SubjectRe: [dq] Healer - Regeneration
FromChris Caulfield
DateThu, 1 May 2008 08:58:10 +1200
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Rules are fine within the limits envisioned for them when first detailed but
once PC's have gained the abilities to surpass them, then it is reasonable
to explore options for further details.

The DQ system has been evolving since we started playing the game and will
continue to do so as we have PC's who have been played for 20+ years and
gaining power, skills, abilities and what not ever since.

There are a number of items, places or beings in  game that provide  the
ability for skills to be effectively past Rank 10 and then the question
should be asked (as it has in this case of healer) what would the in game
effect of effective rank 11 or greater skill be.

The work then done would provide a framework for anyone being able to
operate at the higher levels not just a particular PC, it merely happens
that a PC is at this point and has asked for discussion on this which is the
correct thing to do and shouldn't be denigrated for starting this
discussion.

my 2cp
Chris

On Wed, Apr 30, 2008 at 11:24 AM, Ben Taberner <ben.taberner@gmail.com>
wrote:

> To concur and elaborate slightly;
>
> The other, possibly less confrontational, method of resolving a player's
> issues with a particular rules or interaction or rules is to make a
> item/ability/gift that excuses that player's character specifically.
>
> This may only benefit from the oversight of a single GM and will usually
> only effect that character. Though it's often the most expedient way in
> cases of a peculiar niche ability, but there are quite a huge number of high
> ranked healers in the game.
>
> Consequently I'd applaud an attempt to make the game less frustrating and
> weird for a large groups of people, when the option of sidestepping the
> problem clearly exists.  Espicially when it can make you focus of so much
> suspicion and, dare I say, spite?
>
> Personal attacks more resemble an attack on the process, which for it's
> flaws is the best we have, rather than a valid criticism of any proposal.
>
>
> ben
>
>
>
> On Wed, Apr 30, 2008 at 11:01 AM, Martin Dickson <martin.dickson@gmail.com>
> wrote:
>
> > On Tue, Apr 29, 2008 at 12:18 PM, Ian Wood <dawnhaven@xtra.co.nz> wrote:
> >
> > > you are welcome Stephen :-)
> > > Now I know why it is important to you.
> > >
> > > You want a rule change to benefit your character.
> > > That takes me back to the Gods meetings of the 1980s when rule changes
> > > were pushed through for the sole benefit of a GM/God/player's PC.
> > > <sigh>
> >
> >
> > Hi Ian,
> >
> > Tone can be very hard to detect in email, so I'm assuming that you're
> > joking here -- because the alternative is quite insulting.
> >
> > I agree with Jacqui: even if we did trawl through the rules looking for
> > oddities they are far more obvious when encountered in play than from
> > reading of of hypothetical problems, and thus much more likely to be found
> > by players of characters with certain abilities, or by GMs running those
> > characters.
> >
> > It is quite appropriate for a player to propose changes that "benefit"
> > their character by revising unwieldy or sub-optimal rules, and it is the
> > role of all of us to review and comment on these proposals to strive for
> > fun, workable, and (to a point) balanced rules.
> >
> > Cheers,
> > Martin
> >
> >
>

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Rules are fine within the limits envisioned for them when first detailed but once PC&#39;s have gained the abilities to surpass them, then it is reasonable to explore options for further details.&nbsp;&nbsp; <br><br>The DQ system has been evolving since we started playing the game and will continue to do so as we have PC&#39;s who have been played for 20+ years and gaining power, skills, abilities and what not ever since.<br>
<br>There are a number of items, places or beings in&nbsp; game that provide&nbsp; the ability for skills to be effectively past Rank 10 and then the question should be asked (as it has in this case of healer) what would the in game effect of effective rank 11 or greater skill be.<br>
<br>The work then done would provide a framework for anyone being able to operate at the higher levels not just a particular PC, it merely happens that a PC is at this point and has asked for discussion on this which is the correct thing to do and shouldn&#39;t be denigrated for starting this discussion.<br>
&nbsp;<br>my 2cp<br>Chris<br><br><div class="gmail_quote">On Wed, Apr 30, 2008 at 11:24 AM, Ben Taberner &lt;<a href="mailto:ben.taberner@gmail.com">ben.taberner@gmail.com</a>&gt; wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
To concur and elaborate slightly;<br><br>The other, possibly less confrontational, method of resolving a player&#39;s issues with a particular rules or interaction or rules is to make a item/ability/gift that excuses that player&#39;s character specifically.<br>

<br>This may only benefit from the oversight of a single GM and will usually only effect that character. Though it&#39;s often the most expedient way in cases of a peculiar niche ability, but there are quite a huge number of high ranked healers in the game.<br>

<br>Consequently I&#39;d applaud an attempt to make the game less frustrating and weird for a large groups of people, when the option of sidestepping the problem clearly exists.&nbsp; Espicially when it can make you focus of so much suspicion and, dare I say, spite? <br>

<br>Personal attacks more resemble an attack on the process, which for it&#39;s flaws is the best we have, rather than a valid criticism of any proposal.<br><font color="#888888"><br><br>ben</font><div><div></div><div class="Wj3C7c">
<br><br><br><div class="gmail_quote">On Wed, Apr 30, 2008 at 11:01 AM, Martin Dickson &lt;<a href="mailto:martin.dickson@gmail.com" target="_blank">martin.dickson@gmail.com</a>&gt; wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><div>On Tue, Apr 29, 2008 at 12:18 PM, Ian Wood &lt;<a href="mailto:dawnhaven@xtra.co.nz" target="_blank">dawnhaven@xtra.co.nz</a>&gt; wrote:<br>

</div><div class="gmail_quote"><div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
you are welcome Stephen :-)<br>
Now I know why it is important to you.<br>
<br>
You want a rule change to benefit your character.<br>
That takes me back to the Gods meetings of the 1980s when rule changes were pushed through for the sole benefit of a GM/God/player&#39;s PC.<br>
&lt;sigh&gt;</blockquote></div><div><br>Hi Ian, <br><br>Tone can be very hard to detect in email, so I&#39;m assuming that you&#39;re joking here -- because the alternative is quite insulting.<br><br>I agree with Jacqui: even if we did trawl through the rules looking for oddities they are far more
obvious when encountered in play than from reading of of hypothetical
problems, and thus much more likely to be found by players of characters with certain abilities, or by GMs running those characters.<br><br>It is quite appropriate for a player to propose changes that &quot;benefit&quot; their character by revising unwieldy or sub-optimal rules, and it is the role of all of us to review and comment on these proposals to strive for fun, workable, and (to a point) balanced rules.<br>


<br>Cheers,<br>Martin<br></div></div><br>
</blockquote></div><br>
</div></div></blockquote></div><br>

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SubjectRe: [dq] Healer - Regeneration - Solutions
FromIan Wood
DateThu, 1 May 2008 07:49:58 +1000 (EST)
I like it. Simple, clear, expansive and should be fun to use. especially when a goblin starts to run off with a severed arm.
I like Keith's comment on skin - our predeliction with fire makes that a likely need for repair or regeneration.
I like the bit on re-attaching. I dont agree with Keith that a separate bit of cleaning is required, as the magic can include that, although I do like the idea of dipping a severed arm in leaches and drinking wine for inner cleanliness.... <grin>
Is the intention for demons to be able to reattach in zero minutes (full functionality is in 5 hours)?

to show my ignroance, and tiredness, how does this fit with healing spec grev injuries?


It is all good.

Ian

----- Original Message ----
From: Stephen Martin <stephenm@aklnz.net>
To: dq@dq.sf.org.nz
Sent: Wednesday, 30 April, 2008 5:38:02 PM
Subject: Re: [dq] Healer - Regeneration - Solutions


Proposed Solutions (in essence, exact wording to be finalised)

1. A body part for the purposes of healer is an arm, a leg, the torso, or the head.
NB Major organs are already defined and must be repaired/regenerated separately (existing rules).

2. Repair may repair a body part (or part of a body part) provided it is mostly intact and no more
than half damaged.

3. A (Rk9+) Healer may initiate Regeneration of a body part in (50 - 3*Rank) Hours. NB. This is
the same time as repair takes.
Regeneration will regenerate Rank percent of a missing body part per day costing the target Rank
FT per day.

4. Repair may reattach a severed body part in (30 - 2*Rank) minutes.  And may Repair it (at the
standard 50 -3*Rk Hrs) to full functionality provided it was separated for no more than Rank
minutes.
Or may Regenerate it (taking 50-3*Rk Hrs) to full functionality provided it was separated for no
more than Rank hours.

------------

Pre-emptive comment...

1.  The 'body parts' are big and chunky and not of equal mass/size/complexity, but I think it
keeps the overall solution reasonably simple.

2. Small change in wording from the current rule.  Hopefully making a bit clearer where repair
cuts out and regen comes in.

3. The idea here is that a Healer gets to spend 1 day starting the regeneration and smaller
regeneration (e.g. a finger or two) will be complete at the end of that time, full regeneration of
an arm or leg will take up to 9 days after the healer finishes before it is complete.
And a hardened adventurer will probably take to the field again with proportionately more arm/leg
each day.
The daily FT cost on the target is representing the drain on the body and setting inherent limits
on how much simultaneous regen can be done.  Most adventurers could carry on with one limb
regrowing but would struggle to keep up while regrowing two.  Sabrona the half-god (using a
fictitious example) could probably continue adventuring while regrowing all 4 limbs.

4. Re-attaching bits is not covered at all in the current rules.  But the intention is that it's
worthwhile saving the missing bit if you can (and have quick access to a Rk6+ Healer).  But 20
hours at rank 10 or 5 hours for demons is still the minimum to get you functioning again.

Cheers, Stephen.


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SubjectRe: [dq] Healer - Regeneration - Solutions
FromStephen Martin
DateThu, 1 May 2008 10:11:29 +1200 (NZST)
phaeton@ihug.co.nz wrote:
> A couple of thoughts ....
>
>> 1. A body part for the purposes of healer is an arm, a leg, the torso, or
>> the head.
>> NB Major organs are already defined and must be repaired/regenerated
>> separately (existing rules).
>
> I'd like to see skin added as an organ .. as I'm not sure there's any rules
> for regenerating it (a distinct possibility in our current adventure).

Skin is an organ according to modern science.  Correct me if I'm wrong but I suspect that this is
a 20th century discovery/decision.

For fantasy/game terms, it is just the outermost layer of your flesh.  Covered by Rk 6 for Repair
or Rk 9 for Regen.


>> 4. Repair may reattach a severed body part in (30 - 2*Rank) minutes.  And
>
> I guess it also depends on how clean a cut it was too. I wouldn't be
> surprised that bits of the severed sections would need to be removed to
> clean the repair site.
>
>> 4. Re-attaching bits is not covered at all in the current rules.  But the
>> intention is that it's
>
> Yes. As I said above, I suspect the would would need to be 'cleaned' in
> order to ensure it is healthy tissue that is being joined to healthy
> tissue. So I suspect that some regeneration could be necessary to perform a
> successful re-attachment.


Again, for modern medicine, yes!  But for fantasy magical healing, not so much.

Your severed arm falls into the sand, gets kicked around a bit during the fight, then afterwards
your Rk 6 healer spends 20 minutes reattaching it, grit and all.
The following day back at the pub they start repairing it properly, during the repair process bits
of sand and dirt ooze out of the skin.

> Now .. where did I put those leeches?

Leeches, wine, or spirits are the tools of Physikers.  Or a matter of personal style for Healers.


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SubjectRe: [dq] Healer - Regeneration - Solutions
FromStephen Martin
DateThu, 1 May 2008 10:23:09 +1200 (NZST)
Ian Wood wrote:
> I like Keith's comment on skin - our predeliction with fire makes that a likely need for repair or
> regeneration.

As per reply to Keith, I think Skin falls under Flesh in fantasy terms.

> Is the intention for demons to be able to reattach in zero minutes (full functionality is in 5
> hours)?

Yes. I thought about minimum 1 minute but then figured that Demons would probably fake it being
instant anyway.

> to show my ignroance, and tiredness, how does this fit with healing spec grev injuries?

Currently, each Spec Grev injury must be Repaired taking (60-3*Rk) hours.  Or a week per injury if
Regen is required.
With the new definition of body parts, GMs may allow all wounds in one body part to be Repaired at
the same time.
Some GMs currently allow all spec Grevs to be repaired at once (to avoiding the party stopping for
a month of healing after each fight).

Cheers, Stephen.


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SubjectRe: [dq] Healer - Regeneration - Solutions
FromMartin Dickson
DateThu, 1 May 2008 11:25:05 +1200
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On Thu, May 1, 2008 at 10:23 AM, Stephen Martin <stephenm@aklnz.net> wrote:

> Currently, each Spec Grev injury must be Repaired taking (60-3*Rk)
> hours.... Some GMs currently allow all spec Grevs to be repaired at once...


Slight aside to the main topic, but this is tied in part to the question of
"how much of the healer's time does each injury take?"  If the X hours are X
* 100% of the healer's attention then multiple wounds cannot be attended
(whether on the same patient or on different patients), and the actual time
taken (lost from play) is longer than the time shown as the healer usually
has to sleep, eat, etc.

My GMing preference is that the healer has to spend some initial time on the
process and then check up / boost things every few hours.  This allows a)
the same healer to attend multiple wounds / patients, b) the player of the
healer to do things other than be taken completely out of play, and c) the
injured character to suffer for a while. :-)

Cheers,
Martin

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On Thu, May 1, 2008 at 10:23 AM, Stephen Martin &lt;<a href="mailto:stephenm@aklnz.net">stephenm@aklnz.net</a>&gt; wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Currently, each Spec Grev injury must be Repaired taking (60-3*Rk) hours....
Some GMs currently allow all spec Grevs to be repaired at once...</blockquote><div><br>Slight aside to the main topic, but this is tied in part to the question of &quot;how much of the healer&#39;s time does each injury take?&quot;&nbsp; If the X hours are X * 100% of the healer&#39;s attention then multiple wounds cannot be attended (whether on the same patient or on different patients), and the actual time taken (lost from play) is longer than the time shown as the healer usually has to sleep, eat, etc.<br>
<br>My GMing preference is that the healer has to spend some initial time on the process and then check up / boost things every few hours.&nbsp; This allows a) the same healer to attend multiple wounds / patients, b) the player of the healer to do things other than be taken completely out of play, and c) the injured character to suffer for a while. :-)<br>
<br>Cheers,<br>Martin<br>&nbsp;</div></div><br>

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SubjectRe: [dq] Warrior - weapons training time
FromHamish & Johanna
DateThu, 1 May 2008 11:38:30 +1200
I agree Julia

Ranking often get tricky when I need 2 more weeks to get to x rank in x
weapon but have no other thing I particularly want to rank.

The adventure starts and I am 2 weeks away from x rk with x weapon and have
to ask the party and gm to let me train for the first 2 weeks of game time.

At rks 7 to 10 its more that 1 full session to get a rank.  Its often more
than 1 full session + the reminder of the session I've just returned from.
So that is 2 sessions before I can play my primary PC again.  And because
weapons are primary for him that happens frequently.

Hamish

   

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Julia McSpadden
Sent: Wednesday, April 30, 2008 6:52 PM
To: dq@dq.sf.org.nz
Subject: [dq] Warrior - weapons training time

Hi All

I have been thinking about weapons training, having just spent some time 
where my character got tougher if I didn't play much and I would like some 
feed back/ discussion on a small change that I think might make the game a 
little bit more fun for those in the same boat.

Basically I think it would be nice if warriors can rank a weapon in both 
their ranking slots.

So for a warrior to go from rank 3 to 4 in glaive, they can either spend 8 
half day weeks ranking glaive, and rank another weapon or skill alongside 
this as usual
or 4 full day weeks with no other training taking place.

The benefit of this is at high ranks you can do 10 full weeks on dagger or 
unarmed or whatever... and go out on your next adventure with a new shiney 
ability to play with.

The reason I have suggested this as a warrior ability is purely that the 
warrior skill requires so many highly ranked weapons.

Thanks all
 Julia


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Subject[dq] Siege Engine Research
FromErrol Cavit
DateThu, 1 May 2008 12:18:13 +1200
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.

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I know I attended Weapons of Medieval Destruction II in order to better
understand my character's skill with siege engines. And look here - actual
scientific research took place!
 
http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-essay-season-ru
ns-amok/
<http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-essay-season-r
uns-amok/> 
 
More photos at http://www.flickr.com/photos/errolgc/sets/72157604771536938/
<http://www.flickr.com/photos/errolgc/sets/72157604771536938/> 
 
Cheers
Errol

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<HTML><HEAD>
<META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; =
charset=3Diso-8859-1">


<META content=3D"MSHTML 6.00.2800.1491" name=3DGENERATOR></HEAD>
<BODY>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN =
class=3D320280900-01052008>I know=20
I attended Weapons of Medieval Destruction II in order to better =
understand my=20
character's skill with siege engines. And look here - actual scientific =
research=20
took place!</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20
class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN =
class=3D320280900-01052008><A=20
href=3D"http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-ess=
ay-season-runs-amok/">http://hittingmetalwithahammer.wordpress.com/2008/=
05/01/when-essay-season-runs-amok/</A></SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN =
class=3D320280900-01052008>More=20
photos at <A=20
href=3D"http://www.flickr.com/photos/errolgc/sets/72157604771536938/">ht=
tp://www.flickr.com/photos/errolgc/sets/72157604771536938/</A></SPAN></F=
ONT></DIV>
<DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
class=3D320280900-01052008>Cheers</SPAN></FONT></DIV>
<DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
class=3D320280900-01052008>Errol</SPAN></FONT></DIV></BODY></HTML>

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SubjectRe: [dq] Siege Engine Research
FromJacqui Smith
DateThu, 01 May 2008 13:17:09 +1200
Errol Cavit wrote:
> I know I attended Weapons of Medieval Destruction II in order to 
> better understand my character's skill with siege engines. And look 
> here - actual scientific research took place!
>  
> http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-essay-season-runs-amok/
>  
> More photos at 
> http://www.flickr.com/photos/errolgc/sets/72157604771536938/
If you're interested we recently recorded a series on National 
Geographic called "The Perfect Weapon".
http://www.nationalgeographic.com.au/Programmes/EpisodeGuide.aspx?Id=643
(As you can see they're repeating it in May/June).

For "Seige Engines" they did mangonel versus trebuchet. Very 
interesting. I won't tell you what won.
The entire series was very interesting for anyone whose PCs play with 
weapons or armour... which is most of them.

Jacqui


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SubjectRe: [dq] Warrior - weapons training time
FromRPer 4eva
DateThu, 1 May 2008 14:18:28 +1200
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Isn't it just as bad with higly ranked rituals?

Dylan

On Thu, May 1, 2008 at 11:38 AM, Hamish & Johanna <perfect_brown@xtra.co.nz>
wrote:

> I agree Julia
>
> Ranking often get tricky when I need 2 more weeks to get to x rank in x
> weapon but have no other thing I particularly want to rank.
>
> The adventure starts and I am 2 weeks away from x rk with x weapon and
> have
> to ask the party and gm to let me train for the first 2 weeks of game
> time.
>
> At rks 7 to 10 its more that 1 full session to get a rank.  Its often more
> than 1 full session + the reminder of the session I've just returned from.
> So that is 2 sessions before I can play my primary PC again.  And because
> weapons are primary for him that happens frequently.
>
> Hamish
>
>
>
> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
> Julia McSpadden
> Sent: Wednesday, April 30, 2008 6:52 PM
> To: dq@dq.sf.org.nz
> Subject: [dq] Warrior - weapons training time
>
> Hi All
>
> I have been thinking about weapons training, having just spent some time
> where my character got tougher if I didn't play much and I would like some
> feed back/ discussion on a small change that I think might make the game a
> little bit more fun for those in the same boat.
>
> Basically I think it would be nice if warriors can rank a weapon in both
> their ranking slots.
>
> So for a warrior to go from rank 3 to 4 in glaive, they can either spend 8
> half day weeks ranking glaive, and rank another weapon or skill alongside
> this as usual
> or 4 full day weeks with no other training taking place.
>
> The benefit of this is at high ranks you can do 10 full weeks on dagger or
> unarmed or whatever... and go out on your next adventure with a new shiney
> ability to play with.
>
> The reason I have suggested this as a warrior ability is purely that the
> warrior skill requires so many highly ranked weapons.
>
> Thanks all
>  Julia
>
>
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>

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<div>Isn&#39;t it just as bad with higly ranked rituals?</div>
<div>&nbsp;</div>
<div>Dylan<br><br></div>
<div class="gmail_quote">On Thu, May 1, 2008 at 11:38 AM, Hamish &amp; Johanna &lt;<a href="mailto:perfect_brown@xtra.co.nz">perfect_brown@xtra.co.nz</a>&gt; wrote:<br>
<blockquote class="gmail_quote" style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">I agree Julia<br><br>Ranking often get tricky when I need 2 more weeks to get to x rank in x<br>weapon but have no other thing I particularly want to rank.<br>
<br>The adventure starts and I am 2 weeks away from x rk with x weapon and have<br>to ask the party and gm to let me train for the first 2 weeks of game time.<br><br>At rks 7 to 10 its more that 1 full session to get a rank. &nbsp;Its often more<br>
than 1 full session + the reminder of the session I&#39;ve just returned from.<br>So that is 2 sessions before I can play my primary PC again. &nbsp;And because<br>weapons are primary for him that happens frequently.<br><font color="#888888"><br>
Hamish<br></font>
<div>
<div></div>
<div class="Wj3C7c"><br><br><br>-----Original Message-----<br>From: <a href="mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</a> [mailto:<a href="mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</a>] On Behalf Of<br>
Julia McSpadden<br>Sent: Wednesday, April 30, 2008 6:52 PM<br>To: <a href="mailto:dq@dq.sf.org.nz">dq@dq.sf.org.nz</a><br>Subject: [dq] Warrior - weapons training time<br><br>Hi All<br><br>I have been thinking about weapons training, having just spent some time<br>
where my character got tougher if I didn&#39;t play much and I would like some<br>feed back/ discussion on a small change that I think might make the game a<br>little bit more fun for those in the same boat.<br><br>Basically I think it would be nice if warriors can rank a weapon in both<br>
their ranking slots.<br><br>So for a warrior to go from rank 3 to 4 in glaive, they can either spend 8<br>half day weeks ranking glaive, and rank another weapon or skill alongside<br>this as usual<br>or 4 full day weeks with no other training taking place.<br>
<br>The benefit of this is at high ranks you can do 10 full weeks on dagger or<br>unarmed or whatever... and go out on your next adventure with a new shiney<br>ability to play with.<br><br>The reason I have suggested this as a warrior ability is purely that the<br>
warrior skill requires so many highly ranked weapons.<br><br>Thanks all<br>&nbsp;Julia<br><br><br>-- to unsubscribe notify mailto:<a href="mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br></div></div></blockquote>
</div><br>

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SubjectRe: [dq] Warrior - weapons training time
FromErrol Cavit
DateThu, 1 May 2008 14:26:08 +1200
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A big difference is that few mages have more than a couple of high-ranked
rituals, while high-ranked warriors need several high-ranked weapons. So
this is a constant issue for warriors, and a more occasional one for mages.
 
Could a Warrior remind those of us less familiar with the skill of the
requirements?
 
Cheers
Errol

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]On Behalf Of RPer
4eva
Sent: Thursday, 1 May 2008 14:18
To: dq@dq.sf.org.nz
Subject: Re: [dq] Warrior - weapons training time


Isn't it just as bad with higly ranked rituals?
 
Dylan


On Thu, May 1, 2008 at 11:38 AM, Hamish & Johanna < perfect_brown@xtra.co.nz
<mailto:perfect_brown@xtra.co.nz> > wrote:


I agree Julia

Ranking often get tricky when I need 2 more weeks to get to x rank in x
weapon but have no other thing I particularly want to rank.

The adventure starts and I am 2 weeks away from x rk with x weapon and have
to ask the party and gm to let me train for the first 2 weeks of game time.

At rks 7 to 10 its more that 1 full session to get a rank.  Its often more
than 1 full session + the reminder of the session I've just returned from.
So that is 2 sessions before I can play my primary PC again.  And because
weapons are primary for him that happens frequently.

Hamish




-----Original Message-----
From: dq-owner@dq.sf.org.nz <mailto:dq-owner@dq.sf.org.nz>  [mailto:
dq-owner@dq.sf.org.nz <mailto:dq-owner@dq.sf.org.nz> ] On Behalf Of
Julia McSpadden
Sent: Wednesday, April 30, 2008 6:52 PM
To: dq@dq.sf.org.nz <mailto:dq@dq.sf.org.nz> 
Subject: [dq] Warrior - weapons training time

Hi All

I have been thinking about weapons training, having just spent some time
where my character got tougher if I didn't play much and I would like some
feed back/ discussion on a small change that I think might make the game a
little bit more fun for those in the same boat.

Basically I think it would be nice if warriors can rank a weapon in both
their ranking slots.

So for a warrior to go from rank 3 to 4 in glaive, they can either spend 8
half day weeks ranking glaive, and rank another weapon or skill alongside
this as usual
or 4 full day weeks with no other training taking place.

The benefit of this is at high ranks you can do 10 full weeks on dagger or
unarmed or whatever... and go out on your next adventure with a new shiney
ability to play with.

The reason I have suggested this as a warrior ability is purely that the
warrior skill requires so many highly ranked weapons.

Thanks all
 Julia


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<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff size=2>A big 
difference is that few mages have more than a couple of high-ranked rituals, 
while high-ranked warriors need several high-ranked weapons. So this is a 
constant issue for warriors, and a more occasional one for 
mages.</FONT></SPAN></DIV>
<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff 
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff size=2>Could 
a Warrior remind those of us less familiar with the skill of the 
requirements?</FONT></SPAN></DIV>
<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff 
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff 
size=2>Cheers</FONT></SPAN></DIV>
<DIV><SPAN class=503292002-01052008><FONT face=Arial color=#0000ff 
size=2>Errol</FONT></SPAN></DIV>
<BLOCKQUOTE>
  <DIV class=OutlookMessageHeader><FONT face="Times New Roman" 
  size=2>-----Original Message-----<BR><B>From:</B> dq-owner@dq.sf.org.nz 
  [mailto:dq-owner@dq.sf.org.nz]<B>On Behalf Of</B> RPer 4eva<BR><B>Sent:</B> 
  Thursday, 1 May 2008 14:18<BR><B>To:</B> dq@dq.sf.org.nz<BR><B>Subject:</B> 
  Re: [dq] Warrior - weapons training time<BR><BR></FONT></DIV>
  <DIV>Isn't it just as bad with higly ranked rituals?</DIV>
  <DIV>&nbsp;</DIV>
  <DIV>Dylan<BR><BR></DIV>
  <DIV class=gmail_quote>On Thu, May 1, 2008 at 11:38 AM, Hamish &amp; Johanna 
  &lt;<A href="mailto:perfect_brown@xtra.co.nz">perfect_brown@xtra.co.nz</A>&gt; 
  wrote:<BR>
  <BLOCKQUOTE class=gmail_quote 
  style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">I 
    agree Julia<BR><BR>Ranking often get tricky when I need 2 more weeks to get 
    to x rank in x<BR>weapon but have no other thing I particularly want to 
    rank.<BR><BR>The adventure starts and I am 2 weeks away from x rk with x 
    weapon and have<BR>to ask the party and gm to let me train for the first 2 
    weeks of game time.<BR><BR>At rks 7 to 10 its more that 1 full session to 
    get a rank. &nbsp;Its often more<BR>than 1 full session + the reminder of 
    the session I've just returned from.<BR>So that is 2 sessions before I can 
    play my primary PC again. &nbsp;And because<BR>weapons are primary for him 
    that happens frequently.<BR><FONT color=#888888><BR>Hamish<BR></FONT>
    <DIV>
    <DIV></DIV>
    <DIV class=Wj3C7c><BR><BR><BR>-----Original Message-----<BR>From: <A 
    href="mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</A> [mailto:<A 
    href="mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</A>] On Behalf 
    Of<BR>Julia McSpadden<BR>Sent: Wednesday, April 30, 2008 6:52 PM<BR>To: <A 
    href="mailto:dq@dq.sf.org.nz">dq@dq.sf.org.nz</A><BR>Subject: [dq] Warrior - 
    weapons training time<BR><BR>Hi All<BR><BR>I have been thinking about 
    weapons training, having just spent some time<BR>where my character got 
    tougher if I didn't play much and I would like some<BR>feed back/ discussion 
    on a small change that I think might make the game a<BR>little bit more fun 
    for those in the same boat.<BR><BR>Basically I think it would be nice if 
    warriors can rank a weapon in both<BR>their ranking slots.<BR><BR>So for a 
    warrior to go from rank 3 to 4 in glaive, they can either spend 8<BR>half 
    day weeks ranking glaive, and rank another weapon or skill alongside<BR>this 
    as usual<BR>or 4 full day weeks with no other training taking 
    place.<BR><BR>The benefit of this is at high ranks you can do 10 full weeks 
    on dagger or<BR>unarmed or whatever... and go out on your next adventure 
    with a new shiney<BR>ability to play with.<BR><BR>The reason I have 
    suggested this as a warrior ability is purely that the<BR>warrior skill 
    requires so many highly ranked weapons.<BR><BR>Thanks 
    all<BR>&nbsp;Julia<BR><BR><BR>-- to unsubscribe notify mailto:<A 
    href="mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</A> 
    --<BR></DIV></DIV></BLOCKQUOTE></DIV><BR></BLOCKQUOTE></BODY></HTML>

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SubjectRe: [dq] Warrior - weapons training time
FromAndrew Luxton-Reilly
DateThu, 01 May 2008 14:46:15 +1200
To get to rank 10 Warrior, you need minimum 4 weapons at rank 7 and 
another 3 weapons at rank 5.

Rank 7 weapon takes 57 weeks
Rank 5 weapon takes 31 weeks

In total, 321 weeks of training time to meet the requirements.  Since 
you can train two weapons at the same time, that amounts to 160.5 weeks, 
or a little over 3 years of solid ranking to meet the requirements for 
Rk 10 Warrior.  If you wanted to actually rank warrior to 10, that is 
another 63 weeks, bringing the total to 384 full weeks or 3.7 years of 
exclusive ranking.

By comparison, note that a mage would spend 210 weeks to get a ritual to 
Rk 20.  This would take approximately 4 years, but would allow you to 
rank other magic at the same time.  In other words, ranking warrior to 
10 is more or less equal in ranking time to ranking 2 rituals to 20,.

Andrew

Errol Cavit wrote:
> A big difference is that few mages have more than a couple of 
> high-ranked rituals, while high-ranked warriors need several high-ranked 
> weapons. So this is a constant issue for warriors, and a more occasional 
> one for mages.
>  
> Could a Warrior remind those of us less familiar with the skill of the 
> requirements?
>  
> Cheers
> Errol
> 
>     -----Original Message-----
>     *From:* dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz]*On
>     Behalf Of* RPer 4eva
>     *Sent:* Thursday, 1 May 2008 14:18
>     *To:* dq@dq.sf.org.nz
>     *Subject:* Re: [dq] Warrior - weapons training time
> 
>     Isn't it just as bad with higly ranked rituals?
>      
>     Dylan
> 
>     On Thu, May 1, 2008 at 11:38 AM, Hamish & Johanna
>     <perfect_brown@xtra.co.nz <mailto:perfect_brown@xtra.co.nz>> wrote:
> 
>         I agree Julia
> 
>         Ranking often get tricky when I need 2 more weeks to get to x
>         rank in x
>         weapon but have no other thing I particularly want to rank.
> 
>         The adventure starts and I am 2 weeks away from x rk with x
>         weapon and have
>         to ask the party and gm to let me train for the first 2 weeks of
>         game time.
> 
>         At rks 7 to 10 its more that 1 full session to get a rank.  Its
>         often more
>         than 1 full session + the reminder of the session I've just
>         returned from.
>         So that is 2 sessions before I can play my primary PC again.
>          And because
>         weapons are primary for him that happens frequently.
> 
>         Hamish
> 
> 
> 
>         -----Original Message-----
>         From: dq-owner@dq.sf.org.nz <mailto:dq-owner@dq.sf.org.nz>
>         [mailto:dq-owner@dq.sf.org.nz <mailto:dq-owner@dq.sf.org.nz>] On
>         Behalf Of
>         Julia McSpadden
>         Sent: Wednesday, April 30, 2008 6:52 PM
>         To: dq@dq.sf.org.nz <mailto:dq@dq.sf.org.nz>
>         Subject: [dq] Warrior - weapons training time
> 
>         Hi All
> 
>         I have been thinking about weapons training, having just spent
>         some time
>         where my character got tougher if I didn't play much and I would
>         like some
>         feed back/ discussion on a small change that I think might make
>         the game a
>         little bit more fun for those in the same boat.
> 
>         Basically I think it would be nice if warriors can rank a weapon
>         in both
>         their ranking slots.
> 
>         So for a warrior to go from rank 3 to 4 in glaive, they can
>         either spend 8
>         half day weeks ranking glaive, and rank another weapon or skill
>         alongside
>         this as usual
>         or 4 full day weeks with no other training taking place.
> 
>         The benefit of this is at high ranks you can do 10 full weeks on
>         dagger or
>         unarmed or whatever... and go out on your next adventure with a
>         new shiney
>         ability to play with.
> 
>         The reason I have suggested this as a warrior ability is purely
>         that the
>         warrior skill requires so many highly ranked weapons.
> 
>         Thanks all
>          Julia
> 
> 
>         -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz
>         <mailto:dq-request@dq.sf.org.nz> --
> 
> 

-- 
-------------------------------
Andrew Luxton-Reilly
Department of Computer Science
University of Auckland
Email: andrew@cs.auckland.ac.nz
Phone: +649-373-7599 x 85654


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SubjectRe: [dq] Siege Engine Research
FromHelen Saggers
DateThu, 1 May 2008 16:05:08 +1200
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The Roman Reinactor group in Auckland, The second legion Augusta has one =
of these Scorpion ballista, and I  have had "Lessons" in its setup and =
operation.
Yes we are doing actual scientific research when building and using =
these things, power, accuracy, how the thing actually work and what sort =
of ranges they had. Even how heavy they where or what sort of weather =
tolerance and reliability are explored.
Its called Experimental Archeology

The scorpion not as showy  to watch in operation as  the trebuchet with =
its great arm, but our experience shows that while the rope springs =
might not have the power to lob boulders over city walls like a =
trebuchet, they have many advantages over the bigger engine.

Even our small one proves a ballista with a novice crew is accurate =
enough to hit the same point time after time, the rate of fire of these =
engines is high and it can keep it up as long as you have ammo.
The machine is very reliable, miss fires are rare and (unlike the =
trebuchet) when they occur they are not fatally dangerous to things to =
the rear or sides.=20
It is quick to assemble and can be stored under tension, and they are =
also portable in assembled form, the little one we have is man portable, =
but a large one could be put on a cart or carriage.
Ballista are great for mounting on walls, siege towers or just on the =
hill; they can use single bolts to take out individuals because they are =
accurate. Cannon ball like rocks can pound the same place on a =
fortification, they will deliver Greek fire or even bundles of arrows. =
Making them very versatile a piece of more than 2000 year old technology

We also have a cart sized one, called an onager that we can't get to =
work; if we get the tension in the rope spring without bending the rod =
or cutting the rope, we break the arm. Proving that you can't  build =
these things out of just any old wood and metal.=20


Helen
  ----- Original Message -----=20
  From: Errol Cavit=20
  To: dq@dq.sf.org.nz=20
  Sent: Thursday, May 01, 2008 12:18 PM
  Subject: [dq] Siege Engine Research


  I know I attended Weapons of Medieval Destruction II in order to =
better understand my character's skill with siege engines. And look here =
- actual scientific research took place!

  =
http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-essay-season=
-runs-amok/

  More photos at =
http://www.flickr.com/photos/errolgc/sets/72157604771536938/

  Cheers
  Errol
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<!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 6.00.6000.16640" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>The Roman Reinactor group in Auckland, =
The second=20
legion Augusta has one of these Scorpion ballista, and I&nbsp; have had=20
"Lessons" in its setup and operation.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Yes we are doing actual scientific =
research when=20
building and using these things, power, accuracy, how the thing actually =
work=20
and what sort of ranges they had. Even how heavy they where or what sort =
of=20
weather tolerance and reliability are explored.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Its called Experimental =
Archeology</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>The scorpion&nbsp;not as showy&nbsp; to =
watch in=20
operation as&nbsp; the trebuchet with its great arm, but&nbsp;our =
experience=20
shows that while&nbsp;the rope springs&nbsp;might&nbsp;not have the =
power to lob=20
boulders over city walls like a trebuchet,&nbsp;they&nbsp;have many =
advantages=20
over the bigger engine.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Even our small one proves&nbsp;a =
ballista with a=20
novice crew&nbsp;is accurate enough to hit the same point time after =
time, the=20
rate of fire of these engines is high and&nbsp;it can keep it up as long =

as&nbsp;you have ammo.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>The machine is very reliable, miss =
fires are rare=20
and (unlike the trebuchet) when they occur they are not fatally =
dangerous to=20
things to the rear or sides. </FONT></DIV>
<DIV><FONT face=3DArial size=3D2>It is quick to assemble and can be =
stored under=20
tension, and they&nbsp;are also portable in assembled form, the little =
one we=20
have is man portable, but a large one could be put on a cart or=20
carriage.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Ballista&nbsp;are great for mounting on =
walls,=20
siege towers or just on the hill; they can use single bolts&nbsp;to take =
out=20
individuals because they are accurate. Cannon ball like rocks can pound =
the same=20
place on a fortification, they will deliver Greek fire or even bundles =
of=20
arrows. Making them very versatile a piece of more than 2000 year old=20
technology</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>We also have a cart sized one, called =
an onager=20
that we can't get to work;&nbsp;if we get the tension in the rope spring =
without=20
bending the rod or cutting the rope, we break the arm. Proving that you=20
can't&nbsp; build these things out of just any old wood and metal. =
</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Helen</FONT></DIV>
<BLOCKQUOTE dir=3Dltr=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; =
BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
  <DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
  <DIV=20
  style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =
black"><B>From:</B>=20
  <A title=3Decavit@tollnz.co.nz =
href=3D"mailto:ecavit@tollnz.co.nz">Errol Cavit</A>=20
  </DIV>
  <DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Ddq@dq.sf.org.nz=20
  href=3D"mailto:dq@dq.sf.org.nz">dq@dq.sf.org.nz</A> </DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Thursday, May 01, 2008 =
12:18=20
  PM</DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Subject:</B> [dq] Siege Engine =
Research</DIV>
  <DIV><BR></DIV>
  <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN =
class=3D320280900-01052008>I=20
  know I attended Weapons of Medieval Destruction II in order to better=20
  understand my character's skill with siege engines. And look here - =
actual=20
  scientific research took place!</SPAN></FONT></DIV>
  <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN=20
  class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
  <DIV><FONT face=3DArial color=3D#0000ff size=3D2><SPAN =
class=3D320280900-01052008><A=20
  =
href=3D"http://hittingmetalwithahammer.wordpress.com/2008/05/01/when-essa=
y-season-runs-amok/">http://hittingmetalwithahammer.wordpress.com/2008/05=
/01/when-essay-season-runs-amok/</A></SPAN></FONT></DIV>
  <DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
  class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
  <DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN =
class=3D320280900-01052008>More=20
  photos at <A=20
  =
href=3D"http://www.flickr.com/photos/errolgc/sets/72157604771536938/">htt=
p://www.flickr.com/photos/errolgc/sets/72157604771536938/</A></SPAN></FON=
T></DIV>
  <DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
  class=3D320280900-01052008></SPAN></FONT>&nbsp;</DIV>
  <DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
  class=3D320280900-01052008>Cheers</SPAN></FONT></DIV>
  <DIV><FONT face=3DArial color=3D#000000 size=3D2><SPAN=20
  =
class=3D320280900-01052008>Errol</SPAN></FONT></DIV></BLOCKQUOTE></BODY><=
/HTML>

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SubjectRe: [dq] Healer - Regeneration - Solutions
FromJonathan Bean
DateThu, 1 May 2008 16:18:41 +1200
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Hi Martin,

As a general guide for how many patients/wounds can be worked on at once;
Spec Grievs do a number of EN points when they are received.
I as a GM allow a healer to be able to work on Healer rank points at any one
time.

So;
90-92 A Broken hip did 5 EN damage... etc
41-42 A glancing blow opens your scalp doing 2 EN damage ... etc
08 A puncher to the groin take 3 EN damage ...

A rank 8 healer could start healing any two of the wounds.
A rank 10 healer could start to heal all three at once.

I do this as its simple and easy. I don't really care if it doesn't work
100% of the time, but its fast, and consistent for the players.

Jono


2008/5/1 Martin Dickson <martin.dickson@gmail.com>:

> On Thu, May 1, 2008 at 10:23 AM, Stephen Martin <stephenm@aklnz.net>
> wrote:
>
> > Currently, each Spec Grev injury must be Repaired taking (60-3*Rk)
> > hours.... Some GMs currently allow all spec Grevs to be repaired at once...
>
>
> Slight aside to the main topic, but this is tied in part to the question
> of "how much of the healer's time does each injury take?"  If the X hours
> are X * 100% of the healer's attention then multiple wounds cannot be
> attended (whether on the same patient or on different patients), and the
> actual time taken (lost from play) is longer than the time shown as the
> healer usually has to sleep, eat, etc.
>
> My GMing preference is that the healer has to spend some initial time on
> the process and then check up / boost things every few hours.  This allows
> a) the same healer to attend multiple wounds / patients, b) the player of
> the healer to do things other than be taken completely out of play, and c)
> the injured character to suffer for a while. :-)
>
> Cheers,
> Martin
>
>
>


-- 
Kind regards,

Jonathan Bean
W: +64 9 302 9683
H: +64 9 828 2959
M: +64 21 917 173
G: jonobean@gmail.com

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Hi Martin,<br><br>As a general guide for how many patients/wounds can be worked on at once;<br><div style="margin-left: 40px;">Spec Grievs do a number of EN points when they are received.<br>I as a GM allow a healer to be able to work on Healer rank points at any one time.<br>
</div><br>So; <br>90-92 A Broken hip did 5 EN damage... etc<br>41-42 A glancing blow opens your scalp doing 2 EN damage ... etc<br>08 A puncher to the groin take 3 EN damage ...<br><br>A rank 8 healer could start healing any two of the wounds.<br>
A rank 10 healer could start to heal all three at once. <br><br>I do this as its simple and easy. I don&#39;t really care if it doesn&#39;t work 100% of the time, but its fast, and consistent for the players.<br><br>Jono<br>
<br><br><div class="gmail_quote">2008/5/1 Martin Dickson &lt;<a href="mailto:martin.dickson@gmail.com">martin.dickson@gmail.com</a>&gt;:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
On Thu, May 1, 2008 at 10:23 AM, Stephen Martin &lt;<a href="mailto:stephenm@aklnz.net" target="_blank">stephenm@aklnz.net</a>&gt; wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">

Currently, each Spec Grev injury must be Repaired taking (60-3*Rk) hours....
Some GMs currently allow all spec Grevs to be repaired at once...</blockquote><div><br>Slight aside to the main topic, but this is tied in part to the question of &quot;how much of the healer&#39;s time does each injury take?&quot;&nbsp; If the X hours are X * 100% of the healer&#39;s attention then multiple wounds cannot be attended (whether on the same patient or on different patients), and the actual time taken (lost from play) is longer than the time shown as the healer usually has to sleep, eat, etc.<br>

<br>My GMing preference is that the healer has to spend some initial time on the process and then check up / boost things every few hours.&nbsp; This allows a) the same healer to attend multiple wounds / patients, b) the player of the healer to do things other than be taken completely out of play, and c) the injured character to suffer for a while. :-)<br>

<br>Cheers,<br>Martin<br>&nbsp;</div></div><br>
</blockquote></div><br><br clear="all"><br>-- <br>Kind regards,<br><br>Jonathan Bean<br>W: +64 9 302 9683<br>H: +64 9 828 2959<br>M: +64 21 917 173<br>G: <a href="mailto:jonobean@gmail.com">jonobean@gmail.com</a>

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SubjectRe: [dq] Healer - Regeneration - Solutions
FromMartin Dickson
DateThu, 1 May 2008 16:36:03 +1200
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On Thu, May 1, 2008 at 4:18 PM, Jonathan Bean <jonobean@gmail.com> wrote:

> I as a GM allow a healer to be able to work on Healer rank points at any
> one time.
>
> ...
> I do this as its simple and easy. I don't really care if it doesn't work
> 100% of the time, but its fast, and consistent for the players.


Good idea.  (I like simple) :-)

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On Thu, May 1, 2008 at 4:18 PM, Jonathan Bean &lt;<a href="mailto:jonobean@gmail.com">jonobean@gmail.com</a>&gt; wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div style="margin-left: 40px;">I as a GM allow a healer to be able to work on Healer rank points at any one time.<br>
</div><br>...<br>I do this as its simple and easy. I don&#39;t really care if it doesn&#39;t work 100% of the time, but its fast, and consistent for the players.</blockquote><div><br>Good idea.&nbsp; (I like simple) :-)<br></div>
</div><br>

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