, > Martin > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 05:31:35 +1300 |
------=_Part_8784_10275553.1134405095392 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > Quoting RPer 4eva <msnoverflow@gmail.com>: > > > I have to agree with Bernard here. The xp required and the time taken > mean > > they deserve something. Just for the record I don't have any characters > > capable of learning any of these three spells. But I think people are > too > > quick to downpower spells. While these spells might be great at rank 20 > > you've spent 136,500. Thats 9 average adventures. Maybe as low as 7 if > > you're doing well. Its also 30 weeks of ranking. Now imagine what else > you > > could do with that much xp and time. You might be powerful with them in > a > > combat situation but you've ignored many other things to get that good > and > > you've also spent many adventures with low ranks, being considerably > less > > capable than the others who have spent xp a little more frugaly. > > Wonderful points. > > Completely irrelevant, however. What the spells cost in xp is not relevan= t > to > this discussion. There might be some discussion on it in the future, but > at the > moment, the focus is purely on how interesting it is to play characters > with > these spells. Prehaps you are failing to see it from all sides. If we remove spells because some players don't have fun where does it end? Also I'm assuming th= e people with the spell find it fun to use. No one would deliberatly deprive both themselves and those around them of fun. While you may condemn my points to irrelevance I would have to say anyone spending that much time an= d xp and that many adventures does not think that they or their effort is irrelevant and I don't either. > Not that I think any of them are overly powerful and I certainly don't > want > > to see the mind mage college powered down just before one of my > characters > > finaly learns it but why hasn't anyone brought up TK-rage? > > It is a good idea to veer away from talking about the value to affected > players. > It just muddies the waters, and people offer points of view that have les= s > to > do with creating a more engaging game, and more about protecting their > characters from a needed but unwanted revision. Weren't you just talking about peoples point of view? You can't have it bot= h ways. Either you accept everyones opinion as valid or no ones. And the people who both are trying to have fun and put lots of work in might arguably have a more relevant point of view than someone who just doesn't like the fact another person is better at combat than they are. How long until we start whining because someone heals better than we do? Or that there assasin is too stealthy and kills people from behind without us getting to bash them. Or what about the fact that someone plays a more charismatic person than our character and so we can't be party leader? If you change the rules every time someone is unhappy then where does it end. = I don't like elves. Anyone want to remove them from the system? I don't think so. Also the fact a revision is unwanted doesn't mean its needed. It just makes it controversial. In fact a bad revision will be very unwanted by the peopl= e it effects and this doesn't make there opinion any less valid than yours. That has a base > > of 30 plus 5 per rank damage and can literaly clear a battlefield. Also > > since it doesn't mention anything about doubles or tripples I'd expect > you > > can increase the damage like normal. Thats 90 +15 per rank or 390 at > rank > > 20. As to the whole enhance enchantment thing I think you can just see > where > > its going from there. > > If you have a Mind Special counterspell, you have at least +30 to your > resistance to this spell, possibly much more. And, last time I looked, if > you > resisted it, you took no damage. HF, Necrosis and WV all do damage even i= f > you > resist, and they do it to the point where you are dead, even if you resis= t > vs a > triple effect. With these spells, you can wipe out whole parties, which > has > long been a concern, although not in this particular discussion. Counterspells? Where did that come from. Firstly how often does your opponent have your counterspell up baring in mind you probably have 5 mages in your party. And secondly who in there right mind would choose TK-rage as there first choice one on one? Surely you're using it against multiple opponents and if you only kill one of them in the first casting its hardly = a wasted spell. The counterspell if anywhere is likely to be cast on your companions and allies so they survive. My point about this spell is its quite capable of taking out large numbers of bad guys in a much much larger area. There are fewer problems with HF than the others, but not everyone can be > protected by Fire Armour. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_8784_10275553.1134405095392 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline <br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= ><a href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>= </b> <<a href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.a= c.nz </a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">Quoting RPer 4eva <<a href=3D= "mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>>:<br><br>> I= have to agree with Bernard here. The xp required and the time taken mean <br>> they deserve something. Just for the record I don't have any chara= cters<br>> capable of learning any of these three spells. But I think pe= ople are too<br>> quick to downpower spells. While these spells might be= great at rank 20 <br>> you've spent 136,500. Thats 9 average adventures. Maybe as low as = 7 if<br>> you're doing well. Its also 30 weeks of ranking. Now imagine w= hat else you<br>> could do with that much xp and time. You might be powe= rful with them in a <br>> combat situation but you've ignored many other things to get that = good and<br>> you've also spent many adventures with low ranks, being co= nsiderably less<br>> capable than the others who have spent xp a little = more frugaly. <br><br>Wonderful points.<br><br>Completely irrelevant, however. What the s= pells cost in xp is not relevant to<br>this discussion. There might be some= discussion on it in the future, but at the<br>moment, the focus is purely = on how interesting it is to play characters with <br>these spells.</blockquote> <div> </div> <div>Prehaps you are failing to see it from all sides. If we remove spells = because some players don't have fun where does it end? Also I'm assuming th= e people with the spell find it fun to use. No one would deliberatly depriv= e both themselves and those around them of fun. While you may condemn my po= ints to irrelevance I would have to say anyone spending that much time and = xp and that many adventures does not think that they or their effort is irr= elevant and I don't either. </div><br> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">> Not that I think any of the= m are overly powerful and I certainly don't want<br>> to see the mind ma= ge college powered down just before one of my characters <br>> finaly learns it but why hasn't anyone brought up TK-rage?<br><br>= It is a good idea to veer away from talking about the value to affected pla= yers.<br>It just muddies the waters, and people offer points of view that h= ave less to <br>do with creating a more engaging game, and more about protecting their<= br>characters from a needed but unwanted revision.</blockquote> <div> </div> <div>Weren't you just talking about peoples point of view? You can't have i= t both ways. Either you accept everyones opinion as valid or no ones. And t= he people who both are trying to have fun and put lots of work in might arg= uably have a more relevant point of view than someone who just doesn't like= the fact another person is better at combat than they are. How long until = we start whining because someone heals better than we do? Or that there ass= asin is too stealthy and kills people from behind without us getting to bas= h them. Or what about the fact that someone plays a more charismatic person= than our character and so we can't be party leader? If you change the rule= s every time someone is unhappy then where does it end. I don't like elves.= Anyone want to remove them from the system? I don't think so.=20 </div> <div> </div> <div>Also the fact a revision is unwanted doesn't mean its needed. It just = makes it controversial. In fact a bad revision will be very unwanted by the= people it effects and this doesn't make there opinion any less valid than = yours. </div><br> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">That has a base<br>> of 30 pl= us 5 per rank damage and can literaly clear a battlefield. Also<br>> sin= ce it doesn't mention anything about doubles or tripples I'd expect you <br>> can increase the damage like normal. Thats 90 +15 per rank or 390 = at rank<br>> 20. As to the whole enhance enchantment thing I think you c= an just see where<br>> its going from there.<br><br>If you have a Mind S= pecial counterspell, you have at least +30 to your <br>resistance to this spell, possibly much more. And, last time I looked, = if you<br>resisted it, you took no damage. HF, Necrosis and WV all do damag= e even if you<br>resist, and they do it to the point where you are dead, ev= en if you resist vs a <br>triple effect. With these spells, you can wipe out whole parties, which= has<br>long been a concern, although not in this particular discussion.</b= lockquote> <div> </div> <div>Counterspells? Where did that come from. Firstly how often does your o= pponent have your counterspell up baring in mind you probably have 5 mages = in your party. And secondly who in there right mind would choose TK-rage as= there first choice one on one? Surely you're using it against multiple opp= onents and if you only kill one of them in the first casting its hardly a w= asted spell. The counterspell if anywhere is likely to be cast on your comp= anions and allies so they survive. My point about this spell is its quite c= apable of taking out large numbers of bad guys in a much much larger area. </div><br> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">There are fewer problems with HF= than the others, but not everyone can be<br>protected by Fire Armour.<br> <br><br>-- to unsubscribe notify mailto:<a href=3D"mailto:dq-request@dq.sf.= org.nz">dq-request@dq.sf.org.nz</a> --<br></blockquote></div><br> ------=_Part_8784_10275553.1134405095392-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Phil Judd |
Date | Tue, 13 Dec 2005 06:29:24 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_0001_01C5FFAE.939253C0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit The other insidious thing that these spells do is cut down the Options for a party as a whole. I have adventured with Amber a few times recently and she has Rank 20 Wiccan Hellfire. In combat the sole job of the party was to keep her alive and unfettered so she could finish the combat. (TDP was also suposed to cast damage enhance as well early on) Any number of time GM's have rebounded the spell upon us and done strange things all of which basically proved that we as a party could not in anyway take the damage we could dish out. Also no fighter can deal out similar levels of damage (no matter how much Exp they sink into it) - not even sabrina - so the whole rest of the party became meat shields trying to keep the hell-firer in operation making how good the rest of us were not so relevant. You get mages stepping into combat just to give Amber another pulse to cast another spell - an usually kill all those engaging you. The only things that slowed Amber down was the range but this caught up with he in only a few fights and loosing all her fagiue. Another measure of if a magics is too tough at the high end game is to look at the top end characters and see if they have picked defenses against those spells. My personal experience is they go out of thier way to try and protect themselves vs Hellfire/Necrosis/Vortex, there seem to be a lot of permenant protections or reductions in fire damage at high level and I have seen armours/ritual that help vs necro damage spells, also items and effects that change resist for half to resist for quarter ot none. Final note the Extreme party hunting Rashick last session they had the most deaths on the adventure when multiple Rank 20 Hellfires were dropped on them. 3 people (I think) died in short sucession. ------=_NextPart_000_0001_01C5FFAE.939253C0 Content-Type: text/html; charset="us-ascii" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; = charset=3Dus-ascii"> <TITLE>Message</TITLE> <META content=3D"MSHTML 6.00.2900.2769" name=3DGENERATOR></HEAD> <BODY> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>The=20 other insidious thing that these spells do is cut down the Options for a = party=20 as a whole.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>I have=20 adventured with Amber a few times recently and she has Rank 20 Wiccan=20 Hellfire.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>In=20 combat the sole job of the party was to keep her alive and unfettered so = she=20 could finish the combat.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>(TDP=20 was also suposed to cast damage enhance as well early = on)</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Any=20 number of time GM's have rebounded the spell upon us and done strange = things all=20 of which basically proved that we as a party could not in anyway take = the damage=20 we could dish out.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Also=20 no fighter can deal out similar levels of damage (no matter how much Exp = they=20 sink into it) - not even sabrina - so the whole rest of the party became = meat=20 shields trying to keep the hell-firer in operation making how good the = rest of=20 us were not so relevant. You get mages stepping into combat just to give = Amber=20 another pulse to cast another spell - an usually kill all those engaging = you.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>The=20 only things that slowed Amber down was the range but this caught up with = he in=20 only a few fights and loosing all her fagiue.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Another measure of if a magics is too tough at the high end = game is to=20 look at the top end characters and see if they have picked defenses = against=20 those spells.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>My=20 personal experience is they go out of thier way to try and protect = themselves vs=20 Hellfire/Necrosis/Vortex, there seem to be a lot of permenant = protections or=20 reductions in fire damage at high level and I have seen armours/ritual = that help=20 vs necro damage spells, also items and effects that change resist for = half to=20 resist for quarter ot none.</FONT></SPAN></DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D970031117-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Final=20 note the Extreme party hunting Rashick last session they had the most = deaths on=20 the adventure when multiple Rank 20 Hellfires were dropped on them. 3 = people (I=20 think) died in short sucession.</FONT></SPAN></DIV></BODY></HTML> ------=_NextPart_000_0001_01C5FFAE.939253C0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Main-gauche defence |
---|---|
From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Tue, 13 Dec 2005 08:23:38 +1300 |
This is a multi-part message in MIME format. ------_=_NextPart_001_01C5FF51.8D956437 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: quoted-printable Just to be thorough. Could someone (thanks, Errol) tidy up MG to always or never be hyphenated in the rule book revision. So that this issue never happens again. No need to vote. =20 Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Martin Dickson Sent: Monday, 12 December 2005 8:43 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Main-gauche defence =09 =09 On 12/12/05, Errol Cavit <ecavit@tollnz.co.nz> wrote:=20 =09 A prepared Main Gauche also provides some defence; however defence is only applied=20 against Melee attacks, and no defence is gained at Rank 0." Excellent, thank you. Also explains why I didn't find it initially -- "Main gauche" is sometimes hyphenated in DQ and sometimes not. =09 An extra sentence on the shield table would be good I think.=20 Good plan. =09 Cheers, Martin =09 ------_=_NextPart_001_01C5FF51.8D956437 Content-Type: text/html; charset="us-ascii" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD><TITLE>Message</TITLE> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Dus-ascii"> <META content=3D"MSHTML 6.00.2800.1522" name=3DGENERATOR></HEAD> <BODY> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Just=20 to be thorough. Could someone (thanks, Errol) tidy up MG to always or = never be=20 hyphenated in the rule book revision. So that this issue never happens = again. No=20 need to vote.</FONT></SPAN></DIV> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial color=3D#0000ff = size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial color=3D#0000ff = size=3D2>Andrew</FONT></SPAN></DIV> <BLOCKQUOTE style=3D"MARGIN-RIGHT: 0px"> <DIV></DIV> <DIV class=3DOutlookMessageHeader lang=3Den-us dir=3Dltr = align=3Dleft><FONT=20 face=3DTahoma size=3D2>-----Original Message-----<BR><B>From:</B>=20 dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <B>On Behalf Of=20 </B>Martin Dickson<BR><B>Sent:</B> Monday, 12 December 2005 8:43=20 p.m.<BR><B>To:</B> dq@dq.sf.org.nz<BR><B>Subject:</B> Re: [dq] = Main-gauche=20 defence<BR><BR></FONT></DIV>On 12/12/05, <B = class=3Dgmail_sendername>Errol=20 Cavit</B> <<A = href=3D"mailto:ecavit@tollnz.co.nz">ecavit@tollnz.co.nz</A>>=20 wrote: <DIV><SPAN class=3Dgmail_quote></SPAN> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid"> <P><FONT size=3D2>A prepared Main Gauche also</FONT> <FONT = size=3D2>provides=20 some defence; however defence is only applied</FONT> <BR><FONT=20 size=3D2>against Melee attacks, and no defence is gained</FONT> = <FONT=20 size=3D2>at Rank 0."</FONT></P></BLOCKQUOTE> <DIV><BR>Excellent, thank you. Also explains why I didn't find it = initially --=20 "Main gauche" is sometimes hyphenated in DQ and sometimes = not.<BR></DIV> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid"> <P><FONT size=3D2>An extra sentence on the shield table would be = good I=20 think.</FONT> </P></BLOCKQUOTE> <DIV><BR>Good=20 plan.<BR><BR>Cheers,<BR>Martin<BR></DIV></DIV><BR></BLOCKQUOTE></BODY></H= TML> =00 ------_=_NextPart_001_01C5FF51.8D956437-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Main-gauche defence |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 08:32:45 +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_01C5FF52.D3942B12 Content-Type: text/plain; charset="iso-8859-1" Added to http://www.dragonquest.org.nz/dqwiki/index.php/2006_Minor_Fixes <http://www.dragonquest.org.nz/dqwiki/index.php/2006_Minor_Fixes> 5 minutes ago... I'd like to take this opportunity to encourage people to put things like this on that page as they stumble across them. Cheers Errol PS I found it because I am lazy and 'gauche' was the shortest useful search term I thought of... -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Andrew Withy (DSL AK) Sent: Tuesday, 13 December 2005 08:24 To: dq@dq.sf.org.nz Subject: Re: [dq] Main-gauche defence Just to be thorough. Could someone (thanks, Errol) tidy up MG to always or never be hyphenated in the rule book revision. So that this issue never happens again. No need to vote. Andrew -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Martin Dickson Sent: Monday, 12 December 2005 8:43 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Main-gauche defence On 12/12/05, Errol Cavit < ecavit@tollnz.co.nz <mailto:ecavit@tollnz.co.nz> > wrote: A prepared Main Gauche also provides some defence; however defence is only applied against Melee attacks, and no defence is gained at Rank 0." Excellent, thank you. Also explains why I didn't find it initially -- "Main gauche" is sometimes hyphenated in DQ and sometimes not. An extra sentence on the shield table would be good I think. Good plan. Cheers, Martin ------_=_NextPart_001_01C5FF52.D3942B12 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=3D"Content-Type" CONTENT=3D"text/html; = charset=3Diso-8859-1"> <TITLE>Message</TITLE> <META content=3D"MSHTML 6.00.2800.1106" name=3DGENERATOR></HEAD> <BODY> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff size=3D2>Added=20 to <A=20 href=3D"http://www.dragonquest.org.nz/dqwiki/index.php/2006_Minor_Fixes"= >http://www.dragonquest.org.nz/dqwiki/index.php/2006_Minor_Fixes</A>&nbs= p;5=20 minutes ago...</FONT></SPAN></DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff size=3D2>I'd=20 like to take this opportunity to encourage people to put things like = this on=20 that page as they stumble across them.</FONT></SPAN></DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2>Cheers</FONT></SPAN></DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2>Errol</FONT></SPAN></DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D100272719-12122005><FONT face=3DArial = color=3D#0000ff size=3D2>PS I=20 found it because I am lazy and 'gauche' was the shortest useful search = term I=20 thought of...</FONT></SPAN></DIV> <BLOCKQUOTE dir=3Dltr=20 style=3D"PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff 2px = solid; MARGIN-RIGHT: 0px"> <DIV class=3DOutlookMessageHeader dir=3Dltr align=3Dleft><FONT = face=3DTahoma=20 size=3D2>-----Original Message-----<BR><B>From:</B> = dq-owner@dq.sf.org.nz=20 [mailto:dq-owner@dq.sf.org.nz]<B>On Behalf Of </B>Andrew Withy (DSL=20 AK)<BR><B>Sent:</B> Tuesday, 13 December 2005 08:24<BR><B>To:</B>=20 dq@dq.sf.org.nz<BR><B>Subject:</B> Re: [dq] Main-gauche=20 defence<BR><BR></FONT></DIV> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial = color=3D#0000ff size=3D2>Just=20 to be thorough. Could someone (thanks, Errol) tidy up MG to always or = never be=20 hyphenated in the rule book revision. So that this issue never = happens again.=20 No need to vote.</FONT></SPAN></DIV> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2></FONT></SPAN> </DIV> <DIV><SPAN class=3D473312119-12122005><FONT face=3DArial = color=3D#0000ff=20 size=3D2>Andrew</FONT></SPAN></DIV> <BLOCKQUOTE style=3D"MARGIN-RIGHT: 0px"> <DIV></DIV> <DIV class=3DOutlookMessageHeader lang=3Den-us dir=3Dltr = align=3Dleft><FONT=20 face=3DTahoma size=3D2>-----Original Message-----<BR><B>From:</B>=20 dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <B>On Behalf = Of=20 </B>Martin Dickson<BR><B>Sent:</B> Monday, 12 December 2005 8:43=20 p.m.<BR><B>To:</B> dq@dq.sf.org.nz<BR><B>Subject:</B> Re: [dq] = Main-gauche=20 defence<BR><BR></FONT></DIV>On 12/12/05, <B = class=3Dgmail_sendername>Errol=20 Cavit</B> <<A=20 href=3D"mailto:ecavit@tollnz.co.nz">ecavit@tollnz.co.nz</A>> = wrote:=20 <DIV><SPAN class=3Dgmail_quote></SPAN> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid"> <P><FONT size=3D2>A prepared Main Gauche also</FONT> <FONT = size=3D2>provides=20 some defence; however defence is only applied</FONT> <BR><FONT=20 size=3D2>against Melee attacks, and no defence is gained</FONT> = <FONT=20 size=3D2>at Rank 0."</FONT></P></BLOCKQUOTE> <DIV><BR>Excellent, thank you. Also explains why I didn't find it = initially=20 -- "Main gauche" is sometimes hyphenated in DQ and sometimes = not.<BR></DIV> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid"> <P><FONT size=3D2>An extra sentence on the shield table would be = good I=20 think.</FONT> </P></BLOCKQUOTE> <DIV><BR>Good=20 plan.<BR><BR>Cheers,<BR>Martin<BR></DIV></DIV><BR></BLOCKQUOTE></BLOCKQU= OTE></BODY></HTML> ------_=_NextPart_001_01C5FF52.D3942B12-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 08:43:05 +1300 |
------=_Part_43632_5584882.1134416585363 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > Quoting Martin Dickson <martin.dickson@gmail.com>: > > > > Hellfire becomes castable about Rk 11 or so, > > > > Agreed -- and by that time the character has sunk nearly 43,000 EP int= o > it > > -- which if nothing else further narrows their alternate choices for > spells, It maybe that having such a large Exp.Mult. has deprived > characters of other opportunities for diverse advancement. It does appear to be an aspect of the "one trick pony" style -- as you say these spells can become then only one correct choice, but in addition they can become the only choice -- particularly if picked up by characters earlier in their career. As you've pointed out these spells are dangerous to the caster at low rank, which make it desirable to get them to a high-ish usable rank as quickly as possible, at which point they have sucked up considerable EP which could have been used on some breadth. ------=_Part_43632_5584882.1134416585363 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc= kland.ac.nz">raro002@ec.auckland.ac.nz</a></b> <<a href=3D"mailto:raro00= 2@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>> wrote:<div><span cla= ss=3D"gmail_quote"> </span><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rg= b(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>Quotin= g Martin Dickson <<a href=3D"mailto:martin.dickson@gmail.com">martin.dic= kson@gmail.com </a>>:<br><br>> > Hellfire becomes castable about Rk 11 or so,<br>= ><br>> Agreed -- and by that time the character has sunk n= early 43,000 EP into it<br>> -- which if nothing else further narrows th= eir alternate choices for spells, </blockquote><br><blockquote class=3D"gmail_quote" style=3D"border-left: 1p= x solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">= It maybe that having such a large Exp.Mult. has deprived<br>characters of = other opportunities for diverse advancement. </blockquote><div><br>It does appear to be an aspect of the "one trick= pony" style -- as you say these spells can become then only one corre= ct choice, but in addition they can become the only choice -- particularly = if picked up by characters earlier in their career. <br><br>As you've pointed out these spells are dangerous to the caster at l= ow rank, which make it desirable to get them to a high-ish usable rank as q= uickly as possible, at which point they have sucked up considerable EP whic= h could have been used on some breadth. <br></div></div><br> ------=_Part_43632_5584882.1134416585363-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Johanna and Hamish |
Date | Tue, 13 Dec 2005 08:43:50 +1300 |
This is a multi-part message in MIME format. ------=_NextPart_000_0006_01C5FFC1.5784F730 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Yes I have adventured with Amber and our combats went that sort of way, I guess being a big Strong Giant I didn't mind too much - she's soo cute!! Incidentally I do not know of any other characters with high ranks in these spells - not that they don't exist, but either they are not too common or I have lead a sheltered life. (this next bit carries some bias) I think the problem is more of a relative one - i.e. what are the other damage spells in the game and how do they compare. Not arguing that every collage gets Hell fire however, Celestial has White Fire - 1% BC, save or die, 500ep, 50,000 silvers to buy. I do not know of any celestial that has ranked this spell, I have it at rk 6. I have used it (bravely) about 10 times on adventure, the only time it has ever worked is against a peasant dieing of the plague who did not resist because I told him I was going to cure him. This spell is a serious waste of space in comparison to HF WV N etc - it should be a 200em general in comparison. So I agree that there are issues with the 3 spells under examination however perhaps a larger exercise of considering the balance of all damage spells in the various collages could be undertaken with the categories suggested used to evaluate. I'm not arguing that all the collages should be the same, please don't take this that way but I do think that just as there are some spells at the extreme high end of the continuum there are also some balanced badly at the extreme low end. Personally I think TK Rage is about right, high ep, multi target (including the party), high damage, but with a good chance of saving against it. Because it is multi target your gona get someone. Similarly if White fire was single target save for some damage it would be about right. My 2 cents H 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 Phil Judd Sent: Tuesday, December 13, 2005 6:29 AM To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? The other insidious thing that these spells do is cut down the Options for a party as a whole. I have adventured with Amber a few times recently and she has Rank 20 Wiccan Hellfire. In combat the sole job of the party was to keep her alive and unfettered so she could finish the combat. (TDP was also suposed to cast damage enhance as well early on) Any number of time GM's have rebounded the spell upon us and done strange things all of which basically proved that we as a party could not in anyway take the damage we could dish out. Also no fighter can deal out similar levels of damage (no matter how much Exp they sink into it) - not even sabrina - so the whole rest of the party became meat shields trying to keep the hell-firer in operation making how good the rest of us were not so relevant. You get mages stepping into combat just to give Amber another pulse to cast another spell - an usually kill all those engaging you. The only things that slowed Amber down was the range but this caught up with he in only a few fights and loosing all her fagiue. Another measure of if a magics is too tough at the high end game is to look at the top end characters and see if they have picked defenses against those spells. My personal experience is they go out of thier way to try and protect themselves vs Hellfire/Necrosis/Vortex, there seem to be a lot of permenant protections or reductions in fire damage at high level and I have seen armours/ritual that help vs necro damage spells, also items and effects that change resist for half to resist for quarter ot none. Final note the Extreme party hunting Rashick last session they had the most deaths on the adventure when multiple Rank 20 Hellfires were dropped on them. 3 people (I think) died in short sucession. ------=_NextPart_000_0006_01C5FFC1.5784F730 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]--> <title>Message</title> <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"/> <!--[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:purple; text-decoration:underline;} p.MsoAutoSig, li.MsoAutoSig, div.MsoAutoSig {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} span.EmailStyle17 {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=3Dpurple> <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 I have adventured with Amber = and our combats went that sort of way, I guess being a big Strong Giant I = didn’t mind too much – she’s soo = cute!!<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'>Incidentally I do not know of any = other characters with high ranks in these spells – not that they = don’t exist, but either they are not too common or I have lead a sheltered = life.<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 next bit carries some bias) I = think the problem is more of a relative one – i.e. what are the other = damage spells in the game and how do they compare. Not arguing that every collage gets Hell fire however, Celestial has White Fire – 1% BC, = save or die, 500ep, 50,000 silvers to buy. I do not know of any celestial = that has ranked this spell, I have it at rk 6. I have used it (bravely) = about 10 times on adventure, the only time it has ever worked is against a = peasant dieing of the plague who did not resist because I told him I was going = to cure him.<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 spell is a serious waste of = space in comparison to HF WV N etc – it should be a 200em general in = comparison. So I agree that there are issues with the 3 spells under examination = however perhaps a larger exercise of considering the balance of all damage = spells in the various collages could be undertaken with the categories suggested = used to evaluate. <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’m not arguing that all the collages should be the same, please don’t take this that way but I = do think that just as there are some spells at the extreme high end of the continuum there are also some balanced badly at the extreme low = end. Personally I think TK Rage is about right, high ep, multi target = (including the party), high damage, but with a good chance of saving against it. = Because it is multi target your gona get someone. Similarly if White fire = was single target save for some damage it would be about = right.<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'>My 2 = cents<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'>H<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>Phil Judd<br> <b><span style=3D'font-weight:bold'>Sent:</span></b> Tuesday, December = 13, 2005 6:29 AM<br> <b><span style=3D'font-weight:bold'>To:</span></b> dq@dq.sf.org.nz<br> <b><span style=3D'font-weight:bold'>Subject:</span></b> Re: [dq] Options = with: Necrosis, Whirlwind Vortex and Hellfire?</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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>The other insidious thing that = these spells do is cut down the Options for a party as a = whole.</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>I have adventured with Amber a few = times recently and she has Rank 20 Wiccan = Hellfire.</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>In combat the sole job of the party = was to keep her alive and unfettered so she could finish the = combat.</span></font><o:p></o:p></p> </div> <div> <p class=3DMsoNormal><font size=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>(TDP was also suposed to cast = damage enhance as well early on)</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>Any number of time GM's have = rebounded the spell upon us and done strange things all of which basically proved that = we as a party could not in anyway take the damage we could dish = out.</span></font><o:p></o:p></p> </div> <div> <p class=3DMsoNormal><font size=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>Also no fighter can deal out = similar levels of damage (no matter how much Exp they sink into it) - not even = sabrina - so the whole rest of the party became meat shields trying to keep the hell-firer in operation making how good the rest of us were not so = relevant. You get mages stepping into combat just to give Amber another pulse to = cast another spell - an usually kill all those engaging = you.</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>The only things that slowed Amber = down was the range but this caught up with he in only a few fights and loosing = all her fagiue.</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>Another measure of if a magics is = too tough at the high end game is to look at the top end characters and see = if they have picked defenses against those spells.</span></font><o:p></o:p></p> </div> <div> <p class=3DMsoNormal><font size=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>My personal experience is they go = out of thier way to try and protect themselves vs Hellfire/Necrosis/Vortex, = there seem to be a lot of permenant protections or reductions in fire damage at = high level and I have seen armours/ritual that help vs necro damage spells, also = items and effects that change resist for half to resist for quarter ot = none.</span></font><o:p></o:p></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=3D2 color=3Dblue face=3DArial><span = style=3D'font-size: 10.0pt;font-family:Arial;color:blue'>Final note the Extreme party = hunting Rashick last session they had the most deaths on the adventure when = multiple Rank 20 Hellfires were dropped on them. 3 people (I think) died in short sucession.</span></font><o:p></o:p></p> </div> </div> </body> </html> ------=_NextPart_000_0006_01C5FFC1.5784F730-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jacqui Smith |
Date | Tue, 13 Dec 2005 09:33:47 +1300 |
At 23:08 12/12/05, you wrote: >If you really want to address broken spells, try Dragon flames with it's >hundred odd potential targets, D+3/rank damage, and doubles and triples >with do double or triple, unlike hellfires allready limited double and >triple damage(+1/rank and +2/rank damage respectivly rather than double or >triple) so a Rank 20 D-Flames is D+60 resist for half before any >additions, and under an enhance enchant can reach D+120, then add doubles >or triples, and this over half a battle field. >Or Agony, with it's resist and be s! lowed over an entire battlefield >while an E&E gets 7 targets if they don't resist at rank 20 with slow. > >Not to say Hellfire and Necrosis aren't powerfull spells, but they do >require a very large investment in time and ep to get them there, and >there are far more devastating spells out there than a 7 target spell. >Hellfire having a general knowledge spell which applies considerable >defence against it. And therein is the problem... it's not so much the spells themselves, it's the lack of "official" defences, and the general "wimpiness" of DQ in-combat healing. It's the whole balance question... In a certain other system many of us know well there are: 1) spells which protect against the various elements - fire armour is good versus hellfire - and/or reduce the damage dealt. I think each of the colleges in questions should have a GK spell which protects against the nasty effects of their "element". If it so happens that the problem spell needs some flavour tweaking to match a reasonable damage type - that's an easy edit. Incidentally - it seems to me that a "necrosis-type" spells that affects undead more that the living would be interesting - a "disruption" that severely attacks the necromantic energies that hold undead together, with lesser effects on people. And a necromantic protection spell would presumably beef PCs against draining - not a bad thing, would be a good reason to have a necro along. Wicca, Rune and Namer would benefit from more generalised spells (probably SK) that reduce damage of anyone particular type, chosen by the caster at casting. 2) abilities like "evasion" which if you have it, allow you to resist for no damage if you successfully resist. This could work as a feature for the Bardic "Dance of Swords" spell - providing a reason to cast that spell as opposed to others that give more defence. 3) healing spells, which really HEAL... in combat. We would be better off beefing up those in-combat healing spells we have, rather than nerfing the attack spells. Mass healing spells would be great. If it makes sense to do so, put them in the uncolleged magics, and require healer ranks to learn them. (ducks to avoid the in-coming) Jacqui And yes, you are right... in my opinion the single most broken spell in the game is Agony. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 09:32:07 +1300 |
> 3) healing spells, which really HEAL... in combat. We would > be better off > beefing up those in-combat healing spells we have, rather > than nerfing the > attack spells. Mass healing spells would be great. If it > makes sense to do > so, put them in the uncolleged magics, and require healer > ranks to learn them. So let me get this straight, in order to fix three spells that are over the top, you propose beefing up the healing abilities in game to make the other spells more redundant? If we fix the top three spells all the other spells become useful, allowing choices in combat, something you yourself complained about when we were last in a combat. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 09:58:45 +1200 |
This is a multi-part message in MIME format. ------=_NextPart_000_0056_01C5FFCB.CE398FD0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Martin said: It does appear to be an aspect of the "one trick pony" style -- as you say these spells can become then only one correct choice, but in addition they can become the only choice -- particularly if picked up by characters earlier in their career. I think indroducing a 5 hex minimum range helps fix this. Jonathan -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Martin Dickson Sent: Tuesday, 13 December 2005 7:43 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: Quoting Martin Dickson <martin.dickson@gmail.com >: > > Hellfire becomes castable about Rk 11 or so, > > Agreed -- and by that time the character has sunk nearly 43,000 EP into it > -- which if nothing else further narrows their alternate choices for spells, It maybe that having such a large Exp.Mult. has deprived characters of other opportunities for diverse advancement. It does appear to be an aspect of the "one trick pony" style -- as you say these spells can become then only one correct choice, but in addition they can become the only choice -- particularly if picked up by characters earlier in their career. As you've pointed out these spells are dangerous to the caster at low rank, which make it desirable to get them to a high-ish usable rank as quickly as possible, at which point they have sucked up considerable EP which could have been used on some breadth. ------=_NextPart_000_0056_01C5FFCB.CE398FD0 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></HEAD> <BODY> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN = class=3D723025821-12122005>Martin=20 said:</SPAN></FONT></DIV> <DIV><FONT><SPAN class=3D723025821-12122005>It does appear to be an = aspect of the=20 "one trick pony" style -- as you say these spells can become then only = one=20 correct choice, but in addition they can become the only choice -- = particularly=20 if picked up by characters earlier in their career. </SPAN></FONT></DIV> <DIV><FONT><SPAN class=3D723025821-12122005></SPAN></FONT> </DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN = class=3D723025821-12122005>I=20 think indroducing a 5 hex minimum range helps fix = this.</SPAN></FONT></DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20 class=3D723025821-12122005></SPAN></FONT> </DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20 class=3D723025821-12122005>Jonathan</SPAN></FONT></DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20 class=3D723025821-12122005></SPAN></FONT> </DIV> <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20 class=3D723025821-12122005></SPAN></FONT> </DIV> <BLOCKQUOTE> <DIV class=3DOutlookMessageHeader dir=3Dltr align=3Dleft><FONT = face=3DTahoma=20 size=3D2>-----Original Message-----<BR><B>From:</B> = dq-owner@dq.sf.org.nz=20 [mailto:dq-owner@dq.sf.org.nz]<B>On Behalf Of </B>Martin=20 Dickson<BR><B>Sent:</B> Tuesday, 13 December 2005 7:43 = a.m.<BR><B>To:</B>=20 dq@dq.sf.org.nz<BR><B>Subject:</B> Re: [dq] Options with: Necrosis, = Whirlwind=20 Vortex and Hellfire?<BR><BR></FONT></DIV>On 12/13/05, <B=20 class=3Dgmail_sendername><A=20 = href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</A></= B>=20 <<A=20 = href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</A>&g= t;=20 wrote: <DIV><SPAN class=3Dgmail_quote></SPAN> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid"><BR>Quoting=20 Martin Dickson <<A=20 href=3D"mailto:martin.dickson@gmail.com">martin.dickson@gmail.com=20 </A>>:<BR><BR>> > Hellfire becomes castable about Rk 11 or=20 so,<BR>><BR>> Agreed -- and by that time the = character has=20 sunk nearly 43,000 EP into it<BR>> -- which if nothing else = further=20 narrows their alternate choices for spells, </BLOCKQUOTE><BR> <BLOCKQUOTE class=3Dgmail_quote=20 style=3D"PADDING-LEFT: 1ex; MARGIN: 0pt 0pt 0pt 0.8ex; BORDER-LEFT: = rgb(204,204,204) 1px solid">It=20 maybe that having such a large Exp.Mult. has deprived<BR>characters = of other=20 opportunities for diverse advancement. </BLOCKQUOTE> <DIV><BR>It does appear to be an aspect of the "one trick pony" style = -- as=20 you say these spells can become then only one correct choice, but in = addition=20 they can become the only choice -- particularly if picked up by = characters=20 earlier in their career. <BR><BR>As you've pointed out these spells = are=20 dangerous to the caster at low rank, which make it desirable to get = them to a=20 high-ish usable rank as quickly as possible, at which point they have = sucked=20 up considerable EP which could have been used on some breadth.=20 <BR></DIV></DIV><BR></BLOCKQUOTE></BODY></HTML> ------=_NextPart_000_0056_01C5FFCB.CE398FD0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 10:08:57 +1300 |
> I think indroducing a 5 hex minimum range helps fix this. I doubt that will change anything, While not disparaging Wiccans I have rerely seen any of them keen to get as close as 25ft to anything dangerous :-) All the minimum range will do is add a little bit of complexity to where the character stands on the hex map, a good idea but it doesn't resolve the actual issue. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 10:30:13 +1300 |
Quoting RPer 4eva <msnoverflow@gmail.com>: > Prehaps you are failing to see it from all sides. If we remove spells > because some players don't have fun where does it end? Also I'm assuming the > people with the spell find it fun to use. No one would deliberatly deprive > both themselves and those around them of fun. While you may condemn my > points to irrelevance I would have to say anyone spending that much time and > xp and that many adventures does not think that they or their effort is > irrelevant and I don't either. But, the discussion raised is that once you have them, you don't cast anything else. That is the topic raised. So, this point, in response to the topic raised is irrelevant, however much you might like to raise it. I don't condemn you points to that. I am simply reporting a fact. > > > Not that I think any of them are overly powerful and I certainly don't > > want > > > to see the mind mage college powered down just before one of my > > characters > > > finaly learns it but why hasn't anyone brought up TK-rage? > > > > It is a good idea to veer away from talking about the value to affected > > players. > > It just muddies the waters, and people offer points of view that have less > > to > > do with creating a more engaging game, and more about protecting their > > characters from a needed but unwanted revision. > > > Weren't you just talking about peoples point of view? You can't have it both > ways. Either you accept everyones opinion as valid or no ones. I have no problem saying that I don't accept everyone's opinion as valid, and that there are opinions that I accept as valid. There's a flaw in this thinking? And the > people who both are trying to have fun and put lots of work in might > arguably have a more relevant point of view than someone who just doesn't > like the fact another person is better at combat than they are. How long > until we start whining because someone heals better than we do? Or that > there assasin is too stealthy and kills people from behind without us > getting to bash them. Or what about the fact that someone plays a more > charismatic person than our character and so we can't be party leader? If > you change the rules every time someone is unhappy then where does it end. I > don't like elves. Anyone want to remove them from the system? I don't think > so. I bloody do. I have argued about getting rid of the pointy-eared buggers for years, but no one is keen to take me up on it. I think you have confused what is being talked about here. It is not that the spells aren't tough enough. It is that they are too tough, and don't provide any sense of dramatic conflict because there are very few occasions on which you might cast anything else in combat. The example of a character with a lot to do in a fight is the classic E&E mage. The lead with Quicken, but then their choices get wider. They might follow with a Slow on the enemy, or an Enhance, or a Sleep, depending on the situation. Their choice of spell is something that is driven from the nature of the combat. On the other hand, a player whose character has one of the big three, Seidarr, for example, might lead with Spectral Warrior. But, then he casts Necrosis. Then, Necrosis. O, and if there's anything still standing on the battle field, he might cast Necrosis again. As for time and effort, this is a game. If developing a character is in anyway like work, then you should immediately stop playing and find something fun to do with your time. So what if the rule changes, and what you wanted is no longer available? Either badger a DM into running a game that gets you what you want or find something new within the constraints offered by the system. Role playing games are not strategy games. As characters progress through the game, they will pick up abilities and/or items that break the standard rules. Not always in the players favour, either. Establishing a point of difference between characters is as much a part of the game as any other rule structure, if it is an unwritten part of the game. > Also the fact a revision is unwanted doesn't mean its needed. It just makes > it controversial. In fact a bad revision will be very unwanted by the people > it effects and this doesn't make there opinion any less valid than yours. I'm pretty expert on this kind of thing, actually. The point I'm making is that if an objection to a revision is purely because it would impact one's character in a negative way, even though it was a revision that would make the game better, then of course that opinion is less valid. This is an 'interested' opinion. Professional opinion makers like judges recuse themselves from process when they feel that they have an 'interest' in a particular case, and for pretty much the same reason. An 'interested' opinion must weigh less than the opinion of someone objectively measuring, in this case, the value to the game. > > That has a base > > > of 30 plus 5 per rank damage and can literaly clear a battlefield. Also > > > since it doesn't mention anything about doubles or tripples I'd expect > > you > > > can increase the damage like normal. Thats 90 +15 per rank or 390 at > > rank > > > 20. As to the whole enhance enchantment thing I think you can just see > > where > > > its going from there. > > > > If you have a Mind Special counterspell, you have at least +30 to your > > resistance to this spell, possibly much more. And, last time I looked, if > > you > > resisted it, you took no damage. HF, Necrosis and WV all do damage even if > > you > > resist, and they do it to the point where you are dead, even if you resist > > vs a > > triple effect. With these spells, you can wipe out whole parties, which > > has > > long been a concern, although not in this particular discussion. > > > Counterspells? Where did that come from. Firstly how often does your > opponent have your counterspell up baring in mind you probably have 5 mages > in your party. And secondly who in there right mind would choose TK-rage as > there first choice one on one? Surely you're using it against multiple > opponents and if you only kill one of them in the first casting its hardly a > wasted spell. The counterspell if anywhere is likely to be cast on your > companions and allies so they survive. My point about this spell is its > quite capable of taking out large numbers of bad guys in a much much larger > area. This has wondered into another area, not the one raised by the original post. Not to put too fine a point on it, TK Rage, for all that the damage is appalling, has never been a spell that wipes out entire parties. And, I've been on adventures where there were a brace of vampires at opposite ends of a long corridor playing ping pong with the entire party. Hellfire, Necrosis and Whirlwind Vortex can kill the entire party on the first roll of the dice, regardless of whether or not they save. Assume rank 20 with these spells, and the damage is D10+40. Tripled, that's a range of 123 - 210 points of damage. Even if they all succesfully resist, and minimum damage is rolled, that's still 61 points of damage. Very few pcs can take 61 points of damage and still be above 0 EN. Hellfire has fewer problems because of the ablative effect of Fire Armour, but it's not an ideal solution. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Main-gauche defence |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 10:33:08 +1300 |
I don't believe that it is hyphenated, simply two words. Quoting "Andrew Withy (DSL AK)" <AndrewW@datacom.co.nz>: > Just to be thorough. Could someone (thanks, Errol) tidy up MG to always > or never be hyphenated in the rule book revision. So that this issue > never happens again. No need to vote. > > Andrew > > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On > Behalf Of Martin Dickson > Sent: Monday, 12 December 2005 8:43 p.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Main-gauche defence > > > On 12/12/05, Errol Cavit <ecavit@tollnz.co.nz> wrote: > > > A prepared Main Gauche also provides some defence; > however defence is only applied > against Melee attacks, and no defence is gained at Rank > 0." > > > Excellent, thank you. Also explains why I didn't find it > initially -- "Main gauche" is sometimes hyphenated in DQ and sometimes > not. > > > An extra sentence on the shield table would be good I > think. > > > Good plan. > > Cheers, > Martin > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 10:27:31 +1200 |
It allows GMs to introduce environments where range is an issue - such as citys, buildings in general, dungeons, tunnels, etc It also means that the mage would ahve to have two spells one for range and one for closer. It also means that melee people would know that closing with the enemry would be an option for the brave (not an option at the moment). Jonathan -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Mandos Mitchinson Sent: Tuesday, 13 December 2005 9:09 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? > I think indroducing a 5 hex minimum range helps fix this. I doubt that will change anything, While not disparaging Wiccans I have rerely seen any of them keen to get as close as 25ft to anything dangerous :-) All the minimum range will do is add a little bit of complexity to where the character stands on the hex map, a good idea but it doesn't resolve the actual issue. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Sign your posts please |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 10:33:04 +1200 |
Hi all, Please sign your posts so you can help others follow the what is being said. Also when quoting others please say so at the top with their name and then what they said. And lastly please take 1 min to remove un-used sections of the old email. Thank you in advance from all teh slow readers here (me). Jonathan -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] The Weaponsmith changes are wrong |
---|---|
From | Struan Judd |
Date | Tue, 13 Dec 2005 10:40:32 +1300 |
Plus additional armourer changes are required. First the Armourer changes: There is no mention of of how Silvering and Truesilvering adjusts the cost to the Armourer of the Armour they are making (or repairing). I have a memory of this being discussed and resolved to be that the silvering and truesilvering costs are added to the final calculated cost, ie. the formula is: 80% x Base Cost × (Effective Rank + 1) + (True)Silvering cost (if any) silver pennies. Thus for consistency the Weaponsmith change should be to bring the text in line with the equation not the other way round. My main reason is the innate value of the weapon: Using the old formula a Rk 10 +2 Dmg Dagger would cost: Normal - 104 sp, Silvered - 204 sp, Gilded - 1,304 sp and Truesilvered - 1,904 sp and a Rk 10 +2 dmg Hand and a half Sword would cost: Normal - 884 sp, Silvered - 1,734 sp, Gilded - 11,084 and Truesilvered - 16,184 sp whereas with the proposed new calculation: a Rk 10 +2 Dmg Dagger would cost: Normal - 104 sp, Silvered - 1040 sp, Gilded - 12,480 sp and Truesilvered - 18,720 sp and a Rk 10 +2 dmg Hand and a half Sword would cost: Normal - 884 sp, Silvered - 8840 sp, Gilded - 106,080 and Truesilvered - 159,120 sp Just far too much. I repeat: The Weaponsmith change should be to bring the text in line with the equation not the other way round. TTFN, Struan -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 10:43:52 +1300 |
Quoting Mandos Mitchinson <MandosM@adhb.govt.nz>: > > I think indroducing a 5 hex minimum range helps fix this. > > I doubt that will change anything, While not disparaging Wiccans I have > rerely seen any of them keen to get as close as 25ft to anything > dangerous :-) I have delicate artist hands... > > All the minimum range will do is add a little bit of complexity to where > the character stands on the hex map, a good idea but it doesn't resolve > the actual issue. Yes. I would say it will mean a bit arsing around in the beginning of a combat for a few sessions, until everyone gets into the habit of putting the blast mage at the back somewhere. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 10:44:27 +1300 |
> It allows GMs to introduce environments where range is an > issue - such as citys, buildings in general, dungeons, > tunnels, etc It also means that the mage would ahve to have > two spells one for range and one for closer. It also means > that melee people would know that closing with the enemry > would be an option for the brave (not an option at the moment). I agree it would add a bit more thought to the movement options but it doesn't actualy fix the overall problems that the spells really cause. Adding minimum ranges to spells could be a good idea, but the spells also need to be nerfed slightly in addition to that. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 10:44:21 +1200 |
Ok what of the +5 to the Dice Roll for the BC for spells per target over 1? This would reduce doubles and tripples (for damage) and offer a choice to the player for the cast option. A plus on BC dice will lead to more BF also. Jonathan -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of Mandos Mitchinson Sent: Tuesday, 13 December 2005 9:44 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? > It allows GMs to introduce environments where range is an > issue - such as citys, buildings in general, dungeons, > tunnels, etc It also means that the mage would ahve to have > two spells one for range and one for closer. It also means > that melee people would know that closing with the enemry > would be an option for the brave (not an option at the moment). I agree it would add a bit more thought to the movement options but it doesn't actualy fix the overall problems that the spells really cause. Adding minimum ranges to spells could be a good idea, but the spells also need to be nerfed slightly in addition to that. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 10:46:22 +1200 |
Ok so to sum up: We do see a problem with these spells. Are we willing to fix them? A simple straw poll on "willingness to fix" please Jono Yes Jonathan -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 10:59:27 +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_01C5FF67.51F6035E Content-Type: text/plain; charset="iso-8859-1" Note that changes won't be in the Rulebook until March 2007 at the earliest. Cheers Errol > -----Original Message----- > From: Jonathan Bean - TME [mailto:Jonathan@tme.co.nz] > Sent: Tuesday, 13 December 2005 11:46 > To: dq@dq.sf.org.nz > Subject: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? > > > Ok so to sum up: > > We do see a problem with these spells. Are we willing to fix them? > > A simple straw poll on "willingness to fix" please > > Jono Yes > > > Jonathan > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------_=_NextPart_001_01C5FF67.51F6035E Content-Type: text/html; charset="iso-8859-1" <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1"> <META NAME="Generator" CONTENT="MS Exchange Server version 5.5.2658.2"> <TITLE>RE: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire?</TITLE> </HEAD> <BODY> <P><FONT SIZE=2>Note that changes won't be in the Rulebook until March 2007 at the earliest.</FONT> </P> <P><FONT SIZE=2>Cheers</FONT> <BR><FONT SIZE=2>Errol</FONT> </P> <P><FONT SIZE=2>> -----Original Message-----</FONT> <BR><FONT SIZE=2>> From: Jonathan Bean - TME [<A HREF="mailto:Jonathan@tme.co.nz">mailto:Jonathan@tme.co.nz</A>]</FONT> <BR><FONT SIZE=2>> Sent: Tuesday, 13 December 2005 11:46</FONT> <BR><FONT SIZE=2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=2>> Subject: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire?</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> Ok so to sum up:</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> We do see a problem with these spells. Are we willing to fix them?</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> A simple straw poll on "willingness to fix" please</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> Jono Yes</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> Jonathan</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> -- to unsubscribe notify <A HREF="mailto:dq-request@dq.sf.org.nz">mailto:dq-request@dq.sf.org.nz</A> --</FONT> <BR><FONT SIZE=2>> </FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5FF67.51F6035E-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 11:09:57 +1300 |
The rules change at the speed of the DMs to accept them, not the speed of the bureaucracy to process them, Errol. They might not be written down, but if the rule is accepted, then maybe people will just have to write a note in the margin of their rule books. I'm sure that they can manage. Jim. Quoting Errol Cavit <ecavit@tollnz.co.nz>: > Note that changes won't be in the Rulebook until March 2007 at the earliest. > > Cheers > Errol > > > -----Original Message----- > > From: Jonathan Bean - TME [mailto:Jonathan@tme.co.nz] > > Sent: Tuesday, 13 December 2005 11:46 > > To: dq@dq.sf.org.nz > > Subject: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? > > > > > > Ok so to sum up: > > > > We do see a problem with these spells. Are we willing to fix them? > > > > A simple straw poll on "willingness to fix" please > > > > Jono Yes > > > > > > Jonathan > > > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 11:24:58 +1300 |
> Ok what of the +5 to the Dice Roll for the BC for spells per > target over 1? This would reduce doubles and tripples (for > damage) and offer a choice to the player for the cast option. > A plus on BC dice will lead to more BF also. I like the idea's personally, but I don't think it is a good idea to add them to DQ. Despite the fact that I am a big fan of anything that increases backfire chances :) Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 11:30:45 +1300 |
> We do see a problem with these spells. Are we willing to fix them? Yup! Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 11:33:09 +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_01C5FF6C.07808F06 Content-Type: text/plain; charset="iso-8859-1" Which is why I said 'in the Rulebook'. A bunch of implications about some people perhaps using changes 'early' etc follow. The limitation is actually not so much the ability to distribute rule changes (although this is obviously a factor), but there is apparently an issue with a constant stream of rules changes coming into play and confusing people. I wasn't around when this was an issue so can't really comment. Some rule changes can only be sensibly implemented at a consistent time across GMs (e.g. Greater Enchantment.) There can also be issues when people want to re-spend EP due to rules changes. Cheers Errol > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of > raro002@ec.auckland.ac.nz > Sent: Tuesday, 13 December 2005 11:10 > To: dq@dq.sf.org.nz > Subject: Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? > > > The rules change at the speed of the DMs to accept them, not > the speed of the > bureaucracy to process them, Errol. They might not be written > down, but if the > rule is accepted, then maybe people will just have to write a > note in the > margin of their rule books. I'm sure that they can manage. > > Jim. > > Quoting Errol Cavit <ecavit@tollnz.co.nz>: > > > Note that changes won't be in the Rulebook until March 2007 > at the earliest. > > > > Cheers > > Errol > > ------_=_NextPart_001_01C5FF6C.07808F06 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] To Sum Up: Necrosis, Whirlwind Vortex and = Hellfire?</TITLE> </HEAD> <BODY> <P><FONT SIZE=3D2>Which is why I said 'in the Rulebook'.</FONT> <BR><FONT SIZE=3D2>A bunch of implications about some people perhaps = using changes 'early' etc follow.</FONT> </P> <P><FONT SIZE=3D2>The limitation is actually not so much the ability to = distribute rule changes (although this is obviously a factor), but = there is apparently an issue with a constant stream of rules changes = coming into play and confusing people. I wasn't around when this was an = issue so can't really comment.</FONT></P> <P><FONT SIZE=3D2>Some rule changes can only be sensibly implemented at = a consistent time across GMs (e.g. Greater Enchantment.) There can also = be issues when people want to re-spend EP due to rules = changes.</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: dq-owner@dq.sf.org.nz [<A = HREF=3D"mailto:dq-owner@dq.sf.org.nz">mailto:dq-owner@dq.sf.org.nz</A>]O= n Behalf Of</FONT> <BR><FONT SIZE=3D2>> raro002@ec.auckland.ac.nz</FONT> <BR><FONT SIZE=3D2>> Sent: Tuesday, 13 December 2005 11:10</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: Re: [dq] To Sum Up: Necrosis, = Whirlwind Vortex and Hellfire?</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The rules change at the speed of the DMs to = accept them, not </FONT> <BR><FONT SIZE=3D2>> the speed of the</FONT> <BR><FONT SIZE=3D2>> bureaucracy to process them, Errol. They might = not be written </FONT> <BR><FONT SIZE=3D2>> down, but if the</FONT> <BR><FONT SIZE=3D2>> rule is accepted, then maybe people will just = have to write a </FONT> <BR><FONT SIZE=3D2>> note in the</FONT> <BR><FONT SIZE=3D2>> margin of their rule books. I'm sure that they = can manage.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Jim.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Quoting Errol Cavit = <ecavit@tollnz.co.nz>:</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> > Note that changes won't be in the Rulebook = until March 2007 </FONT> <BR><FONT SIZE=3D2>> at the earliest.</FONT> <BR><FONT SIZE=3D2>> ></FONT> <BR><FONT SIZE=3D2>> > Cheers</FONT> <BR><FONT SIZE=3D2>> > Errol</FONT> <BR><FONT SIZE=3D2>> ></FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5FF6C.07808F06-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 11:33:07 +1300 |
Just a note it would be good to know who is actually affected by this directly. I am aware of Amber Saydar Blaze Brightflare Flamis? Mortimer Father Rowan Doroin Are there any other characters? Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 11:36:23 +1300 |
> The rules change at the speed of the DMs to accept them, not > the speed of the bureaucracy to process them, Errol. They > might not be written down, but if the rule is accepted, then > maybe people will just have to write a note in the margin of > their rule books. I'm sure that they can manage. Jim, while you were away a guideline was put in that Rules that change can be used by GM's but became official with the release of a rule book. It makes no real difference other than to help some people know where they stand and to ensure regular rulebooks come out :-) I think this is what Errol is referring to. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 11:34:22 +1200 |
Mandos asked: Just a note it would be good to know who is actually affected by this directly. I am aware of Amber Saydar Blaze Brightflare Flamis? Mortimer Father Rowan Doroin Lath Jonathan Bean -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jacqui Smith |
Date | Tue, 13 Dec 2005 11:53:12 +1300 |
At 09:32 13/12/05, you wrote: >So let me get this straight, in order to fix three spells that are over >the top, you propose beefing up the healing abilities in game to make >the other spells more redundant? Actually I think we might want to consider a range of options. Beefing the healing spells is only one of them. >If we fix the top three spells all the other spells become useful, >allowing choices in combat, something you yourself complained about when >we were last in a combat. Er... not one of my PCs has Hellfire... Though Flamis is thinking about it, as an alternative to DFlames. There are so very many circumstances were DFlames is just not a practical option. Frankly, I'm fine with single-target = high-damage, multi-target = low-damage options.... Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Main-gauche defence |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 11:47:01 +1300 |
------=_Part_3030_6476654.1134427621363 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > I don't believe that it is hyphenated, simply two words. Yep, that does seem to be the preferred form (and makes the most sense give= n its origin). Though one can find hypenated examples... and even "maingauche" as a single word... at least out in the big www. ------=_Part_3030_6476654.1134427621363 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc= kland.ac.nz">raro002@ec.auckland.ac.nz</a></b> <<a href=3D"mailto:raro00= 2@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>> wrote:<div><span cla= ss=3D"gmail_quote"> </span><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rg= b(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">I don't be= lieve that it is hyphenated, simply two words.</blockquote><div><br>Yep, th= at does seem to be the preferred form (and makes the most sense given its o= rigin). <br><br>Though one can find hypenated examples... and even "maingauche= " as a single word... at least out in the big www.<br></div></div><br> ------=_Part_3030_6476654.1134427621363-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 11:56:02 +1300 |
------=_Part_3235_29454372.1134428162208 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, Mandos Mitchinson <MandosM@adhb.govt.nz> wrote: > > > Just a note it would be good to know who is actually affected by this > directly. > > I am aware of > > Mortimer [player hat on] <big shrug> No objection here... provided that if we're nerfing a 650 EM spell there'll be compensatory effects... [GM hat] ...something that's going to problematic for all of the effected characters if this is not an official cross-GM change. Cheers, Martin ------=_Part_3235_29454372.1134428162208 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername">Mandos Mitchinson</b> <<a hre= f=3D"mailto:MandosM@adhb.govt.nz">MandosM@adhb.govt.nz</a>> wrote:<div><= span 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; p= adding-left: 1ex;"> <br>Just a note it would be good to know who is actually affected by this<b= r>directly.<br><br>I am aware of<br><br>Mortimer</blockquote><div><br>[play= er hat on]<br><br><big shrug> No objection here... provided that if w= e're nerfing a 650 EM spell there'll be compensatory effects... <br><br>[GM hat]<br>...something that's going to problematic for all of the= effected characters if this is not an official cross-GM change.<br><br>Che= ers,<br>Martin<br></div><br></div><br> ------=_Part_3235_29454372.1134428162208-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 12:10:07 +1300 |
------=_Part_3515_24681534.1134429007509 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > Hellfire, Necrosis and Whirlwind Vortex can kill the entire party on the > first > roll of the dice, regardless of whether or not they save. Assume rank 20 > with > these spells, and the damage is D10+40. Tripled, that's a range of 123 - > 210 > points of damage. Even if they all succesfully resist, and minimum damage > is > rolled, that's still 61 points of damage. Very few pcs can take 61 points > of > damage and still be above 0 EN. > > Hellfire has fewer problems because of the ablative effect of Fire Armour= , > but > it's not an ideal solution. Hellfire (both Fire and Witchcraft) also had its doubles and triples downgraded during the Fire College rewrite some years back. It gets +1 /Rk on doubles and +2/Rk on triples, so the max "tripled" Rk 20 damage is D10 + (20 x (2 + 2)) =3D 90. Still quite a lot... but not as much as it used to get... Necrosis has not had its doubles and triples altered, so can reach (D10 + 1 + 40) =3D 51 x 3 =3D 153 max. Whirlwind vortex (only) does D-4 +1/Rk if resisted, and while the Mage migh= t triple damage, they're more likely to go for the -20 Resist, since if the target fails to resist they're as dead as cold turkey. Cheers, Martin ------=_Part_3515_24681534.1134429007509 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc= kland.ac.nz">raro002@ec.auckland.ac.nz</a></b> <<a href=3D"mailto:raro00= 2@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>> wrote:<div><span cla= ss=3D"gmail_quote"> </span><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rg= b(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>Hellfi= re, Necrosis and Whirlwind Vortex can kill the entire party on the first<br= > roll of the dice, regardless of whether or not they save. Assume rank 20 wi= th<br>these spells, and the damage is D10+40. Tripled, that's a range of 12= 3 - 210<br>points of damage. Even if they all succesfully resist, and minim= um damage is <br>rolled, that's still 61 points of damage. Very few pcs can take 61 poin= ts of<br>damage and still be above 0 EN.<br><br>Hellfire has fewer problems= because of the ablative effect of Fire Armour, but<br>it's not an ideal so= lution. </blockquote><div><br>Hellfire (both Fire and Witchcraft) also had its doub= les and triples downgraded during the Fire College rewrite some years back.= It gets +1 /Rk on doubles and +2/Rk on triples, so the max "tri= pled" Rk 20 damage is D10 + (20 x (2 + 2)) =3D 90. Still quite a= lot... but not as much as it used to get... <br><br>Necrosis has not had its doubles and triples altered, so can reach = (D10 + 1 + 40) =3D 51 x 3 =3D 153 max.<br><br>Whirlwind vortex (only) does = D-4 +1/Rk if resisted, and while the Mage might triple damage, they're more= likely to go for the -20 Resist, since if the target fails to resist they'= re as dead as cold turkey. <br><br>Cheers,<br>Martin<br></div></div><br> ------=_Part_3515_24681534.1134429007509-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Andrew Luxton-Reilly |
Date | Tue, 13 Dec 2005 12:11:19 +1300 |
Please note that I have a character with one of these spells highly ranked. My opinion is therefore obviously biased in this respect and you probably should ignore it completely :) I am only really commenting at all because it is close to Christmas and I have very little to do at work. There are a couple of problems that I see with these spells. 1. GMs cannot use these spells against parties. - If these spells are used against players then the party will die. The game would not be any fun. Now of course a GM can do anything they like. They can make a huge rock could fall from the sky and kill the entire party. However, there are games where it is really hard to see why the bad guys would *not* have these spells and use them. If the spells are not used, then it attacks your suspension of disbelief. If the spells are used, then the game is very short :) If we rationalise why the bad guys never use these spells (e.g. we could say that they are a special kind of spell that non-players simply don't have for some spurious reason), then this problem goes away. Currently, it seems to be a bit of a cop out that GMs don't use these spells. However, the biggest problem IMO is: 2. If a character ranks one of these spells, then it significantly changes the gameplay for them *and* for anyone that adventures with them. - As soon as you have the spell ranked, then there is *almost* never a time when you don't cast it in combat. Combat becomes prepare X, cast X, rinse and repeat. This makes combat somewhat less interesting for the caster, but also has a big impact on the other players in the game. Everyone else simply becomes support/blockers for the character with the big nuke. This is not always enjoyable for the other people in the party. In some games, and with some parties, this is not really an issue. For example, playing in the recent attack on Rashak, the use of a multi-target, save for half, big damage spell was not a problem at all. Then again, the group included someone that could heal the entire party for 70 points per pulse, someone that had 8 melee attacks per pulse each hitting for around 20 points, someone that could drain the entire willpower of any single target in 2 pulses (whether they resisted or not), people that could ignore spec grevs and so on. In an extreme level game, the spells under discussion don't really cause a problem (The bad guys could even use these spells, and did which was nice to see. The party didn't get wiped when we were hit with 8 Rk 20 Hellfires in a single action). IMO the real problems arise in the medium to high games where the spells are highly ranked, castable and nobody else has abilities (or defenses) that even come close. In general, I think that the game would probably be better if these spells were "fixed". IMO, any spell in the book that results in "save and die" to multiple targets should be "fixed". This clearly includes Dragonflames. I would like to suggest that if people move ahead to "fix" these spells, then any spell that affects multiple target, does big damage and is resist for half damage be included in the discussion. Personally, I doubt that fixing these spells will have very much impact on most games (it would change a small handful of characters and the games that those characters play on). If we leave the spells as they are (which is an option that I am comfortable with), then it might be useful to put a warning in the players guide along the lines of: WARNING: Ranking these spells will have a *major* impact on your character and the kinds of games that you can play. Please discuss the ranking of these spells with a GM before you continue! You may be asked not to play on some games! Ciao, Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 12:12:39 +1300 |
------=_Part_3551_12770575.1134429159306 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, Jacqui Smith <flamis@ihug.co.nz> wrote: > > > Frankly, I'm fine with single-target =3D high-damage, multi-target =3D > low-damage options.... And perhaps even multi-target + high damage but other restrictions / problems. Dragonflames being a good example -- as you said there are times that it isn't a good option, despite its damage and generally because of it= s broad targeting. Cheers, Martin ------=_Part_3551_12770575.1134429159306 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername">Jacqui Smith</b> <<a href=3D"= mailto:flamis@ihug.co.nz">flamis@ihug.co.nz</a>> wrote:<div><span class= =3D"gmail_quote"></span><blockquote class=3D"gmail_quote" style=3D"border-l= eft: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left:= 1ex;"> <br>Frankly, I'm fine with single-target =3D high-damage, multi-target =3D<= br>low-damage options....</blockquote><div><br>And perhaps even multi-targe= t + high damage but other restrictions / problems. Dragonflames being= a good example -- as you said there are times that it isn't a good option,= despite its damage and generally because of its broad targeting. <br><br>Cheers,<br>Martin<br></div></div> ------=_Part_3551_12770575.1134429159306-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 12:16:09 +1300 |
> Please note that I have a character with one of these spells highly > ranked. My opinion is therefore obviously biased in this respect and > you probably should ignore it completely :) I am only really > commenting at all because it is close to Christmas and I have very > little to do at work. Excellent summation of the problem. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 12:17:28 +1300 |
> > Please note that I have a character with one of these spells highly > > ranked. My opinion is therefore obviously biased in this > respect and > > you probably should ignore it completely :) I am only really > > commenting at all because it is close to Christmas and I have very > > little to do at work. > > Excellent summation of the problem. This is of course commenting on the long actual summation that I cropped, not on the bias, or lack of christmas time work :-) Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 12:13:31 +1200 |
Jacqui said: >Lots of stuff ... > >3) healing spells, which really HEAL... in combat. We would be better off >beefing up those in-combat healing spells we have, rather than nerfing the >attack spells. Mass healing spells would be great. If it makes sense to do >so, put them in the uncolleged magics, and require healer ranks to learn them. I tend to agree. Healing in DQ is very poor. Cele mages is a small amount. Water mages is in a bottle, Earth mages take to long, healer skill is poor. I would like healer to have some in combat use. Jonathan -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Helen Saggers |
Date | Tue, 13 Dec 2005 12:39:49 +1300 |
> Mandos asked: > Just a note it would be good to know who is actually affected by this > directly. > > I am aware of > > Amber > Saydar > Blaze > Brightflare > Flamis? > Mortimer > Father Rowan > Doroin > > Lath Shizane Sooty? Saurus Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 12:34:54 +1300 |
> >3) healing spells, which really HEAL... in combat. We would > be better > >off beefing up those in-combat healing spells we have, rather than > >nerfing the attack spells. Mass healing spells would be great. If it > >makes sense to do so, put them in the uncolleged magics, and require > >healer ranks to learn > them. > > I tend to agree. Healing in DQ is very poor. Cele mages is a > small amount. Water mages is in a bottle, Earth mages take to > long, healer skill is poor. I would like healer to have some > in combat use. I completely disagree, at the moment there is enough healing around that it is (without thowing the very spells we are looking at fixing) virtually impossible to kill a party member. Players being injured, taking hits to defend other characters while already being injured, etc adds to the dramatic tension in a fight. If you add even more to the healing you reduce and remove that tension. At the ludicrous levels of games it might be reasonable to add more but that should be done to individual characters who want to play on the ultra high games, not to the game in general. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 12:37:47 +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_01C5FF75.0E8D1C34 Content-Type: text/plain; charset="iso-8859-1" > -----Original Message----- > From: Mandos Mitchinson [mailto:MandosM@adhb.govt.nz] > Sent: Tuesday, 13 December 2005 12:35 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex > and Hellfire? > > > > >3) healing spells, which really HEAL... in combat. We would > > be better > > >off beefing up those in-combat healing spells we have, rather than > > >nerfing the attack spells. Mass healing spells would be > great. If it > > >makes sense to do so, put them in the uncolleged magics, > and require > > >healer ranks to learn > > them. > > > > I tend to agree. Healing in DQ is very poor. Cele mages is a > > small amount. Water mages is in a bottle, Earth mages take to > > long, healer skill is poor. I would like healer to have some > > in combat use. > > I completely disagree, at the moment there is enough healing > around that > it is (without thowing the very spells we are looking at fixing) > virtually impossible to kill a party member. > > Players being injured, taking hits to defend other characters while > already being injured, etc adds to the dramatic tension in a fight. If > you add even more to the healing you reduce and remove that > tension. At > the ludicrous levels of games it might be reasonable to add more but > that should be done to individual characters who want to play on the > ultra high games, not to the game in general. > I agree with Mandos on this. Cheers Errol ------_=_NextPart_001_01C5FF75.0E8D1C34 Content-Type: text/html; charset="iso-8859-1" <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <HTML> <HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1"> <META NAME="Generator" CONTENT="MS Exchange Server version 5.5.2658.2"> <TITLE>RE: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire?</TITLE> </HEAD> <BODY> <BR> <BR> <P><FONT SIZE=2>> -----Original Message-----</FONT> <BR><FONT SIZE=2>> From: Mandos Mitchinson [<A HREF="mailto:MandosM@adhb.govt.nz">mailto:MandosM@adhb.govt.nz</A>]</FONT> <BR><FONT SIZE=2>> Sent: Tuesday, 13 December 2005 12:35</FONT> <BR><FONT SIZE=2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=2>> Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex </FONT> <BR><FONT SIZE=2>> and Hellfire?</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> > >3) healing spells, which really HEAL... in combat. We would </FONT> <BR><FONT SIZE=2>> > be better </FONT> <BR><FONT SIZE=2>> > >off beefing up those in-combat healing spells we have, rather than </FONT> <BR><FONT SIZE=2>> > >nerfing the attack spells. Mass healing spells would be </FONT> <BR><FONT SIZE=2>> great. If it </FONT> <BR><FONT SIZE=2>> > >makes sense to do so, put them in the uncolleged magics, </FONT> <BR><FONT SIZE=2>> and require </FONT> <BR><FONT SIZE=2>> > >healer ranks to learn</FONT> <BR><FONT SIZE=2>> > them.</FONT> <BR><FONT SIZE=2>> > </FONT> <BR><FONT SIZE=2>> > I tend to agree. Healing in DQ is very poor. Cele mages is a </FONT> <BR><FONT SIZE=2>> > small amount. Water mages is in a bottle, Earth mages take to </FONT> <BR><FONT SIZE=2>> > long, healer skill is poor. I would like healer to have some </FONT> <BR><FONT SIZE=2>> > in combat use.</FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> I completely disagree, at the moment there is enough healing </FONT> <BR><FONT SIZE=2>> around that</FONT> <BR><FONT SIZE=2>> it is (without thowing the very spells we are looking at fixing)</FONT> <BR><FONT SIZE=2>> virtually impossible to kill a party member. </FONT> <BR><FONT SIZE=2>> </FONT> <BR><FONT SIZE=2>> Players being injured, taking hits to defend other characters while</FONT> <BR><FONT SIZE=2>> already being injured, etc adds to the dramatic tension in a fight. If</FONT> <BR><FONT SIZE=2>> you add even more to the healing you reduce and remove that </FONT> <BR><FONT SIZE=2>> tension. At</FONT> <BR><FONT SIZE=2>> the ludicrous levels of games it might be reasonable to add more but</FONT> <BR><FONT SIZE=2>> that should be done to individual characters who want to play on the</FONT> <BR><FONT SIZE=2>> ultra high games, not to the game in general. </FONT> <BR><FONT SIZE=2>> </FONT> </P> <P><FONT SIZE=2>I agree with Mandos on this.</FONT> </P> <P><FONT SIZE=2>Cheers</FONT> <BR><FONT SIZE=2>Errol</FONT> </P> </BODY> </HTML> ------_=_NextPart_001_01C5FF75.0E8D1C34-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] The Weaponsmith changes are wrong |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 12:47:25 +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_01C5FF76.6739712E Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf = Of > Struan Judd > Sent: Tuesday, 13 December 2005 10:41 > To: dq@dq.sf.org.nz > Subject: [dq] The Weaponsmith changes are wrong >=20 >=20 > Plus additional armourer changes are required. >=20 > First the Armourer changes: > There is no mention of of how Silvering and Truesilvering adjusts the > cost to the Armourer of the Armour they are making (or repairing). >=20 It's a note on the Armour chart: 1. Silvered Armour has the same protection - cost is + 30,000 sp. Permits magic at -10% to Base Chance. 2. True-silvered Armour has the same protection - cost is + 180,000 sp. Permits magic at no modification to Base Chance. > I have a memory of this being discussed=20 There were discussions abour Armourer in December 2003 and March 2004 = and possibly other times. > and resolved to be that the > silvering and truesilvering costs are added to the final calculated > cost, ie. the formula is: > 80% x Base Cost =D7 (Effective Rank + 1) + (True)Silvering cost (if > any) silver pennies. >=20 Care to point to an actual resolution? It seems unlikely that we missed = one since we started using the Wiki to collect them after the 2004 = Rulebook. > Thus for consistency the Weaponsmith change should be to bring the > text in line with the equation not the other way round. Our normal logic would be to have a cost of 80% of the price, yes, and = this should probably be in the skill proper. I'll think about the rest of = your post (and work through some examples) when I'm not at work. Cheers Errol >=20 > My main reason is the innate value of the weapon: > Using the old formula a Rk 10 +2 Dmg Dagger would cost: > Normal - 104 sp, Silvered - 204 sp, Gilded - 1,304 sp and = Truesilvered > - 1,904 sp > and a Rk 10 +2 dmg Hand and a half Sword would cost: > Normal - 884 sp, Silvered - 1,734 sp, Gilded - 11,084 and = Truesilvered > - 16,184 sp >=20 > whereas with the proposed new calculation: > a Rk 10 +2 Dmg Dagger would cost: > Normal - 104 sp, Silvered - 1040 sp, Gilded - 12,480 sp and > Truesilvered - 18,720 sp > and a Rk 10 +2 dmg Hand and a half Sword would cost: > Normal - 884 sp, Silvered - 8840 sp, Gilded - 106,080 and = Truesilvered > - 159,120 sp >=20 > Just far too much. >=20 > I repeat: >=20 > The Weaponsmith change should be to bring the text in line with the > equation not the other way round. >=20 > TTFN, Struan >=20 >=20 > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- >=20 ------_=_NextPart_001_01C5FF76.6739712E 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] The Weaponsmith changes are wrong</TITLE> </HEAD> <BODY> <BR> <BR> <P><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>]O= n Behalf Of</FONT> <BR><FONT SIZE=3D2>> Struan Judd</FONT> <BR><FONT SIZE=3D2>> Sent: Tuesday, 13 December 2005 10:41</FONT> <BR><FONT SIZE=3D2>> To: dq@dq.sf.org.nz</FONT> <BR><FONT SIZE=3D2>> Subject: [dq] The Weaponsmith changes are = wrong</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Plus additional armourer changes are = required.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> First the Armourer changes:</FONT> <BR><FONT SIZE=3D2>> There is no mention of of how Silvering and = Truesilvering adjusts the</FONT> <BR><FONT SIZE=3D2>> cost to the Armourer of the Armour they are = making (or repairing).</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <P><FONT SIZE=3D2>It's a note on the Armour chart:</FONT> </P> <P><FONT SIZE=3D2>1. Silvered Armour has the same protection -</FONT> <BR><FONT SIZE=3D2>cost is + 30,000 sp. Permits magic at -10%</FONT> <BR><FONT SIZE=3D2>to Base Chance.</FONT> <BR><FONT SIZE=3D2>2. True-silvered Armour has the same = protection</FONT> <BR><FONT SIZE=3D2>- cost is + 180,000 sp. Permits magic</FONT> <BR><FONT SIZE=3D2>at no modification to Base Chance.</FONT> </P> <P><FONT SIZE=3D2>> I have a memory of this being discussed </FONT> </P> <P><FONT SIZE=3D2>There were discussions abour Armourer in December = 2003 and March 2004 and possibly other times.</FONT> </P> <P><FONT SIZE=3D2>> and resolved to be that the</FONT> <BR><FONT SIZE=3D2>> silvering and truesilvering costs are added to = the final calculated</FONT> <BR><FONT SIZE=3D2>> cost, ie. the formula is:</FONT> <BR><FONT SIZE=3D2>> 80% x Base Cost =D7 (Effective Rank = + 1) + (True)Silvering cost (if</FONT> <BR><FONT SIZE=3D2>> any) silver pennies.</FONT> <BR><FONT SIZE=3D2>> </FONT> </P> <BR> <P><FONT SIZE=3D2>Care to point to an actual resolution? It seems = unlikely that we missed one since we started using the Wiki to collect = them after the 2004 Rulebook.</FONT></P> <BR> <P><FONT SIZE=3D2>> Thus for consistency the Weaponsmith change = should be to bring the</FONT> <BR><FONT SIZE=3D2>> text in line with the equation not the other = way round.</FONT> </P> <BR> <P><FONT SIZE=3D2>Our normal logic would be to have a cost of 80% of = the price, yes, and this should probably be in the skill proper. I'll = think about the rest of your post (and work through some examples) when = I'm not at work.</FONT></P> <P><FONT SIZE=3D2>Cheers</FONT> <BR><FONT SIZE=3D2>Errol</FONT> </P> <BR> <P><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> My main reason is the innate value of the = weapon:</FONT> <BR><FONT SIZE=3D2>> Using the old formula a Rk 10 +2 Dmg Dagger = would cost:</FONT> <BR><FONT SIZE=3D2>> Normal - 104 sp, Silvered - 204 sp, Gilded - = 1,304 sp and Truesilvered</FONT> <BR><FONT SIZE=3D2>> - 1,904 sp</FONT> <BR><FONT SIZE=3D2>> and a Rk 10 +2 dmg Hand and a half Sword would = cost:</FONT> <BR><FONT SIZE=3D2>> Normal - 884 sp, Silvered - 1,734 sp, Gilded - = 11,084 and Truesilvered</FONT> <BR><FONT SIZE=3D2>> - 16,184 sp</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> whereas with the proposed new = calculation:</FONT> <BR><FONT SIZE=3D2>> a Rk 10 +2 Dmg Dagger would cost:</FONT> <BR><FONT SIZE=3D2>> Normal - 104 sp, Silvered - 1040 sp, Gilded - = 12,480 sp and</FONT> <BR><FONT SIZE=3D2>> Truesilvered - 18,720 sp</FONT> <BR><FONT SIZE=3D2>> and a Rk 10 +2 dmg Hand and a half Sword would = cost:</FONT> <BR><FONT SIZE=3D2>> Normal - 884 sp, Silvered - 8840 sp, Gilded - = 106,080 and Truesilvered</FONT> <BR><FONT SIZE=3D2>> - 159,120 sp</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> Just far too much.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> I repeat:</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> The Weaponsmith change should be to bring the = text in line with the</FONT> <BR><FONT SIZE=3D2>> equation not the other way round.</FONT> <BR><FONT SIZE=3D2>> </FONT> <BR><FONT SIZE=3D2>> TTFN, Struan</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_01C5FF76.6739712E-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] The Weaponsmith changes are wrong |
---|---|
From | Struan Judd |
Date | Tue, 13 Dec 2005 13:03:48 +1300 |
------=_Part_1289_16888900.1134432228555 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, Errol Cavit <ecavit@tollnz.co.nz> wrote: > > -----Original Message----- > > From: Struan Judd > > Plus additional armourer changes are required. > > > > First the Armourer changes: > > There is no mention of of how Silvering and Truesilvering adjusts the > > cost to the Armourer of the Armour they are making (or repairing). > > > > It's a note on the Armour chart: > > 1. Silvered Armour has the same protection - > cost is + 30,000 sp. Permits magic at -10% > to Base Chance. > 2. True-silvered Armour has the same protection > - cost is + 180,000 sp. Permits magic > at no modification to Base Chance. Yes, but for weapons it's in the Weaponsmith skill. Consistency is the aim = here. > > I have a memory of this being discussed > > There were discussions abour Armourer in December 2003 and March 2004 and > possibly other times. > > > and resolved to be that the > > silvering and truesilvering costs are added to the final calculated > > cost, ie. the formula is: > > 80% x Base Cost =D7 (Effective Rank + 1) + (True)Silvering cost (if > > any) silver pennies. > > > Care to point to an actual resolution? It seems unlikely that we missed o= ne > since we started using the Wiki to collect them after the 2004 Rulebook. Unfortunately I can't, mainly cause I'm fairly sure it predates the Wiki big time. > > Thus for consistency the Weaponsmith change should be to bring the > > text in line with the equation not the other way round. > > > Our normal logic would be to have a cost of 80% of the price, yes, and th= is > should probably be in the skill proper. I'll think about the rest of your > post (and work through some examples) when I'm not at work. I've attached my working's Excel document so you can see where (and how) I got my figures TTFN, Struan. ------=_Part_1289_16888900.1134432228555 Content-Type: application/vnd.ms-excel; name="Weapon costs.xls" Content-Transfer-Encoding: base64 Content-Disposition: attachment; filename="Weapon costs.xls" 0M8R4KGxGuEAAAAAAAAAAAAAAAAAAAAAPgADAP7/CQAGAAAAAAAAAAAAAAABAAAAIAAAAAAAAAAA EAAA/v///wAAAAD+////AAAAAB8AAAD///////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////8J CBAAAAYFANMYzQfBwAAABgMAAOEAAgCwBMEAAgAAAOIAAABcAHAACwAAU3RydWFuIEp1ZGQgICAg ICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAg ICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgIEIAAgCwBGEBAgAAAMABAAA9AQIA AQCcAAIADgAZAAIAAAASAAIAAAATAAIAAACvAQIAAAC8AQIAAAA9ABIAeABpAB8sUCg4AAAAAAAB AFgCQAACAAAAjQACAAAAIgACAAAADgACAAEAtwECAAAA2gACAAAAMQAaAMgAAAD/f5ABAAAAAACW BQFBAHIAaQBhAGwAMQAaAMgAAAD/f5ABAAAAAACWBQFBAHIAaQBhAGwAMQAaAMgAAAD/f5ABAAAA AACWBQFBAHIAaQBhAGwAMQAaAMgAAAD/f5ABAAAAAACWBQFBAHIAaQBhAGwAMQAaAMgAAQD/f7wC AAAAAgCWBQFBAHIAaQBhAGwAMQAaAKAAAAD/f5ABAAAAAACWBQFBAHIAaQBhAGwAHgQYAAUAEwAA IiQiIywjIzA7XC0iJCIjLCMjMB4EHQAGABgAACIkIiMsIyMwO1tSZWRdXC0iJCIjLCMjMB4EHgAH ABkAACIkIiMsIyMwLjAwO1wtIiQiIywjIzAuMDAeBCMACAAeAAAiJCIjLCMjMC4wMDtbUmVkXVwt IiQiIywjIzAuMDAeBDUAKgAwAABfLSIkIiogIywjIzBfLTtcLSIkIiogIywjIzBfLTtfLSIkIiog Ii0iXy07Xy1AXy0eBCwAKQAnAABfLSogIywjIzBfLTtcLSogIywjIzBfLTtfLSogIi0iXy07Xy1A Xy0eBD0ALAA4AABfLSIkIiogIywjIzAuMDBfLTtcLSIkIiogIywjIzAuMDBfLTtfLSIkIiogIi0i Pz9fLTtfLUBfLR4ENAArAC8AAF8tKiAjLCMjMC4wMF8tO1wtKiAjLCMjMC4wMF8tO18tKiAiLSI/ P18tO18tQF8t4AAUAAAAAAD1/yAAAAAAAAAAAAAAAMAg4AAUAAEAAAD1/yAAAPQAAAAAAAAAAMAg 4AAUAAEAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAIAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAIAAAD1 /yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAA AAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAU AAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAA APQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAA AMAg4AAUAAAAAAD1/yAAAPQAAAAAAAAAAMAg4AAUAAAAAAABACAAAAAAAAAAAAAAAMAg4AAUAAEA KwD1/yAAAPgAAAAAAAAAAMAg4AAUAAEAKQD1/yAAAPgAAAAAAAAAAMAg4AAUAAEALAD1/yAAAPgA AAAAAAAAAMAg4AAUAAEAKgD1/yAAAPgAAAAAAAAAAMAg4AAUAAEACQD1/yAAAPgAAAAAAAAAAMAg 4AAUAAUAAAABACAAAAgAAAAAAAAAAMAg4AAUAAAAAAAJACAAAAAAAAAAAAAAAMAgkwIEABCAA/+T AgQAEYAG/5MCBAASgAT/kwIEABOAB/+TAgQAAIAA/5MCBAAUgAX/YAECAAAAhQAOAOAGAAAAAAYA U2hlZXQxjAAEAAEAQADBAQgAwQEAACK+AQD8AP0AJgAAABAAAAAGAABXZWFwb24JAABCYXNlIENv c3QKAABSayA0ICgrNCUpDwAAUmsgNiAoKzEgLyArMSUpEAAAUmsgOCAoICsxIC8gKzMlKRAAAFJr IDEwICgrMSAvICs1JSkKAABSayAxMCAoKzIpCQAAU2lsdmVyaW5nBgAARGFnZ2VyAgAAUmsCAABE TQoAAEhhbmQgJiAxLzIDAABPbGQDAABOZXcoAABCYXNlICogKDAuOCAqICgxICsgUmsgKyBETSkg KyBTaWx2ZXJpbmcpKAAAQmFzZSAqICgwLjggKiAoMSArIFJrICsgRE0pICogU2lsdmVyaW5nKf8A EgAIALgFAAAMAAAAKwYAAH8AAABjCBUAYwgAAAAAAAAAAAAAFQAAAAAAAADiCgAAAAkIEAAABhAA 0xjNB8HAAAAGAwAACwIUAAAAAAAAAAAAFwAAANYKAABrHAAADQACAAEADAACAGQADwACAAEAEQAC AAAAEAAIAPyp8dJNYlA/XwACAAEAKgACAAAAKwACAAAAggACAAEAgAAIAAAAAAAAAAAAJQIEAAAA /wCBAAIAwQQUAAAAFQAAAIMAAgAAAIQAAgAAAE0ANgMAAFwAXABlAGMAYQByAGcAbwBkAGUAdgAy AFwASABQACAATwBmAGYAaQBjAGUASgBlAHQAIABLADgAMAAAAAAAAAABBAAF3ABYAkP/gAcBAAkA 6gpvCGQAAQAPACwBAQABACwBAgABAEwAZQB0AHQAZQByAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAgAAAAIA AAABAAAAAgEAAAAAAAAAAAAAAAAAAAAAAABESU5VIgAAADQCJAD0DIbRAAAAAAAAAAAAAAAAAgAA AAAAAAAAAAAAAAAAABUAAAAAAAAAAAAAAAAAAAADAAAAAQAAAAAAAQAAAAAAAAACAAIAAgACAAIA AQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAkAAAAmBkkAgEAAAAAAAAAAAAAAAAAAAAkAAAAmBkkAgEAAACh ACIACQBkAAEAAQABAAIALAEsAQAAAAAAAOA/AAAAAAAA4D8BAFUAAgAIAH0ADAAAAAAASQoPAAYA AgB9AAwAAQABALYJDwAGAAIAfQAMAAIAAgDbBw8ABgACAH0ADAADAAMAbQoPAAYAAgB9AAwABAAE AG0ODwAGAAIAfQAMAAUABQAADw8ABgACAH0ADAAGAAYAbQ8PAAYAAgB9AAwABwAHALYJDwAGAAIA AAIOAAAAAAAXAAAAAAAIAAAACAIQAAAAAAAIAP8AAAAAAAABDwAIAhAAAQAAAAgA/wAAAAAAAAEP AAgCEAACAAAACAD/AAAAAAAAAQ8ACAIQAAMAAAAIAP8AAAAAAAABDwAIAhAABAAAAAgA/wAAAAAA AAEPAAgCEAAFAAAACAD/AAAAAAAAAQ8ACAIQAAYAAAAIAP8AAAAAAAABDwAIAhAABwAAAAgA/wAA AAAAAAEPAAgCEAAIAAAACAD/AAAAAAAAAQ8ACAIQAAkAAAAIAP8AAAAAAAABDwAIAhAACgAAAAgA /wAAAAAAAAEPAAgCEAALAAAACAD/AAAAAAAAAQ8ACAIQAA0AAAAIAP8AAAAAAAABDwAIAhAADgAA AAgA/wAAAAAAAAEPAAgCEAAPAAAACAD/AAAAAAAAAQ8ACAIQABAAAAAIAP8AAAAAAAABDwAIAhAA EQAAAAgA/wAAAAAAAAEPAAgCEAASAAAACAD/AAAAAAAAAQ8ACAIQABMAAAAIAP8AAAAAAAABDwAI AhAAFAAAAAgA/wAAAAAAAAEPAAgCEAAVAAAACAD/AAAAAAAAAQ8ACAIQABYAAAAIAP8AAAAAAAAB DwD9AAoAAAACAA8ACQAAAL0AJAAAAAMADwAAABBADwAAABhADwAAACBADwAAACRADwAAACRABwD9 AAoAAQACAA8ACgAAAL0AJAABAAMADwAAAAAADwAAAPA/DwAAAPA/DwAAAPA/DwAAAABABwD9AAoA AgAAABUADAAAAP0ACgACAAEAFgAOAAAA/QAKAAMAAAAPAAAAAAD9AAoAAwABAA8AAQAAAP0ACgAD AAIADwAHAAAA/QAKAAMAAwAPAAIAAAD9AAoAAwAEAA8AAwAAAP0ACgADAAUADwAEAAAA/QAKAAMA BgAPAAUAAAD9AAoAAwAHAA8ABgAAAP0ACgAEAAAADwAIAAAAvQASAAQAAQAPAAAAJEAPAAAAAAAC AAYAPQAEAAMADwAAAAAAAABEQAAAmBSV/ScARAQAAYAfmpmZmZmZ6T8eAQBEAAADQANEAQADQAMV BUQEAAKAAxUFBgAbAAQABAAPAAAAAAAAAFBACAAEAAX/BQABBAAEALwEMQAEAAsABAcAICcATAAA AYAfmpmZmZmZ6T8eAQBMAAAAQANMAQAAQAMVBUwAAAKAAxUFBgAbAAQABQAPAAAAAAAAAFRACAAE AAb/BQABBAAEAAYAGwAEAAYADwABAAAAAABYQAgABAAH/wUAAQQABAAGABsABAAHAA8AAAAAAAAA WkAIAAQAA/8FAAEEAAQA/QAKAAUAAAAPAAgAAAC9ABIABQABAA8AAAAkQA8AAAAkQAIABgA9AAUA AwAPAAAAAAAAgGFACAAFAAT/JwBEBQABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAUAAoAD FQUGABsABQAEAA8AAAAAAACAZEAIAAUABf8FAAEEAAQABgAbAAUABQAPAAAAAAAAgGZACAAFAAb/ BQABBAAEAAYAGwAFAAYADwAAAAAAAIBoQAgABQAH/wUAAQQABAAGABsABQAHAA8AAAAAAACAaUAI AAYAA/8FAAEEAAQA/QAKAAYAAAAPAAgAAAC9ABIABgABAA8AAAAkQA8AAABeQAIABgA9AAYAAwAP AAAAAAAAYJNACAAGAAT/JwBEBgABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAYAAoADFQUG ABsABgAEAA8AAAAAAADAk0AIAAYABf8FAAEEAAQABgAbAAYABQAPAAAAAAAAAJRACAAGAAb/BQAB BAAEAAYAGwAGAAYADwAAAAAAAECUQAgABgAH/wUAAQQABAAGABsABgAHAA8AAAAAAABglEAIAAQA BP8FAAEEAAQA/QAKAAcAAAAPAAgAAAC9ABIABwABAA8AAAAkQA8AAIBmQAIABgA9AAcAAwAPAAAA AAAAwJxACAAHAAT/JwBEBwABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAcAAoADFQUGABsA BwAEAA8AAAAAAAAgnUAIAAcABf8FAAEEAAQABgAbAAcABQAPAAAAAAAAYJ1ACAAHAAb/BQABBAAE AAYAGwAHAAYADwAAAAAAAKCdQAgABwAH/wUAAQQABAAGABsABwAHAA8AAAAAAADAnUAIAAUAA/8F AAEEAAQA/QAKAAgAAAAPAAsAAAC9ABIACAABAA8AAEBVQA8AAAAAAAIABgA9AAgAAwAPAAAAAAAA QHVAAAAHAAP/JwBECAABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAgAAoADFQUGABsACAAE AA8AAAAAAAAAgUAIAAgAA/8FAAEEAAQABgAbAAgABQAPAAAAAAAAQIVACAAIAAT/BQABBAAEAAYA GwAIAAYADwABAAAAAICJQAgACAAF/wUAAQQABAAGABsACAAHAA8AAAAAAACgi0AIAAgABv8FAAEE AAQA/QAKAAkAAAAPAAsAAAC9ABIACQABAA8AAEBVQA8AAAAkQAIABgA9AAkAAwAPAAAAAAAAmJJA CAAJAAT/JwBECQABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAkAAoADFQUGABsACQAEAA8A ///////HlUAIAAkABf8FAAEEAAQABgAbAAkABQAPAAAAAAAA6JdACAAJAAb/BQABBAAEAAYAGwAJ AAYADwABAAAAAAiaQAgACQAH/wUAAQQABAAGABsACQAHAA8A//////8Xm0AIAAoAA/8FAAEEAAQA /QAKAAoAAAAPAAsAAAC9ABIACgABAA8AAEBVQA8AAABeQAIABgA9AAoAAwAPAAAAAAAAlsRACAAK AAT/JwBECgABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAoAAoADFQUGABsACgAEAA8AAAAA AAD8xEAIAAoABf8FAAEEAAQABgAbAAoABQAPAAAAAAAAQMVACAAKAAb/BQABBAAEAAYAGwAKAAYA DwAAAAAAAITFQAgACgAH/wUAAQQABAAGABsACgAHAA8AAAAAAACmxUAIAAsAA/8FAAEEAAQA/QAK AAsAAAAPAAsAAAC9ABIACwABAA8AAEBVQA8AAIBmQAIABgA9AAsAAwAPAAAAAAAAjM5ACAALAAT/ JwBECwABgB+amZmZmZnpPx4BAEQAAANAA0QBAANAAxUFRAsAAoADFQUGABsACwAEAA8AAAAAAADy zkAIAAsABf8FAAEEAAQABgAbAAsABQAPAAAAAAAANs9ACAALAAb/BQABBAAEAAYAGwALAAYADwAA AAAAAHrPQAgACwAH/wUAAQQABAAGABsACwAHAA8AAAAAAACcz0AIAAgAB/8FAAEEAAQA/QAKAA0A AAAVAA0AAAD9AAoADQABABYADwAAAP0ACgAOAAAADwAAAAAA/QAKAA4AAQAPAAEAAAD9AAoADgAC AA8ABwAAAP0ACgAOAAMADwACAAAA/QAKAA4ABAAPAAMAAAD9AAoADgAFAA8ABAAAAP0ACgAOAAYA DwAFAAAA/QAKAA4ABwAPAAYAAAD9AAoADwAAAA8ACAAAAL0AEgAPAAEADwAAACRADwAAAPA/AgAG AD0ADwADAA8AAAAAAAAAREAAAAkAA/8nAEQPAAGAH5qZmZmZmek/HgEARAAAA0ADRAEAA0ADFQVE DwACgAUVBQYAGwAPAAQADwAAAAAAAABQQAgADwAF/wUAAQ8ABAC8BDEADwAWAAQHACAnAEwAAAGA H5qZmZmZmek/HgEATAAAAEADTAEAAEADFQVMAAACgAUVBQYAGwAPAAUADwAAAAAAAABUQAgADwAG /wUAAQ8ABAAGABsADwAGAA8AAQAAAAAAWEAIAA8AB/8FAAEPAAQABgAbAA8ABwAPAAAAAAAAAFpA CAAPAAP/BQABDwAEAP0ACgAQAAAADwAIAAAAvQASABAAAQAPAAAAJEAPAAAAJEACAAYAGwAQAAMA DwAAAAAAAAB5QAgAEAAE/gUAARAAAwC8BDEAEAAWAAMDAAcnAEwAAAGAH5qZmZmZmek/HgEATAAA AEADTAEAAEADFQVMAAACgAUVBQYAGwAQAAQADwAAAAAAAACEQAgAEAAF/wUAAQ8ABAAGABsAEAAF AA8AAAAAAAAAiUAIABAABv8FAAEPAAQABgAbABAABgAPAAEAAAAAAI5ACAAQAAf/BQABDwAEAAYA GwAQAAcADwAAAAAAAECQQAgAEQAD/wUAAQ8ABAD9AAoAEQAAAA8ACAAAAL0AEgARAAEADwAAACRA DwAAAF5AAgAGABsAEQADAA8AAAAAAADAskAIABEABP8FAAEQAAMABgAbABEABAAPAAAAAAAAAL5A CAARAAX/BQABDwAEAAYAGwARAAUADwAAAAAAAMDCQAgAEQAG/wUAAQ8ABAAGABsAEQAGAA8AAQAA AACAxkAIABEAB/8FAAEPAAQABgAbABEABwAPAAAAAAAAYMhACAASAAP/BQABDwAEAP0ACgASAAAA DwAIAAAAvQASABIAAQAPAAAAJEAPAACAZkACAAYAGwASAAMADwAAAAAAACC8QAgAEgAE/wUAARAA AwAGABsAEgAEAA8AAAAAAACAxkAIABIABf8FAAEPAAQABgAbABIABQAPAAAAAAAAIMxACAASAAb/ BQABDwAEAAYAGwASAAYADwABAAAAAODQQAgAEgAH/wUAAQ8ABAAGABsAEgAHAA8AAAAAAABI0kAI ABMAA/8FAAEPAAQA/QAKABMAAAAPAAsAAAC9ABIAEwABAA8AAEBVQA8AAADwPwIABgAbABMAAwAP AAAAAAAAQHVACAATAAT/BQABEAADAAYAGwATAAQADwAAAAAAAACBQAgAEwAF/wUAAQ8ABAAGABsA EwAFAA8AAAAAAABAhUAIABMABv8FAAEPAAQABgAbABMABgAPAAEAAAAAgIlACAATAAf/BQABDwAE AAYAGwATAAcADwAAAAAAAKCLQAgAFAAD/wUAAQ8ABAD9AAoAFAAAAA8ACwAAAL0AEgAUAAEADwAA QFVADwAAACRAAgAGABsAFAADAA8AAAAAAACQqkAIABQABP8FAAEQAAMABgAbABQABAAPAAAAAAAA QLVACAAUAAX/BQABDwAEAAYAGwAUAAUADwAAAAAAAJC6QAgAFAAG/wUAAQ8ABAAGABsAFAAGAA8A AQAAAADgv0AIABQAB/8FAAEPAAQABgAbABQABwAPAAAAAAAARMFACAAVAAP/BQABDwAEAP0ACgAV AAAADwALAAAAvQASABUAAQAPAABAVUAPAAAAXkACAAYAGwAVAAMADwAAAAAAAOzjQAgAFQAE/wUA ARAAAwAGABsAFQAEAA8AAAAAAADg70AIABUABf8FAAEPAAQABgAbABUABQAPAAAAAAAA7PNACAAV AAb/BQABDwAEAAYAGwAVAAYADwABAAAAAOj3QAgAFQAH/wUAAQ8ABAAGABsAFQAHAA8AAAAAAADm +UAIABYAA/8FAAEPAAQA/QAKABYAAAAPAAsAAAC9ABIAFgABAA8AAEBVQA8AAIBmQAIABgAbABYA AwAPAAAAAAAA4u1ACAAWAAT/BQABEAADAAYAGwAWAAQADwAAAAAAAOj3QAgAFgAF/wUAAQ8ABAAG ABsAFgAFAA8AAAAAAADi/UAIABYABv8FAAEPAAQABgAbABYABgAPAAEAAAAA7gFBCAAWAAf/BQAB DwAEAAYAGwAWAAcADwAAAAAAgGwDQQgADwAE/wUAAQ8ABADXADAA/RAAAKQBNgA2ABwAcAAWAeEA 4QDhAOEA4QDhAOEAHABwABYB9AC/AL8AvwC/AL8APgISALYGAAAAAEAAAAAAAAAAAAAAAB0ADwAD IQAEAAAAAQAhACEABATvAAYABgA3AAAACgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD+/wAABQECAAAAAAAAAAAA AAAAAAAAAAABAAAA4IWf8vlPaBCrkQgAKyez2TAAAACoAAAABwAAAAEAAABAAAAABAAAAEgAAAAI AAAAXAAAABIAAABwAAAADAAAAIgAAAANAAAAlAAAABMAAACgAAAAAgAAAOQEAAAeAAAADAAAAFN0 cnVhbiBKdWRkAB4AAAAMAAAAU3RydWFuIEp1ZGQAHgAAABAAAABNaWNyb3NvZnQgRXhjZWwAQAAA AABCOydi/8UBQAAAAIAj5PFk/8UBAwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/v8AAAUBAgAAAAAAAAAAAAAAAAAAAAAA AQAAAALVzdWcLhsQk5cIACss+a4wAAAAyAAAAAkAAAABAAAAUAAAAA8AAABYAAAAFwAAAGgAAAAL AAAAcAAAABAAAAB4AAAAEwAAAIAAAAAWAAAAiAAAAA0AAACQAAAADAAAAKMAAAACAAAA5AQAAB4A AAAIAAAAZUNhcmdvAAADAAAACBkLAAsAAAAAAAAACwAAAAAAAAALAAAAAAAAAAsAAAAAAAAAHhAA AAEAAAAHAAAAU2hlZXQxAAwQAAACAAAAHgAAAAsAAABXb3Jrc2hlZXRzAAMAAAABAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEAAAACAAAAAwAAAAQAAAAFAAAABgAAAAcAAAAIAAAA CQAAAAoAAAALAAAADAAAAA0AAAAOAAAA/v///xAAAAARAAAAEgAAABMAAAAUAAAAFQAAABYAAAD+ ////GAAAABkAAAAaAAAAGwAAABwAAAAdAAAAHgAAAP7////9/////v////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// ////////////////////////////////UgBvAG8AdAAgAEUAbgB0AHIAeQAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABYABQH//////////wIAAAAgCAIAAAAAAMAA AAAAAABGAAAAAAAAAAAAAAAAAAAAAAAAAAD+////AAAAAAAAAABXAG8AcgBrAGIAbwBvAGsAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEgACAf////////// /////wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADWHAAAAAAAAAUAUwB1 AG0AbQBhAHIAeQBJAG4AZgBvAHIAbQBhAHQAaQBvAG4AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAoAAIBAQAAAAMAAAD/////AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADwAA AAAQAAAAAAAABQBEAG8AYwB1AG0AZQBuAHQAUwB1AG0AbQBhAHIAeQBJAG4AZgBvAHIAbQBhAHQA aQBvAG4AAAAAAAAAAAAAADgAAgH///////////////8AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAXAAAAABAAAAAAAAA= ------=_Part_1289_16888900.1134432228555-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Healing |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 14:01:14 +1200 |
Mandos said: >I completely disagree, at the moment there is enough healing around that >it is (without thowing the very spells we are looking at fixing) >virtually impossible to kill a party member. I dont want to kill a party but I do want to some form of control on the tention within the game. They are unkillable at the moment because of the dependance on Potions. >Players being injured, taking hits to defend other characters while >already being injured, etc adds to the dramatic tension in a fight. >If you add even more to the healing you reduce and remove that tension. I feel it would replace rather than add. >At the ludicrous levels of games it might be reasonable to add more but >that should be done to individual characters who want to play on the >ultra high games, not to the game in general. In general I do not like to see game balance at any level just come down to depending on GMs giving out stuff for individual characters. I am unkeen on seeing the currantcy in the game move to more of: Exp, Time, Access to GM. I would like to see the playing field level even if it is slopping. Access to a GM should not be one of the factors IMDO. Many things are wrong with DQ as far as balance goes: Fighter Vrs Mages Damage per pulse. Some spells effects are too large (See problem spells). Lack of healing has lead to people poping potions. Ranger/Bow users as a arch-hero type is not a real option. Lack of room for growth with pure fighters becuase of the extended 20 year game. Assassian/Thief skills do not support party activities - so are not used as anti-party enjoyment. Capped stats (EN and Ft) offer only limited scope for successfull scaling and do not keep up with damage. Lack of Damage reduction items mean characters fall over with ease and some even rank it. Lack of Earth and E&E TMR spell. Lack of enjoyable melee options for 'melee based' characters, means often the real option is to just protect the mages. ----------------------- As far as healing goes ask your self this: When was the last time you saw an earth mage heal another party member? What is the healing a cele mage does? How much does a rank 8 healer heal in combat? Most people do not know because the these options are not used widely, mainly because the healing potions. As a GM I hate healing potions as their is no way to affect them if I wish to try to create tention. I can stripe a Cele or Earth mage of Ft if needed, but I dont get to as the healing/gut busters come out. I think the lack of healing in teh game has had the oppisit effect and means people pop healing potions instead, and that sux. I would prefure to see characters taking actions to heal others than to heve people dependant on potions. Jonathan Bean -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] healing in DQ |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 14:07:59 +1200 |
Ahhh, I may have mislead some people. I do not think upping healing and not reducing damage spells. I think reduce the problem spells and up healing. I think healing is a seperate issue and I was wrong/foolish to combine it, and lead with a qutoe from Jackie's post. Jonathan Bean -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 14:25:51 +1300 |
> Many things are wrong with DQ as far as balance goes: > > Fighter Vrs Mages Damage per pulse. Without the big spells this is much more balanced. > Some spells effects are too large (See problem spells). Concour. > Lack of healing has lead to people poping potions. I guess I would like to see what you propose. I think that healing should take time and I want it to continue to do so. Adventures are often time critical and time taken to healing again adds to the tension. > Ranger/Bow users as a arch-hero type is not a real option. Kin and Gerald seem ok with it....Ok I agree. > Lack of room for growth with pure fighters becuase of the > extended 20 year game. In someways I agree and in others I think it is a player choice. The Gm assisting a player role up a character should be making the player aware of the limitation. > Assassian/Thief skills do not support party activities - so are not used as anti-party enjoyment. Concour. > Capped stats (EN and Ft) offer only limited scope for > successfull scaling and do not keep up with damage. I disagree. I think that removing stat caps will introduce a whole world of other problems that we don't need while not actually solving any problems. > Lack of Damage reduction items mean characters fall over with ease > and some even rank it. Too much damamge mean characters fall over to easily. This is a function of the spells we are looking to fix. > Lack of enjoyable melee options for 'melee based' characters, > means often the real option is to just protect the mages. While I have seen very few players not enjoy wading up and hitting things I agree more combat options would be good. > As far as healing goes ask your self this: > When was the last time you saw an earth mage heal another > party member? What is the healing a cele mage does? How much > does a rank 8 healer heal in combat? I think that Healing shouldn't really be a combat thing. In combat quick and dirty patches should be applied prior to bugging out to a safe location to heal. I would like to see the options you are talking about but I think Empathy is bad enough and anything that does more than that is not a good thing. > As a GM I hate healing potions as their is no way to affect them if I > wish to try to create tention. What do you mean here, could you elcidate? > I can stripe a Cele or Earth > mage of Ft if needed, but I dont get to as the healing/gut > busters come out. I think the lack of healing in teh game has > had the oppisit effect and means people pop healing potions > instead, and that sux. I think the restoratives are a problem in their own right. Like the loss of FT caps it removes a major limitation on the mages. If they don't run out of fatigue why do we bother having a fatigue cost for spells? > I would prefure to see characters taking actions to heal > others than to heve people dependant on potions. I think someone feeding a potion to someone is someone taking actions to heal. A large percentage of potion usage is people feeding other people potions in desperate situations. I like this in a game. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 14:37:00 +1200 |
Mandos Said: >I guess I would like to see what you propose. I think that healing >should take time and I want it to continue to do so. It takes one action to ready a potion and another to drink it, at no Ft cost. >Adventures are often time critical and time taken to healing again adds to the tension. At the moment healing from some class's takes to long so is a none-option. Neads to be faster to make it a option some of the time, rather than none of the time. >> Capped stats (EN and Ft) offer only limited scope for >> successfull scaling and do not keep up with damage. >I disagree. I think that removing stat caps will introduce a whole world >of other problems that we don't need while not actually solving any problems. I would be in favour of pure none casting melee people being able to buy EN at a cost of +25000 per point after the first 5 points. It would stop naturaly at some point (that teh player decides). >> As far as healing goes ask your self this: >> When was the last time you saw an earth mage heal another >> party member? What is the healing a cele mage does? How much >> does a rank 8 healer heal in combat? >I think that Healing shouldn't really be a combat thing. I do think that healer should have a healing skill in combat at range or touch based on the healers choice. At the moment they have no real option. I think that healing in combat should be an option for a strong character arch type in the game. >In combat quick and dirty patches should be applied prior to bugging out to a safe location to heal. >I would like to see the options you are talking about but I think Empathy is bad enough and anything >that does more than that is not a good thing. Again this steps on character arch types. >> As a GM I hate healing potions as their is no way to affect them if I wish to try to create tention. >What do you mean here, could you elcidate? Healing potions are not controlled within the game and are a run away problem. Two actions and they fix people. No real skill or character arch type needed. >> I would prefure to see characters taking actions to heal >> others than to heve people dependant on potions. >I think someone feeding a potion to someone is someone taking actions to >heal. A large percentage of potion usage is people feeding other people >potions in desperate situations. I like this in a game. Again anyone can do it - no investment from a character into playing an arch-type who is a healer (becuase thats not a current option), and no control for the GM. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 14:47:29 +1300 |
Quoting Martin Dickson <martin.dickson@gmail.com>: > On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > > > > > Hellfire, Necrosis and Whirlwind Vortex can kill the entire party on the > > first > > roll of the dice, regardless of whether or not they save. Assume rank 20 > > with > > these spells, and the damage is D10+40. Tripled, that's a range of 123 - > > 210 > > points of damage. Even if they all succesfully resist, and minimum damage > > is > > rolled, that's still 61 points of damage. Very few pcs can take 61 points > > of > > damage and still be above 0 EN. > > > > Hellfire has fewer problems because of the ablative effect of Fire Armour, > > but > > it's not an ideal solution. > > > Hellfire (both Fire and Witchcraft) also had its doubles and triples > downgraded during the Fire College rewrite some years back. It gets +1 /Rk > on doubles and +2/Rk on triples, so the max "tripled" Rk 20 damage is D10 + > (20 x (2 + 2)) = 90. Still quite a lot... but not as much as it used to > get... > > Necrosis has not had its doubles and triples altered, so can reach (D10 + 1 > + 40) = 51 x 3 = 153 max. > > Whirlwind vortex (only) does D-4 +1/Rk if resisted, and while the Mage might > triple damage, they're more likely to go for the -20 Resist, since if the > target fails to resist they're as dead as cold turkey. I would not predict that, unless the target were something with more FT than God. > > Cheers, > Martin > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing in DQ |
---|---|
From | Stephen Martin |
Date | Tue, 13 Dec 2005 14:59:37 +1300 (NZDT) |
I think this is worth considering. If we were to eliminate guild healing potions and introduce more in-combat healing spells/abilities would this be beneficial to the game? Specifically I am thinking: Celestial Healing - Give it a range (5' + 5/r) Earth Healing - remove the non-standard (5 minute) cast time and leave it range touch or maybe 10'. Healer - Rank 2 or 3 ability - heals D + Rank damage (or maybe D (minimum Rank)). Waters of Healing will still be available, as would gut busters. And of course Mind Mages reign supreme. My only concern would be about party composition, would it end up being mandatory to go out with a 'healing' mage of one flavour or another. And if it did, does Celestial, Earth, Mind, Water(ish) and Healer skill cover enough PCs. How many parties go out without one of these at the moment. Cheers, Stephen. Jonathan Bean - TME said: > Ahhh, I may have mislead some people. > > I do not think upping healing and not reducing damage spells. > I think reduce the problem spells and up healing. > I think healing is a seperate issue and I was wrong/foolish to combine it, and lead with a qutoe > from Jackie's post. > > Jonathan Bean > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 15:01:36 +1300 |
Quoting Mandos Mitchinson <MandosM@adhb.govt.nz>: > > Capped stats (EN and Ft) offer only limited scope for > > successfull scaling and do not keep up with damage. > > I disagree. I think that removing stat caps will introduce a whole world > of other problems that we don't need while not actually solving any > problems. I don't agree with uncapping EN, but FT should not be capped. A character with 20 games under their belt might have 41 FT, if they had devoted a point to it every game. It would reflect how generally tough they were, how good they were at coming out of stun, how much extra they could do than beginning characters, etc. At the moment, there is a two or three point difference between experienced and inexperienced characters at either end of the spectrum. > > > Lack of Damage reduction items mean characters fall over with ease > > and some even rank it. > > Too much damamge mean characters fall over to easily. This is a function > of the spells we are looking to fix. The game engine is pretty poked, too. It's not simply spells. I would bet that Sabrina does more damage to her opponents EN than she does to their FT. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 15:02:57 +1300 |
> >I guess I would like to see what you propose. I think that healing > >should take time and I want it to continue to do so. > > It takes one action to ready a potion and another to drink > it, at no Ft cost. For appximatly 1 blows worth of damage and it cannot fix spec grev damage. Generally takes 3-4 potions to get someone all the way up again and that's 6-8 actions. I don't really have a problem with the 10pt potions although I am glad we got rid of the 20's. Restoratives I have an issue with. > At the moment healing from some class's takes to long so is a > none-option. Neads to be faster to make it a option some of > the time, rather than none of the time. Outside of the combat sequence I have seen Earth and Celestial healing used. Mandos has a thought halfway through typing....What if potions only cured endurance. Spells and Healers would be needed to restore fatigue. > I would be in favour of pure none casting melee people being > able to buy EN at a cost of +25000 per point after the first > 5 points. It would stop naturaly at some point (that teh > player decides). And then a few sessions after getting 40 endurance they become a mage......what happens then? On this is it possible to ever revert to being a non-mage? > I do think that healer should have a healing skill in combat > at range or touch based on the healers choice. At the moment > they have no real option. I think that healing in combat > should be an option for a strong character arch type in the game. While I am not opposed to this I would have to ask why? Currently only yourself and Phaeton appear to be trying for this achetype and both seem to have managed it. I think this is a great character type for a MUD or a PC game but I don't think it is needed or adds anything to DQ. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 15:11:03 +1300 |
> I don't agree with uncapping EN, but FT should not be capped. > A character with 20 games under their belt might have 41 FT, > if they had devoted a point to it every game. It would > reflect how generally tough they were, how good they were at > coming out of stun, how much extra they could do than > beginning characters, etc. If it was soley a case of the aspects you mention I might agree, but it gives additional spell casting fatigue as well and this I think is bad. One of the game imbalances at the moment is the fighter/mage one and if mages don't run out of fatigue then it gives them an imeasurable advantage over being a fighter. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Martin Dickson |
Date | Tue, 13 Dec 2005 15:22:24 +1300 |
------=_Part_6224_25085753.1134440544777 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > Quoting Martin Dickson <martin.dickson@gmail.com>: > > > Whirlwind vortex (only) does D-4 +1/Rk if resisted, and while the Mage > might > > triple damage, they're more likely to go for the -20 Resist, since if > the > > target fails to resist they're as dead as cold turkey. > > I would not predict that, unless the target were something with more FT > than > God. Yep, you'e probably right -- I didn't think through the numbers properly. At triple (D-4 + 1/Rk) =3D 63 minimum, you'd probably be better to go for t= he damage and forget the -20 resist. 63 non-resistable damage will strip pretty much anythings FT and is enough to flatten many enemies outright. Cheers, Martin ------=_Part_6224_25085753.1134440544777 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline On 12/13/05, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc= kland.ac.nz">raro002@ec.auckland.ac.nz</a></b> <<a href=3D"mailto:raro00= 2@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>> wrote:<div><span cla= ss=3D"gmail_quote"> </span><blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid rg= b(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Quoting Ma= rtin Dickson <<a href=3D"mailto:martin.dickson@gmail.com">martin.dickson= @gmail.com </a>>:<br><br>> Whirlwind vortex (only) does D-4 +1/Rk if resisted, a= nd while the Mage might<br>> triple damage, they're more likely to go fo= r the -20 Resist, since if the<br>> target fails to resist they're as de= ad as cold turkey. <br><br>I would not predict that, unless the target were something with mor= e FT than<br>God.</blockquote><div><br>Yep, you'e probably right -- I= didn't think through the numbers properly. At triple (D-4 + 1/Rk) = =3D 63 minimum, you'd probably be better to go for the damage and forget th= e -20 resist. <br><br>63 non-resistable damage will strip pretty much anythings FT and is= enough to flatten many enemies outright.<br><br>Cheers,<br>Martin<br></div= ></div><br> ------=_Part_6224_25085753.1134440544777-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 15:22:21 +1300 |
Quoting Mandos Mitchinson <MandosM@adhb.govt.nz>: > For appximatly 1 blows worth of damage and it cannot fix spec grev > damage. Generally takes 3-4 potions to get someone all the way up again > and that's 6-8 actions. I don't really have a problem with the 10pt > potions although I am glad we got rid of the 20's. Restoratives I have > an issue with. Healing potions are not played as designed, or indeed as the rules say they work. Unless things have changed, a healing potion cures D10-5 + Healer Rank damage to EN only. A rank 8 healing potion will thus cure D10+3 EN damage, and not cure Spec.Grev. damage or repair FT. 10 and 20 pt healing potions exist purely because they're easy to administer. Personally, seeing as it's a form of admin performed by the player, I don't mind if they have to work it out. > Outside of the combat sequence I have seen Earth and Celestial healing > used. I've seen Celestial healing used in combat. I've seen it used by a particularly vile Dark mage we all know and ... well, we all know, to get an empathy off on someone that he was torturing. > > Mandos has a thought halfway through typing....What if potions only > cured endurance. Spells and Healers would be needed to restore fatigue. That would be a return to the original system, and indeed to the rule set we apparently ascribe to. > > > I would be in favour of pure none casting melee people being > > able to buy EN at a cost of +25000 per point after the first > > 5 points. It would stop naturaly at some point (that teh > > player decides). > > And then a few sessions after getting 40 endurance they become a > mage......what happens then? On this is it possible to ever revert to > being a non-mage? I don't think that FT should be uncapped because of profession. It should just be uncapped. Some years ago, I and some others took the FT caps of a number of people to see what effect that had on the game. I would like to know what the effect is on the game, now. > > > I do think that healer should have a healing skill in combat > > at range or touch based on the healers choice. At the moment > > they have no real option. I think that healing in combat > > should be an option for a strong character arch type in the game. > > While I am not opposed to this I would have to ask why? Currently only > yourself and Phaeton appear to be trying for this achetype and both seem > to have managed it. I think this is a great character type for a MUD or > a PC game but I don't think it is needed or adds anything to DQ. Just because they have pursued separate development doesn't mean that it's any thing to do with computer games. Where do you think the idea came from in online games, anyway? It was from real time games . In any case, it's an unnecessary reference. I don't see that it healing in combat does anything good or bad. It makes Mind mages useful, and they're on the pathetic side, if you ask me. They have a range of abilities that would get you strung up as a spy as soon as someone could look up the word 'telepathy' in a lexicon. And, their Exp. Mult.s are appallingly high, although I see that things have gone someway to be a bit more sane. I don't mind players healing in combat with spells, and I have no objection to players acquiring exceptional healing abilities. In this, I agree with George. If a player wants to pursue this course, then more power to them. I am not sure that I want to invoke it as a general rule. I don't think that the game needs it. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 15:24:47 +1300 |
------=_Part_16225_29191748.1134440687267 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline Technicaly isn't anyone with a character in one of these colleges effected? They may not have the spell at high ranks yet but you're messing with the college of there character. Certain spells while not the only reason they chose the college may have been a part of the process that led them to that college. On 12/13/05, Mandos Mitchinson <MandosM@adhb.govt.nz> wrote: > > > Just a note it would be good to know who is actually affected by this > directly. > > I am aware of > > Amber > Saydar > Blaze > Brightflare > Flamis? > Mortimer > Father Rowan > Doroin > > Are there any other characters? > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_16225_29191748.1134440687267 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline Technicaly isn't anyone with a character in one of these colleges effected?= They may not have the spell at high ranks yet but you're messing with the = college of there character. Certain spells while not the only reason they c= hose the college may have been a part of the process that led them to that = college. <br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= >Mandos Mitchinson</b> <<a href=3D"mailto:MandosM@adhb.govt.nz">MandosM@= adhb.govt.nz</a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid"><br>Just a note it would be good= to know who is actually affected by this<br>directly.<br><br>I am aware of <br><br>Amber<br>Saydar<br>Blaze<br>Brightflare<br>Flamis?<br>Mortimer<br>F= ather Rowan<br>Doroin<br><br>Are there any other characters?<br><br>Mandos<= br>/s<br><br><br>-- to unsubscribe notify mailto:<a href=3D"mailto:dq-reque= st@dq.sf.org.nz"> dq-request@dq.sf.org.nz</a> --<br></blockquote></div><br> ------=_Part_16225_29191748.1134440687267-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 15:27:05 +1300 |
------=_Part_16293_11401129.1134440825720 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline Biased is one way of looking at it but at the same time I think it gives your opinion a certain validity as opposed to someone who doesn't play that college and hasn't put the time and effort into aquiring and training in these spells. This is important to remember. Going back to my earlier example of not liking elves, I don't play one and wouldn't seriously expect to change the rules about them if a question did come up about them. I migh= t be more interesting in my flatmates opinions since 2 of them do play elves. On 12/13/05, Mandos Mitchinson <MandosM@adhb.govt.nz> wrote: > > > Please note that I have a character with one of these spells highly > > ranked. My opinion is therefore obviously biased in this respect and > > you probably should ignore it completely :) I am only really > > commenting at all because it is close to Christmas and I have very > > little to do at work. > > Excellent summation of the problem. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_16293_11401129.1134440825720 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline Biased is one way of looking at it but at the same time I think it gives yo= ur opinion a certain validity as opposed to someone who doesn't play that c= ollege and hasn't put the time and effort into aquiring and training in the= se spells. This is important to remember. Going back to my earlier example = of not liking elves, I don't play one and wouldn't seriously expect to chan= ge the rules about them if a question did come up about them. I might be mo= re interesting in my flatmates opinions since 2 of them do play elves. <br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= >Mandos Mitchinson</b> <<a href=3D"mailto:MandosM@adhb.govt.nz">MandosM@= adhb.govt.nz</a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">> Please note that I have a c= haracter with one of these spells highly<br>> ranked. My opin= ion is therefore obviously biased in this respect and <br>> you probably should ignore it completely :) I am only r= eally<br>> commenting at all because it is close to Christmas and I have= very<br>> little to do at work.<br><br>Excellent summation of the probl= em.<br> <br>Mandos<br>/s<br><br><br>-- to unsubscribe notify mailto:<a href=3D"mail= to:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br></blockquote>= </div><br> ------=_Part_16293_11401129.1134440825720-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Mandos Mitchinson |
Date | Tue, 13 Dec 2005 15:27:58 +1300 |
> Technicaly isn't anyone with a character in one of these colleges effected? > They may not have the spell at high ranks yet but you're messing with the > college of there character. Certain spells while not the only reason they > chose the college may have been a part of the process that led them to that > college. Yep but they are inderectly affected. Ie no impact on the character right now. I was interested in those who are directly affected hence the phrasing "who is actually affected by this directly." For the complete list of other affected people I can use the Character lists to get all players of those collages and the list of GM's. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 15:28:08 +1300 |
Quoting Mandos Mitchinson <MandosM@adhb.govt.nz>: > > I don't agree with uncapping EN, but FT should not be capped. > > A character with 20 games under their belt might have 41 FT, > > if they had devoted a point to it every game. It would > > reflect how generally tough they were, how good they were at > > coming out of stun, how much extra they could do than > > beginning characters, etc. > > If it was soley a case of the aspects you mention I might agree, but it > gives additional spell casting fatigue as well and this I think is bad. I'm aware of that. A high level caster should be able to cast more spells than a starting caster. They're tougher than a starting character in a general sense. > > One of the game imbalances at the moment is the fighter/mage one and if > mages don't run out of fatigue then it gives them an imeasurable > advantage over being a fighter. > Fighters don't usually FT dedicated casters out. They EN them out. Whenever I've been hit in combat, they didn't do bugger all of anything to my FT, they stuck holes in my EN big enough to see through. I have always had casting FT available when someone half decent with a weapon got through killing me. It's not much bloody use when you're dead, though. I suggest it's not an issue of game balance. It grows slowly, and even with characters like Morgan or some of the others, it has not been what keeps them alive. It's their other abilities that do that. It has a minor, but across the board, gradual effect on development which seem to me is about right. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 15:30:22 +1300 |
Quoting RPer 4eva <msnoverflow@gmail.com>: > Technicaly isn't anyone with a character in one of these colleges effected? > They may not have the spell at high ranks yet but you're messing with the > college of there character. Certain spells while not the only reason they > chose the college may have been a part of the process that led them to that > college. Um...So what? Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Jonathan Bean - TME |
Date | Tue, 13 Dec 2005 15:34:48 +1200 |
Some random person said: > While I am not opposed to this I would have to ask why? Currently only > yourself and Phaeton appear to be trying for this achetype and both seem > to have managed it. I think this is a great character type for a MUD or > a PC game but I don't think it is needed or adds anything to DQ. Ok lets leave it to Peter, Susan and Edmund then and leave Lucy outside the Wardrobe. Jonathan -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 15:42:08 +1300 |
------=_Part_16421_6889098.1134441728968 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline I like the idea of healers being abale to combat heal. Currently all they can do in pulse time is cure poison. If they could heal a little endurance in pulse time this would be great. I don't think anyone is suggesting they should heal spec grevs in pulse time or use most of there other abilities, but actual healing of minor injuries gives them more options and takes people out of the line up and take turns hitting each other till one side goes down mentality. On 12/13/05, Mandos Mitchinson <MandosM@adhb.govt.nz> wrote: > > > I don't agree with uncapping EN, but FT should not be capped. > > A character with 20 games under their belt might have 41 FT, > > if they had devoted a point to it every game. It would > > reflect how generally tough they were, how good they were at > > coming out of stun, how much extra they could do than > > beginning characters, etc. > > If it was soley a case of the aspects you mention I might agree, but it > gives additional spell casting fatigue as well and this I think is bad. > > One of the game imbalances at the moment is the fighter/mage one and if > mages don't run out of fatigue then it gives them an imeasurable > advantage over being a fighter. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_16421_6889098.1134441728968 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline I like the idea of healers being abale to combat heal. Currently all they c= an do in pulse time is cure poison. If they could heal a little endurance i= n pulse time this would be great. I don't think anyone is suggesting they s= hould heal spec grevs in pulse time or use most of there other abilities, b= ut actual healing of minor injuries gives them more options and takes peopl= e out of the line up and take turns hitting each other till one side goes d= own mentality. <br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= >Mandos Mitchinson</b> <<a href=3D"mailto:MandosM@adhb.govt.nz">MandosM@= adhb.govt.nz</a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">> I don't agree with uncappin= g EN, but FT should not be capped.<br>> A character with 20 games under = their belt might have 41 FT, <br>> if they had devoted a point to it every game. It would<br>> ref= lect how generally tough they were, how good they were at<br>> coming ou= t of stun, how much extra they could do than<br>> beginning characters, = etc. <br><br>If it was soley a case of the aspects you mention I might agree, bu= t it<br>gives additional spell casting fatigue as well and this I think is = bad.<br><br>One of the game imbalances at the moment is the fighter/mage on= e and if <br>mages don't run out of fatigue then it gives them an imeasurable<br>adv= antage over being a fighter.<br><br>Mandos<br>/s<br><br><br>-- to unsubscri= be notify mailto:<a href=3D"mailto:dq-request@dq.sf.org.nz">dq-request@dq.s= f.org.nz </a> --<br></blockquote></div><br> ------=_Part_16421_6889098.1134441728968-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 15:42:25 +1300 |
Quoting RPer 4eva <msnoverflow@gmail.com>: > Biased is one way of looking at it but at the same time I think it gives > your opinion a certain validity as opposed to someone who doesn't play that > college and hasn't put the time and effort into aquiring and training in > these spells. This is important to remember. Going back to my earlier > example of not liking elves, I don't play one and wouldn't seriously expect > to change the rules about them if a question did come up about them. I might > be more interesting in my flatmates opinions since 2 of them do play elves. Andrew was just tring to deflect any accusation of bias, otherwise he wouldn't have mentioned it. In any case, he is one of the people who complained to me about this problem some time ago. I have never known him to argue except objectively. Well, on such things as the board, anyway. The issue is that someone who argues from the perpsective of an interested character is not doing the game any service, they are simply finding a way to increase that character's security. Inside the game, that is a laudable activity. A player should be trying to keep their character alive, because, well, that's what people do. At a meta-game level, that interest frequently works against what is best for the game. I find it hard to warrant an objection to a revision that goes along the lines of 'but I've paid x amount of xp for this ability'. The policy has always been to refund time, money and xp if a revision occurred and a player didn't like it. Again, if such a thing bothers them that much, they shouldn't be playing rpgs. In such cases, I recommend a lie down and a nice cup of tea. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 15:47:18 +1300 |
------=_Part_16501_7030351.1134442038966 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline How does it cut down options for the party? You still have all the options you had before. If you /CHOOSE/ to just act as protection thats not a limiting of options anymore than choosing any other option is. You still have the ability to do everything you did before. I don't care how many times you choose an option it doesn't limit your choices. Now arguably the party leader could order you to perform a certon action in combat such as that of protection. But this is not a spell limiting your choices. This is your party leader telling you what to do. > The other insidious thing that these spells do is cut down the Options > for a party as a whole. > > > > I have adventured with Amber a few times recently and she has Rank 20 > Wiccan Hellfire. > > > > In combat the sole job of the party was to keep her alive and unfettered > so she could finish the combat. > > (TDP was also suposed to cast damage enhance as well early on) > > > > Any number of time GM's have rebounded the spell upon us and done strange > things all of which basically proved that we as a party could not in anyw= ay > take the damage we could dish out. > > Also no fighter can deal out similar levels of damage (no matter how much > Exp they sink into it) - not even sabrina - so the whole rest of the part= y > became meat shields trying to keep the hell-firer in operation making how > good the rest of us were not so relevant. You get mages stepping into com= bat > just to give Amber another pulse to cast another spell - an usually kill = all > those engaging you. > > > > The only things that slowed Amber down was the range but this caught up > with he in only a few fights and loosing all her fagiue. > > > > Another measure of if a magics is too tough at the high end game is to > look at the top end characters and see if they have picked defenses again= st > those spells. > > My personal experience is they go out of thier way to try and protect > themselves vs Hellfire/Necrosis/Vortex, there seem to be a lot of permena= nt > protections or reductions in fire damage at high level and I have seen > armours/ritual that help vs necro damage spells, also items and effects t= hat > change resist for half to resist for quarter ot none. > > > > Final note the Extreme party hunting Rashick last session they had the > most deaths on the adventure when multiple Rank 20 Hellfires were dropped= on > them. 3 people (I think) died in short sucession. > ------=_Part_16501_7030351.1134442038966 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline <div> </div> <p> </p> <p>How does it cut down options for the party? You still have all the optio= ns you had before. If you /CHOOSE/ to just act as protection thats not a li= miting of options anymore than choosing any other option is. You still have= the ability to do everything you did before. I don't care how many times y= ou choose an option it doesn't limit your choices. Now arguably the party l= eader could order you to perform a certon action in combat such as that of = protection. But this is not a spell limiting your choices. This is your par= ty leader telling you what to do. </p> <div><br> </div> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid"> <div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">The other insidious thing that thes= e spells do is cut down the Options for a party as a whole.</span></font></= p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">I have adventured with Amber a few = times recently and she has Rank 20 Wiccan Hellfire.</span></font></p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">In combat the sole job of the party= was to keep her alive and unfettered so she could finish the combat.</span= ></font> </p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">(TDP was also suposed to cast damag= e enhance as well early on)</span></font></p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">Any number of time GM's have reboun= ded the spell upon us and done strange things all of which basically proved= that we as a party could not in anyway take the damage we could dish out. </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">Also no fighter can deal out simila= r levels of damage (no matter how much Exp they sink into it) - not even sa= brina - so the whole rest of the party became meat shields trying to keep t= he hell-firer in operation making how good the rest of us were not so relev= ant. You get mages stepping into combat just to give Amber another pulse to= cast another spell - an usually kill all those engaging you. </span></font></p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">The only things that slowed Amber d= own was the range but this caught up with he in only a few fights and loosi= ng all her fagiue. </span></font></p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">Another measure of if a magics is t= oo tough at the high end game is to look at the top end characters and see = if they have picked defenses against those spells. </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">My personal experience is they go o= ut of thier way to try and protect themselves vs Hellfire/Necrosis/Vortex, = there seem to be a lot of permenant protections or reductions in fire damag= e at high level and I have seen armours/ritual that help vs necro damage sp= ells, also items and effects that change resist for half to resist for quar= ter ot none. </span></font></p></div> <div> <p><font face=3D"Times New Roman" size=3D"3"><span style=3D"FONT-SIZE: 12pt= "> </span></font></p></div> <div> <p><font face=3D"Arial" color=3D"blue" size=3D"2"><span style=3D"FONT-SIZE:= 10pt; COLOR: blue; FONT-FAMILY: Arial">Final note the Extreme party huntin= g Rashick last session they had the most deaths on the adventure when multi= ple Rank 20 Hellfires were dropped on them. 3 people (I think) died in shor= t sucession. </span></font></p></div></div></blockquote><br> ------=_Part_16501_7030351.1134442038966-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 15:59:42 +1300 |
------=_Part_16649_26053804.1134442782167 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline Got to say I love this idea. Even with a cripplingly high EM I'd probably take it for my healer. It would be nice to see a few more options for those characters who aren't born killers. Sure I understand they joined the guild with presumably some knowledge of what that meant but its still nice to hav= e options for those characters who really aren't in it for the killing. Area effect healing would be amusing when due to miscalculation you heal the enemy more than the party. 3) healing spells, which really HEAL... in combat. We would be better off > beefing up those in-combat healing spells we have, rather than nerfing th= e > attack spells. Mass healing spells would be great. If it makes sense to d= o > so, put them in the uncolleged magics, and require healer ranks to learn > them. > > (ducks to avoid the in-coming) > Jacqui > > And yes, you are right... in my opinion the single most broken spell in > the > game is Agony. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_16649_26053804.1134442782167 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline <div> <div> </div> <div>Got to say I love this idea. Even with a cripplingly high EM I'd proba= bly take it for my healer. It would be nice to see a few more options for t= hose characters who aren't born killers. Sure I understand they joined the = guild with presumably some knowledge of what that meant but its still nice = to have options for those characters who really aren't in it for the killin= g. Area effect healing would be amusing when due to miscalculation you heal= the enemy more than the party. </div><br> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">3) healing spells, which really = HEAL... in combat. We would be better off<br>beefing up those in-combat hea= ling spells we have, rather than nerfing the <br>attack spells. Mass healing spells would be great. If it makes sense to= do<br>so, put them in the uncolleged magics, and require healer ranks to l= earn them.<br><br>(ducks to avoid the in-coming)<br>Jacqui<br><br>And yes, = you are right... in my opinion the single most broken spell in the <br>game is Agony.<br><br><br>-- to unsubscribe notify mailto:<a href=3D"ma= ilto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br></blockquot= e></div><br> ------=_Part_16649_26053804.1134442782167-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 16:01:17 +1300 |
Quoting RPer 4eva <msnoverflow@gmail.com>: > How does it cut down options for the party? You still have all the options > you had before. If you /CHOOSE/ to just act as protection thats not a > limiting of options anymore than choosing any other option is. You still > have the ability to do everything you did before. I don't care how many > times you choose an option it doesn't limit your choices. Now arguably the > party leader could order you to perform a certon action in combat such as > that of protection. But this is not a spell limiting your choices. This is > your party leader telling you what to do. Okay. They do have the choice not to protect the caster. But, in that case, they would probably be behaving in a way that is likely to get their character killed faster or permanently. Decision the player makes which are contrary to the normal expectation of a rational person are, of course, possible. As the needle on the sanity dial approaches the red line, though, you have to wonder exactly how much choice that really is. So, okay, at a propositional level, there is a choice and there are options. At a pragmatic level, however, the choice is: protect the blast mage and maybe live or do something else with a higher probability of dying. A player might have an alternative action, for example one of Fizzgig's dreaded Boomcubes. But these would be unusual. Jim -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] To Sum Up: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | raro002@ec.auckland.ac.nz |
Date | Tue, 13 Dec 2005 16:04:35 +1300 |
I understand this. It's not what I mean. If a rule needs to be addressed, and it creates a better game, then we could always print off something to be pasted into the rule book by hand. It's just a bit of paper, let's not forget that. Jim Quoting Mandos Mitchinson <MandosM@adhb.govt.nz>: > > The rules change at the speed of the DMs to accept them, not > > the speed of the bureaucracy to process them, Errol. They > > might not be written down, but if the rule is accepted, then > > maybe people will just have to write a note in the margin of > > their rule books. I'm sure that they can manage. > > Jim, while you were away a guideline was put in that Rules that change > can be used by GM's but became official with the release of a rule book. > > > It makes no real difference other than to help some people know where > they stand and to ensure regular rulebooks come out :-) > > I think this is what Errol is referring to. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | RPer 4eva |
Date | Tue, 13 Dec 2005 16:21:27 +1300 |
------=_Part_16861_30523137.1134444087488 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline If GMs are making scenarios where you have to doubt the players sanity when they do anything other than protect the blast mage maybe you have to question the DMs skills. On 12/13/05, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote: > > Quoting RPer 4eva <msnoverflow@gmail.com>: > > > How does it cut down options for the party? You still have all the > options > > you had before. If you /CHOOSE/ to just act as protection thats not a > > limiting of options anymore than choosing any other option is. You stil= l > > have the ability to do everything you did before. I don't care how many > > times you choose an option it doesn't limit your choices. Now arguably > the > > party leader could order you to perform a certon action in combat such > as > > that of protection. But this is not a spell limiting your choices. This > is > > your party leader telling you what to do. > > Okay. They do have the choice not to protect the caster. But, in that > case, they > would probably be behaving in a way that is likely to get their character > killed faster or permanently. Decision the player makes which are contrar= y > to > the normal expectation of a rational person are, of course, possible. As > the > needle on the sanity dial approaches the red line, though, you have to > wonder > exactly how much choice that really is. > > So, okay, at a propositional level, there is a choice and there are > options. At > a pragmatic level, however, the choice is: protect the blast mage and > maybe > live or do something else with a higher probability of dying. A player > might > have an alternative action, for example one of Fizzgig's dreaded > Boomcubes. But > these would be unusual. > > Jim > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > ------=_Part_16861_30523137.1134444087488 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Disposition: inline If GMs are making scenarios where you have to doubt the players sanity when= they do anything other than protect the blast mage maybe you have to quest= ion the DMs skills.<br><br> <div><span class=3D"gmail_quote">On 12/13/05, <b class=3D"gmail_sendername"= ><a href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>= </b> <<a href=3D"mailto:raro002@ec.auckland.ac.nz">raro002@ec.auckland.a= c.nz </a>> wrote:</span> <blockquote class=3D"gmail_quote" style=3D"PADDING-LEFT: 1ex; MARGIN: 0px 0= px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">Quoting RPer 4eva <<a href=3D= "mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>>:<br><br>> H= ow does it cut down options for the party? You still have all the options <br>> you had before. If you /CHOOSE/ to just act as protection thats no= t a<br>> limiting of options anymore than choosing any other option is. = You still<br>> have the ability to do everything you did before. I don't= care how many <br>> times you choose an option it doesn't limit your choices. Now argu= ably the<br>> party leader could order you to perform a certon action in= combat such as<br>> that of protection. But this is not a spell limitin= g your choices. This is <br>> your party leader telling you what to do.<br><br>Okay. They do hav= e the choice not to protect the caster. But, in that case, they<br>would pr= obably be behaving in a way that is likely to get their character<br>killed= faster or permanently. Decision the player makes which are contrary to <br>the normal expectation of a rational person are, of course, possible. A= s the<br>needle on the sanity dial approaches the red line, though, you hav= e to wonder<br>exactly how much choice that really is.<br><br>So, okay, at = a propositional level, there is a choice and there are options. At <br>a pragmatic level, however, the choice is: protect the blast mage and m= aybe<br>live or do something else with a higher probability of dying. A pla= yer might<br>have an alternative action, for example one of Fizzgig's dread= ed Boomcubes. But <br>these would be unusual.<br><br>Jim<br><br><br>-- to unsubscribe notify = mailto:<a href=3D"mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</= a> --<br></blockquote></div><br> ------=_Part_16861_30523137.1134444087488-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Errol Cavit |
Date | Tue, 13 Dec 2005 16:30:01 +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_01C5FF95.80565F22 Content-Type: text/plain; charset="iso-8859-1" Dylan, seriously, sign your posts. "RPer 4eva [msnoverflow@gmail.com]" isn't at all memorable to associate with someone. Errol -----Original Message----- From: RPer 4eva [mailto:msnoverflow@gmail.com] Sent: Tuesday, 13 December 2005 16:21 To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? If GMs are making scenarios where you have to doubt the players sanity when they do anything other than protect the blast mage maybe you have to question the DMs skills. ------_=_NextPart_001_01C5FF95.80565F22 Content-Type: text/html; charset="iso-8859-1" <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1"> <META content="MSHTML 6.00.2800.1505" name=GENERATOR></HEAD> <BODY> <DIV><SPAN class=01432403-13122005><FONT face=Arial color=#0000ff size=2>Dylan, seriously, sign your posts. "</FONT></SPAN><SPAN class=01432403-13122005><FONT face=Arial color=#0000ff size=2>RPer 4eva [msnoverflow@gmail.com]" isn't at all memorable to associate with someone.</FONT></SPAN></DIV> <DIV><SPAN class=01432403-13122005><FONT face=Arial color=#0000ff size=2></FONT></SPAN> </DIV> <DIV><SPAN class=01432403-13122005><FONT face=Arial color=#0000ff size=2>Errol</FONT></SPAN></DIV> <BLOCKQUOTE style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff 2px solid"> <DIV class=OutlookMessageHeader><FONT face="Times New Roman" size=2>-----Original Message-----<BR><B>From:</B> RPer 4eva [mailto:msnoverflow@gmail.com]<BR><B>Sent:</B> Tuesday, 13 December 2005 16:21<BR><B>To:</B> dq@dq.sf.org.nz<BR><B>Subject:</B> Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire?<BR><BR></FONT></DIV>If GMs are making scenarios where you have to doubt the players sanity when they do anything other than protect the blast mage maybe you have to question the DMs skills.<BR></BLOCKQUOTE></BODY></HTML> ------_=_NextPart_001_01C5FF95.80565F22-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | William Dymock |
Date | Tue, 13 Dec 2005 17:07:14 +1300 |
I say keep things as they are and here's why. Q: What is the counter-move to zorch spells? A: Active resistance and for those with it highly ranked active resistance with an appropiate counterspell. Even a 12WP schmo with a R12 CS has 92 MR coming off the enemy's cast chance. Backfiring a zorch will ruin your and the entire gang's day. PCs, mutants that they are have the potential for higher MR. The zorch spells have this as their main weakness. As such, active resistance against a known air, fire, wiccan or necro of power is a viable option. And active resistance is a lot harder to determine than a prepare action. This does however put the onus on GMs to correctly narrate their battles. Just as PCs must declare their actions so should the GM for their NPCs. And NPCs can actively resist too. Nothing stopping them. So I say keep the big damage spells because casting them engenders a certain amount of risk that you'll target an active resistor. Complaining that the spells are broken is like complaining that scissors is over-powered because no-one plays rock. William -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.13.12/194 - Release Date: 7/12/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Simpson |
\ Mark\ \(NZ\) | |
Date | Tue, 13 Dec 2005 17:07:14 +1300 |
Don't think that's really a sound argument against fixing these spells William. You can actively resist any targeted spell, but that doesn't make them all "balanced". -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of William Dymock Sent: Tuesday, 13 December 2005 5:07 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? I say keep things as they are and here's why. Q: What is the counter-move to zorch spells? A: Active resistance and for those with it highly ranked active resistance with an appropiate counterspell. Even a 12WP schmo with a R12 CS has 92 MR coming off the enemy's cast chance. Backfiring a zorch will ruin your and the entire gang's day. PCs, mutants that they are have the potential for higher MR. The zorch spells have this as their main weakness. As such, active resistance against a known air, fire, wiccan or necro of power is a viable option. And active resistance is a lot harder to determine than a prepare action. This does however put the onus on GMs to correctly narrate their battles. Just as PCs must declare their actions so should the GM for their NPCs. And NPCs can actively resist too. Nothing stopping them. So I say keep the big damage spells because casting them engenders a certain amount of risk that you'll target an active resistor. Complaining that the spells are broken is like complaining that scissors is over-powered because no-one plays rock. William -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.13.12/194 - Release Date: 7/12/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | Michael Scott |
Date | Tue, 13 Dec 2005 18:51:14 +1300 |
>From: Errol Cavit <ecavit@tollnz.co.nz> > > -----Original Message----- > > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of > > Stephen Martin > > Resist for 1/10th is simple math and means that your spells > > can still chip away at the big bad(s). > >Has potential. Small chance of making a real difference by taking their >last >FT as well. Maybe make it minumum 2 damage? What about just one point of En? With doubles and triples. TTFN Michael _________________________________________________________________ Need more speed? Get Xtra Broadband @ http://jetstream.xtra.co.nz/chm/0,,202853-1000,00.html -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Options with: Necrosis, Whirlwind Vortex and Hellfire? |
---|---|
From | William Dymock |
Date | Tue, 13 Dec 2005 19:03:17 +1300 |
Mark Simpson Don't think that's really a sound argument against fixing these spells William. You can actively resist any targeted spell, but that doesn't make them all "balanced". William's reply The use of inadequate tactics to the situation is it the fault of the system how? There is more to high level power than just bigger numbers. You need different tactics. A failure to recognise and implement such tactics should not be seen as a failure of the system. The complaint initially was about people with zorch spells only having one real option in combat. Active resistance counter-balances zorch spells nicely. One AR action will effectivly cover your entire group and ruin (potentially catastrophically) the enemy's two actions. This IMNSHO is a fair trade. Maybe what is needed is more 'telegraphing' of magical prepare actions. The rules could be changed so that targets are nominated during spell preparation and this is an obvious thing. Then targets of spells have a range of options availiable to them, of which one character Activly Resisting for the group is one. But maybe not. If you see a known powerful Air, Wicca, Fire or Necro preparing then a viable option should be to activly resist and potentially ruin their day by doing so. And of course with mana sight spells/abilities, recognise tactics, mind reading and good co-ordination you can beat the enemy to the punch even under the current rules. If instead you choose a single target spell the over-all risk isn't as high and so usually doesn't warrant an active resist action. Another fix is to remove the rule that states only the best Active resistance counts. Add them together for increased laughs. Two people with modded MR of 90 reducing your cast chance by 180 will truly give you a bad hair day. And I just like the threat of big damage on both sides in a game. -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.13.12/194 - Release Date: 7/12/2005 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Michael Scott |
Date | Tue, 13 Dec 2005 22:27:48 +1300 |
>As far as healing goes ask your self this: >When was the last time you saw an earth mage heal another party member? Serra does it all the time although she has to wait for combat to end. >What is the healing a cele mage does? Mimics healer skill but only to rk 4 or 1 + 1 per 2 rks of Ft or En >How much does a rank 8 healer heal in combat? None altough can stabalize which removes them form combat or neutralize poison. >Most people do not know because the these options are not used widely, >mainly because the healing potions. As a GM I hate healing potions as their >is no way to affect them if I wish to try to create tention. I can stripe a >Cele or Earth mage of Ft if needed, but I dont get to as the healing/gut >busters come out. I think the lack of healing in teh game has had the >oppisit effect and means people pop healing potions instead, and that sux. > >I would prefure to see characters taking actions to heal others than to >heve >people dependant on potions. > >Jonathan Bean Idea, give Healers the choice to heal Endurance in 5 seconds at the cost of an extra Ft. Rk 10 = min 6En to max 15 En for 4 Ft TTFN Michael _________________________________________________________________ Find the coolest online games @ http://xtramsn.co.nz/gaming -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Healing |
---|---|
From | Michael Scott |
Date | Tue, 13 Dec 2005 22:32:15 +1300 |
> > >I completely disagree, at the moment there is enough healing around that > >it is (without thowing the very spells we are looking at fixing) > >virtually impossible to kill a party member. > >I dont want to kill a party but I do want to some form of control on the >tention within the game. They are unkillable at the moment because of the >dependance on Potions. > isn't thier a Namer spell that renders potions useless while in the area of effect? TTFN Michael _________________________________________________________________ Need a new job? Check out XtraMSN Careers http://xtramsn.co.nz/careers -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |