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high stats mean almost nothing in DQ as it is.
=A0
the game has a ballance between defence and armour.
if you want more TMR when wearing a given armour then the best option is to=
increase Strength rather than change the rules.
=A0
Ian
--- On Fri, 30/7/10, Jim Arona <jim.arona@gmail.com> wrote:
From: Jim Arona <jim.arona@gmail.com>
Subject: Re: [dq] Warrior Skill
To: dq@dq.sf.org.nz
Date: Friday, 30 July, 2010, 10:46 PM
I agree with Andrew about the increase to TMR, it creates other problems an=
d is kind of dumb.
I would prefer to have the ENC penalties for armour reduced, which will ten=
d to favour high PROT fighters over high AG fighters.
On 30 July 2010 22:42, Andrew Withy <awithy@ihug.co.nz> wrote:
I STRONGLY dislike the specialisation suggestion as it stands, as it makes
the skill much more mage-friendly, and doesn't encourage this skill to be
mainly taken by melee-oriented non-mages or sub-mages. Example: mage with
glaive, gets rank 5 warrior based on ranking glaive only, gains bonuses as
if Rank 10 warrior, and usually doesn't need to change weapon. Perhaps I
have misunderstood, but this appears to shift the skill into a must-have
cheap and easy bonus for any second-rank, third-rate mage who fights
occasionally.
Primary weapon to Rank 7, with +10 strike chance
Old Skill: 66,000 ep, 348 weeks. Two master feats
New Skill: =A06,600 ep, 68 weeks.
Primary weapon to Rank 7, with +18 defence
Old Skill: 55,000 ep, 339 weeks. One master feat
New Skill: 11,000 ep, 75 weeks.
This discrepancy of "value" is mainly due to specialisation. An ep and time
reduction of FIVE or TEN times is an inappropriate change that will make
this skill a "must have", particularly as the warrior part is a small
proportion of this cost/time - ranking the weapon is most of it.
------------------
On a more technical note, there is an oddity with Stephen's movement bonus
suggestion.
His Warrior-Charge-with-Pole is *faster* than Move. Maybe this is OK, but I
dislike it. Maybe we allow charge w. poleweapon when there is no enemy at
the other end. I dislike this, as I'd prefer to keep movement =3D< TMR. May=
be
we just allow warriors to increase TMR by +1 instead. Or only apply the TMR
bonus to Step+Attack, and Charge-with-Non-Pole. Charge-with-Pole is already
very effective for moving around the grid (being twice speed and +35% to hi=
t
over normal charge).
The simplifications on the numbers are also a slight boost, but *if* the
skill didn't become much easier to get and more attractive because of funky
abilities, this would be OK.
Regards
Andrew
-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Stephen Martin
Sent: Friday, 30 July 2010 5:25 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Warrior Skill
I should have said +2 TMR before Step & Attack or Charge.
To be explicitly clear, my intention is...
Without this ability:
On a Step & Attack anyone can move 1 hex and change facing before attacking=
,
22-25AG can move 2.
A charge with a non-pole weapon is half TMR before attacking and -15%
A charge with a pole weapon (or shield) is up to full TMR before attacking
and +20%
Special Attacks (Multi-Hex Strike, Multiple Strike, Trip, Disarm, KO) may
not be combined with
movement
With this ability:
Step & Attack 3 hexes then attack (or 4 hexes for high AG)
Charge with non-pole (TMR / 2) + 2 then att at -15%
Charge with Pole/Shld TMR + 2 then att.
Special Attacks 1 hex then Multi-hex, etc.
The idea is to add to the Warriors mobility in combat, helping them get to
the fight faster.
Even the 3TMR plated Dwarven Warrior gets an extra spring in their step whe=
n
that hex grid forms.
Cheers, Stephen.
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<table cellspacing=3D"0" cellpadding=3D"0" border=3D"0" ><tr><td valign=3D"=
top" style=3D"font: inherit;"><DIV>high stats mean almost nothing in DQ as =
it is.</DIV>
<DIV> </DIV>
<DIV>the game has a ballance between defence and armour.</DIV>
<DIV>if you want more TMR when wearing a given armour then the best option =
is to increase Strength rather than change the rules.</DIV>
<DIV> </DIV>
<DIV>Ian<BR><BR>--- On <B>Fri, 30/7/10, Jim Arona <I><jim.arona@gmail.co=
m></I></B> wrote:<BR></DIV>
<BLOCKQUOTE style=3D"BORDER-LEFT: rgb(16,16,255) 2px solid; PADDING-LEFT: 5=
px; MARGIN-LEFT: 5px"><BR>From: Jim Arona <jim.arona@gmail.com><BR>Su=
bject: Re: [dq] Warrior Skill<BR>To: dq@dq.sf.org.nz<BR>Date: Friday, 30 Ju=
ly, 2010, 10:46 PM<BR><BR>
<DIV id=3Dyiv1261179143>
<DIV><FONT face=3Dgeorgia,serif>I agree with Andrew about the increase to T=
MR, it creates other problems and is kind of dumb.</FONT></DIV>
<DIV><FONT face=3Dgeorgia,serif>I would prefer to have the ENC penalties fo=
r armour reduced, which will tend to favour high PROT fighters over high AG=
fighters.<BR></FONT><BR></DIV>
<DIV class=3Dyiv1261179143gmail_quote>On 30 July 2010 22:42, Andrew Withy <=
SPAN dir=3Dltr><<A href=3D"http://nz.mc961.mail.yahoo.com/mc/compose?to=
=3Dawithy@ihug.co.nz" rel=3Dnofollow target=3D_blank ymailto=3D"mailto:awit=
hy@ihug.co.nz">awithy@ihug.co.nz</A>></SPAN> wrote:<BR>
<BLOCKQUOTE style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3Dyiv1261179143gmail_quote>I STRONGLY dislike th=
e specialisation suggestion as it stands, as it makes<BR>the skill much mor=
e mage-friendly, and doesn't encourage this skill to be<BR>mainly taken by =
melee-oriented non-mages or sub-mages. Example: mage with<BR>glaive, gets r=
ank 5 warrior based on ranking glaive only, gains bonuses as<BR>if Rank 10 =
warrior, and usually doesn't need to change weapon. Perhaps I<BR>have misun=
derstood, but this appears to shift the skill into a must-have<BR>cheap and=
easy bonus for any second-rank, third-rate mage who fights<BR>occasionally=
..<BR><BR><BR>Primary weapon to Rank 7, with +10 strike chance<BR>Old Skill:=
66,000 ep, 348 weeks. Two master feats<BR>New Skill: 6,600 ep, 68 we=
eks.<BR><BR>Primary weapon to Rank 7, with +18 defence<BR>Old Skill: 55,000=
ep, 339 weeks. One master feat<BR>New Skill: 11,000 ep, 75
weeks.<BR><BR>This discrepancy of "value" is mainly due to specialisation.=
An ep and time<BR>reduction of FIVE or TEN times is an inappropriate chang=
e that will make<BR>this skill a "must have", particularly as the warrior p=
art is a small<BR>proportion of this cost/time - ranking the weapon is most=
of it.<BR><BR>------------------<BR><BR>On a more technical note, there is=
an oddity with Stephen's movement bonus<BR>suggestion.<BR>His Warrior-Char=
ge-with-Pole is *faster* than Move. Maybe this is OK, but I<BR>dislike it. =
Maybe we allow charge w. poleweapon when there is no enemy at<BR>the other =
end. I dislike this, as I'd prefer to keep movement =3D< TMR. Maybe<BR>w=
e just allow warriors to increase TMR by +1 instead. Or only apply the TMR<=
BR>bonus to Step+Attack, and Charge-with-Non-Pole. Charge-with-Pole is alre=
ady<BR>very effective for moving around the grid (being twice speed and +35=
% to hit<BR>over normal charge).<BR><BR>The simplifications on the
numbers are also a slight boost, but *if* the<BR>skill didn't become much =
easier to get and more attractive because of funky<BR>abilities, this would=
be OK.<BR><BR><BR>Regards<BR><FONT color=3D#888888><BR>Andrew<BR></FONT>
<DIV class=3Dyiv1261179143im><BR>-----Original Message-----<BR>From: <A hre=
f=3D"http://nz.mc961.mail.yahoo.com/mc/compose?to=3Ddq-owner@dq.sf.org.nz" =
rel=3Dnofollow target=3D_blank ymailto=3D"mailto:dq-owner@dq.sf.org.nz">dq-=
owner@dq.sf.org.nz</A> [mailto:<A href=3D"http://nz.mc961.mail.yahoo.com/mc=
/compose?to=3Ddq-owner@dq.sf.org.nz" rel=3Dnofollow target=3D_blank ymailto=
=3D"mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</A>] On Behalf Of<B=
R>Stephen Martin<BR></DIV>
<DIV class=3Dyiv1261179143im>Sent: Friday, 30 July 2010 5:25 p.m.<BR>To: <A=
href=3D"http://nz.mc961.mail.yahoo.com/mc/compose?to=3Ddq@dq.sf.org.nz" re=
l=3Dnofollow target=3D_blank ymailto=3D"mailto:dq@dq.sf.org.nz">dq@dq.sf.or=
g.nz</A><BR></DIV>
<DIV>
<DIV></DIV>
<DIV class=3Dyiv1261179143h5>Subject: Re: [dq] Warrior Skill<BR><BR>I shoul=
d have said +2 TMR before Step & Attack or Charge.<BR>To be explicitly =
clear, my intention is...<BR><BR>Without this ability:<BR>On a Step & A=
ttack anyone can move 1 hex and change facing before attacking,<BR>22-25AG =
can move 2.<BR>A charge with a non-pole weapon is half TMR before attacking=
and -15%<BR>A charge with a pole weapon (or shield) is up to full TMR befo=
re attacking<BR>and +20%<BR>Special Attacks (Multi-Hex Strike, Multiple Str=
ike, Trip, Disarm, KO) may<BR>not be combined with<BR>movement<BR><BR>With =
this ability:<BR>Step & Attack 3 hexes then attack (or 4 hexes for high=
AG)<BR>Charge with non-pole (TMR / 2) + 2 then att at -15%<BR>Charge with =
Pole/Shld TMR + 2 then att.<BR>Special Attacks 1 hex then Multi-hex, etc.<B=
R><BR><BR>The idea is to add to the Warriors mobility in combat, helping th=
em get to<BR>the fight faster.<BR>Even the 3TMR plated Dwarven Warrior
gets an extra spring in their step when<BR>that hex grid forms.<BR><BR>Che=
ers, Stephen.<BR><BR><BR></DIV></DIV>
<DIV>
<DIV></DIV>
<DIV class=3Dyiv1261179143h5>-- to unsubscribe notify mailto:<A href=3D"htt=
p://nz.mc961.mail.yahoo.com/mc/compose?to=3Ddq-request@dq.sf.org.nz" rel=3D=
nofollow target=3D_blank ymailto=3D"mailto:dq-request@dq.sf.org.nz">dq-requ=
est@dq.sf.org.nz</A> --<BR></DIV></DIV></BLOCKQUOTE></DIV><BR></DIV></BLOCK=
QUOTE></td></tr></table>
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