Rule changes and clarifications


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Post Thu Oct 25, 2007 10:32 am

LOL :D

Yes, I meant, I'm not trying to be mean. sorry about that. I said in my mind, but did not type it :D
Also, I'm glad you disagree and agree play testing is a great idea. I played a sage for 2 years and knew the mimic skill wcould be a gem if only the time was reduced. With the high time, it just was difucult to use it in a timely, useful fashion. Basicly you would have to gamble on what skill you wanted to know before going into combat or going into scene. If you guessed wrong you had to make the entire party wait until you could choose a different skill if nobody else did not have the required skill. And let me tell you, it was just plain boaring for everybody.

And on changing alchemy to arcane, I do not like that idea. I don't think alchemy is broken. Some recipies might need to be tweaked, and an enforcement of the rules might need to done. But for an entire overhaul, I don't see it required.
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Post Thu Oct 25, 2007 10:39 am

I agree with Nelkie, Alchemy is fine the way it is. As I am the ultimate authority on everything...


Want to wager on the results of the Sage playtest *wink, wink*
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Post Thu Oct 25, 2007 11:10 am

In my oppinion Alchemy is overly versitile, conveinent, and way out values arcane.

While Arcanes can do some nifty stuff once and a while alchemists can be brewing potions the entire event. They never have wasted time. They can keep their potions indefinatly so they are never pointless. Barely any potions cause the user to die/bleed after using it once. You can do other things while your potions are brewing. You can cary an infinite number of potions on your person. All the most useful effects for a larp are personal transmutations or augments. And so on...
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Post Thu Oct 25, 2007 1:10 pm

Changing the subject but, what about changing the resources needed for survival between events? I mean say you have a savage person who has learned and is used to surviving on little to no food/supplies. Shouldn't they require less? Or at least in the supplies/cloth part. If one wheres rags and is used to broken supplies why do they need as much as a privileged/common person?
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Post Thu Oct 25, 2007 1:13 pm

The savage can substitute hide for cloth, everyone has to eat, and supplies is such a vague and generic term. Also there are savage discipline skills that grant you resources. The amount you use for personal upkeep goes into your wealth, not class.
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Post Thu Oct 25, 2007 1:18 pm

Onimaster wrote: You can cary an infinite number of potions on your person.


that is where the requisite phys-repping comes in.

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Post Thu Oct 25, 2007 1:21 pm

During the night of Flaming Skulls, Heidi mentioned that she wants bandoleers for her potions.

Not infinite, but a lot, and easily accessible.
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Post Thu Oct 25, 2007 1:56 pm

My long term CARPS character was an alchemist (Roland) and I had a backpack with my potions in it that had compartments for each type of potion so I could easily grab things. I also had a belt pouch with potion vial slots and a secret compartment for my poisons...not that I ever used poisons :)
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Post Thu Oct 25, 2007 2:02 pm

That's weird that we both played Alchemists named Roland. Of course I only played him one session and he was a Goblin. But how strange.
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Post Fri Oct 26, 2007 9:08 am

Here is counter argument for mimic time reduction. Since the hint skill has been scaled back in power and usefulness (don't get me wrong, the skill still rocks) the mimic skill time can be reduced to compesate. All the other master sage skill's are used in frequently, where with the time reduction to mimic, it could be a sage skilled used all the time.
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Post Fri Oct 26, 2007 9:24 am

I agree mimic time should probably be reduced.

That said I think your argument is really weak.
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Post Fri Oct 26, 2007 9:32 am

I disagree that the Sage hint has been scaled back in power. And honestly, I don't think that 15 minutes is that big a deal with mimic. It's a pretty powerful skill, and it should take some time to switch it over. But I'm not going to argue with the GM's if they do decide to reduce the time! :lol:
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Post Fri Oct 26, 2007 9:46 am

Just for note, I'm all for mimic time reduction. I can attest to the suckage that is sitting around for half an hour waiting on the sage. Usually, it's easier to just go find someone with the skill.

As for why: healing, cr regen, cure disease, cure poison, and armor repair are all 5 minutes or less. This is generally our break between battles which is sorta where I'd see mimic swapping at it's highest value. We run in a cave, get hit with disease, cure it and the sage mimics immunity. We go back in with the sage kicking ass. Otherwise, everyone is waiting on the sage, which is boring in general.
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Post Fri Oct 26, 2007 9:52 am

Erik has the best argument yet again.

"Fun factor"
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Post Fri Oct 26, 2007 10:20 am

I'm fine with mimic time reductions--heck, I'm good to reduce time on any skill over five minutes. I would like to say though, I believe the new sage way of doing hints actually increases both the power and the utility of the skill, not to mention the role playing and the fun. It's simply better, less cryptic information
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