SubjectRe: [dq] Special DQ Gods meeting - Proposal for Opposed Rolling Combat system
FromJulia McSpadden
DateWed, 22 Oct 2014 14:59:58 +1300
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Have you noticed that a group of people whose high level characters are
casters have rewritten mellee combat.

and a group (not all) of people who play warriors are unhappy with the
system - does this count for anything, is there and should there be  a
requirement to make the group that is mostly playing/ interacting with the
rule, happy with the change

Jules

On Tue, Oct 21, 2014 at 8:34 PM, Jonathan Bean <jonobean@gmail.com> wrote:

> I am not sure about dramatic (unless we view it as a slow action replay
> given the speed of most DQ combats :-)
> I do feel that tension is a key element to a good combat.
>
> I don't think that it is a slow way to distribute loot :-)
>
> Jono
>
> On 20 October 2014 21:04, Julia McSpadden <juliamcspadden@gmail.com>
> wrote:
>
>> So if there is nothing dramatic happening in combat, and no roll playing
>>
>> Does this make it just a very slow way of distributing loot?
>> On 20 Oct 2014 20:57, "Jonathan Bean" <jonobean@gmail.com> wrote:
>>
>>>
>>> Nice numbers Stephen & Kelsie.
>>>
>>> I like the numbers, I also think the change should happen.
>>>
>>> I hope and expect I can lean to handle 10% of the SC and then double it
>>> and then double it for important points, without having to look at a ta=
ble.
>>>
>>> But I do have some big concerns also.
>>>
>>> Agility fighters under this system will be obsolete unless we actively
>>> make space for them.
>>> I for one, do not like the idea of a range of characters / play going
>>> away needlessly.
>>>
>>> When the dust settles, I hope that Agility fighters will have a space
>>> and be viable as a fighting type/style under the Opposed combat system.
>>>
>>> As a fast of the cuff option without looking at any numbers, I would
>>> like to see Agility fighters gain some large benefit which 'keeps them =
in
>>> the game' as such:
>>>
>>> *Agility 21+ *
>>> *Against engaged entities they gain a automatic column shift sideways
>>> lowering the attackers quality by 1 (as a defence).*
>>>
>>> *Agility 26+*
>>> *Against engaged entities they gain a automatic column shift sideways
>>> lowering the attackers quality by 2. Against entities at range & entiti=
es
>>> not in their melee zone they gain a automatic column shift sideways
>>> lowering the attackers quality by 1.*
>>>
>>>
>>> Obviously policing of weight & encumbrance and high agility characters
>>> would gain be pushed towards the GM.
>>>
>>> Kind regards
>>>
>>> Jono
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> On 20 October 2014 16:30, Struan Judd <slj@scifi.geek.nz> wrote:
>>>
>>>> Whoa.
>>>>
>>>> I like the numbers. I like the change to the resolution. I think the
>>>> change should happen
>>>>
>>>> But I do have a big worry.
>>>>
>>>> Damage vs Armour.
>>>>
>>>> With more low SC vs high Def hits, damage that overwhelms armor become=
s
>>>> much more effective
>>>>
>>>> and with more EN and SG hits, damage in general becomes more effective=
.
>>>>
>>>> I can see halving your SC for +5 Damage being very effective.
>>>>
>>>> And I'm not sure I like that.
>>>>
>>>> TTFN, Struan
>>>>
>>>> On 20 October 2014 16:07, Kelsie McArthur <kelsiemca@gmail.com> wrote:
>>>>
>>>>> Some counterpoints:
>>>>>
>>>>> a) I have never seen a "a dramatic description of events" in a DQ
>>>>> combat. YMMV
>>>>>
>>>>> *b) Re tables*
>>>>> I have just realised (shock horror) that Ian is right; you don't need
>>>>> tables
>>>>>
>>>>> for example: I have a 78% chance of success and I roll a 23.
>>>>> So 10% of 78 is 7.8 round up to 8, so *8* will be a quality 4, 23 is
>>>>> not good enough, so double it (20%), *16*, is a quality 3, still not
>>>>> good enough, double that (40%) *32* is quality 2, and 23 is good
>>>>> enough for that and anything more than 32 and less than 79 would be a
>>>>> quality 1.
>>>>>
>>>>> *c) re time to run a combat:*
>>>>> The proposal adds time in that every blow has to be countered, but
>>>>> roll and roll response can be quick and is the same as magic works no=
w. It
>>>>> speeds it up in that no knowledge of the opponents numbers or state i=
s
>>>>> required.
>>>>>
>>>>> The current system is slowed down by having to ask the GM or target
>>>>> what their defense is, are they out of fatigue, other possible modifi=
ers to
>>>>> defence, but once you know their defence, it is sped up by not having=
 to
>>>>> have an interaction when you know that you have failed.
>>>>>
>>>>> This can go either way based on circumstances and some people have
>>>>> "experienced" it each way. Nobody is experienced enough with the prop=
osal
>>>>> to expect that they are not being slowed by the learning curve.
>>>>>
>>>>> It may turn out that the consensus will be that people don't want to
>>>>> spend time on the curve and want to stick with what they know, but th=
at is
>>>>> not strictly a fault of the system.
>>>>>
>>>>> *d) re chances of criticals*
>>>>> Steve has worked up this chart of success results (shown below). The
>>>>> 3rd section shows that in fact, SG are more likely for many combinati=
ons
>>>>> and not less likely. Now, whether more crits or fewer is preferable v=
aries
>>>>> by individual opinion.
>>>>>
>>>>> On the other hand (ie not a counterpoint) the 1st section shows that =
a
>>>>> character that has been built with survivability based on never being=
 hit,
>>>>> rather than absorbing damage will be stuffed under the proposed syste=
m.
>>>>> This is significant to some PCs playablility. On the other other hand=
, high
>>>>> defence NPC's are no longer frustratingly beyond hitting either.
>>>>>
>>>>>
>>>>> =E2=80=8B
>>>>>
>>>>> On 20 October 2014 11:49, William Dymock-Johnson <
>>>>> dymockjohnsonwilliam@gmail.com> wrote:
>>>>>
>>>>>> I feel there are some more objections to the proposed system which
>>>>>> need to be considered and discussed.
>>>>>>
>>>>>> 1. It could take the roleplaying element entirely out of combat. Thi=
s
>>>>>> is true of most 'crunchy' or rules heavy systems. It means that play=
 will
>>>>>> focus on consulting tables and charts rather than coming up with a d=
ramatic
>>>>>> description of events. A direct attack system also allows the player=
 to
>>>>>> describe their action off the bat from one roll and doesn't have to =
wait
>>>>>> for another player to make their counter roll.
>>>>>>
>>>>>> 2. It does take longer. DQ combats are already ponderous glacial
>>>>>> affairs in which one has considered notifying next of kin in case th=
e
>>>>>> sudden onset of old age takes it's toll. This will take even longer =
as
>>>>>> there are more dice to roll and consult and more tables to check.
>>>>>>
>>>>>> 3. Since there are more tables to consult players are not looking at
>>>>>> one another or the GM which diminishes the roleplaying aspect.
>>>>>>
>>>>>> 4. Criticals can be negated. While this may sound good at first it
>>>>>> means you end up seeing less of them which isn't as dramatic. When
>>>>>> playtesting I noticed results hover about the 1-2 mark with the EN h=
its
>>>>>> replacing the crits in frequency.
>>>>>>
>>>>>> 5. Because you can now always hit your enemy players will choose
>>>>>> 'agressive negotiations' even more than they do now. Violence may be=
 the
>>>>>> best and seen as the only option. There will be less emphasis on sea=
rching
>>>>>> out the 'third option'.
>>>>>> giving less
>>>>>>
>>>>>> 6. There are too many charts and tables to consult which could lead
>>>>>> to increased run time load giving less time for creativity. Players,
>>>>>> especially GMs only have so much RAM.
>>>>>>
>>>>>> 7. DQ is already a very numbers heavy game and that has driven off
>>>>>> some potential players as well as encouraging various types of bean
>>>>>> counting munckinism. More crunch and rules will exacerbate this.
>>>>>>
>>>>>> The intent of the rules is good. It is an attempt to address the
>>>>>> absurdly large numbers that now fly about. However I feel this is a =
case of
>>>>>> treating the symptoms and not the actual disease which may well end =
up
>>>>>> killing the patient.
>>>>>>
>>>>>> William DJ
>>>>>>
>>>>>> On Tue, Oct 14, 2014 at 7:09 PM, Kelsie McArthur <kelsiemca@gmail.co=
m
>>>>>> > wrote:
>>>>>>
>>>>>>> I have made some minor edits to the document today. Nothing
>>>>>>> significant.
>>>>>>>
>>>>>>> Kelsie
>>>>>>>
>>>>>>> On 12 October 2014 19:17, Jonathan Bean <jonobean@gmail.com> wrote:
>>>>>>>
>>>>>>>> *Special DQ Gods meeting *
>>>>>>>> Sunday the 9th of November
>>>>>>>> 1:00 pm onwards
>>>>>>>> 39 Sackville Street, Grey Lynn Auckland.
>>>>>>>>
>>>>>>>> Greetings all,
>>>>>>>>
>>>>>>>> I email this to the DQ email list, as an agenda item for the
>>>>>>>> special DQ Gods meeting I am calling on *Sunday the 9th of
>>>>>>>> November 2014, 1:00 pm 39 Sackville Street Grey Lynn Auckland.*
>>>>>>>>
>>>>>>>> Please find attached a MS Word document for the Proposal for
>>>>>>>> Opposed Rolling Combat system. I wish to table this for a vote.
>>>>>>>>
>>>>>>>> I am calling this meeting for the 9th of November as I feel that w=
e
>>>>>>>> need more time than the normal 15-20 mins before the Guild meeting=
. This
>>>>>>>> time will be used to discuss the proposal to be voted on.
>>>>>>>>
>>>>>>>> I encourage all open and respectful debate on the DQ emailing list
>>>>>>>> regarding the attached document.
>>>>>>>>
>>>>>>>> Here is my understanding of the process involving rule changes of
>>>>>>>> any scale and size in DQ. I have of course written it in regards t=
o the
>>>>>>>> pending vote.
>>>>>>>>
>>>>>>>>    1. Table the item (proposal) with a month notice of a meeting. =
*(That
>>>>>>>>    is this email)*
>>>>>>>>    2. Talk about it in a civilised way leading to fun and
>>>>>>>>    interesting discussions.
>>>>>>>>    3. Have the Gods meeting on the 9th November starting at 1:00
>>>>>>>>    pm.
>>>>>>>>    4. Discuss the proposal for up to 90 mins.
>>>>>>>>    5. If we have a Quorum (which I expect) then a vote between
>>>>>>>>    2:00 pm and 2:30 pm.
>>>>>>>>
>>>>>>>> If passed by vote, then we will charge someone (Kelsie or Errol or
>>>>>>>> Andrew) with the responsibility of writing up the actual Rules to =
go in the
>>>>>>>> Rulebook.
>>>>>>>>
>>>>>>>>    - Once written (some time later) these core rules will go into
>>>>>>>>    the Rules if the GMs feel (by vote) that they are in line and a=
ccepted. If
>>>>>>>>    the GMs feel the 'fleshed out Rules' do not match the voted on =
'Opposed
>>>>>>>>    Rolling Combat system', then they may ask for an area to be cla=
rified and
>>>>>>>>    worked on again until they match.
>>>>>>>>    - Some time later, once they have been reviewed then they
>>>>>>>>    simply be tabled at a Gods meeting.
>>>>>>>>
>>>>>>>> At the same time as the above we as GMs and interested players wil=
l
>>>>>>>> continue working on the supporting elements of the combat rules wh=
ich hang
>>>>>>>> off the Proposal.
>>>>>>>>
>>>>>>>>    - These items are things like (in no particular order): Adam
>>>>>>>>    Tenant :-), Defense, Special attacks like trip or disarm, Ripos=
te, Close
>>>>>>>>    combat rules, Assassin / Warrior combat bonus, Death aspect bon=
us, Magic
>>>>>>>>    Resistance etc etc
>>>>>>>>    - I expect that these countless supporting elements will be
>>>>>>>>    play tested in relationship with the above core rules (if voted=
 in) and
>>>>>>>>    then voted on in the normal way.
>>>>>>>>
>>>>>>>> Stephen Martin has pointed out that the GMs may wish to direct thi=
s
>>>>>>>> substantial change to a general vote of the players at a Guild mee=
ting. I
>>>>>>>> will ask Stephen to talk to this point at the gods meeting on the =
9th.
>>>>>>>>
>>>>>>>>
>>>>>>>> Kind regards,
>>>>>>>>
>>>>>>>> Jonathan Bean
>>>>>>>> 39 Sackville St, Grey Lynn
>>>>>>>> P: +64 9 378 6635
>>>>>>>> M: +64 21 917 173
>>>>>>>> G: jonobean@gmail.com
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>>
>>> --
>>> Kind regards,
>>>
>>> Jonathan Bean
>>> 39 Sackville St, Grey Lynn
>>> P: +64 9 378 6635
>>> M: +64 21 917 173
>>> G: jonobean@gmail.com
>>>
>>
>
>
> --
> Kind regards,
>
> Jonathan Bean
> 39 Sackville St, Grey Lynn
> P: +64 9 378 6635
> M: +64 21 917 173
> G: jonobean@gmail.com
>

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<div dir=3D"ltr">Have you noticed that a group of people whose high level c=
haracters are casters have rewritten mellee combat.<div><br></div><div>and =
a group (not all) of people who play warriors are unhappy with the system -=
 does this count for anything, is there and should there be =C2=A0a require=
ment to make the group that is mostly playing/ interacting with the rule, h=
appy with the change</div><div><br></div><div>Jules</div></div><div class=
=3D"gmail_extra"><br><div class=3D"gmail_quote">On Tue, Oct 21, 2014 at 8:3=
4 PM, Jonathan Bean <span dir=3D"ltr">&lt;<a href=3D"mailto:jonobean@gmail.=
com" target=3D"_blank">jonobean@gmail.com</a>&gt;</span> wrote:<br><blockqu=
ote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc s=
olid;padding-left:1ex"><div dir=3D"ltr"><div>I am not sure about dramatic (=
unless we view it as a slow action replay given the speed of most DQ combat=
s :-)</div><div>I do feel that tension is a key element to a good combat.<b=
r></div><div><br></div><div>I don&#39;t think that it is a slow way to dist=
ribute loot :-)<br></div><div><br></div><div>Jono</div></div><div class=3D"=
HOEnZb"><div class=3D"h5"><div class=3D"gmail_extra"><br><div class=3D"gmai=
l_quote">On 20 October 2014 21:04, Julia McSpadden <span dir=3D"ltr">&lt;<a=
 href=3D"mailto:juliamcspadden@gmail.com" target=3D"_blank">juliamcspadden@=
gmail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=
=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><p dir=
=3D"ltr">So if there is nothing dramatic happening in combat, and no roll p=
laying</p>
<p dir=3D"ltr">Does this make it just a very slow way of distributing loot?=
</p><div><div>
<div class=3D"gmail_quote">On 20 Oct 2014 20:57, &quot;Jonathan Bean&quot; =
&lt;<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@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><br></div>Nice numbers Stephen &amp; Kelsie.<div><br><=
/div><div>I like the numbers, I also think the change should happen.</div><=
div><br></div><div>I hope and expect I can lean to handle 10% of the SC and=
 then double it and then double it for important points, without having to =
look at a table.=C2=A0</div><div><br></div><div>But I do have some big conc=
erns also.</div><div><br></div><div>Agility fighters under this system will=
 be obsolete unless we actively make space for them.</div><div>I for one, d=
o not like the idea of a range of characters / play going away needlessly.<=
/div><div><br></div><div>When the dust settles, I hope that Agility fighter=
s will have a space and be viable as a fighting type/style under the Oppose=
d combat system.<br></div><div><br></div><div>As a fast of the cuff option =
without looking at any numbers, I would like to see Agility fighters gain s=
ome large benefit which &#39;keeps them in the game&#39; as such:</div><blo=
ckquote style=3D"margin:0 0 0 40px;border:none;padding:0px"><div><i><b>Agil=
ity 21+</b>=C2=A0</i></div><div><i>Against engaged entities they gain a aut=
omatic column shift sideways lowering the attackers quality by 1 (as a defe=
nce).</i></div><div><i><br></i></div><div><i><b>Agility 26+</b></i></div><d=
iv><div><i>Against engaged entities they gain a automatic column shift side=
ways lowering the attackers quality by 2. Against entities at range &amp; e=
ntities not in their melee zone they gain a automatic column shift sideways=
 lowering the attackers quality by 1.</i></div></div></blockquote><div><br>=
</div><div>Obviously policing of weight &amp; encumbrance and high agility =
characters would gain be pushed towards the GM.</div><div><br></div><div>Ki=
nd regards<br></div><div><br></div><div>Jono</div><div><br></div><div><br><=
/div><div>=C2=A0</div><div><br></div><div><br></div><div><br><div><br></div=
></div><div class=3D"gmail_extra"><br><div class=3D"gmail_quote">On 20 Octo=
ber 2014 16:30, Struan Judd <span dir=3D"ltr">&lt;<a href=3D"mailto:slj@sci=
fi.geek.nz" target=3D"_blank">slj@scifi.geek.nz</a>&gt;</span> wrote:<br><b=
lockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-le=
ft-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;pad=
ding-left:1ex"><div dir=3D"ltr">Whoa.<div><br></div><div>I like the numbers=
. I like the change to the resolution. I think the change should happen</di=
v><div><br></div><div>But I do have a big worry.</div><div><br></div><div>D=
amage vs Armour.</div><div><br></div><div>With more low SC vs high Def hits=
, damage that overwhelms armor becomes much more effective<br></div><div><b=
r></div><div>and with more EN and SG hits, damage in general becomes more e=
ffective.</div><div><br></div><div>I can see halving your SC for +5 Damage =
being very effective.</div><div><br></div><div>And I&#39;m not sure I like =
that.</div><div><br></div><div>TTFN, Struan</div></div><div><div><div class=
=3D"gmail_extra"><br><div class=3D"gmail_quote">On 20 October 2014 16:07, K=
elsie McArthur <span dir=3D"ltr">&lt;<a href=3D"mailto:kelsiemca@gmail.com"=
 target=3D"_blank">kelsiemca@gmail.com</a>&gt;</span> wrote:<br><blockquote=
 class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-left-width:=
1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left=
:1ex"><div dir=3D"ltr"><div style=3D"font-family:tahoma,sans-serif;font-siz=
e:small;color:rgb(0,0,0)">Some counterpoints:<br><br></div><div style=3D"fo=
nt-family:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)">a) I have nev=
er seen a &quot;a dramatic description of events&quot; in a DQ combat. YMMV=
<br></div><div style=3D"font-family:tahoma,sans-serif;font-size:small;color=
:rgb(0,0,0)"><br></div><div style=3D"font-family:tahoma,sans-serif;font-siz=
e:small;color:rgb(0,0,0)"><b>b) Re tables</b><br></div><div style=3D"font-f=
amily:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)">I have just reali=
sed (shock horror) that Ian is right; you don&#39;t need tables<br><br></di=
v><div style=3D"font-family:tahoma,sans-serif;font-size:small;color:rgb(0,0=
,0)">for example: I have a 78% chance of success and I roll a 23. <br>So 10=
% of 78 is 7.8 round up to 8, so <b>8</b> will be a quality 4, 23 is not go=
od enough, so double it (20%), <b>16</b>, is a quality 3, still not good en=
ough, double that (40%) <b>32</b> is quality 2, and 23 is good enough for t=
hat and anything more than 32 and less than 79 would be a quality 1.<br><br=
></div><div style=3D"font-family:tahoma,sans-serif;font-size:small;color:rg=
b(0,0,0)"><b>c) re time to run a combat:</b><br></div>The proposal adds tim=
e in that every blow has to be countered, but roll and roll response can be=
 quick and is the same as magic works now. It speeds it up in that no knowl=
edge of the opponents numbers or state is required.<br><div style=3D"font-f=
amily:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)"><br>The current s=
ystem is slowed down by having to ask the GM or target what their defense i=
s, are they out of fatigue, other possible modifiers to defence, but once y=
ou know their defence, it is sped up by not having to have an interaction w=
hen you know that you have failed.<br><br><div style=3D"font-family:tahoma,=
sans-serif;font-size:small;color:rgb(0,0,0)">This
 can go either way based on circumstances and some people have=20
&quot;experienced&quot; it each way. Nobody is experienced enough with the=
=20
proposal to expect that they are not being slowed by the learning curve.
 <br><br>It may turn out that the consensus will be that people don&#39;t w=
ant to spend=20
time on the curve and want to stick with what they know, but that is not
 strictly a fault of the system.<br></div></div><div style=3D"font-family:t=
ahoma,sans-serif;font-size:small;color:rgb(0,0,0)"><b><br></b></div><div st=
yle=3D"font-family:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)"><b>d=
) re chances of criticals</b><br></div><div style=3D"font-family:tahoma,san=
s-serif;font-size:small;color:rgb(0,0,0)">Steve has worked up this chart of=
 success results (shown below). The 3rd section shows that in fact, SG are =
more likely for many combinations and not less likely. Now, whether more cr=
its or fewer is preferable varies by individual opinion.<br></div><div styl=
e=3D"font-family:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)"><br>On=
 the other hand (ie not a counterpoint) the 1st section shows that a charac=
ter that has been built with survivability based on never being hit, rather=
 than absorbing damage will be stuffed under the proposed system. This is s=
ignificant to some PCs playablility. On the other other hand, high defence =
NPC&#39;s are no longer frustratingly beyond hitting either.<br></div><div =
style=3D"font-family:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)"><b=
r><img src=3D"cid:ii_i1h7oawu0_1492b692ca7a3b5a" height=3D"494" width=3D"45=
4"><br>=E2=80=8B<br></div><div><div><div class=3D"gmail_extra"><br><div cla=
ss=3D"gmail_quote">On 20 October 2014 11:49, William Dymock-Johnson <span d=
ir=3D"ltr">&lt;<a href=3D"mailto:dymockjohnsonwilliam@gmail.com" target=3D"=
_blank">dymockjohnsonwilliam@gmail.com</a>&gt;</span> wrote:<br><blockquote=
 class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-left-width:=
1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left=
:1ex"><div dir=3D"ltr">I feel there are some more objections to the propose=
d system which need to be considered and discussed.<div><br></div><div>1. I=
t could take the roleplaying element entirely out of combat. This is true o=
f most &#39;crunchy&#39; or rules heavy systems. It means that play will fo=
cus on consulting tables and charts rather than coming up with a dramatic d=
escription of events. A direct attack system also allows the player to desc=
ribe their action off the bat from one roll and doesn&#39;t have to wait fo=
r another player to make their counter roll.</div><div><br></div><div>2. It=
 does take longer. DQ combats are already ponderous glacial affairs in whic=
h one has considered notifying next of kin in case the sudden onset of old =
age takes it&#39;s toll. This will take even longer as there are more dice =
to roll and consult and more tables to check.</div><div><br></div><div>3. S=
ince there are more tables to consult players are not looking at one anothe=
r or the GM which diminishes the roleplaying aspect.</div><div><br></div><d=
iv>4. Criticals can be negated. While this may sound good at first it means=
 you end up seeing less of them which isn&#39;t as dramatic. When playtesti=
ng I noticed results hover about the 1-2 mark with the EN hits replacing th=
e crits in frequency.</div><div><br></div><div>5. Because you can now alway=
s hit your enemy players will choose &#39;agressive negotiations&#39; even =
more than they do now. Violence may be the best and seen as the only option=
. There will be less emphasis on searching out the &#39;third option&#39;.<=
/div><div>giving less</div><div><br></div><div>6. There are too many charts=
 and tables to consult which could lead to increased run time load giving l=
ess time for creativity. Players, especially GMs only have so much RAM.</di=
v><div><br></div><div>7. DQ is already a very numbers heavy game and that h=
as driven off some potential players as well as encouraging various types o=
f bean counting munckinism. More crunch and rules will exacerbate this.</di=
v><div><br></div><div>The intent of the rules is good. It is an attempt to =
address the absurdly large numbers that now fly about. However I feel this =
is a case of treating the symptoms and not the actual disease which may wel=
l end up killing the patient.</div><div><br></div><div>William DJ</div></di=
v><div><div><div class=3D"gmail_extra"><br><div class=3D"gmail_quote">On Tu=
e, Oct 14, 2014 at 7:09 PM, Kelsie McArthur <span dir=3D"ltr">&lt;<a href=
=3D"mailto:kelsiemca@gmail.com" target=3D"_blank">kelsiemca@gmail.com</a>&g=
t;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin:0px 0=
px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);borde=
r-left-style:solid;padding-left:1ex"><div dir=3D"ltr"><div style=3D"font-fa=
mily:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)">I have made some m=
inor edits to the document today. Nothing significant.<span><font color=3D"=
#888888"><br><br></font></span></div><span><font color=3D"#888888"><div sty=
le=3D"font-family:tahoma,sans-serif;font-size:small;color:rgb(0,0,0)">Kelsi=
e<br></div></font></span></div><div><div><div class=3D"gmail_extra"><br><di=
v class=3D"gmail_quote">On 12 October 2014 19:17, Jonathan Bean <span dir=
=3D"ltr">&lt;<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobe=
an@gmail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" sty=
le=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(=
204,204,204);border-left-style:solid;padding-left:1ex"><div dir=3D"ltr"><di=
v style=3D"text-align:center"><b>Special DQ Gods meeting=C2=A0</b></div><di=
v style=3D"text-align:center">Sunday the 9th of November=C2=A0</div><div st=
yle=3D"text-align:center">1:00 pm onwards</div><div><div style=3D"text-alig=
n:center">39 Sackville Street, Grey Lynn Auckland.</div><div><br></div><div=
>Greetings all,<br></div><div><br></div><div>I email this to the DQ email l=
ist, as an agenda item for the special DQ Gods meeting I am calling on=C2=
=A0<b>Sunday the 9th of November 2014, 1:00 pm 39 Sackville Street Grey Lyn=
n Auckland.</b><br></div><div><br></div><div>Please find attached a MS Word=
 document for the Proposal for Opposed Rolling Combat system. I wish to tab=
le this for a vote.</div><div><br></div><div>I am calling this meeting for =
the 9th of November as I feel that we need more time than the normal 15-20 =
mins before the Guild meeting. This time will be used to discuss the propos=
al to be voted on.</div><div><br></div><div>I encourage all open and respec=
tful debate on the DQ emailing list regarding the attached document.</div><=
div><br></div><div>Here is my understanding of the process involving rule c=
hanges of any scale and size in DQ. I have of course written it in regards =
to the pending vote.=C2=A0</div><div><ol><li style=3D"margin-left:15px">Tab=
le the item (proposal) with a month notice of a meeting.=C2=A0<b><i>(That i=
s this email)</i></b><br></li><li style=3D"margin-left:15px">Talk about it =
in a civilised way leading to fun and interesting discussions.<br></li><li =
style=3D"margin-left:15px">Have the Gods meeting on the 9th November starti=
ng at 1:00 pm.<br></li><li style=3D"margin-left:15px">Discuss the proposal =
for up to 90 mins.=C2=A0<br></li><li style=3D"margin-left:15px">If we have =
a Quorum (which I expect) then a vote between 2:00 pm and 2:30 pm.<br></li>=
</ol></div><div>If passed by vote, then we will charge someone (Kelsie or E=
rrol or Andrew) with the responsibility of writing up the actual Rules to g=
o in the Rulebook.</div></div><ul><li style=3D"margin-left:15px">Once writt=
en (some time later) these core rules will go into the Rules if the GMs fee=
l (by vote) that they are in line and accepted. If the GMs feel the &#39;fl=
eshed out Rules&#39; do not match the voted on &#39;Opposed Rolling Combat =
system&#39;, then they may ask for an area to be clarified and worked on ag=
ain until they match.<br></li><li style=3D"margin-left:15px">Some time late=
r, once they have been reviewed then they simply be tabled at a Gods meetin=
g.=C2=A0<br></li></ul><div>At the same time as the above we as GMs and inte=
rested players will continue working on the supporting elements of the comb=
at rules which hang off the Proposal.<br></div><ul><li style=3D"margin-left=
:15px">These items are things like (in no particular order): Adam Tenant :-=
), Defense, Special attacks like trip or disarm, Riposte, Close combat rule=
s, Assassin / Warrior combat bonus, Death aspect bonus, Magic Resistance et=
c etc<br></li><li style=3D"margin-left:15px">I expect that these countless =
supporting elements will be play tested in relationship with the above core=
 rules (if voted in) and then voted on in the normal way.<br></li></ul><div=
><div style=3D"font-family:arial,sans-serif;font-size:13px">Stephen Martin =
has pointed out that the GMs may wish to direct this substantial change to =
a general vote of the players at a Guild meeting. I will ask Stephen to tal=
k to this point at the gods meeting on the 9th.<br></div><div style=3D"font=
-family:arial,sans-serif;font-size:13px"><br></div></div><div>=C2=A0<br></d=
iv><div>Kind regards,</div><div><br>Jonathan Bean<div>39 Sackville St, Grey=
 Lynn</div><div>P: <a href=3D"tel:%2B64%209%20378%206635" value=3D"+6493786=
635" target=3D"_blank">+64 9 378 6635</a><br>M: <a href=3D"tel:%2B64%2021%2=
0917%20173" value=3D"+6421917173" target=3D"_blank">+64 21 917 173</a><br>G=
:=C2=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gma=
il.com</a></div></div>
</div>
</blockquote></div><br></div>
</div></div></blockquote></div><br></div>
</div></div></blockquote></div><br></div></div></div></div>
</blockquote></div><br></div>
</div></div></blockquote></div><br><br clear=3D"all"><div><br></div>-- <br>=
<div>Kind regards,</div><div><br>Jonathan Bean<div>39 Sackville St, Grey Ly=
nn</div><div>P: <a href=3D"tel:%2B64%209%20378%206635" value=3D"+6493786635=
" target=3D"_blank">+64 9 378 6635</a><br>M: <a href=3D"tel:%2B64%2021%2091=
7%20173" value=3D"+6421917173" target=3D"_blank">+64 21 917 173</a><br>G:=
=C2=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gmai=
l.com</a></div></div>
</div></div>
</blockquote></div>
</div></div></blockquote></div><br><br clear=3D"all"><div><br></div>-- <br>=
<div>Kind regards,</div><div><br>Jonathan Bean<div>39 Sackville St, Grey Ly=
nn</div><div>P: <a href=3D"tel:%2B64%209%20378%206635" value=3D"+6493786635=
" target=3D"_blank">+64 9 378 6635</a><br>M: <a href=3D"tel:%2B64%2021%2091=
7%20173" value=3D"+6421917173" target=3D"_blank">+64 21 917 173</a><br>G:=
=C2=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gmai=
l.com</a></div></div>
</div>
</div></div></blockquote></div><br></div>

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SubjectRe: [dq] Special DQ Gods meeting - Proposal for Opposed Rolling Combat system
FromIan Wood
DateTue, 21 Oct 2014 20:45:27 -0700
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I have no idea what that means Julia.=0AAs I am the originating author, I g=
uess your 'group' includes a subset of one - Me.=0AI began tinkering with t=
his many years ago, well before Isil Eth was high level. Andrew, Errol and =
others will vouch that did not work well, so i simplified it over the years=
.. About two years ago it was ready to test.=0A=0A=0AI derived Opposed Rolli=
ng from Harn Master and Adventurer taking account =0Aof Dean's ideas and th=
ose of others. As William told me, success vs =0Asuccess rule sytems are qu=
ite wide spread. =0A=0A=0AI am not aware of any favouring of casters, inste=
ad it makes fighters more effective, it mixes it up a bit, as there is less=
 certainty.It certainly doesnt favour Isil Eth.=0A=0AI find the Opposed sys=
tem to be fun, quick, simple and a little chaotic - no one has said the bas=
e system is difficult to learn, indeed many have commented on how simple it=
 is.=0A=0A=0AI introduced the Quality 5 and 6 =0Aresults to reflect high le=
vel pure fighters. Few fighter-mages will get =0Aover 200 strike chance, an=
d few will get defence over 100. =0AI introduced the Quality 2 result to re=
flect medium level fighters.=0A=0ALower level PCs will be able to hit tough=
er NPCs a few times (vs natural 01 currently).=0AHigher level PCs will miss=
 low defence NPCs a few times (vs natural 00 curently).=0AHigher level PCs =
will do many more EN results against low defence NPCS, which is fun.=0AIf G=
obbo goes up against Sabrina he should expect to die. But he may get one go=
od hit in.=0ACurently Gobbo (low to excreble) has no chance (01) of hitting=
 Sabrina.=0A=0AIf Sir Wojer (medium to delusions of competence) goes up aga=
inst Sabrina, he could expect to get a couple of good hits in before he die=
s.=0A=0A   Both of these PCs have no offensive magics, gobbo is naturally o=
ffensive but in a socially awkward way.=0A=0A=0AI beleive Stephen wrote a t=
able explaining the increased likelihood of EN and SG results, especially h=
igh level fighters hitting low. The GM gets to set the Strike chance of NPC=
s so if a low level party encounters bad guys with SC 160+ and Def 120+ the=
y may think about leaving before they get blood on teh floor.=0AOn the othe=
r hand, a party up against one baddy will probably hurt them pretty badly.=
=0A=0A=0AOddly enough, on line forums opine that opposed rolling systems te=
nd to have more general results and fewer extreme results. i havent noticed=
 that, but i guess over time (1000s of rolls) it may be true.=0A=0A=0AI thi=
nk all of this is good.=0AIan=0A=0A=0A>________________________________=0A>=
 From: Julia McSpadden <juliamcspadden@gmail.com>=0A>To: dq@dq.sf.org.nz =
=0A>Sent: Wednesday, October 22, 2014 2:59 PM=0A>Subject: Re: [dq] Special =
DQ Gods meeting - Proposal for Opposed Rolling Combat system=0A> =0A>=0A>=
=0A>Have you noticed that a group of people whose high level characters are=
 casters have rewritten mellee combat.=0A>=0A>=0A>and a group (not all) of =
people who play warriors are unhappy with the system - does this count for =
anything, is there and should there be  a requirement to make the group tha=
t is mostly playing/ interacting with the rule, happy with the change=0A>=
=0A>=0A>Jules=0A>=0A>=0A>On Tue, Oct 21, 2014 at 8:34 PM, Jonathan Bean <jo=
nobean@gmail.com> wrote:=0A>=0A>I am not sure about dramatic (unless we vie=
w it as a slow action replay given the speed of most DQ combats :-)=0A>>I d=
o feel that tension is a key element to a good combat.=0A>>=0A>>=0A>>=0A>>I=
 don't think that it is a slow way to distribute loot :-)=0A>>=0A>>=0A>>=0A=
>>Jono=0A>>=0A>>=0A>>On 20 October 2014 21:04, Julia McSpadden <juliamcspad=
den@gmail.com> wrote:=0A>>=0A>>So if there is nothing dramatic happening in=
 combat, and no roll playing=0A>>>Does this make it just a very slow way of=
 distributing loot?=0A>>>On 20 Oct 2014 20:57, "Jonathan Bean" <jonobean@gm=
ail.com> wrote:=0A>>>=0A>>>=0A>>>>Nice numbers Stephen & Kelsie.=0A>>>>=0A>=
>>>=0A>>>>I like the numbers, I also think the change should happen.=0A>>>>=
=0A>>>>=0A>>>>I hope and expect I can lean to handle 10% of the SC and then=
 double it and then double it for important points, without having to look =
at a table. =0A>>>>=0A>>>>=0A>>>>But I do have some big concerns also.=0A>>=
>>=0A>>>>=0A>>>>Agility fighters under this system will be obsolete unless =
we actively make space for them.=0A>>>>I for one, do not like the idea of a=
 range of characters / play going away needlessly.=0A>>>>=0A>>>>=0A>>>>When=
 the dust settles, I hope that Agility fighters will have a space and be vi=
able as a fighting type/style under the Opposed combat system.=0A>>>>=0A>>>=
>=0A>>>>=0A>>>>As a fast of the cuff option without looking at any numbers,=
 I would like to see Agility fighters gain some large benefit which 'keeps =
them in the game' as such:=0A>>>>Agility 21+ =0A>>>>>Against engaged entiti=
es they gain a automatic column shift sideways lowering the attackers quali=
ty by 1 (as a defence).=0A>>>>>=0A>>>>>=0A>>>>>Agility 26+=0A>>>>>Against e=
ngaged entities they gain a automatic column shift sideways lowering the at=
tackers quality by 2. Against entities at range & entities not in their mel=
ee zone they gain a automatic column shift sideways lowering the attackers =
quality by 1.=0A>>>>=0A>>>>=0A>>>>Obviously policing of weight & encumbranc=
e and high agility characters would gain be pushed towards the GM.=0A>>>>=
=0A>>>>=0A>>>>Kind regards=0A>>>>=0A>>>>=0A>>>>=0A>>>>Jono=0A>>>>=0A>>>>=0A=
>>>>=0A>>>>=0A>>>> =0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>>>>=0A>>>>=
=0A>>>>=0A>>>>=0A>>>>On 20 October 2014 16:30, Struan Judd <slj@scifi.geek.=
nz> wrote:=0A>>>>=0A>>>>Whoa.=0A>>>>>=0A>>>>>=0A>>>>>I like the numbers. I =
like the change to the resolution. I think the change should happen=0A>>>>>=
=0A>>>>>=0A>>>>>But I do have a big worry.=0A>>>>>=0A>>>>>=0A>>>>>Damage vs=
 Armour.=0A>>>>>=0A>>>>>=0A>>>>>With more low SC vs high Def hits, damage t=
hat overwhelms armor becomes much more effective=0A>>>>>=0A>>>>>=0A>>>>>=0A=
>>>>>and with more EN and SG hits, damage in general becomes more effective=
..=0A>>>>>=0A>>>>>=0A>>>>>I can see halving your SC for +5 Damage being very=
 effective.=0A>>>>>=0A>>>>>=0A>>>>>And I'm not sure I like that.=0A>>>>>=0A=
>>>>>=0A>>>>>TTFN, Struan=0A>>>>>=0A>>>>>=0A>>>>>On 20 October 2014 16:07, =
Kelsie McArthur <kelsiemca@gmail.com> wrote:=0A>>>>>=0A>>>>>Some counterpoi=
nts:=0A>>>>>>=0A>>>>>>=0A>>>>>>a) I have never seen a "a dramatic descripti=
on of events" in a DQ combat. YMMV=0A>>>>>>=0A>>>>>>=0A>>>>>>=0A>>>>>>b) Re=
 tables=0A>>>>>>=0A>>>>>>I have just realised (shock horror) that Ian is ri=
ght; you don't need tables=0A>>>>>>=0A>>>>>>=0A>>>>>>for example: I have a =
78% chance of success and I roll a 23. =0A>>>>>>So 10% of 78 is 7.8 round u=
p to 8, so 8 will be a quality 4, 23 is not good enough, so double it (20%)=
, 16, is a quality 3, still not good enough, double that (40%) 32 is qualit=
y 2, and 23 is good enough for that and anything more than 32 and less than=
 79 would be a quality 1.=0A>>>>>>=0A>>>>>>=0A>>>>>>c) re time to run a com=
bat:=0A>>>>>>The proposal adds time in that every blow has to be countered,=
 but roll and roll response can be quick and is the same as magic works now=
.. It speeds it up in that no knowledge of the opponents numbers or state is=
 required.=0A>>>>>>=0A>>>>>>=0A>>>>>>The current system is slowed down by h=
aving to ask the GM or target what their defense is, are they out of fatigu=
e, other possible modifiers to defence, but once you know their defence, it=
 is sped up by not having to have an interaction when you know that you hav=
e failed.=0A>>>>>>=0A>>>>>>=0A>>>>>>This can go either way based on circums=
tances and some people have =0A"experienced" it each way. Nobody is experie=
nced enough with the =0Aproposal to expect that they are not being slowed b=
y the learning curve. =0A>>>>>>=0A>>>>>>It may turn out that the consensus =
will be that people don't want to spend =0Atime on the curve and want to st=
ick with what they know, but that is not=0A strictly a fault of the system.=
=0A>>>>>>=0A>>>>>>=0A>>>>>>=0A>>>>>>d) re chances of criticals=0A>>>>>>=0A>=
>>>>>Steve has worked up this chart of success results (shown below). The 3=
rd section shows that in fact, SG are more likely for many combinations and=
 not less likely. Now, whether more crits or fewer is preferable varies by =
individual opinion.=0A>>>>>>=0A>>>>>>=0A>>>>>>On the other hand (ie not a c=
ounterpoint) the 1st section shows that a character that has been built wit=
h survivability based on never being hit, rather than absorbing damage will=
 be stuffed under the proposed system. This is significant to some PCs play=
ablility. On the other other hand, high defence NPC's are no longer frustra=
tingly beyond hitting either.=0A>>>>>>=0A>>>>>>=0A>>>>>>=0A>>>>>>=E2=80=8B=
=0A>>>>>>=0A>>>>>>=0A>>>>>>=0A>>>>>>On 20 October 2014 11:49, William Dymoc=
k-Johnson <dymockjohnsonwilliam@gmail.com> wrote:=0A>>>>>>=0A>>>>>>I feel t=
here are some more objections to the proposed system which need to be consi=
dered and discussed.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>1. It could take the role=
playing element entirely out of combat. This is true of most 'crunchy' or r=
ules heavy systems. It means that play will focus on consulting tables and =
charts rather than coming up with a dramatic description of events. A direc=
t attack system also allows the player to describe their action off the bat=
 from one roll and doesn't have to wait for another player to make their co=
unter roll.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>2. It does take longer. DQ combats=
 are already ponderous glacial affairs in which one has considered notifyin=
g next of kin in case the sudden onset of old age takes it's toll. This wil=
l take even longer as there are more dice to roll and consult and more tabl=
es to check.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>3. Since there are more tables to=
 consult players are not looking at one another or the GM which diminishes =
the roleplaying aspect.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>4. Criticals can be ne=
gated. While this may sound good at first it means you end up seeing less o=
f them which isn't as dramatic. When playtesting I noticed results hover ab=
out the 1-2 mark with the EN hits replacing the crits in frequency.=0A>>>>>=
>>=0A>>>>>>>=0A>>>>>>>5. Because you can now always hit your enemy players =
will choose 'agressive negotiations' even more than they do now. Violence m=
ay be the best and seen as the only option. There will be less emphasis on =
searching out the 'third option'.=0A>>>>>>>giving less=0A>>>>>>>=0A>>>>>>>=
=0A>>>>>>>6. There are too many charts and tables to consult which could le=
ad to increased run time load giving less time for creativity. Players, esp=
ecially GMs only have so much RAM.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>7. DQ is al=
ready a very numbers heavy game and that has driven off some potential play=
ers as well as encouraging various types of bean counting munckinism. More =
crunch and rules will exacerbate this.=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>The int=
ent of the rules is good. It is an attempt to address the absurdly large nu=
mbers that now fly about. However I feel this is a case of treating the sym=
ptoms and not the actual disease which may well end up killing the patient.=
=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>William DJ=0A>>>>>>>=0A>>>>>>>=0A>>>>>>>On Tu=
e, Oct 14, 2014 at 7:09 PM, Kelsie McArthur <kelsiemca@gmail.com> wrote:=0A=
>>>>>>>=0A>>>>>>>I have made some minor edits to the document today. Nothin=
g significant.=0A>>>>>>>>=0A>>>>>>>>=0A>>>>>>>>Kelsie=0A>>>>>>>>=0A>>>>>>>>=
=0A>>>>>>>>=0A>>>>>>>>On 12 October 2014 19:17, Jonathan Bean <jonobean@gma=
il.com> wrote:=0A>>>>>>>>=0A>>>>>>>>Special DQ Gods meeting =0A>>>>>>>>>Sun=
day the 9th of November =0A>>>>>>>>>1:00 pm onwards=0A>>>>>>>>>39 Sackville=
 Street, Grey Lynn Auckland.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>Greetings a=
ll,=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>I email this to the DQ e=
mail list, as an agenda item for the special DQ Gods meeting I am calling o=
n Sunday the 9th of November 2014, 1:00 pm 39 Sackville Street Grey Lynn Au=
ckland.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>Please find attached=
 a MS Word document for the Proposal for Opposed Rolling Combat system. I w=
ish to table this for a vote.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>I am calli=
ng this meeting for the 9th of November as I feel that we need more time th=
an the normal 15-20 mins before the Guild meeting. This time will be used t=
o discuss the proposal to be voted on.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>I=
 encourage all open and respectful debate on the DQ emailing list regarding=
 the attached document.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>Here is my under=
standing of the process involving rule changes of any scale and size in DQ.=
 I have of course written it in regards to the pending vote. =0A>>>>>>>>>=
=091. Table the item (proposal) with a month notice of a meeting. (That is =
this email)=0A>>>>>>>>>=0A>>>>>>>>>=092. Talk about it in a civilised way l=
eading to fun and interesting discussions.=0A>>>>>>>>>=0A>>>>>>>>>=093. Hav=
e the Gods meeting on the 9th November starting at 1:00 pm.=0A>>>>>>>>>=0A>=
>>>>>>>>=094. Discuss the proposal for up to 90 mins. =0A>>>>>>>>>=0A>>>>>>=
>>>=095. If we have a Quorum (which I expect) then a vote between 2:00 pm a=
nd 2:30 pm.=0A>>>>>>>>>=0A>>>>>>>>>If passed by vote, then we will charge s=
omeone (Kelsie or Errol or Andrew) with the responsibility of writing up th=
e actual Rules to go in the Rulebook.=0A>>>>>>>>>=09* Once written (some ti=
me later) these core rules will go into the Rules if the GMs feel (by vote)=
 that they are in line and accepted. If the GMs feel the 'fleshed out Rules=
' do not match the voted on 'Opposed Rolling Combat system', then they may =
ask for an area to be clarified and worked on again until they match.=0A>>>=
>>>>>>=0A>>>>>>>>>=09* Some time later, once they have been reviewed then t=
hey simply be tabled at a Gods meeting. =0A>>>>>>>>>=0A>>>>>>>>>At the same=
 time as the above we as GMs and interested players will continue working o=
n the supporting elements of the combat rules which hang off the Proposal.=
=0A>>>>>>>>>=0A>>>>>>>>>=09* These items are things like (in no particular =
order): Adam Tenant :-), Defense, Special attacks like trip or disarm, Ripo=
ste, Close combat rules, Assassin / Warrior combat bonus, Death aspect bonu=
s, Magic Resistance etc etc=0A>>>>>>>>>=0A>>>>>>>>>=09* I expect that these=
 countless supporting elements will be play tested in relationship with the=
 above core rules (if voted in) and then voted on in the normal way.=0A>>>>=
>>>>>=0A>>>>>>>>>Stephen Martin has pointed out that the GMs may wish to di=
rect this substantial change to a general vote of the players at a Guild me=
eting. I will ask Stephen to talk to this point at the gods meeting on the =
9th.=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>>=0A>>>>>>>>> =0A>>>>>>>>>=0A>>>>>>>=
>>Kind regards,=0A>>>>>>>>>=0A>>>>>>>>>Jonathan Bean=0A>>>>>>>>>39 Sackvill=
e St, Grey Lynn=0A>>>>>>>>>P: +64 9 378 6635=0A>>>>>>>>>M: +64 21 917 173=
=0A>>>>>>>>>G: jonobean@gmail.com=0A>>>>>>>>=0A>>>>>>>=0A>>>>>>=0A>>>>>=0A>=
>>>=0A>>>>=0A>>>>=0A>>>>-- =0A>>>>=0A>>>>Kind regards,=0A>>>>=0A>>>>Jonatha=
n Bean=0A>>>>39 Sackville St, Grey Lynn=0A>>>>P: +64 9 378 6635=0A>>>>M: +6=
4 21 917 173=0A>>>>G: jonobean@gmail.com=0A>>=0A>>=0A>>=0A>>-- =0A>>=0A>>Ki=
nd regards,=0A>>=0A>>Jonathan Bean=0A>>39 Sackville St, Grey Lynn=0A>>P: +6=
4 9 378 6635=0A>>M: +64 21 917 173=0A>>G: jonobean@gmail.com=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:16px"><div style=3D"" class=3D""><span style=3D"" class=3D"">I have=
 no idea what that means Julia.</span></div><div style=3D"color: rgb(0, 0, =
0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Ar=
ial,Lucida Grande,sans-serif; background-color: transparent; font-style: no=
rmal;" class=3D""><span style=3D"" class=3D"">As I am the originating autho=
r, I guess your 'group' includes a subset of one - Me.</span></div><div sty=
le=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helv=
etica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: tran=
sparent; font-style: normal;" class=3D""><span style=3D"" class=3D"">I bega=
n tinkering with this many years ago, well before Isil Eth was high level. =
Andrew, Errol and others will vouch that did not work well, so i simplified=
 it over the years.
 About two years ago it was ready to test.<br style=3D"" class=3D""></span>=
</div><span style=3D"" class=3D""><br style=3D"" class=3D""></span><div cla=
ss=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: Helveti=
caNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-=
color: transparent; font-style: normal;"><span style=3D"" class=3D"">I=0A d=
erived Opposed Rolling from Harn Master and Adventurer taking account =0Aof=
 Dean's ideas and those of others. As William told me, success vs =0Asucces=
s rule sytems are quite wide spread. <br 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; ba=
ckground-color: transparent; font-style: normal;"><br style=3D"" class=3D""=
></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-=
family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-ser=
if; background-color: transparent; font-style: normal;"><span style=3D"" cl=
ass=3D"">I am not aware of any favouring of casters, instead it makes fight=
ers more effective, it mixes it up a bit, as there is less certainty.</span=
></div><span style=3D"" class=3D"">It certainly doesnt favour Isil Eth.</sp=
an><span style=3D"" class=3D""><br><br>I find the Opposed system to be fun,=
 quick, simple and a little chaotic - no one has said the base system is di=
fficult to learn, indeed many have commented on how simple it is.<br style=
=3D""
 class=3D""></span><span style=3D"" class=3D""></span><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;"><br style=3D"" class=3D""></div><div style=3D""=
 class=3D"">I introduced the Quality 5 and 6 =0Aresults to reflect high lev=
el pure fighters. Few fighter-mages will get =0Aover 200 strike chance, and=
 few will get defence over 100.&nbsp;</div><div style=3D"" class=3D"">I int=
roduced the Quality 2 result to reflect medium level fighters.<br style=3D"=
" class=3D""></div><div style=3D"" class=3D""><br style=3D"" class=3D""></d=
iv><span style=3D"" class=3D"">Lower level PCs will be able to hit tougher =
NPCs a few times (vs natural 01 currently).</span><div 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: transparen=
t; font-style: normal;"><span style=3D"" class=3D"">Higher level PCs will m=
iss low defence NPCs a few times (vs natural 00 curently).</span></div><div=
 class=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: Hel=
veticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; backgro=
und-color: transparent; font-style: normal;"><span style=3D"" class=3D"">Hi=
gher level PCs will do many more EN results against low defence NPCS, which
 is fun.</span></div><div style=3D"" class=3D"">If Gobbo goes up against Sa=
brina he should expect to die. But he may get one good hit in.</div><div st=
yle=3D"" class=3D"">Curently Gobbo (low to excreble) has no chance (01) of =
hitting Sabrina.<br style=3D"" class=3D""></div><div style=3D"" class=3D"">=
If Sir Wojer (medium to delusions of competence) goes up against Sabrina, h=
e could expect to get a couple of good hits in before he dies.<br style=3D"=
" class=3D""></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-size:=
 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Gra=
nde,sans-serif; background-color: transparent; font-style: normal;">&nbsp;&=
nbsp; Both of these PCs have no offensive magics, gobbo is naturally offens=
ive but in a socially awkward way.<br style=3D"" class=3D""></div><div clas=
s=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-family: Helvetic=
aNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-c=
olor: transparent;
 font-style: normal;"><br></div><div class=3D"" 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;">I beleive Stephen wrote a table explaining the increased likelihood o=
f EN and SG results, especially high level fighters hitting low. The GM get=
s to set the Strike chance of NPCs so if a low level party encounters bad g=
uys with SC 160+ and Def 120+ they may think about leaving before they get =
blood on teh floor.</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;">O=
n the other hand, a party up against one baddy will probably hurt them pret=
ty badly.<br></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; background-color: transparent; font-style: normal;"><br=
></div><div class=3D"" style=3D"color: rgb(0, 0, 0); font-size: 16px; font-=
family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-ser=
if; background-color: transparent; font-style: normal;">Oddly enough, on li=
ne forums opine that opposed rolling systems tend to have more general resu=
lts and fewer extreme results. i havent noticed that, but i guess over time=
 (1000s of rolls) it may be true.<br></div><div class=3D"" style=3D"color: =
rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,He=
lvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font=
-style: normal;"><br></div><div class=3D"" style=3D"color: rgb(0, 0, 0); fo=
nt-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lu=
cida Grande,sans-serif; background-color: transparent; font-style: normal;"=
>I think all of this is good.</div><div style=3D"" class=3D""><br style=3D"=
"
 class=3D""></div>Ian<br style=3D"" class=3D""><div class=3D"" style=3D"col=
or: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neu=
e,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; =
font-style: normal;"></div><blockquote class=3D"" style=3D"border-left: 2px=
 solid rgb(16, 16, 255); margin-left: 5px; margin-top: 5px; padding-left: 5=
px;">  <div class=3D"" style=3D"font-family: HelveticaNeue, Helvetica Neue,=
 Helvetica, Arial, Lucida Grande, Sans-Serif; font-size: 16px;"> <div class=
=3D"" style=3D"font-family: HelveticaNeue, Helvetica Neue, Helvetica, Arial=
, Lucida Grande, sans-serif; font-size: 16px;"> <div style=3D"" class=3D"" =
dir=3D"ltr"> <hr style=3D"" class=3D"" size=3D"1">  <font style=3D"" class=
=3D"" size=3D"2" face=3D"Arial"> <b style=3D"" class=3D""><span class=3D"" =
style=3D"font-weight:bold;">From:</span></b> Julia McSpadden &lt;juliamcspa=
dden@gmail.com&gt;<br style=3D"" class=3D""> <b style=3D"" class=3D""><span=
 class=3D"" style=3D"font-weight: 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> Wednesday, October=
 22, 2014 2:59 PM<br style=3D"" class=3D""> <b style=3D"" class=3D""><span =
class=3D"" style=3D"font-weight: bold;">Subject:</span></b> Re: [dq] Specia=
l DQ Gods meeting - Proposal for Opposed Rolling Combat system<br style=3D"=
" class=3D""> </font> </div> <div style=3D"" class=3D""><br style=3D"" clas=
s=3D""><div style=3D"" class=3D"" id=3D"yiv0698187512"><div style=3D"" clas=
s=3D""><div style=3D"" class=3D"" dir=3D"ltr">Have you noticed that a group=
 of people whose high level characters are casters have rewritten mellee co=
mbat.<div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></=
div><div style=3D"" class=3D"">and a group (not all) of people who play war=
riors are unhappy with the system - does this count for anything, is there =
and should there be &nbsp;a requirement to make the group that is mostly pl=
aying/ interacting with the rule, happy with the
 change</div><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"=
none"></div><div style=3D"" class=3D"">Jules</div></div><div style=3D"" cla=
ss=3D"" id=3D"yiv0698187512yqt46153"><div style=3D"" class=3D""><br style=
=3D"" class=3D"" clear=3D"none"><div style=3D"" class=3D"">On Tue, Oct 21, =
2014 at 8:34 PM, Jonathan Bean <span style=3D"" class=3D"" dir=3D"ltr">&lt;=
<a style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:=
jonobean@gmail.com" target=3D"_blank" href=3D"mailto:jonobean@gmail.com">jo=
nobean@gmail.com</a>&gt;</span> wrote:<br style=3D"" class=3D"" clear=3D"no=
ne"><blockquote class=3D"" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc =
solid;padding-left:1ex;"><div style=3D"" class=3D"" dir=3D"ltr"><div style=
=3D"" class=3D"">I am not sure about dramatic (unless we view it as a slow =
action replay given the speed of most DQ combats :-)</div><div style=3D"" c=
lass=3D"">I do feel that tension is a key element to a good combat.<br styl=
e=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=
=3D""
 class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">I don't think t=
hat it is a slow way to distribute loot :-)<br style=3D"" class=3D"" clear=
=3D"none"></div><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=
=3D"none"></div><div style=3D"" class=3D"">Jono</div></div><div style=3D"" =
class=3D""><div style=3D"" class=3D""><div style=3D"" class=3D""><br style=
=3D"" class=3D"" clear=3D"none"><div style=3D"" class=3D"">On 20 October 20=
14 21:04, Julia McSpadden <span style=3D"" class=3D"" dir=3D"ltr">&lt;<a st=
yle=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:julia=
mcspadden@gmail.com" target=3D"_blank" href=3D"mailto:juliamcspadden@gmail.=
com">juliamcspadden@gmail.com</a>&gt;</span> wrote:<br style=3D"" class=3D"=
" clear=3D"none"><blockquote class=3D"" style=3D"margin:0 0 0 .8ex;border-l=
eft:1px #ccc solid;padding-left:1ex;"><div style=3D"" class=3D"" dir=3D"ltr=
">So if there is nothing dramatic happening in combat, and no roll playing<=
/div>=0A<div style=3D"" class=3D"" dir=3D"ltr">Does this make it just a ver=
y slow way of distributing loot?</div><div style=3D"" class=3D""><div style=
=3D"" class=3D"">=0A<div style=3D"" class=3D"">On 20 Oct 2014 20:57, "Jonat=
han Bean" &lt;<a style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect" ymai=
lto=3D"mailto:jonobean@gmail.com" target=3D"_blank" href=3D"mailto:jonobean=
@gmail.com">jonobean@gmail.com</a>&gt; wrote:<br style=3D"" class=3D"" clea=
r=3D"none"><blockquote class=3D"" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;"><div style=3D"" class=3D"" dir=3D"ltr"><div=
 style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div>Nice =
numbers Stephen &amp; Kelsie.<div style=3D"" class=3D""><br style=3D"" clas=
s=3D"" clear=3D"none"></div><div style=3D"" class=3D"">I like the numbers, =
I also think the change should happen.</div><div style=3D"" class=3D""><br =
style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">I hop=
e and expect I can lean to handle 10% of the SC and then double it and then=
 double it for important points, without having to look at a table.&nbsp;</=
div><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></d=
iv><div style=3D""
 class=3D"">But I do have some big concerns also.</div><div style=3D"" clas=
s=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=
=3D"">Agility fighters under this system will be obsolete unless we activel=
y make space for them.</div><div style=3D"" class=3D"">I for one, do not li=
ke the idea of a range of characters / play going away needlessly.</div><di=
v style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div=
 style=3D"" class=3D"">When the dust settles, I hope that Agility fighters =
will have a space and be viable as a fighting type/style under the Opposed =
combat system.<br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"=
" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D""=
 class=3D"">As a fast of the cuff option without looking at any numbers, I =
would like to see Agility fighters gain some large benefit which 'keeps the=
m in the game' as such:</div><blockquote class=3D"" style=3D"margin:0 0 0 4=
0px;border:none;padding:0px;"><div style=3D""
 class=3D""><i style=3D"" class=3D""><b style=3D"" class=3D"">Agility 21+</=
b>&nbsp;</i></div><div style=3D"" class=3D""><i style=3D"" class=3D"">Again=
st engaged entities they gain a automatic column shift sideways lowering th=
e attackers quality by 1 (as a defence).</i></div><div style=3D"" class=3D"=
"><i style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></i></d=
iv><div style=3D"" class=3D""><i style=3D"" class=3D""><b style=3D"" class=
=3D"">Agility 26+</b></i></div><div style=3D"" class=3D""><div style=3D"" c=
lass=3D""><i style=3D"" class=3D"">Against engaged entities they gain a aut=
omatic column shift sideways lowering the attackers quality by 2. Against e=
ntities at range &amp; entities not in their melee zone they gain a automat=
ic column shift sideways lowering the attackers quality by 1.</i></div></di=
v></blockquote><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=
=3D"none"></div><div style=3D"" class=3D"">Obviously policing of weight &am=
p; encumbrance and high agility characters would gain be pushed
 towards the GM.</div><div style=3D"" class=3D""><br style=3D"" class=3D"" =
clear=3D"none"></div><div style=3D"" class=3D"">Kind regards<br style=3D"" =
class=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=3D"" c=
lass=3D"" clear=3D"none"></div><div style=3D"" class=3D"">Jono</div><div st=
yle=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div sty=
le=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div styl=
e=3D"" class=3D"">&nbsp;</div><div style=3D"" class=3D""><br style=3D"" cla=
ss=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=3D"" clas=
s=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=3D"" class=
=3D"" clear=3D"none"><div style=3D"" class=3D""><br style=3D"" class=3D"" c=
lear=3D"none"></div></div><div style=3D"" class=3D""><br style=3D"" class=
=3D"" clear=3D"none"><div style=3D"" class=3D"">On 20 October 2014 16:30, S=
truan Judd <span style=3D"" class=3D"" dir=3D"ltr">&lt;<a style=3D"" class=
=3D"" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:slj@scifi.geek.nz" =
target=3D"_blank"
 href=3D"mailto:slj@scifi.geek.nz">slj@scifi.geek.nz</a>&gt;</span> wrote:<=
br style=3D"" class=3D"" clear=3D"none"><blockquote class=3D"" style=3D"mar=
gin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,2=
04);border-left-style:solid;padding-left:1ex;"><div style=3D"" class=3D"" d=
ir=3D"ltr">Whoa.<div style=3D"" class=3D""><br style=3D"" class=3D"" clear=
=3D"none"></div><div style=3D"" class=3D"">I like the numbers. I like the c=
hange to the resolution. I think the change should happen</div><div style=
=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=
=3D"" class=3D"">But I do have a big worry.</div><div style=3D"" class=3D""=
><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">=
Damage vs Armour.</div><div style=3D"" class=3D""><br style=3D"" class=3D""=
 clear=3D"none"></div><div style=3D"" class=3D"">With more low SC vs high D=
ef hits, damage that overwhelms armor becomes much more effective<br style=
=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=
=3D""
 class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">and with more E=
N and SG hits, damage in general becomes more effective.</div><div style=3D=
"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"=
" class=3D"">I can see halving your SC for +5 Damage being very effective.<=
/div><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></=
div><div style=3D"" class=3D"">And I'm not sure I like that.</div><div styl=
e=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=
=3D"" class=3D"">TTFN, Struan</div></div><div style=3D"" class=3D""><div st=
yle=3D"" class=3D""><div style=3D"" class=3D""><br style=3D"" class=3D"" cl=
ear=3D"none"><div style=3D"" class=3D"">On 20 October 2014 16:07, Kelsie Mc=
Arthur <span style=3D"" class=3D"" dir=3D"ltr">&lt;<a style=3D"" class=3D""=
 rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:kelsiemca@gmail.com" tar=
get=3D"_blank" href=3D"mailto:kelsiemca@gmail.com">kelsiemca@gmail.com</a>&=
gt;</span> wrote:<br style=3D"" class=3D"" clear=3D"none"><blockquote class=
=3D""
 style=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:=
rgb(204,204,204);border-left-style:solid;padding-left:1ex;"><div style=3D""=
 class=3D"" dir=3D"ltr"><div class=3D"" style=3D"font-family:tahoma, sans-s=
erif;font-size:small;color:rgb(0,0,0);">Some counterpoints:<br style=3D"" c=
lass=3D"" clear=3D"none"><br style=3D"" class=3D"" clear=3D"none"></div><di=
v class=3D"" style=3D"font-family:tahoma, sans-serif;font-size:small;color:=
rgb(0,0,0);">a) I have never seen a "a dramatic description of events" in a=
 DQ combat. YMMV<br style=3D"" class=3D"" clear=3D"none"></div><div class=
=3D"" style=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0=
,0);"><br style=3D"" class=3D"" clear=3D"none"></div><div class=3D"" style=
=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0,0);"><b st=
yle=3D"" class=3D"">b) Re tables</b><br style=3D"" class=3D"" clear=3D"none=
"></div><div class=3D"" style=3D"font-family:tahoma, sans-serif;font-size:s=
mall;color:rgb(0,0,0);">I have just realised (shock
 horror) that Ian is right; you don't need tables<br style=3D"" class=3D"" =
clear=3D"none"><br style=3D"" class=3D"" clear=3D"none"></div><div class=3D=
"" style=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0,0)=
;">for example: I have a 78% chance of success and I roll a 23. <br style=
=3D"" class=3D"" clear=3D"none">So 10% of 78 is 7.8 round up to 8, so <b st=
yle=3D"" class=3D"">8</b> will be a quality 4, 23 is not good enough, so do=
uble it (20%), <b style=3D"" class=3D"">16</b>, is a quality 3, still not g=
ood enough, double that (40%) <b style=3D"" class=3D"">32</b> is quality 2,=
 and 23 is good enough for that and anything more than 32 and less than 79 =
would be a quality 1.<br style=3D"" class=3D"" clear=3D"none"><br style=3D"=
" class=3D"" clear=3D"none"></div><div class=3D"" style=3D"font-family:taho=
ma, sans-serif;font-size:small;color:rgb(0,0,0);"><b style=3D"" class=3D"">=
c) re time to run a combat:</b><br style=3D"" class=3D"" clear=3D"none"></d=
iv>The proposal adds time in that every blow has to be
 countered, but roll and roll response can be quick and is the same as magi=
c works now. It speeds it up in that no knowledge of the opponents numbers =
or state is required.<br style=3D"" class=3D"" clear=3D"none"><div class=3D=
"" style=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0,0)=
;"><br style=3D"" class=3D"" clear=3D"none">The current system is slowed do=
wn by having to ask the GM or target what their defense is, are they out of=
 fatigue, other possible modifiers to defence, but once you know their defe=
nce, it is sped up by not having to have an interaction when you know that =
you have failed.<br style=3D"" class=3D"" clear=3D"none"><br style=3D"" cla=
ss=3D"" clear=3D"none"><div class=3D"" style=3D"font-family:tahoma, sans-se=
rif;font-size:small;color:rgb(0,0,0);">This=0A can go either way based on c=
ircumstances and some people have =0A"experienced" it each way. Nobody is e=
xperienced enough with the =0Aproposal to expect that they are not being sl=
owed by the learning curve.=0A <br style=3D"" class=3D"" clear=3D"none"><br=
 style=3D"" class=3D"" clear=3D"none">It may turn out that the consensus wi=
ll be that people don't want to spend =0Atime on the curve and want to stic=
k with what they know, but that is not=0A strictly a fault of the system.<b=
r style=3D"" class=3D"" clear=3D"none"></div></div><div class=3D"" style=3D=
"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0,0);"><b style=
=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></b></div><div cl=
ass=3D"" style=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(=
0,0,0);"><b style=3D"" class=3D"">d) re chances of criticals</b><br style=
=3D"" class=3D"" clear=3D"none"></div><div class=3D"" style=3D"font-family:=
tahoma, sans-serif;font-size:small;color:rgb(0,0,0);">Steve has worked up t=
his chart of success results (shown below). The 3rd section shows that in f=
act, SG are more likely for many combinations and not less likely. Now, whe=
ther more crits or fewer is preferable varies by individual opinion.<br sty=
le=3D"" class=3D"" clear=3D"none"></div><div class=3D"" style=3D"font-famil=
y:tahoma, sans-serif;font-size:small;color:rgb(0,0,0);"><br style=3D"" clas=
s=3D"" clear=3D"none">On the other hand (ie not a counterpoint) the 1st sec=
tion shows that
 a character that has been built with survivability based on never being hi=
t, rather than absorbing damage will be stuffed under the proposed system. =
This is significant to some PCs playablility. On the other other hand, high=
 defence NPC's are no longer frustratingly beyond hitting either.<br style=
=3D"" class=3D"" clear=3D"none"></div><div class=3D"" style=3D"font-family:=
tahoma, sans-serif;font-size:small;color:rgb(0,0,0);"><br style=3D"" class=
=3D"" clear=3D"none"><img style=3D"" class=3D"" src=3D"cid:1.596913027@web1=
26105.mail.ne1.yahoo.com" height=3D"494" width=3D"454"><br style=3D"" class=
=3D"" clear=3D"none">=E2=80=8B<br style=3D"" class=3D"" clear=3D"none"></di=
v><div style=3D"" class=3D""><div style=3D"" class=3D""><div style=3D"" cla=
ss=3D""><br style=3D"" class=3D"" clear=3D"none"><div style=3D"" class=3D""=
>On 20 October 2014 11:49, William Dymock-Johnson <span style=3D"" class=3D=
"" dir=3D"ltr">&lt;<a style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect"=
 ymailto=3D"mailto:dymockjohnsonwilliam@gmail.com" target=3D"_blank"
 href=3D"mailto:dymockjohnsonwilliam@gmail.com">dymockjohnsonwilliam@gmail.=
com</a>&gt;</span> wrote:<br style=3D"" class=3D"" clear=3D"none"><blockquo=
te class=3D"" style=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;borde=
r-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex;"><d=
iv style=3D"" class=3D"" dir=3D"ltr">I feel there are some more objections =
to the proposed system which need to be considered and discussed.<div style=
=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=
=3D"" class=3D"">1. It could take the roleplaying element entirely out of c=
ombat. This is true of most 'crunchy' or rules heavy systems. It means that=
 play will focus on consulting tables and charts rather than coming up with=
 a dramatic description of events. A direct attack system also allows the p=
layer to describe their action off the bat from one roll and doesn't have t=
o wait for another player to make their counter roll.</div><div style=3D"" =
class=3D""><br style=3D""
 class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">2. It does take=
 longer. DQ combats are already ponderous glacial affairs in which one has =
considered notifying next of kin in case the sudden onset of old age takes =
it's toll. This will take even longer as there are more dice to roll and co=
nsult and more tables to check.</div><div style=3D"" class=3D""><br style=
=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">3. Since t=
here are more tables to consult players are not looking at one another or t=
he GM which diminishes the roleplaying aspect.</div><div style=3D"" class=
=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=
=3D"">4. Criticals can be negated. While this may sound good at first it me=
ans you end up seeing less of them which isn't as dramatic. When playtestin=
g I noticed results hover about the 1-2 mark with the EN hits replacing the=
 crits in frequency.</div><div style=3D"" class=3D""><br style=3D"" class=
=3D"" clear=3D"none"></div><div style=3D""
 class=3D"">5. Because you can now always hit your enemy players will choos=
e 'agressive negotiations' even more than they do now. Violence may be the =
best and seen as the only option. There will be less emphasis on searching =
out the 'third option'.</div><div style=3D"" class=3D"">giving less</div><d=
iv style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><di=
v style=3D"" class=3D"">6. There are too many charts and tables to consult =
which could lead to increased run time load giving less time for creativity=
.. Players, especially GMs only have so much RAM.</div><div style=3D"" class=
=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=
=3D"">7. DQ is already a very numbers heavy game and that has driven off so=
me potential players as well as encouraging various types of bean counting =
munckinism. More crunch and rules will exacerbate this.</div><div style=3D"=
" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D""=
 class=3D"">The intent of the rules is
 good. It is an attempt to address the absurdly large numbers that now fly =
about. However I feel this is a case of treating the symptoms and not the a=
ctual disease which may well end up killing the patient.</div><div style=3D=
"" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"=
" class=3D"">William DJ</div></div><div style=3D"" class=3D""><div style=3D=
"" class=3D""><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D=
"none"><div style=3D"" class=3D"">On Tue, Oct 14, 2014 at 7:09 PM, Kelsie M=
cArthur <span style=3D"" class=3D"" dir=3D"ltr">&lt;<a style=3D"" class=3D"=
" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:kelsiemca@gmail.com" ta=
rget=3D"_blank" href=3D"mailto:kelsiemca@gmail.com">kelsiemca@gmail.com</a>=
&gt;</span> wrote:<br style=3D"" class=3D"" clear=3D"none"><blockquote clas=
s=3D"" style=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-=
color:rgb(204,204,204);border-left-style:solid;padding-left:1ex;"><div styl=
e=3D"" class=3D"" dir=3D"ltr"><div class=3D""
 style=3D"font-family:tahoma, sans-serif;font-size:small;color:rgb(0,0,0);"=
>I have made some minor edits to the document today. Nothing significant.<s=
pan style=3D"" class=3D""><font style=3D"" class=3D"" color=3D"#888888"><br=
 style=3D"" class=3D"" clear=3D"none"><br style=3D"" class=3D"" clear=3D"no=
ne"></font></span></div><span style=3D"" class=3D""><font style=3D"" class=
=3D"" color=3D"#888888"></font></span><div class=3D"" style=3D"font-family:=
tahoma, sans-serif;font-size:small;color:rgb(0,0,0);">Kelsie<br style=3D"" =
class=3D"" clear=3D"none"></div></div><div style=3D"" class=3D""><div style=
=3D"" class=3D""><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=
=3D"none"><div style=3D"" class=3D"">On 12 October 2014 19:17, Jonathan Bea=
n <span style=3D"" class=3D"" dir=3D"ltr">&lt;<a style=3D"" class=3D"" rel=
=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:jonobean@gmail.com" target=
=3D"_blank" href=3D"mailto:jonobean@gmail.com">jonobean@gmail.com</a>&gt;</=
span> wrote:<br style=3D"" class=3D"" clear=3D"none"><blockquote class=3D""
 style=3D"margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:=
rgb(204,204,204);border-left-style:solid;padding-left:1ex;"><div style=3D""=
 class=3D"" dir=3D"ltr"><div class=3D"" style=3D"text-align:center;"><b sty=
le=3D"" class=3D"">Special DQ Gods meeting&nbsp;</b></div><div class=3D"" s=
tyle=3D"text-align:center;">Sunday the 9th of November&nbsp;</div><div clas=
s=3D"" style=3D"text-align:center;">1:00 pm onwards</div><div style=3D"" cl=
ass=3D""><div class=3D"" style=3D"text-align:center;">39 Sackville Street, =
Grey Lynn Auckland.</div><div style=3D"" class=3D""><br style=3D"" class=3D=
"" clear=3D"none"></div><div style=3D"" class=3D"">Greetings all,<br style=
=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br style=
=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">I email th=
is to the DQ email list, as an agenda item for the special DQ Gods meeting =
I am calling on&nbsp;<b style=3D"" class=3D"">Sunday the 9th of November 20=
14, 1:00 pm 39 Sackville Street Grey Lynn Auckland.</b><br
 style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D""><br =
style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">Pleas=
e find attached a MS Word document for the Proposal for Opposed Rolling Com=
bat system. I wish to table this for a vote.</div><div style=3D"" class=3D"=
"><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D""=
>I am calling this meeting for the 9th of November as I feel that we need m=
ore time than the normal 15-20 mins before the Guild meeting. This time wil=
l be used to discuss the proposal to be voted on.</div><div style=3D"" clas=
s=3D""><br style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=
=3D"">I encourage all open and respectful debate on the DQ emailing list re=
garding the attached document.</div><div style=3D"" class=3D""><br style=3D=
"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">Here is my un=
derstanding of the process involving rule changes of any scale and size in =
DQ. I have of course written it in regards to the
 pending vote.&nbsp;</div><div style=3D"" class=3D""><ol style=3D"" class=
=3D""><li class=3D"" style=3D"margin-left:15px;">Table the item (proposal) =
with a month notice of a meeting.&nbsp;<b style=3D"" class=3D""><i style=3D=
"" class=3D"">(That is this email)</i></b><br style=3D"" class=3D"" clear=
=3D"none"></li><li class=3D"" style=3D"margin-left:15px;">Talk about it in =
a civilised way leading to fun and interesting discussions.<br style=3D"" c=
lass=3D"" clear=3D"none"></li><li class=3D"" style=3D"margin-left:15px;">Ha=
ve the Gods meeting on the 9th November starting at 1:00 pm.<br style=3D"" =
class=3D"" clear=3D"none"></li><li class=3D"" style=3D"margin-left:15px;">D=
iscuss the proposal for up to 90 mins.&nbsp;<br style=3D"" class=3D"" clear=
=3D"none"></li><li class=3D"" style=3D"margin-left:15px;">If we have a Quor=
um (which I expect) then a vote between 2:00 pm and 2:30 pm.<br style=3D"" =
class=3D"" clear=3D"none"></li></ol></div><div style=3D"" class=3D"">If pas=
sed by vote, then we will charge someone (Kelsie or Errol or
 Andrew) with the responsibility of writing up the actual Rules to go in th=
e Rulebook.</div></div><ul style=3D"" class=3D""><li class=3D"" style=3D"ma=
rgin-left:15px;">Once written (some time later) these core rules will go in=
to the Rules if the GMs feel (by vote) that they are in line and accepted. =
If the GMs feel the 'fleshed out Rules' do not match the voted on 'Opposed =
Rolling Combat system', then they may ask for an area to be clarified and w=
orked on again until they match.<br style=3D"" class=3D"" clear=3D"none"></=
li><li class=3D"" style=3D"margin-left:15px;">Some time later, once they ha=
ve been reviewed then they simply be tabled at a Gods meeting.&nbsp;<br sty=
le=3D"" class=3D"" clear=3D"none"></li></ul><div style=3D"" class=3D"">At t=
he same time as the above we as GMs and interested players will continue wo=
rking on the supporting elements of the combat rules which hang off the Pro=
posal.<br style=3D"" class=3D"" clear=3D"none"></div><ul style=3D"" class=
=3D""><li class=3D""
 style=3D"margin-left:15px;">These items are things like (in no particular =
order): Adam Tenant :-), Defense, Special attacks like trip or disarm, Ripo=
ste, Close combat rules, Assassin / Warrior combat bonus, Death aspect bonu=
s, Magic Resistance etc etc<br style=3D"" class=3D"" clear=3D"none"></li><l=
i class=3D"" style=3D"margin-left:15px;">I expect that these countless supp=
orting elements will be play tested in relationship with the above core rul=
es (if voted in) and then voted on in the normal way.<br style=3D"" class=
=3D"" clear=3D"none"></li></ul><div style=3D"" class=3D""><div class=3D"" s=
tyle=3D"font-family:arial, sans-serif;font-size:13px;">Stephen Martin has p=
ointed out that the GMs may wish to direct this substantial change to a gen=
eral vote of the players at a Guild meeting. I will ask Stephen to talk to =
this point at the gods meeting on the 9th.<br style=3D"" class=3D"" clear=
=3D"none"></div><div class=3D"" style=3D"font-family:arial, sans-serif;font=
-size:13px;"><br style=3D""
 class=3D"" clear=3D"none"></div></div><div style=3D"" class=3D"">&nbsp;<br=
 style=3D"" class=3D"" clear=3D"none"></div><div style=3D"" class=3D"">Kind=
 regards,</div><div style=3D"" class=3D""><br style=3D"" class=3D"" clear=
=3D"none">Jonathan Bean<div style=3D"" class=3D"">39 Sackville St, Grey Lyn=
n</div><div style=3D"" class=3D"">P: <a href=3D"" style=3D"" class=3D"" rel=
=3D"nofollow" shape=3D"rect">+64 9 378 6635</a><br style=3D"" class=3D"" cl=
ear=3D"none">M: <a href=3D"" style=3D"" class=3D"" rel=3D"nofollow" shape=
=3D"rect">+64 21 917 173</a><br style=3D"" class=3D"" clear=3D"none">G:&nbs=
p;<a style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailt=
o:jonobean@gmail.com" target=3D"_blank" href=3D"mailto:jonobean@gmail.com">=
jonobean@gmail.com</a></div></div>=0A</div>=0A</blockquote></div><br style=
=3D"" class=3D"" clear=3D"none"></div>=0A</div></div></blockquote></div><br=
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iv><br style=3D"" class=3D"" clear=3D"none"></div></div></div></div>=0A</bl=
ockquote></div><br style=3D"" class=3D"" clear=3D"none"></div>=0A</div></di=
v></blockquote></div><br style=3D"" class=3D"" clear=3D"none"><br style=3D"=
" class=3D"" clear=3D"all"><div style=3D"" class=3D""><br style=3D"" class=
=3D"" clear=3D"none"></div>-- <br style=3D"" class=3D"" clear=3D"none"><div=
 style=3D"" class=3D"">Kind regards,</div><div style=3D"" class=3D""><br st=
yle=3D"" class=3D"" clear=3D"none">Jonathan Bean<div style=3D"" class=3D"">=
39 Sackville St, Grey Lynn</div><div style=3D"" class=3D"">P: <a href=3D"" =
style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect">+64 9 378 6635</a><br=
 style=3D"" class=3D"" clear=3D"none">M: <a href=3D"" style=3D"" class=3D""=
 rel=3D"nofollow" shape=3D"rect">+64 21 917 173</a><br style=3D"" class=3D"=
" clear=3D"none">G:&nbsp;<a style=3D"" class=3D"" rel=3D"nofollow" shape=3D=
"rect" ymailto=3D"mailto:jonobean@gmail.com" target=3D"_blank" href=3D"mail=
to:jonobean@gmail.com">jonobean@gmail.com</a></div></div>=0A</div></div>=0A=
</blockquote></div>=0A</div></div></blockquote></div><br style=3D"" class=
=3D"" clear=3D"none"><br style=3D"" class=3D"" clear=3D"all"><div style=3D"=
" class=3D""><br style=3D"" class=3D"" clear=3D"none"></div>-- <br style=3D=
"" class=3D"" clear=3D"none"><div style=3D"" class=3D"">Kind regards,</div>=
<div style=3D"" class=3D""><br style=3D"" class=3D"" clear=3D"none">Jonatha=
n Bean<div style=3D"" class=3D"">39 Sackville St, Grey Lynn</div><div style=
=3D"" class=3D"">P: <a href=3D"" style=3D"" class=3D"" rel=3D"nofollow" sha=
pe=3D"rect">+64 9 378 6635</a><br style=3D"" class=3D"" clear=3D"none">M: <=
a href=3D"" style=3D"" class=3D"" rel=3D"nofollow" shape=3D"rect">+64 21 91=
7 173</a><br style=3D"" class=3D"" clear=3D"none">G:&nbsp;<a style=3D"" cla=
ss=3D"" rel=3D"nofollow" shape=3D"rect" ymailto=3D"mailto:jonobean@gmail.co=
m" target=3D"_blank" href=3D"mailto:jonobean@gmail.com">jonobean@gmail.com<=
/a></div></div>=0A</div>=0A</div></div></blockquote></div><br style=3D"" cl=
ass=3D"" clear=3D"none"></div></div></div></div><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] Special DQ Gods meeting - Proposal for Opposed Rolling Combat system
FromJulia McSpadden
DateWed, 22 Oct 2014 22:04:02 +1300
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I have been playing my warrior for 18 years, and am unhappy about the
proposed changes.

And I note that the changes don't effect Isileth but do effect Mebh.

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<p dir="ltr">I have been playing my warrior for 18 years, and am unhappy about the proposed changes.</p>
<p dir="ltr">And I note that the changes don&#39;t effect Isileth but do effect Mebh.</p>

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