SubjectRe: [dq] Trivial rules stuff for next meeting
FromMartin Dickson
DateTue, 29 Jul 2014 09:33:35 +1200
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EN blow, or bypass _all_ armour?   (e.g. If target has any damage
reduction,  or armour effective against EN blows then blow dart is
ineffective? )

If the latter then wouldn't easiest rule be that blow guns do exactly 1
point of damage,  and must do effective damage to deliver payload?

Cheers, Martin
On 28/07/2014 11:10 PM, "Jim Arona" <jim.arona@gmail.com> wrote:

> =E2=80=8BYou need an EN hit if the target has armour, but if they have no
> Protection, they suffer the effects of the poison as listed in the poison=
's
> description.=E2=80=8B
>
>
> On 28 July 2014 22:25, Kelsie McArthur <kelsiemca@gmail.com> wrote:
>
>> Not talking about a rule change. The deficiency is that there is not a
>> functional rule in the book. Jim thinks that it takes an endurance blow.
>> This is reasonable. I and Errol assumed it to be the same as the animals=
,
>> Also reasonable. We have a new player in the game using one. As written =
it
>> does the poison damage without having to penetrate. The note should tell=
 a
>> player how it works.
>>
>> Kelsie
>>
>>
>> On 28 July 2014 19:34, Jim Arona <jim.arona@gmail.com> wrote:
>>
>>> What deficiency does this rule change on blow guns address?
>>>
>>> Because, if the answer that it makes the rules more consistent, then
>>> stop now before you create a problem where none exists.
>>>
>>> Blowgun use is not a standard part of the game environment, although
>>> there is no reason to exclude it from play, there is also no reason to =
make
>>> it productive that more of it would be seen. Currently, it's an impract=
ical
>>> weapon in the way the rules describe them, and so disbelief acts as
>>> friction against their overuse.
>>>
>>>
>>>
>>> On 28 July 2014 14:25, Errol Cavit <Errol.Cavit@tollgroup.com> wrote:
>>>
>>>> 1)      I think a reminder 8 years after a change comes into effect
>>>> for people to update their calcs is ..um.. timely? I=E2=80=99d prefer =
updating
>>>> Stealth to reflect the subsequent Spy change, but no biggy.
>>>>
>>>> 2)      Various venomous animals have entries like:
>>>>
>>>> *Weapons*
>>>>
>>>> Asps may bite. Poison occurs after effective damage.
>>>>
>>>> *Bite*: BC 65%, [D =E2=80=93 3] penetration only, Close, Rank 0.
>>>>
>>>> *Poison*: 2 DP per pulse.
>>>>
>>>>
>>>>
>>>> So  the note should be expanded to give a DM, for penetration only
>>>> (currently kind-off assumed to be D+0?). Add a pointer to envenomed we=
apons
>>>> in Combat 6.13 Weapons?
>>>>
>>>>
>>>>
>>>> 3)      Kind-of related, Note F should start with =E2=80=98Up to three
>>>> throwing darts may be=E2=80=A6=E2=80=99, to match the entry in the wea=
pon table.
>>>>
>>>> 4)      Note H (Grenadoes) has been over-shortened at some point, and
>>>> now gets lost in the middle. The Alchemist write-ups for greek fire an=
d
>>>> methane are also poor, but that isn=E2=80=99t the note=E2=80=99s fault=
!
>>>>
>>>>
>>>>
>>>> Cheers
>>>>
>>>> Errol
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] *On
>>>> Behalf Of *Kelsie McArthur
>>>> *Sent:* Monday, 28 July 2014 12:08 p.m.
>>>> *To:* dq@dq.sf.org.nz
>>>> *Subject:* [dq] Trivial rules stuff for next meeting
>>>>
>>>>
>>>>
>>>> 1) Spy/stealth: the spy skill used to give 2% per rank. The change to
>>>> spy changed it to 1% per rank. The text in stealth has not changed. We=
 need
>>>> to pick one. I would suggest sticking with 2% as most people have not
>>>> noticed the change,  and many people have 2% in their spread sheets.
>>>>
>>>> 2) Blowgun has no damage and notes which say: * The damage done by a
>>>> blowgun dart depends upon the substance which coats the tip. This need=
s to
>>>> change to the same as venomous animals, which have damage that only ap=
plies
>>>> for purposes of bypassing armour.
>>>>
>>>> Kelsie
>>>>
>>>
>>>
>>
>

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<p dir=3D"ltr">EN blow, or bypass _all_ armour?=C2=A0=C2=A0 (e.g. If target=
 has any damage reduction,=C2=A0 or armour effective against EN blows then =
blow dart is ineffective? )</p>
<p dir=3D"ltr">If the latter then wouldn&#39;t easiest rule be that blow gu=
ns do exactly 1 point of damage,=C2=A0 and must do effective damage to deli=
ver payload? </p>
<p dir=3D"ltr">Cheers, Martin</p>
<div class=3D"gmail_quote">On 28/07/2014 11:10 PM, &quot;Jim Arona&quot; &l=
t;<a href=3D"mailto:jim.arona@gmail.com">jim.arona@gmail.com</a>&gt; wrote:=
<br type=3D"attribution"><blockquote class=3D"gmail_quote" style=3D"margin:=
0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir=3D"ltr"><div class=3D"gmail_default" style=3D"font-family:georgia,=
serif">=E2=80=8BYou need an EN hit if the target has armour, but if they ha=
ve no Protection, they suffer the effects of the poison as listed in the po=
ison&#39;s description.=E2=80=8B</div>

</div><div class=3D"gmail_extra"><br><br><div class=3D"gmail_quote">On 28 J=
uly 2014 22:25, Kelsie McArthur <span dir=3D"ltr">&lt;<a href=3D"mailto:kel=
siemca@gmail.com" target=3D"_blank">kelsiemca@gmail.com</a>&gt;</span> wrot=
e:<br>

<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div dir=3D"ltr"><div>Not talking about a ru=
le change. The deficiency is that there is not a functional rule in the boo=
k. Jim thinks that it takes an endurance blow. This is reasonable. I and Er=
rol assumed it to be the same as the animals, Also reasonable. We have a ne=
w player in the game using one. As written it does the poison damage withou=
t having to penetrate. The note should tell a player how it works.<span><fo=
nt color=3D"#888888"><br>


<br></font></span></div><span><font color=3D"#888888">Kelsie<br></font></sp=
an></div><div><div><div class=3D"gmail_extra"><br><br><div class=3D"gmail_q=
uote">On 28 July 2014 19:34, Jim Arona <span dir=3D"ltr">&lt;<a href=3D"mai=
lto:jim.arona@gmail.com" target=3D"_blank">jim.arona@gmail.com</a>&gt;</spa=
n> wrote:<br>


<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div dir=3D"ltr"><div class=3D"gmail_default=
" style=3D"font-family:georgia,serif">What deficiency does this rule change=
 on blow guns address?</div>


<div class=3D"gmail_default" style=3D"font-family:georgia,serif"><br></div>=
<div class=3D"gmail_default" style=3D"font-family:georgia,serif">
Because, if the answer that it makes the rules more consistent, then stop n=
ow before you create a problem where none exists.</div><div class=3D"gmail_=
default" style=3D"font-family:georgia,serif"><br></div><div class=3D"gmail_=
default" style=3D"font-family:georgia,serif">



Blowgun use is not a standard part of the game environment, although there =
is no reason to exclude it from play, there is also no reason to make it pr=
oductive that more of it would be seen. Currently, it&#39;s an impractical =
weapon in the way the rules describe them, and so disbelief acts as frictio=
n against their overuse.</div>



<div class=3D"gmail_default" style=3D"font-family:georgia,serif"><br></div>=
</div><div class=3D"gmail_extra"><br><br><div class=3D"gmail_quote"><div>On=
 28 July 2014 14:25, Errol Cavit <span dir=3D"ltr">&lt;<a href=3D"mailto:Er=
rol.Cavit@tollgroup.com" target=3D"_blank">Errol.Cavit@tollgroup.com</a>&gt=
;</span> wrote:<br>



</div><blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-l=
eft:1px #ccc solid;padding-left:1ex"><div link=3D"blue" vlink=3D"purple" la=
ng=3D"EN-NZ"><div><div><p><u></u><span style=3D"font-size:11.0pt;font-famil=
y:&quot;Calibri&quot;,&quot;sans-serif&quot;;color:#1f497d"><span>1)<span s=
tyle=3D"font:7.0pt &quot;Times New Roman&quot;">=C2=A0=C2=A0=C2=A0=C2=A0=C2=
=A0 </span></span></span><u></u><span style=3D"font-size:11.0pt;font-family=
:&quot;Calibri&quot;,&quot;sans-serif&quot;;color:#1f497d">I think a remind=
er 8 years after a change comes into effect for people to update their calc=
s is ..um.. timely? I=E2=80=99d prefer updating Stealth to reflect the subs=
equent Spy change, but no biggy.<u></u><u></u></span></p>



</div><p><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&q=
uot;,&quot;sans-serif&quot;;color:#1f497d"><span>2)<span style=3D"font:7.0p=
t &quot;Times New Roman&quot;">=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 </span></span=
></span><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&qu=
ot;,&quot;sans-serif&quot;;color:#1f497d">Various venomous animals have ent=
ries like:<u></u><u></u></span></p>


<div>
<p class=3D"MsoNormal" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin=
-left:36.0pt;line-height:14.3pt;background:white"><b><span style=3D"font-si=
ze:10.0pt;font-family:&quot;Arial&quot;,&quot;sans-serif&quot;;color:black"=
>Weapons<u></u><u></u></span></b></p>



<p class=3D"MsoNormal" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin=
-left:36.0pt;line-height:14.3pt;background:white"><span style=3D"font-size:=
10.0pt;font-family:&quot;Arial&quot;,&quot;sans-serif&quot;;color:black">As=
ps may bite. Poison occurs after effective damage.<u></u><u></u></span></p>



<p class=3D"MsoNormal" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin=
-left:36.0pt;line-height:14.3pt;background:white"><b><span style=3D"font-si=
ze:10.0pt;font-family:&quot;Arial&quot;,&quot;sans-serif&quot;;color:black"=
>Bite</span></b><span style=3D"font-size:10.0pt;font-family:&quot;Arial&quo=
t;,&quot;sans-serif&quot;;color:black">: BC 65%, [D =E2=80=93 3] penetratio=
n only, Close, Rank 0.<u></u><u></u></span></p>



<p class=3D"MsoNormal" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin=
-left:36.0pt;line-height:14.3pt;background:white"><b><span style=3D"font-si=
ze:10.0pt;font-family:&quot;Arial&quot;,&quot;sans-serif&quot;;color:black"=
>Poison</span></b><span style=3D"font-size:10.0pt;font-family:&quot;Arial&q=
uot;,&quot;sans-serif&quot;;color:black">: 2 DP per pulse.<u></u><u></u></s=
pan></p>



<p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&quot;Ca=
libri&quot;,&quot;sans-serif&quot;;color:#1f497d"><u></u>=C2=A0<u></u></spa=
n></p><p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&q=
uot;Calibri&quot;,&quot;sans-serif&quot;;color:#1f497d">So =C2=A0the note s=
hould be expanded to give a DM, for penetration only (currently kind-off as=
sumed to be D+0?). Add a pointer to envenomed weapons in Combat 6.13 Weapon=
s?<u></u><u></u></span></p>



<p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&quot;Ca=
libri&quot;,&quot;sans-serif&quot;;color:#1f497d"><u></u>=C2=A0<u></u></spa=
n></p><p><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&q=
uot;,&quot;sans-serif&quot;;color:#1f497d"><span>3)<span style=3D"font:7.0p=
t &quot;Times New Roman&quot;">=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 </span></span=
></span><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&qu=
ot;,&quot;sans-serif&quot;;color:#1f497d">Kind-of related, Note F should st=
art with =E2=80=98Up to three throwing darts may be=E2=80=A6=E2=80=99, to m=
atch the entry in the weapon table.<u></u><u></u></span></p>



<p><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&quot;,&=
quot;sans-serif&quot;;color:#1f497d"><span>4)<span style=3D"font:7.0pt &quo=
t;Times New Roman&quot;">=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 </span></span></spa=
n><u></u><span style=3D"font-size:11.0pt;font-family:&quot;Calibri&quot;,&q=
uot;sans-serif&quot;;color:#1f497d">Note H (Grenadoes) has been over-shorte=
ned at some point, and now gets lost in the middle. The Alchemist write-ups=
 for greek fire and methane are also poor, but that isn=E2=80=99t the note=
=E2=80=99s fault!<u></u><u></u></span></p>



<p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&quot;Ca=
libri&quot;,&quot;sans-serif&quot;;color:#1f497d"><u></u>=C2=A0<u></u></spa=
n></p><p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&q=
uot;Calibri&quot;,&quot;sans-serif&quot;;color:#1f497d">Cheers<u></u><u></u=
></span></p>



<p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&quot;Ca=
libri&quot;,&quot;sans-serif&quot;;color:#1f497d">Errol <u></u><u></u></spa=
n></p><p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&q=
uot;Calibri&quot;,&quot;sans-serif&quot;;color:#1f497d"><u></u>=C2=A0<u></u=
></span></p>



<p class=3D"MsoNormal"><span style=3D"font-size:11.0pt;font-family:&quot;Ca=
libri&quot;,&quot;sans-serif&quot;;color:#1f497d"><u></u>=C2=A0<u></u></spa=
n></p><div style=3D"border:none;border-left:solid blue 1.5pt;padding:0cm 0c=
m 0cm 4.0pt">



<div><div style=3D"border:none;border-top:solid #b5c4df 1.0pt;padding:3.0pt=
 0cm 0cm 0cm"><p class=3D"MsoNormal"><b><span style=3D"font-size:10.0pt;fon=
t-family:&quot;Tahoma&quot;,&quot;sans-serif&quot;" lang=3D"EN-US">From:</s=
pan></b><span style=3D"font-size:10.0pt;font-family:&quot;Tahoma&quot;,&quo=
t;sans-serif&quot;" lang=3D"EN-US"> <a href=3D"mailto:dq-owner@dq.sf.org.nz=
" target=3D"_blank">dq-owner@dq.sf.org.nz</a> [mailto:<a href=3D"mailto:dq-=
owner@dq.sf.org.nz" target=3D"_blank">dq-owner@dq.sf.org.nz</a>] <b>On Beha=
lf Of </b>Kelsie McArthur<br>



<b>Sent:</b> Monday, 28 July 2014 12:08 p.m.<br><b>To:</b> <a href=3D"mailt=
o:dq@dq.sf.org.nz" target=3D"_blank">dq@dq.sf.org.nz</a><br><b>Subject:</b>=
 [dq] Trivial rules stuff for next meeting<u></u><u></u></span></p></div></=
div>



<div><p class=3D"MsoNormal"><u></u>=C2=A0<u></u></p><div><div><div><p class=
=3D"MsoNormal" style=3D"margin-bottom:12.0pt">1) Spy/stealth: the spy skill=
 used to give 2% per rank. The change to spy changed it to 1% per rank. The=
 text in stealth has not changed. We need to pick one. I would suggest stic=
king with 2% as most people have not noticed the change,=C2=A0 and many peo=
ple have 2% in their spread sheets.<u></u><u></u></p>



</div><p class=3D"MsoNormal" style=3D"margin-bottom:12.0pt">2) Blowgun has =
no damage and notes which say: * The damage done by a blowgun dart depends =
upon the substance which coats the tip. This needs to change to the same as=
 venomous animals, which have damage that only applies for purposes of bypa=
ssing armour.<u></u><u></u></p>



</div><p class=3D"MsoNormal">Kelsie<u></u><u></u></p></div></div></div></di=
v></div></div></blockquote></div><br></div>
</blockquote></div><br></div>
</div></div></blockquote></div><br></div>
</blockquote></div>

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SubjectRe: [dq] Trivial rules stuff for next meeting
FromIan Wood
DateMon, 28 Jul 2014 14:53:41 -0700
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And at rank 4 they do 2 points, so get past those pesky tough hide critters=
, like orcs.=0A=0A=0A=0A>________________________________=0A> From: Martin =
Dickson <martin.dickson@gmail.com>=0A>To: dq@dq.sf.org.nz =0A>Sent: Tuesday=
, 29 July 2014 9:33 AM=0A>Subject: Re: [dq] Trivial rules stuff for next me=
eting=0A> =0A>=0A>=0A>EN blow, or bypass _all_ armour?=C2=A0=C2=A0 (e.g. If=
 target has any damage reduction,=C2=A0 or armour effective against EN blow=
s then blow dart is ineffective? )=0A>If the latter then wouldn't easiest r=
ule be that blow guns do exactly 1 point of damage,=C2=A0 and must do effec=
tive damage to deliver payload? =0A>Cheers, Martin=0A>=0A>=0A>=0A>On 28/07/=
2014 11:10 PM, "Jim Arona" <jim.arona@gmail.com> wrote:=0A>=0A>=E2=80=8BYou=
 need an EN hit if the target has armour, but if they have no Protection, t=
hey suffer the effects of the poison as listed in the poison's description.=
=E2=80=8B=0A>>=0A>>=0A>>=0A>>On 28 July 2014 22:25, Kelsie McArthur <kelsie=
mca@gmail.com> wrote:=0A>>=0A>>Not talking about a rule change. The deficie=
ncy is that there is not a functional rule in the book. Jim thinks that it =
takes an endurance blow. This is reasonable. I and Errol assumed it to be t=
he same as the animals, Also reasonable. We have a new player in the game u=
sing one. As written it does the poison damage without having to penetrate.=
 The note should tell a player how it works.=0A>>>=0A>>>Kelsie=0A>>>=0A>>>=
=0A>>>=0A>>>=0A>>>On 28 July 2014 19:34, Jim Arona <jim.arona@gmail.com> wr=
ote:=0A>>>=0A>>>What deficiency does this rule change on blow guns address?=
=0A>>>>=0A>>>>=0A>>>>Because, if the answer that it makes the rules more co=
nsistent, then stop now before you create a problem where none exists.=0A>>=
>>=0A>>>>=0A>>>>Blowgun use is not a standard part of the game environment,=
 although there is no reason to exclude it from play, there is also no reas=
on to make it productive that more of it would be seen. Currently, it's an =
impractical weapon in the way the rules describe them, and so disbelief act=
s as friction against their overuse.=0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>=
>>>On 28 July 2014 14:25, Errol Cavit <Errol.Cavit@tollgroup.com> wrote:=0A=
>>>>=0A>>>>1)=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 I think a reminder 8 years afte=
r a change comes into effect for people to update their calcs is ..um.. tim=
ely? I=E2=80=99d prefer updating Stealth to reflect the subsequent Spy chan=
ge, but no biggy.=0A>>>>>2)=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Various venomous =
animals have entries like:=0A>>>>>Weapons=0A>>>>>Asps may bite. Poison occu=
rs after effective damage.=0A>>>>>Bite: BC 65%, [D =E2=80=93 3] penetration=
 only, Close, Rank 0.=0A>>>>>Poison: 2 DP per pulse.=0A>>>>>=C2=A0=0A>>>>>S=
o =C2=A0the note should be expanded to give a DM, for penetration only (cur=
rently kind-off assumed to be D+0?). Add a pointer to envenomed weapons in =
Combat 6.13 Weapons?=0A>>>>>=C2=A0=0A>>>>>3)=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 =
Kind-of related, Note F should start with =E2=80=98Up to three throwing dar=
ts may be=E2=80=A6=E2=80=99, to match the entry in the weapon table.=0A>>>>=
>4)=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Note H (Grenadoes) has been over-shortene=
d at some point, and now gets lost in the middle. The Alchemist write-ups f=
or greek fire and methane are also poor, but that isn=E2=80=99t the note=E2=
=80=99s fault!=0A>>>>>=C2=A0=0A>>>>>Cheers=0A>>>>>Errol =0A>>>>>=C2=A0=0A>>=
>>>=C2=A0=0A>>>>>From:dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] =
On Behalf Of Kelsie McArthur=0A>>>>>Sent: Monday, 28 July 2014 12:08 p.m.=
=0A>>>>>To: dq@dq.sf.org.nz=0A>>>>>Subject: [dq] Trivial rules stuff for ne=
xt meeting=0A>>>>>=C2=A0=0A>>>>>1) Spy/stealth: the spy skill used to give =
2% per rank. The change to spy changed it to 1% per rank. The text in steal=
th has not changed. We need to pick one. I would suggest sticking with 2% a=
s most people have not noticed the change,=C2=A0 and many people have 2% in=
 their spread sheets.=0A>>>>>2) Blowgun has no damage and notes which say: =
* The damage done by a blowgun dart depends upon the substance which coats =
the tip. This needs to change to the same as venomous animals, which have d=
amage that only applies for purposes of bypassing armour.=0A>>>>>Kelsie=0A>=
>>>=0A>>>=0A>>=0A>=0A>
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<html><body><div style=3D"color:#000; background-color:#fff; font-family:He=
lveticaNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, Sans-Serif;fo=
nt-size:12pt"><div><span>And at rank 4 they do 2 points, so get past those =
pesky tough hide critters, like orcs.</span></div><div><br></div><blockquot=
e style=3D"border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; margi=
n-top: 5px; padding-left: 5px;">  <div style=3D"font-family: HelveticaNeue,=
 Helvetica Neue, Helvetica, Arial, Lucida Grande, Sans-Serif; font-size: 12=
pt;"> <div style=3D"font-family: times new roman, new york, times, serif; f=
ont-size: 12pt;"> <div dir=3D"ltr"> <hr size=3D"1">  <font face=3D"Arial" s=
ize=3D"2"> <b><span style=3D"font-weight:bold;">From:</span></b> Martin Dic=
kson &lt;martin.dickson@gmail.com&gt;<br> <b><span style=3D"font-weight: bo=
ld;">To:</span></b> dq@dq.sf.org.nz <br> <b><span style=3D"font-weight: bol=
d;">Sent:</span></b> Tuesday, 29 July 2014 9:33 AM<br> <b><span style=3D"fo=
nt-weight:
 bold;">Subject:</span></b> Re: [dq] Trivial rules stuff for next meeting<b=
r> </font> </div> <div class=3D"y_msg_container"><br><div id=3D"yiv81142486=
08"><div><div dir=3D"ltr">EN blow, or bypass _all_ armour?&nbsp;&nbsp; (e.g=
.. If target has any damage reduction,&nbsp; or armour effective against EN =
blows then blow dart is ineffective? )</div>=0A<div dir=3D"ltr">If the latt=
er then wouldn't easiest rule be that blow guns do exactly 1 point of damag=
e,&nbsp; and must do effective damage to deliver payload? </div>=0A<div dir=
=3D"ltr">Cheers, Martin</div>=0A<div class=3D"qtdSeparateBR"><br><br></div>=
<div class=3D"yiv8114248608yqt0639056555" id=3D"yiv8114248608yqt32242"><div=
 class=3D"yiv8114248608gmail_quote">On 28/07/2014 11:10 PM, "Jim Arona" &lt=
;<a rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:jim.arona@gmail.com" =
target=3D"_blank" href=3D"mailto:jim.arona@gmail.com">jim.arona@gmail.com</=
a>&gt; wrote:<br clear=3D"none"><blockquote class=3D"yiv8114248608gmail_quo=
te" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;=
">=0A<div dir=3D"ltr"><div class=3D"yiv8114248608gmail_default" style=3D"fo=
nt-family:georgia, serif;">=E2=80=8BYou need an EN hit if the target has ar=
mour, but if they have no Protection, they suffer the effects of the poison=
 as listed in the poison's description.=E2=80=8B</div>=0A=0A</div><div clas=
s=3D"yiv8114248608gmail_extra"><br clear=3D"none"><br clear=3D"none"><div c=
lass=3D"yiv8114248608gmail_quote">On 28 July 2014 22:25, Kelsie McArthur <s=
pan dir=3D"ltr">&lt;<a rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:ke=
lsiemca@gmail.com" target=3D"_blank" href=3D"mailto:kelsiemca@gmail.com">ke=
lsiemca@gmail.com</a>&gt;</span> wrote:<br clear=3D"none">=0A=0A<blockquote=
 class=3D"yiv8114248608gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:=
1px #ccc solid;padding-left:1ex;"><div dir=3D"ltr"><div>Not talking about a=
 rule change. The deficiency is that there is not a functional rule in the =
book. Jim thinks that it takes an endurance blow. This is reasonable. I and=
 Errol assumed it to be the same as the animals, Also reasonable. We have a=
 new player in the game using one. As written it does the poison damage wit=
hout having to penetrate. The note should tell a player how it works.<span>=
<font color=3D"#888888"><br clear=3D"none">=0A=0A=0A<br clear=3D"none"></fo=
nt></span></div><span><font color=3D"#888888">Kelsie<br clear=3D"none"></fo=
nt></span></div><div><div><div class=3D"yiv8114248608gmail_extra"><br clear=
=3D"none"><br clear=3D"none"><div class=3D"yiv8114248608gmail_quote">On 28 =
July 2014 19:34, Jim Arona <span dir=3D"ltr">&lt;<a rel=3D"nofollow" shape=
=3D"rect" ymailto=3D"mailto:jim.arona@gmail.com" target=3D"_blank" href=3D"=
mailto:jim.arona@gmail.com">jim.arona@gmail.com</a>&gt;</span> wrote:<br cl=
ear=3D"none">=0A=0A=0A<blockquote class=3D"yiv8114248608gmail_quote" style=
=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div di=
r=3D"ltr"><div class=3D"yiv8114248608gmail_default" style=3D"font-family:ge=
orgia, serif;">What deficiency does this rule change on blow guns address?<=
/div>=0A=0A=0A<div class=3D"yiv8114248608gmail_default" style=3D"font-famil=
y:georgia, serif;"><br clear=3D"none"></div><div class=3D"yiv8114248608gmai=
l_default" style=3D"font-family:georgia, serif;">=0ABecause, if the answer =
that it makes the rules more consistent, then stop now before you create a =
problem where none exists.</div><div class=3D"yiv8114248608gmail_default" s=
tyle=3D"font-family:georgia, serif;"><br clear=3D"none"></div><div class=3D=
"yiv8114248608gmail_default" style=3D"font-family:georgia, serif;">=0A=0A=
=0A=0ABlowgun use is not a standard part of the game environment, although =
there is no reason to exclude it from play, there is also no reason to make=
 it productive that more of it would be seen. Currently, it's an impractica=
l weapon in the way the rules describe them, and so disbelief acts as frict=
ion against their overuse.</div>=0A=0A=0A=0A<div class=3D"yiv8114248608gmai=
l_default" style=3D"font-family:georgia, serif;"><br clear=3D"none"></div><=
/div><div class=3D"yiv8114248608gmail_extra"><br clear=3D"none"><br clear=
=3D"none"><div class=3D"yiv8114248608gmail_quote"><div>On 28 July 2014 14:2=
5, Errol Cavit <span dir=3D"ltr">&lt;<a rel=3D"nofollow" shape=3D"rect" yma=
ilto=3D"mailto:Errol.Cavit@tollgroup.com" target=3D"_blank" href=3D"mailto:=
Errol.Cavit@tollgroup.com">Errol.Cavit@tollgroup.com</a>&gt;</span> wrote:<=
br clear=3D"none">=0A=0A=0A=0A</div><blockquote class=3D"yiv8114248608gmail=
_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:=
1ex;"><div lang=3D"EN-NZ"><div><div><div><u></u><span style=3D"font-size:11=
..0pt;"><span>1)<span style=3D"font:7.0pt;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <=
/span></span></span><u></u><span style=3D"font-size:11.0pt;">I think a remi=
nder 8 years after a change comes into effect for people to update their ca=
lcs is ..um.. timely? I=E2=80=99d prefer updating Stealth to reflect the su=
bsequent Spy change, but no biggy.<u></u><u></u></span></div>=0A=0A=0A=0A</=
div><div><u></u><span style=3D"font-size:11.0pt;"><span>2)<span style=3D"fo=
nt:7.0pt;">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><u></u><span=
 style=3D"font-size:11.0pt;">Various venomous animals have entries like:<u>=
</u><u></u></span></div>=0A=0A=0A<div>=0A<div class=3D"yiv8114248608MsoNorm=
al" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin-left:36.0pt;line-h=
eight:14.3pt;background:white;"><b><span style=3D"font-size:10.0pt;">Weapon=
s<u></u><u></u></span></b></div>=0A=0A=0A=0A<div class=3D"yiv8114248608MsoN=
ormal" style=3D"margin-right:0cm;margin-bottom:1.2pt;margin-left:36.0pt;lin=
e-height:14.3pt;background:white;"><span style=3D"font-size:10.0pt;">Asps m=
ay bite. Poison occurs after effective damage.<u></u><u></u></span></div>=
=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal" style=3D"margin-right:0cm=
;margin-bottom:1.2pt;margin-left:36.0pt;line-height:14.3pt;background:white=
;"><b><span style=3D"font-size:10.0pt;">Bite</span></b><span style=3D"font-=
size:10.0pt;">: BC 65%, [D =E2=80=93 3] penetration only, Close, Rank 0.<u>=
</u><u></u></span></div>=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal" s=
tyle=3D"margin-right:0cm;margin-bottom:1.2pt;margin-left:36.0pt;line-height=
:14.3pt;background:white;"><b><span style=3D"font-size:10.0pt;">Poison</spa=
n></b><span style=3D"font-size:10.0pt;">: 2 DP per pulse.<u></u><u></u></sp=
an></div>=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal"><span style=3D"f=
ont-size:11.0pt;"><u></u>&nbsp;<u></u></span></div><div class=3D"yiv8114248=
608MsoNormal"><span style=3D"font-size:11.0pt;">So &nbsp;the note should be=
 expanded to give a DM, for penetration only (currently kind-off assumed to=
 be D+0?). Add a pointer to envenomed weapons in Combat 6.13 Weapons?<u></u=
><u></u></span></div>=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal"><spa=
n style=3D"font-size:11.0pt;"><u></u>&nbsp;<u></u></span></div><div><u></u>=
<span style=3D"font-size:11.0pt;"><span>3)<span style=3D"font:7.0pt;">&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp; </span></span></span><u></u><span style=3D"font-s=
ize:11.0pt;">Kind-of related, Note F should start with =E2=80=98Up to three=
 throwing darts may be=E2=80=A6=E2=80=99, to match the entry in the weapon =
table.<u></u><u></u></span></div>=0A=0A=0A=0A<div><u></u><span style=3D"fon=
t-size:11.0pt;"><span>4)<span style=3D"font:7.0pt;">&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp; </span></span></span><u></u><span style=3D"font-size:11.0pt;">Note =
H (Grenadoes) has been over-shortened at some point, and now gets lost in t=
he middle. The Alchemist write-ups for greek fire and methane are also poor=
, but that isn=E2=80=99t the note=E2=80=99s fault!<u></u><u></u></span></di=
v>=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal"><span style=3D"font-siz=
e:11.0pt;"><u></u>&nbsp;<u></u></span></div><div class=3D"yiv8114248608MsoN=
ormal"><span style=3D"font-size:11.0pt;">Cheers<u></u><u></u></span></div>=
=0A=0A=0A=0A<div class=3D"yiv8114248608MsoNormal"><span style=3D"font-size:=
11.0pt;">Errol <u></u><u></u></span></div><div class=3D"yiv8114248608MsoNor=
mal"><span style=3D"font-size:11.0pt;"><u></u>&nbsp;<u></u></span></div>=0A=
=0A=0A=0A<div class=3D"yiv8114248608MsoNormal"><span style=3D"font-size:11.=
0pt;"><u></u>&nbsp;<u></u></span></div><div style=3D"border:none;border-lef=
t:solid blue 1.5pt;padding:0cm 0cm 0cm 4.0pt;">=0A=0A=0A=0A<div><div style=
=3D"border:none;border-top:solid #b5c4df 1.0pt;padding:3.0pt 0cm 0cm 0cm;">=
<div class=3D"yiv8114248608MsoNormal"><b><span style=3D"font-size:10.0pt;" =
lang=3D"EN-US">From:</span></b><span style=3D"font-size:10.0pt;" lang=3D"EN=
-US"> <a rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:dq-owner@dq.sf.o=
rg.nz" target=3D"_blank" href=3D"mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.=
sf.org.nz</a> [mailto:<a rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:=
dq-owner@dq.sf.org.nz" target=3D"_blank" href=3D"mailto:dq-owner@dq.sf.org.=
nz">dq-owner@dq.sf.org.nz</a>] <b>On Behalf Of </b>Kelsie McArthur<br clear=
=3D"none">=0A=0A=0A=0A<b>Sent:</b> Monday, 28 July 2014 12:08 p.m.<br clear=
=3D"none"><b>To:</b> <a rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:d=
q@dq.sf.org.nz" target=3D"_blank" href=3D"mailto:dq@dq.sf.org.nz">dq@dq.sf.=
org.nz</a><br clear=3D"none"><b>Subject:</b> [dq] Trivial rules stuff for n=
ext meeting<u></u><u></u></span></div></div></div>=0A=0A=0A=0A<div><div cla=
ss=3D"yiv8114248608MsoNormal"><u></u>&nbsp;<u></u></div><div><div><div><div=
 class=3D"yiv8114248608MsoNormal" style=3D"margin-bottom:12.0pt;">1) Spy/st=
ealth: the spy skill used to give 2% per rank. The change to spy changed it=
 to 1% per rank. The text in stealth has not changed. We need to pick one. =
I would suggest sticking with 2% as most people have not noticed the change=
,&nbsp; and many people have 2% in their spread sheets.<u></u><u></u></div>=
=0A=0A=0A=0A</div><div class=3D"yiv8114248608MsoNormal" style=3D"margin-bot=
tom:12.0pt;">2) Blowgun has no damage and notes which say: * The damage don=
e by a blowgun dart depends upon the substance which coats the tip. This ne=
eds to change to the same as venomous animals, which have damage that only =
applies for purposes of bypassing armour.<u></u><u></u></div>=0A=0A=0A=0A</=
div><div class=3D"yiv8114248608MsoNormal">Kelsie<u></u><u></u></div></div><=
/div></div></div></div></div></blockquote></div><br clear=3D"none"></div>=
=0A</blockquote></div><br clear=3D"none"></div>=0A</div></div></blockquote>=
</div><br clear=3D"none"></div>=0A</blockquote></div></div></div></div><br>=
<br></div> </div> </div> </blockquote><div></div>   </div></body></html>
---588606924-1933738831-1406584421=:16209--


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SubjectRe: [dq] Trivial rules stuff for next meeting
FromWilliam Dymock-Johnson
DateTue, 29 Jul 2014 11:02:21 +1200
I am supposing that enquiring what was done to the original rule (roll
a d10, if more than targets armour apply poison effects) would be an
exercise in futility if not insanity.

On Mon, Jul 28, 2014 at 12:08 PM, Kelsie McArthur <kelsiemca@gmail.com> wrote:
> 1) Spy/stealth: the spy skill used to give 2% per rank. The change to spy
> changed it to 1% per rank. The text in stealth has not changed. We need to
> pick one. I would suggest sticking with 2% as most people have not noticed
> the change,  and many people have 2% in their spread sheets.
>
> 2) Blowgun has no damage and notes which say: * The damage done by a blowgun
> dart depends upon the substance which coats the tip. This needs to change to
> the same as venomous animals, which have damage that only applies for
> purposes of bypassing armour.
>
> Kelsie


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SubjectRe: [dq] Trivial rules stuff for next meeting
FromErrol Cavit
DateTue, 29 Jul 2014 11:19:35 +1200
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YWlsdG86ZHEtb3duZXJAZHEuc2Yub3JnLm56XSBPbiBCZWhhbGYgT2YNCj4gV2lsbGlhbSBEeW1v
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Lm9yZy5ueiAtLQ0K


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SubjectRe: [dq] Trivial rules stuff for next meeting
FromKelsie McArthur
DateTue, 29 Jul 2014 13:02:52 +1200
--089e0117769961ca9404ff4a995a
Content-Type: text/plain; charset=UTF-8

Original bantam rulebook is exactly as now. But yes, not relevant.

Kelsie


On 29 July 2014 11:19, Errol Cavit <Errol.Cavit@tollgroup.com> wrote:

> While digging through old rulebooks to find the exact wording (hint, it
> doesn't seem to be in 2006's) would likely not be futile, it doesn't seem
> that relevant. Any reasonable, clear, simple method of representing this
> can easily be added to the Weapon Table note.
> What William's memory is describing looks like how the venomous snake
> bites work, with a 'penetration-only' damage of D+0.
>
>
> > -----Original Message-----
> > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
> > William Dymock-Johnson
> > Sent: Tuesday, 29 July 2014 11:02 a.m.
> > To: dq@dq.sf.org.nz
> > Subject: Re: [dq] Trivial rules stuff for next meeting
> >
> > I am supposing that enquiring what was done to the original rule (roll
> > a d10, if more than targets armour apply poison effects) would be an
> > exercise in futility if not insanity.
> >
> > On Mon, Jul 28, 2014 at 12:08 PM, Kelsie McArthur <kelsiemca@gmail.com>
> > wrote:
> > > 1) Spy/stealth: the spy skill used to give 2% per rank. The change to
> > > spy changed it to 1% per rank. The text in stealth has not changed.
> > We
> > > need to pick one. I would suggest sticking with 2% as most people
> > have
> > > not noticed the change,  and many people have 2% in their spread
> > sheets.
> > >
> > > 2) Blowgun has no damage and notes which say: * The damage done by a
> > > blowgun dart depends upon the substance which coats the tip. This
> > > needs to change to the same as venomous animals, which have damage
> > > that only applies for purposes of bypassing armour.
> > >
> > > Kelsie
> >
> >
> > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>

--089e0117769961ca9404ff4a995a
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

<div dir=3D"ltr"><div>Original bantam rulebook is exactly as now. But yes, =
not relevant.<br><br></div>Kelsie<br></div><div class=3D"gmail_extra"><br><=
br><div class=3D"gmail_quote">On 29 July 2014 11:19, Errol Cavit <span dir=
=3D"ltr">&lt;<a href=3D"mailto:Errol.Cavit@tollgroup.com" target=3D"_blank"=
>Errol.Cavit@tollgroup.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">While digging through old rulebooks to find =
the exact wording (hint, it doesn&#39;t seem to be in 2006&#39;s) would lik=
ely not be futile, it doesn&#39;t seem that relevant. Any reasonable, clear=
, simple method of representing this can easily be added to the Weapon Tabl=
e note.<br>

What William&#39;s memory is describing looks like how the venomous snake b=
ites work, with a &#39;penetration-only&#39; damage of D+0.<br>
<div class=3D"im HOEnZb"><br>
<br>
&gt; -----Original Message-----<br>
&gt; From: <a href=3D"mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</=
a> [mailto:<a href=3D"mailto:dq-owner@dq.sf.org.nz">dq-owner@dq.sf.org.nz</=
a>] On Behalf Of<br>
</div><div class=3D"im HOEnZb">&gt; William Dymock-Johnson<br>
&gt; Sent: Tuesday, 29 July 2014 11:02 a.m.<br>
&gt; To: <a href=3D"mailto:dq@dq.sf.org.nz">dq@dq.sf.org.nz</a><br>
&gt; Subject: Re: [dq] Trivial rules stuff for next meeting<br>
&gt;<br>
</div><div class=3D"HOEnZb"><div class=3D"h5">&gt; I am supposing that enqu=
iring what was done to the original rule (roll<br>
&gt; a d10, if more than targets armour apply poison effects) would be an<b=
r>
&gt; exercise in futility if not insanity.<br>
&gt;<br>
&gt; On Mon, Jul 28, 2014 at 12:08 PM, Kelsie McArthur &lt;<a href=3D"mailt=
o:kelsiemca@gmail.com">kelsiemca@gmail.com</a>&gt;<br>
&gt; wrote:<br>
&gt; &gt; 1) Spy/stealth: the spy skill used to give 2% per rank. The chang=
e to<br>
&gt; &gt; spy changed it to 1% per rank. The text in stealth has not change=
d.<br>
&gt; We<br>
&gt; &gt; need to pick one. I would suggest sticking with 2% as most people=
<br>
&gt; have<br>
&gt; &gt; not noticed the change, =C2=A0and many people have 2% in their sp=
read<br>
&gt; sheets.<br>
&gt; &gt;<br>
&gt; &gt; 2) Blowgun has no damage and notes which say: * The damage done b=
y a<br>
&gt; &gt; blowgun dart depends upon the substance which coats the tip. This=
<br>
&gt; &gt; needs to change to the same as venomous animals, which have damag=
e<br>
&gt; &gt; that only applies for purposes of bypassing armour.<br>
&gt; &gt;<br>
&gt; &gt; Kelsie<br>
&gt;<br>
&gt;<br>
&gt; -- to unsubscribe notify mailto:<a href=3D"mailto:dq-request@dq.sf.org=
.nz">dq-request@dq.sf.org.nz</a> --<br>
</div></div></blockquote></div><br></div>

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SubjectRe: [dq] More Trivial rules stuff for next meeting
FromIan Wood
DateMon, 28 Jul 2014 20:28:22 -0700
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reading and writing of such clarifications....=0AI note the rules state tha=
t +20 for taking a pulse to aim, also affects Endurance and Specific Grevou=
s chances).=0A=0A=0A"Ranged Combat Modifiers=0A+10 =A0=A0=A0 target being a=
ttacked through a flank hex=0A+10=A0=A0=A0 target is stunned=0A+10=A0=A0=A0=
 attacker is kneeling=0A+20=A0=A0=A0 target is being attacked through rear =
hex=0A+20=A0=A0=A0 aim (also affects Endurance & Specific Grievous chances)=
"=0A=0A=0AHow does that one modifier differ from all the others?=0A=0AIf my=
 normal strike chance with a blowgun is 60%, then my normla EN chance is 8%=
 and Grievous is 3%.=0Aafter a pulse of aiming are these now 80%, 28% and 2=
3% respectively?=0AMakes senses as (if applied to a hunting bow) a hunter n=
ow has a realistic chance of a direct kill on an animal.=0A=0A=0AIan=0A=0A=
=0A=0A>________________________________=0A> From: William Dymock-Johnson <d=
ymockjohnsonwilliam@gmail.com>=0A>To: dq@dq.sf.org.nz =0A>Sent: Tuesday, 29=
 July 2014 11:02 AM=0A>Subject: Re: [dq] Trivial rules stuff for next meeti=
ng=0A> =0A>=0A>I am supposing that enquiring what was done to the original =
rule (roll=0A>a d10, if more than targets armour apply poison effects) woul=
d be an=0A>exercise in futility if not insanity.=0A>=0A>On Mon, Jul 28, 201=
4 at 12:08 PM, Kelsie McArthur <kelsiemca@gmail.com> wrote:=0A>> 1) Spy/ste=
alth: the spy skill used to give 2% per rank. The change to spy=0A>> change=
d it to 1% per rank. The text in stealth has not changed. We need to=0A>> p=
ick one. I would suggest sticking with 2% as most people have not noticed=
=0A>> the change,=A0 and many people have 2% in their spread sheets.=0A>>=
=0A>> 2) Blowgun has no damage and notes which say: * The damage done by a =
blowgun=0A>> dart depends upon the substance which coats the tip. This need=
s to change to=0A>> the same as venomous animals, which have damage that on=
ly applies for=0A>> purposes of bypassing armour.=0A>>=0A>> Kelsie=0A>=0A>=
=0A>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --=0A>=0A>=0A>
--1966909624-419494187-1406604502=:41332
Content-Type: text/html; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable

<html><body><div style=3D"color:#000; background-color:#fff; font-family:He=
lveticaNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, Sans-Serif;fo=
nt-size:12pt"><div style=3D"" class=3D""><span style=3D"" class=3D"">readin=
g and writing of such clarifications....</span></div><div class=3D"" style=
=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvet=
ica Neue,Helvetica,Arial,Lucida Grande,Sans-Serif; background-color: transp=
arent; font-style: normal;">I note the rules state that +20 for taking a pu=
lse to aim, also affects Endurance and Specific Grevous chances).<br style=
=3D"" class=3D""><span style=3D"" class=3D""></span></div><div class=3D"" s=
tyle=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,He=
lvetica Neue,Helvetica,Arial,Lucida Grande,Sans-Serif; background-color: tr=
ansparent; font-style: normal;"><br style=3D"" class=3D""><span style=3D"" =
class=3D""></span></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-=
size: 16px; font-family:
 HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,Sans-Serif; bac=
kground-color: transparent; font-style: normal;">"Ranged Combat Modifiers<b=
r style=3D"" class=3D"">+10 <span class=3D"tab">&nbsp;&nbsp;&nbsp; </span>t=
arget being attacked through a flank hex<br style=3D"" class=3D"">+10<span =
class=3D"tab">&nbsp;&nbsp;&nbsp; </span>target is stunned<br style=3D"" cla=
ss=3D"">+10<span class=3D"tab">&nbsp;&nbsp;&nbsp; </span>attacker is kneeli=
ng<br style=3D"" class=3D"">+20<span class=3D"tab">&nbsp;&nbsp;&nbsp; </spa=
n>target is being attacked through rear hex<br style=3D"" class=3D"">+20<sp=
an class=3D"tab">&nbsp;&nbsp;&nbsp; </span>aim (also affects Endurance &amp=
; Specific Grievous chances)"<br style=3D"" class=3D""><span style=3D"" cla=
ss=3D""></span></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-siz=
e: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida G=
rande,Sans-Serif; background-color: transparent; font-style: normal;"><br><=
span style=3D""
 class=3D""></span></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font=
-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Luci=
da Grande,Sans-Serif; background-color: transparent; font-style: normal;">H=
ow does that one modifier differ from all the others?<br><span style=3D"" c=
lass=3D""></span></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-s=
ize: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida=
 Grande,Sans-Serif; background-color: transparent; font-style: normal;"><sp=
an style=3D"" class=3D"">If my normal strike chance with a blowgun is 60%, =
then my normla EN chance is 8% and Grievous is 3%.</span></div><div class=
=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: Helvetica=
Neue,Helvetica Neue,Helvetica,Arial,Lucida Grande,Sans-Serif; background-co=
lor: transparent; font-style: normal;"><span style=3D"" class=3D"">after a =
pulse of aiming are these now 80%, 28% and 23% respectively?</span></div><d=
iv class=3D""
 style=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,=
Helvetica Neue,Helvetica,Arial,Lucida Grande,Sans-Serif; background-color: =
transparent; font-style: normal;">Makes senses as (if applied to a hunting =
bow) a hunter now has a realistic chance of a direct kill on an animal.<br>=
<span style=3D"" class=3D""></span></div><div style=3D"" class=3D""><br></d=
iv><div style=3D"" class=3D"">Ian<br></div><div style=3D"color: rgb(0, 0, 0=
); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Ari=
al,Lucida Grande,Sans-Serif; background-color: transparent; font-style: nor=
mal;" class=3D""><br style=3D"" class=3D""></div><blockquote class=3D"" sty=
le=3D"border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; margin-top=
: 5px; padding-left: 5px;">  <div class=3D"" style=3D"font-family: Helvetic=
aNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, Sans-Serif; font-si=
ze: 12pt;"> <div class=3D"" style=3D"font-family: times new roman, new york=
, times, serif; font-size:
 12pt;"> <div style=3D"" class=3D"" dir=3D"ltr"> <hr style=3D"" class=3D"" =
size=3D"1">  <font style=3D"" class=3D"" face=3D"Arial" size=3D"2"> <b styl=
e=3D"" class=3D""><span class=3D"" style=3D"font-weight:bold;">From:</span>=
</b> William Dymock-Johnson &lt;dymockjohnsonwilliam@gmail.com&gt;<br style=
=3D"" class=3D""> <b style=3D"" class=3D""><span class=3D"" style=3D"font-w=
eight: bold;">To:</span></b> dq@dq.sf.org.nz <br style=3D"" class=3D""> <b =
style=3D"" class=3D""><span class=3D"" style=3D"font-weight: bold;">Sent:</=
span></b> Tuesday, 29 July 2014 11:02 AM<br style=3D"" class=3D""> <b style=
=3D"" class=3D""><span class=3D"" style=3D"font-weight: bold;">Subject:</sp=
an></b> Re: [dq] Trivial rules stuff for next meeting<br style=3D"" class=
=3D""> </font> </div> <div style=3D"" class=3D""><br style=3D"" class=3D"">=
I am supposing that enquiring what was done to the original rule (roll<br s=
tyle=3D"" class=3D"">a d10, if more than targets armour apply poison effect=
s) would be an<br style=3D"" class=3D"">exercise in futility if not
 insanity.<br style=3D"" class=3D""><br style=3D"" class=3D"">On Mon, Jul 2=
8, 2014 at 12:08 PM, Kelsie McArthur &lt;<a style=3D"" class=3D"" ymailto=
=3D"mailto:kelsiemca@gmail.com" href=3D"mailto:kelsiemca@gmail.com">kelsiem=
ca@gmail.com</a>&gt; wrote:<br style=3D"" class=3D"">&gt; 1) Spy/stealth: t=
he spy skill used to give 2% per rank. The change to spy<br style=3D"" clas=
s=3D"">&gt; changed it to 1% per rank. The text in stealth has not changed.=
 We need to<br style=3D"" class=3D"">&gt; pick one. I would suggest stickin=
g with 2% as most people have not noticed<br style=3D"" class=3D"">&gt; the=
 change,&nbsp; and many people have 2% in their spread sheets.<br style=3D"=
" class=3D"">&gt;<br style=3D"" class=3D"">&gt; 2) Blowgun has no damage an=
d notes which say: * The damage done by a blowgun<br style=3D"" class=3D"">=
&gt; dart depends upon the substance which coats the tip. This needs to cha=
nge to<br style=3D"" class=3D"">&gt; the same as venomous animals, which ha=
ve damage that only applies for<br style=3D""
 class=3D"">&gt; purposes of bypassing armour.<br style=3D"" class=3D"">&gt=
;<br style=3D"" class=3D"">&gt; Kelsie<br style=3D"" class=3D""><br style=
=3D"" class=3D""><br style=3D"" class=3D"">-- to unsubscribe notify mailto:=
<a style=3D"" class=3D"" ymailto=3D"mailto:dq-request@dq.sf.org.nz" href=3D=
"mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br style=3D=
"" class=3D""><br style=3D"" class=3D""><br style=3D"" class=3D""></div> </=
div> </div> </blockquote><div></div>   </div></body></html>
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SubjectRe: [dq] More Trivial rules stuff for next meeting
FromErrol Cavit
DateTue, 29 Jul 2014 16:06:24 +1200
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Aiming is something you do under a Pass Action, and has a section in 6.9 At=
tacking (Ranged Attacks):

Aiming A figure with a prepared and loaded missile weapon may choose to tak=
e a Pass Action to Aim the missile weapon at a particular target. If the fi=
gure then Fires at that target in their next Action, their Strike Chance is=
 increased by +20, and in addition, the chances of causing Endurance or Spe=
cific Grievous damage are increased to 20% and 10% of the modified Strike C=
hance, respectively.

So SC 80%, EN (80x20%) =3D 16%, SG =3D (80x10%) =3D 8%


From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Ian=
 Wood
Sent: Tuesday, 29 July 2014 3:28 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] More Trivial rules stuff for next meeting

reading and writing of such clarifications....
I note the rules state that +20 for taking a pulse to aim, also affects End=
urance and Specific Grevous chances).

"Ranged Combat Modifiers
+10     target being attacked through a flank hex
+10    target is stunned
+10    attacker is kneeling
+20    target is being attacked through rear hex
+20    aim (also affects Endurance & Specific Grievous chances)"

How does that one modifier differ from all the others?
If my normal strike chance with a blowgun is 60%, then my normla EN chance =
is 8% and Grievous is 3%.
after a pulse of aiming are these now 80%, 28% and 23% respectively?
Makes senses as (if applied to a hunting bow) a hunter now has a realistic =
chance of a direct kill on an animal.

Ian

________________________________
From: William Dymock-Johnson <dymockjohnsonwilliam@gmail.com<mailto:dymockj=
ohnsonwilliam@gmail.com>>
To: dq@dq.sf.org.nz<mailto:dq@dq.sf.org.nz>
Sent: Tuesday, 29 July 2014 11:02 AM
Subject: Re: [dq] Trivial rules stuff for next meeting

I am supposing that enquiring what was done to the original rule (roll
a d10, if more than targets armour apply poison effects) would be an
exercise in futility if not insanity.

On Mon, Jul 28, 2014 at 12:08 PM, Kelsie McArthur <kelsiemca@gmail.com<mail=
to:kelsiemca@gmail.com>> wrote:
> 1) Spy/stealth: the spy skill used to give 2% per rank. The change to spy
> changed it to 1% per rank. The text in stealth has not changed. We need t=
o
> pick one. I would suggest sticking with 2% as most people have not notice=
d
> the change,  and many people have 2% in their spread sheets.
>
> 2) Blowgun has no damage and notes which say: * The damage done by a blow=
gun
> dart depends upon the substance which coats the tip. This needs to change=
 to
> the same as venomous animals, which have damage that only applies for
> purposes of bypassing armour.
>
> Kelsie


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</o:shapelayout></xml><![endif]--></head><body lang=3DEN-NZ link=3Dblue vli=
nk=3Dpurple><div class=3DWordSection1><p class=3DMsoNormal><span style=3D'f=
ont-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497D'>Aiming is=
 something you do under a Pass Action, and has a section in 6.9 Attacking (=
Ranged Attacks):<o:p></o:p></span></p><p class=3DMsoNormal><span style=3D'f=
ont-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497D'><o:p>&nbs=
p;</o:p></span></p><p class=3DMsoNormal><b>Aiming </b>A figure with a prepa=
red and loaded missile weapon may choose to take a Pass Action to Aim the m=
issile weapon at a particular target. If the figure then Fires at that targ=
et in their next Action, their Strike Chance is increased by +20, and in ad=
dition, the chances of causing Endurance or Specific Grievous damage are in=
creased to 20% and 10% of the modified Strike Chance, respectively.<o:p></o=
:p></p><p class=3DMsoNormal><o:p>&nbsp;</o:p></p><p class=3DMsoNormal>So SC=
 80%, EN (80x20%) =3D 16%, SG =3D (80x10%) =3D 8%<span style=3D'font-family=
:"Calibri","sans-serif";color:#1F497D'><o:p></o:p></span></p><p class=3DMso=
Normal><span style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";c=
olor:#1F497D'><o:p>&nbsp;</o:p></span></p><p class=3DMsoNormal><span style=
=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497D'><o:p=
>&nbsp;</o:p></span></p><div style=3D'border:none;border-left:solid blue 1.=
5pt;padding:0cm 0cm 0cm 4.0pt'><div><div style=3D'border:none;border-top:so=
lid #B5C4DF 1.0pt;padding:3.0pt 0cm 0cm 0cm'><p class=3DMsoNormal><b><span =
lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Tahoma","sans-serif"'>F=
rom:</span></b><span lang=3DEN-US style=3D'font-size:10.0pt;font-family:"Ta=
homa","sans-serif"'> dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <=
b>On Behalf Of </b>Ian Wood<br><b>Sent:</b> Tuesday, 29 July 2014 3:28 p.m.=
<br><b>To:</b> dq@dq.sf.org.nz<br><b>Subject:</b> Re: [dq] More Trivial rul=
es stuff for next meeting<o:p></o:p></span></p></div></div><p class=3DMsoNo=
rmal><o:p>&nbsp;</o:p></p><div><div><p class=3DMsoNormal style=3D'backgroun=
d:white'><span style=3D'font-family:"Helvetica Neue";color:black'>reading a=
nd writing of such clarifications....<o:p></o:p></span></p></div><div><p cl=
ass=3DMsoNormal><span style=3D'font-family:"Helvetica Neue";color:black'>I =
note the rules state that +20 for taking a pulse to aim, also affects Endur=
ance and Specific Grevous chances).<o:p></o:p></span></p></div><div><p clas=
s=3DMsoNormal><span style=3D'font-family:"Helvetica Neue";color:black'><o:p=
>&nbsp;</o:p></span></p></div><div><p class=3DMsoNormal><span style=3D'font=
-family:"Helvetica Neue";color:black'>&quot;Ranged Combat Modifiers<br>+10 =
<span class=3Dtab>&nbsp;&nbsp;&nbsp; </span>target being attacked through a=
 flank hex<br>+10<span class=3Dtab>&nbsp;&nbsp;&nbsp; </span>target is stun=
ned<br>+10<span class=3Dtab>&nbsp;&nbsp;&nbsp; </span>attacker is kneeling<=
br>+20<span class=3Dtab>&nbsp;&nbsp;&nbsp; </span>target is being attacked =
through rear hex<br>+20<span class=3Dtab>&nbsp;&nbsp;&nbsp; </span>aim (als=
o affects Endurance &amp; Specific Grievous chances)&quot;<o:p></o:p></span=
></p></div><div><p class=3DMsoNormal><span style=3D'font-family:"Helvetica =
Neue";color:black'><o:p>&nbsp;</o:p></span></p></div><div><p class=3DMsoNor=
mal><span style=3D'font-family:"Helvetica Neue";color:black'>How does that =
one modifier differ from all the others?<o:p></o:p></span></p></div><div><p=
 class=3DMsoNormal><span style=3D'font-family:"Helvetica Neue";color:black'=
>If my normal strike chance with a blowgun is 60%, then my normla EN chance=
 is 8% and Grievous is 3%.<o:p></o:p></span></p></div><div><p class=3DMsoNo=
rmal><span style=3D'font-family:"Helvetica Neue";color:black'>after a pulse=
 of aiming are these now 80%, 28% and 23% respectively?<o:p></o:p></span></=
p></div><div><p class=3DMsoNormal><span style=3D'font-family:"Helvetica Neu=
e";color:black'>Makes senses as (if applied to a hunting bow) a hunter now =
has a realistic chance of a direct kill on an animal.<o:p></o:p></span></p>=
</div><div><p class=3DMsoNormal style=3D'background:white'><span style=3D'f=
ont-family:"Helvetica Neue";color:black'><o:p>&nbsp;</o:p></span></p></div>=
<div><p class=3DMsoNormal style=3D'background:white'><span style=3D'font-fa=
mily:"Helvetica Neue";color:black'>Ian<o:p></o:p></span></p></div><div><p c=
lass=3DMsoNormal><span style=3D'font-family:"Helvetica Neue";color:black'><=
o:p>&nbsp;</o:p></span></p></div><blockquote style=3D'border:none;border-le=
ft:solid #1010FF 1.5pt;padding:0cm 0cm 0cm 4.0pt;margin-left:3.75pt;margin-=
top:3.75pt;margin-bottom:5.0pt'><div><div><div><div class=3DMsoNormal align=
=3Dcenter style=3D'text-align:center;background:white'><span style=3D'color=
:black'><hr size=3D1 width=3D"100%" align=3Dcenter></span></div><p class=3D=
MsoNormal style=3D'background:white'><b><span style=3D'font-size:10.0pt;fon=
t-family:"Arial","sans-serif";color:black'>From:</span></b><span style=3D'f=
ont-size:10.0pt;font-family:"Arial","sans-serif";color:black'> William Dymo=
ck-Johnson &lt;<a href=3D"mailto:dymockjohnsonwilliam@gmail.com">dymockjohn=
sonwilliam@gmail.com</a>&gt;<br><b>To:</b> <a href=3D"mailto:dq@dq.sf.org.n=
z">dq@dq.sf.org.nz</a> <br><b>Sent:</b> Tuesday, 29 July 2014 11:02 AM<br><=
b>Subject:</b> Re: [dq] Trivial rules stuff for next meeting</span><span st=
yle=3D'color:black'><o:p></o:p></span></p></div><div><p class=3DMsoNormal s=
tyle=3D'margin-bottom:12.0pt;background:white'><span style=3D'color:black'>=
<br>I am supposing that enquiring what was done to the original rule (roll<=
br>a d10, if more than targets armour apply poison effects) would be an<br>=
exercise in futility if not insanity.<br><br>On Mon, Jul 28, 2014 at 12:08 =
PM, Kelsie McArthur &lt;<a href=3D"mailto:kelsiemca@gmail.com">kelsiemca@gm=
ail.com</a>&gt; wrote:<br>&gt; 1) Spy/stealth: the spy skill used to give 2=
% per rank. The change to spy<br>&gt; changed it to 1% per rank. The text i=
n stealth has not changed. We need to<br>&gt; pick one. I would suggest sti=
cking with 2% as most people have not noticed<br>&gt; the change,&nbsp; and=
 many people have 2% in their spread sheets.<br>&gt;<br>&gt; 2) Blowgun has=
 no damage and notes which say: * The damage done by a blowgun<br>&gt; dart=
 depends upon the substance which coats the tip. This needs to change to<br=
>&gt; the same as venomous animals, which have damage that only applies for=
<br>&gt; purposes of bypassing armour.<br>&gt;<br>&gt; Kelsie<br><br><br>--=
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></blockquote></div></div></div></body></html>=

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