Subject[dq] Potions and Pass actions
FromJonathan Bean - TME
DateTue, 24 Jan 2006 10:07:38 +1300
Hi all,

Since their is a list of actions you can normaly do on page 17 of the 2004
rulebook,

...cut...
Using a backpack
Put on / Take off 					1
Remove item 						2
Store item 							1
...cut...

Can/should we add:

"Get a potion bottle from a belt			1

What do people think? Is their any problem with adding this? It may help I
dont know.

Jonathan


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SubjectRe: [dq] Potions and Pass actions
FromAndrew\ Withy\ \(DSL\ AK\)
DateTue, 24 Jan 2006 10:11:36 +1300
Preparing a healing potion comes under the normal pass action - Prepare
Item.

The list is for things that may take more than one pass action.

Is there confusion?

Andrew

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Jonathan Bean - TME
Sent: Tuesday, 24 January 2006 10:08 a.m.
To: dq@dq.sf.org.nz
Subject: [dq] Potions and Pass actions



Hi all,

Since their is a list of actions you can normaly do on page 17 of the
2004 rulebook,

...cut...
Using a backpack
Put on / Take off 					1
Remove item 						2
Store item 							1
...cut...

Can/should we add:

"Get a potion bottle from a belt			1

What do people think? Is their any problem with adding this? It may help
I dont know.

Jonathan


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SubjectRe: [dq] Potions and Pass actions
FromJonathan Bean - TME
DateTue, 24 Jan 2006 10:17:33 +1300
I dont know if their is confusion, but I could not quickly find a referance
to the amount of time it takes to get a potion. Given on that list is drink
a potion (1 action) then it seems to me a good place to add a referance to
it.

Jonathan


> -----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, 24 January 2006 10:12 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> Preparing a healing potion comes under the normal pass action - Prepare
> Item.
>
> The list is for things that may take more than one pass action.
>
> Is there confusion?
>
> Andrew
>
> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
> Jonathan Bean - TME
> Sent: Tuesday, 24 January 2006 10:08 a.m.
> To: dq@dq.sf.org.nz
> Subject: [dq] Potions and Pass actions
>
>
>
> Hi all,
>
> Since their is a list of actions you can normaly do on page 17 of the
> 2004 rulebook,
>
> ...cut...
> Using a backpack
> Put on / Take off 					1
> Remove item 						2
> Store item 							1
> ...cut...
>
> Can/should we add:
>
> "Get a potion bottle from a belt			1
>
> What do people think? Is their any problem with adding this? It may help
> I dont know.
>
> Jonathan
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Potions and Pass actions
FromMandos Mitchinson
DateTue, 24 Jan 2006 10:22:56 +1300
> I dont know if their is confusion, but I could not quickly 
> find a referance to the amount of time it takes to get a 
> potion. Given on that list is drink a potion (1 action) then 
> it seems to me a good place to add a referance to it.

Just in order to blow this discussion out of proportion and ruin
everyones quiet day....

When did the fragile/non-fragile potions thing come from and what are
the rules regarding the amount of time it takes to prepare and drink a
potion given it's fragility or lack of it?

Mandos
/s


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SubjectRe: [dq] Potions and Pass actions
FromJonathan Bean - TME
DateTue, 24 Jan 2006 10:27:38 +1300
On page 17 is a table with some actions that can be done with a Pass Action.
List is:
Drink 1/2 pint flask 	1 (action)

I am thinking this is a potion, so I think it was intended to be clear that
drinking a potion was a single action.

Jonathan




> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of
> Mandos Mitchinson
> Sent: Tuesday, 24 January 2006 10:23 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> > I dont know if their is confusion, but I could not quickly
> > find a referance to the amount of time it takes to get a
> > potion. Given on that list is drink a potion (1 action) then
> > it seems to me a good place to add a referance to it.
>
> Just in order to blow this discussion out of proportion and ruin
> everyones quiet day....
>
> When did the fragile/non-fragile potions thing come from and what are
> the rules regarding the amount of time it takes to prepare and drink a
> potion given it's fragility or lack of it?
>
> Mandos
> /s
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Potions and Pass actions
FromJonathan Bean - TME
DateTue, 24 Jan 2006 10:47:44 +1300
I have seen in play a range of options:

1 pass action to get ready and drink a potion (with a 2 X MD check)
otherwise two pass actions.
2 pass actions to get ready and drink a potion.
3 pass actions - two to get the potion ready and one to drink it.

I have only seen the 1 pulse action done with people get their potions
protected by a binder unbrakable and put on a belt for use quickly in
combat. I have seen 2 pass actions be the norm with 1 action for getting the
potion from a belt bag, and one to drink it. I have only seen 3+ actions
used with getting a potion out on a William game (coz hes often hard but
nice).

What have others seen commonly in use?

Jonathan



> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of
> Mandos Mitchinson
> Sent: Tuesday, 24 January 2006 10:23 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> > I dont know if their is confusion, but I could not quickly
> > find a referance to the amount of time it takes to get a
> > potion. Given on that list is drink a potion (1 action) then
> > it seems to me a good place to add a referance to it.
>
> Just in order to blow this discussion out of proportion and ruin
> everyones quiet day....
>
> When did the fragile/non-fragile potions thing come from and what are
> the rules regarding the amount of time it takes to prepare and drink a
> potion given it's fragility or lack of it?
>
> Mandos
> /s
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Potions and Pass actions
FromAndrew\ Withy\ \(DSL\ AK\)
DateTue, 24 Jan 2006 10:32:18 +1300
At the time this was intended to be a prepared potion.
1 action to prepare.
1 action to drink.

There appears to be no place in the rules that covers the 1 action to
prepare and drink "fragile" potions. And I've never heard of them
breaking.

If we want "prepare and drink potion" to be one action, lets say so.
Otherwise, lets agree its 2 actions as currently written.

I can see reasons either way, but lets agree what we want, and then if
needed make it clear in the rules.

Andrew
-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Jonathan Bean - TME
Sent: Tuesday, 24 January 2006 10:28 a.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Potions and Pass actions


On page 17 is a table with some actions that can be done with a Pass
Action. List is:
Drink 1/2 pint flask 	1 (action)

I am thinking this is a potion, so I think it was intended to be clear
that drinking a potion was a single action.

Jonathan




> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of

> Mandos Mitchinson
> Sent: Tuesday, 24 January 2006 10:23 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> > I dont know if their is confusion, but I could not quickly find a 
> > referance to the amount of time it takes to get a potion. Given on 
> > that list is drink a potion (1 action) then it seems to me a good 
> > place to add a referance to it.
>
> Just in order to blow this discussion out of proportion and ruin 
> everyones quiet day....
>
> When did the fragile/non-fragile potions thing come from and what are 
> the rules regarding the amount of time it takes to prepare and drink a

> potion given it's fragility or lack of it?
>
> Mandos
> /s
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Potions and Pass actions
FromMandos Mitchinson
DateTue, 24 Jan 2006 10:56:16 +1300
> At the time this was intended to be a prepared potion.
> 1 action to prepare.
> 1 action to drink.
> 
> There appears to be no place in the rules that covers the 1 
> action to prepare and drink "fragile" potions. And I've never 
> heard of them breaking.
> 
> If we want "prepare and drink potion" to be one action, lets 
> say so. Otherwise, lets agree its 2 actions as currently written.
> 
> I can see reasons either way, but lets agree what we want, 
> and then if needed make it clear in the rules.

Fron the current Players guide 

3.4.3 Healing Potions
Guild Healing Potion
This draught will heal 10 points of damage, EN first then wrapping to
FT.
It is provided in one of two container types:
Fragile: this allows the Dose to be prepared and drunk in 5 seconds but
is prone to breakage.
Sturdy: this is unlikely to break accidentally, but takes 10 seconds to
prepare and drink.
Price: 500 SP Weight (incl. Container): 4 oz (1/4 lb)

I am guessing enough people were using this rule at the time that it
merited inclusion into the Players guide but was never actually
discussed. As Jono mentioned there are a wide range of rulings on this
so it might pay to either ratify the above or detail what we want in
place. 

My preference is for one type of container, 2 pulses to prepare and
drink. 

Mandos
/s


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SubjectRe: [dq] Potions and Pass actions
FromStephen Martin
DateTue, 24 Jan 2006 11:20:27 +1300 (NZDT)
The two types of potion were bought in a couple of years ago.  They were voted and approved by
gods meetings.

The 'sturdy' version is standard, a fairly sold flask that would normally require a specific
effort to break.  One action to prepare/open, another to drink it.

The 'fragile' version is an adventurer special, stored on their belt or in a convenient pocket,
soft cap that you can bite through and drink (or some such).  One action to grab and drink.
They should be easily broken, bad landings, tk rage, getting hit by titans or other big things,
wrestling matches, etc should all be fatal to most fragile potions.
If you carry lots of fragiles it's a good indicator that you have money to burn (or spill in this
case).

Cheers, Stephen.

Mandos Mitchinson said:
>> At the time this was intended to be a prepared potion.
>> 1 action to prepare.
>> 1 action to drink.
>>
>> There appears to be no place in the rules that covers the 1
>> action to prepare and drink "fragile" potions. And I've never
>> heard of them breaking.
>>
>> If we want "prepare and drink potion" to be one action, lets
>> say so. Otherwise, lets agree its 2 actions as currently written.
>>
>> I can see reasons either way, but lets agree what we want,
>> and then if needed make it clear in the rules.
>
> Fron the current Players guide
>
> 3.4.3 Healing Potions
> Guild Healing Potion
> This draught will heal 10 points of damage, EN first then wrapping to FT.
> It is provided in one of two container types:
> Fragile: this allows the Dose to be prepared and drunk in 5 seconds but is prone to breakage.
> Sturdy: this is unlikely to break accidentally, but takes 10 seconds to prepare and drink.
> Price: 500 SP Weight (incl. Container): 4 oz (1/4 lb)
>
> I am guessing enough people were using this rule at the time that it merited inclusion into the
> Players guide but was never actually
> discussed. As Jono mentioned there are a wide range of rulings on this so it might pay to either
> ratify the above or detail what we want in place.
>
> My preference is for one type of container, 2 pulses to prepare and drink.
>
> Mandos
> /s
>
>
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SubjectRe: [dq] Potions and Pass actions
FromAndrew\ Withy\ \(DSL\ AK\)
DateTue, 24 Jan 2006 11:33:00 +1300
But is this good? Are we still happy with this decision having seen it
in effect? Does it do what we wanted? 

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Stephen Martin
Sent: Tuesday, 24 January 2006 11:20 a.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Potions and Pass actions


The two types of potion were bought in a couple of years ago.  They were
voted and approved by gods meetings.


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SubjectRe: [dq] Potions and Pass actions
FromMandos Mitchinson
DateTue, 24 Jan 2006 11:42:29 +1300
> But is this good? Are we still happy with this decision 
> having seen it in effect? Does it do what we wanted? 

I don't think I have ever seen one break. I think it is a needless
complication that most players are unaware of and no-one keeps track of
which type they have. 

I have heard repeatedly the refrain of 
"What types are there? Oh I must have the quick ones because....blah
blah blah....".

I don't really care how quickly we drink them but having two types seems
a bit unnessesary. How come there are no 'fragile' Waters of healing,
restoratives etc?

Mandos
/s


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Subject[dq] help needed please
FromJonathan Bean - TME
DateTue, 24 Jan 2006 11:40:54 +1300
Can the GM involved in the placement of the following story in the SGT 804
please email me.

Attention Mercenaries,

By the grace of you Duke we are opening a permanent stronghold in your fair
city of Seagate to further protect against the scourge of the Dark Circle.
If has come to our attention that your mercenary guild is populated by
filthy, dirty, corrupt worshipers of demons and undead.

We intend to cleanse your city of such filth, and have conducted interviews
with citizens of Seagate, seeking the following member of your guild for
confession of their demonic and undead affiliations:

Bainbridge The Undertaker, Balode, Blackrod, Doroin, Dramus, Faith, Ned
Tanner, Neroc, Retsum, Sabbath, Sau Rus, Scorpion

If the above listed believe they have been misrepresented as corrupt
worshipers they should immediately approach us to clarify their situation.

We offer a plenary indulgence in addition to a reward of 100sp to any
individuals that capture and deliver us these corrupt, foul beings. We seek
them alive, if possible, so they can confess and repent prior to their
mortal coil expiring.

Any information about the above individuals, or any other depraved demon or
undead worshipers of your guild, are welcome. All informants will be treated
with complete anonymity.

We will have a detachment of knights station outside your mercenary premises
at your next meeting so we may take the corrupt worshipers into custody and
bring them to the light.

Francis de Sales Gabrielite Commander Redemption Calvary


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SubjectRe: [dq] help needed please
FromAndrew\ Withy\ \(DSL\ AK\)
DateTue, 24 Jan 2006 11:46:58 +1300
For the public record, Faith was removed from the list by her Urielite
friends because she is completely above reproach. She also suggested
some more names for investigation, so don't think that because you
weren't named in the initial purge ...

Andrew

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Jonathan Bean - TME
Sent: Tuesday, 24 January 2006 11:41 a.m.
To: dq@dq.sf.org.nz
Subject: [dq] help needed please



Can the GM involved in the placement of the following story in the SGT
804 please email me.

Attention Mercenaries,

By the grace of you Duke we are opening a permanent stronghold in your
fair city of Seagate to further protect against the scourge of the Dark
Circle. If has come to our attention that your mercenary guild is
populated by filthy, dirty, corrupt worshipers of demons and undead.

We intend to cleanse your city of such filth, and have conducted
interviews with citizens of Seagate, seeking the following member of
your guild for confession of their demonic and undead affiliations:

Bainbridge The Undertaker, Balode, Blackrod, Doroin, Dramus, Faith, Ned
Tanner, Neroc, Retsum, Sabbath, Sau Rus, Scorpion

If the above listed believe they have been misrepresented as corrupt
worshipers they should immediately approach us to clarify their
situation.

We offer a plenary indulgence in addition to a reward of 100sp to any
individuals that capture and deliver us these corrupt, foul beings. We
seek them alive, if possible, so they can confess and repent prior to
their mortal coil expiring.

Any information about the above individuals, or any other depraved demon
or undead worshipers of your guild, are welcome. All informants will be
treated with complete anonymity.

We will have a detachment of knights station outside your mercenary
premises at your next meeting so we may take the corrupt worshipers into
custody and bring them to the light.

Francis de Sales Gabrielite Commander Redemption Calvary


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SubjectRe: [dq] Potions and Pass actions
FromJonathan Bean - TME
DateTue, 24 Jan 2006 11:57:05 +1300
I have seen them drop/brake/ take an additional action to use on Jon
McSpadden games.

Jonathan

> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of
> Mandos Mitchinson
> Sent: Tuesday, 24 January 2006 11:42 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> > But is this good? Are we still happy with this decision
> > having seen it in effect? Does it do what we wanted?
>
> I don't think I have ever seen one break. I think it is a needless
> complication that most players are unaware of and no-one keeps track of
> which type they have.
>
> I have heard repeatedly the refrain of
> "What types are there? Oh I must have the quick ones because....blah
> blah blah....".
>
> I don't really care how quickly we drink them but having two types seems
> a bit unnessesary. How come there are no 'fragile' Waters of healing,
> restoratives etc?
>
> Mandos
> /s
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Potions and Pass actions
Fromraro002@ec.auckland.ac.nz
DateTue, 24 Jan 2006 12:10:57 +1300
Have we decided what the different potions taste like, or what colour they are?

And, does anyone know how many powers can dance on the head of a pin?

Jim.


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SubjectRe: [dq] Potions and Pass actions
FromMartin Dickson
DateTue, 24 Jan 2006 12:37:43 +1300
------=_Part_47910_1625801.1138059463622
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Content-Disposition: inline

On 1/24/06, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote:
>
> Have we decided what the different potions taste like, or what colour the=
y
> are?


No, though for fun when playing I make a point of telling people the flavou=
r
of the restorative that I've just made for them.  Mortimer's idea of
appropriate flavourings runs to things like: "Blackberry & Bile", Wormwood =
&
Wildebeest", "Liquorice & Lye", "Vulture & Vomit", and other alliterative
flavour sensations.

I really have no idea whether they are indeed different flavours, but
started doing this as a harmless affectation that also served to reinforce
the idea that they are unpleasant to drink.


And, does anyone know how many powers can dance on the head of a pin?


Yes, someone knows. We have specialists for that sort of thing, who have
done extensive laboratory testing with different sized pins, and differentl=
y
natured powers.

Cheers,
Martin

------=_Part_47910_1625801.1138059463622
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
Content-Disposition: inline

On 1/24/06, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auck=
land.ac.nz">raro002@ec.auckland.ac.nz</a></b> &lt;<a href=3D"mailto:raro002=
@ec.auckland.ac.nz">raro002@ec.auckland.ac.nz</a>&gt; wrote:<div><span clas=
s=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;">Have we de=
cided what the different potions taste like, or what colour they are?</bloc=
kquote>
<div><br>No, though for fun when playing I make a point of telling people t=
he flavour of the restorative that I've just made for them.&nbsp; Mortimer'=
s idea of appropriate flavourings runs to things like: &quot;Blackberry &am=
p; Bile&quot;, Wormwood &amp; Wildebeest&quot;, &quot;Liquorice &amp; Lye&q=
uot;, &quot;Vulture &amp; Vomit&quot;, and other alliterative flavour sensa=
tions.
<br><br>I really have no idea whether they are indeed  different flavours, =
but started doing this as a harmless affectation that also served to reinfo=
rce the idea that they are unpleasant to drink.<br><br></div><br><blockquot=
e class=3D"gmail_quote" style=3D"border-left: 1px solid rgb(204, 204, 204);=
 margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
And, does anyone know how many powers can dance on the head of a pin?</bloc=
kquote><div><br>Yes, someone knows. We have specialists for that sort of th=
ing, who have done extensive laboratory testing with different sized pins, =
and differently natured powers.
<br><br>Cheers,<br>Martin<br></div></div><br>

------=_Part_47910_1625801.1138059463622--


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SubjectRe: [dq] Restoratives
FromMichael Scott
DateTue, 24 Jan 2006 12:57:13 +1300


>From: Johanna and Hamish <perfect_brown@xtra.co.nz>

>This Restoratives dialogue seems to be missing the point to me.
>
>Being able to power up all 7 characters is a hallmark of even medium games
>and stopping this drastically changes the balance of the game - 
>Restoratives
>aren't broken IMO
>

Its not trying to stop parties from powering up as to stop them being 
powered up 24/7 with no consequences. There is no tatics or thought required 
as it stands, just suck your poitions every 6-12 hrs. There is no discussion 
about saving it for when u really need it because its a presious lifesaving 
resource, like investeds and I think this detracts from the gameplay, 
espeacially the heroic nature of the gameplay.

TTFN
Michael

_________________________________________________________________
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SubjectRe: [dq] Potions and Pass actions
FromMichael Scott
DateTue, 24 Jan 2006 13:13:24 +1300


>From: raro002@ec.auckland.ac.nz

>Have we decided what the different potions taste like, or what colour they 
>are?

Whatever the caster wants

>And, does anyone know how many powers can dance on the head of a pin?
>
>Jim.

As many as want to, but given that they are a bunch of vain egotistacal 
paranoid maniacs who refuse to co-operate with one another let alone let 
someone else led, the answer would be one. But only if they saw some 
inherant advantage in it, and then they would be constatly being pushed off 
in a cosmic game of King of the Hill; which pretty much sums up all of the 
powers actions. ;)

TTFN
Michael

_________________________________________________________________
Read the latest Hollywood gossip  @  http://xtramsn.co.nz/entertainment


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SubjectRe: [dq] Restoratives
Fromraro002@ec.auckland.ac.nz
DateTue, 24 Jan 2006 13:29:23 +1300
Quoting Michael Scott <big_mac_kd@hotmail.com>:

>
>
>
> >From: Johanna and Hamish <perfect_brown@xtra.co.nz>
>
> >This Restoratives dialogue seems to be missing the point to me.
> >
> >Being able to power up all 7 characters is a hallmark of even medium games
> >and stopping this drastically changes the balance of the game -
> >Restoratives
> >aren't broken IMO
> >
>
> Its not trying to stop parties from powering up as to stop them being
> powered up 24/7 with no consequences. There is no tatics or thought required
> as it stands, just suck your poitions every 6-12 hrs.

None of the 'solutions' offered do anything to increase the amount of thought
required or tactical play. Once the constraints have been identified, the game
will simply find a new point of equilibrium. Whether that is what is wanted is
another question entirely.

There is no discussion
> about saving it for when u really need it because its a presious lifesaving
> resource, like investeds and I think this detracts from the gameplay,
> espeacially the heroic nature of the gameplay.

Any of the mooted changes wouldn't enhance heroic roleplay. The solutions
offered have all been about limiting the resource. Whatever you THINK these
constraints might achieve, that is not one of them.

Jim.


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SubjectRe: [dq] Potions and Pass actions
Fromraro002@ec.auckland.ac.nz
DateTue, 24 Jan 2006 13:37:45 +1300
 rhe·tor·i·cal
Pronunciation: ri-'tor-i-k&l, -'tär-
Variant(s): also rhe·tor·ic /ri-'tor-ik, -'tär-/
Function: adjective
1
a : of, relating to, or concerned with rhetoric

b : employed for rhetorical effect; especially : asked merely for effect with no
answer expected <a rhetorical question>

Jim


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SubjectRe: [dq] Potions and Pass actions
FromMartin Dickson
DateTue, 24 Jan 2006 13:49:37 +1300
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hu-mour

*3 **c* *:* something that is or is designed to be comical or amusing

:-)

On 1/24/06, raro002@ec.auckland.ac.nz <raro002@ec.auckland.ac.nz> wrote:
>
> rhe=B7tor=B7i=B7cal
> Pronunciation: ri-'tor-i-k&l, -'t=E4r-
> Variant(s): also rhe=B7tor=B7ic /ri-'tor-ik, -'t=E4r-/
> Function: adjective
> 1
> a : of, relating to, or concerned with rhetoric
>
> b : employed for rhetorical effect; especially : asked merely for effect
> with no
> answer expected <a rhetorical question>
>

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hu-mour<br><br><b>3 </b><b>c</b> <b>:</b> something that is or is designed =
to be comical or amusing<br><br>:-)<br><br><div><span class=3D"gmail_quote"=
>On 1/24/06, <b class=3D"gmail_sendername"><a href=3D"mailto:raro002@ec.auc=
kland.ac.nz">
raro002@ec.auckland.ac.nz</a></b> &lt;<a href=3D"mailto:raro002@ec.auckland=
.ac.nz">raro002@ec.auckland.ac.nz</a>&gt; wrote:</span><blockquote class=3D=
"gmail_quote" style=3D"border-left: 1px solid rgb(204, 204, 204); margin: 0=
pt 0pt 0pt 0.8ex; padding-left: 1ex;">
 rhe=B7tor=B7i=B7cal<br>Pronunciation: ri-'tor-i-k&amp;l, -'t=E4r-<br>Varia=
nt(s): also rhe=B7tor=B7ic /ri-'tor-ik, -'t=E4r-/<br>Function: adjective<br=
>1<br>a : of, relating to, or concerned with rhetoric<br><br>b : employed f=
or rhetorical effect; especially : asked merely for effect with no
<br>answer expected &lt;a rhetorical question&gt;<br></blockquote></div><br=
>

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SubjectRe: [dq] Potions and Pass actions
FromStephen Martin
DateTue, 24 Jan 2006 13:52:16 +1300 (NZDT)
Absolutely.  Just need to encourage more breakage of the fragile potions.

And if people don;t specify what type they have then I'd assume them all to be standard 2 pulse
potions.

DSL AK said:
> But is this good? Are we still happy with this decision having seen it in effect? Does it do
> what we wanted?
>
> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Stephen Martin
> Sent: Tuesday, 24 January 2006 11:20 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Potions and Pass actions
>
>
> The two types of potion were bought in a couple of years ago.  They were voted and approved by
> gods meetings.
>
>
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SubjectRe: [dq] Potions and Pass actions
FromMichael Woodhams
DateTue, 24 Jan 2006 14:43:27 +1300
On Tue, 2006-01-24 at 10:47, Jonathan Bean - TME wrote:
> I have seen in play a range of options:
> 
> 1 pass action to get ready and drink a potion (with a 2 X MD check)
> otherwise two pass actions.
> 2 pass actions to get ready and drink a potion.
> 3 pass actions - two to get the potion ready and one to drink it.
> 
> I have only seen the 1 pulse action done with people get their potions
> protected by a binder unbrakable and put on a belt for use quickly in
> combat. 

Is unbreakability on one pulse potions legitimate? The fast-drink action
may be dependent on breaking something. (Think about unbreakable
softdrink cans - a favourite binder party joke.) 

I've always assumed that all combat potions are carried on the belt - if
you have to get it from your pack, it takes longer than a pulse to ready
it.


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SubjectRe: [dq] Potions and Pass actions
FromWilliam Dymock
DateTue, 24 Jan 2006 21:01:01 +1300
From the perspective of a person that is only a player, the most important
thing for me is to keep the game moving during combat. By the time 2 pulses
have passed, in which time you have drunk a healing potion, quite lengthy
amounts of real time can have passed.  Things that get your character up and
running again and back in the game quickly increase your enjoyment of the
whole experience.
Bridget Dymock-Johnson

On Tue, 2006-01-24 at 10:47, Jonathan Bean - TME wrote:
> I have seen in play a range of options:
>
> 1 pass action to get ready and drink a potion (with a 2 X MD check)
> otherwise two pass actions.
> 2 pass actions to get ready and drink a potion.
> 3 pass actions - two to get the potion ready and one to drink it.
>
> I have only seen the 1 pulse action done with people get their potions
> protected by a binder unbrakable and put on a belt for use quickly in
> combat.

Is unbreakability on one pulse potions legitimate? The fast-drink action
may be dependent on breaking something. (Think about unbreakable
softdrink cans - a favourite binder party joke.)

I've always assumed that all combat potions are carried on the belt - if
you have to get it from your pack, it takes longer than a pulse to ready
it.



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