Rule Changes meeting 2-7-04 in brief

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GM_Chris
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Rule Changes meeting 2-7-04 in brief

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Half Breeds
Please see book. When you are a half breed you decide which parent you look like and which abilities you get.

Dwarf:
-20% bonus to armor instead of 25%

Warrior
-Each level of utilize armor now gives 20% instead of 25%

Archer
-2nd level skill infinate arrows is now changed to magic arrow. An archer may choose to call magic damage if they wish.
-4th level archer skill no longer does magic damage.

Craftman
-A craftsman can do two things with armor. they can raise the armor or reduce the weight. A suit of armor can be given 3 extra points of armor quality. (1 point extra to BP, 1 point extra to arms, 1 point extra to legs) Please notice th plural for arms and legs. Armor bonus's for quality are calculated AFTER warriors/dwarves/knights get their % armor bonus. There are no longer quality weapons.
-Making armor
It takes 3 hours per point to craft armor. It takes an extra 10 hours to turn a piece of armor into quality.

Knight
-Knight armor bonus is now 20% instead of 25%

General Changes
-There is no bonus to having a lab/shop it is simply a must have.
-There will be a folder based check-in/check-out.
-We will be tagging everything look for more details to come
-Armor is going back to 1 per section for light, 2 per section for medium, 3 per section for heavy. Helmets are worth 1.

Magic Weapons
Alright this is kinda wierd but veryone gets 300 points of magic items they may have "attuned" to them at one time. Basically magic items will have a point value assigned to them. More on attuning later.

That is it so far. We did not decide on rage yet, but we will shortly.

That is it..post questions somewhere they will be answered.
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WayneO42
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Re: Rule Changes meeting 2-7-04 in brief

Post by WayneO42 »

GM_Chris wrote:Craftman
-A craftsman can do two things with armor. they can raise the armor or reduce the weight. A suit of armor can be given 3 extra points of armor quality. (1 point extra to BP, 1 point extra to arms, 1 point extra to legs)
Your Armour catagory is calculated based on the number of armour points you are wearing NOT by the breastplate like before. A craftsman can choose at the time of creation to either make the armour:

1) Lighter: The bonus is subtracted from the total Armour points only for the purpose of calculating your armour catagory. Example: Joe is wearing 5 points of armour which puts him in the Medium catagory. Joe buys a pair of quality Lightweight Light Arms and a Quality lightweight light Breastplate. Now, Joe has 5 armour points but is only considered to be in light armour (+1pt for light breastplate + 1 Point for light arms +3 point for Heavy Legs =5 -1 for quality lightweight Arms -1 for quality lightweight Breastplate =3)

-OR-

2)Better Protection: The bonus is simply added to the armour points for the piece of armour AFTER the percentage bonus for utilize armour and armour catagory are calculated. Example: Joe has a heavy breastplate, light legs, and light arms for a total of 5 armour points putting him in the medium armour catagory. Joe buys a quality breastplate, arms, and legs. Joe now has +3 (Breastplate)+1(arms)+1(legs)+3(total quality Bonuses)=8 armour points but is still considered to be in medium armour because the bonus applies after the catagory is calculated.
GM_Chris wrote:It takes 3 hours per point to craft armor. It takes an extra 10 hours to turn a piece of armor into quality.
The 10 hours is a blanket time per location of quality armour. It is not an extra 20 hours to make a quality pair of legs, only 10 extra hours because the legs are considered one armour location.
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Post by WayneO42 »

Chris,

Did we ever set down the exact numbers for armour catagories? Was it:
1-4 Light (1 per location plus helmet)
5-7 Medium (2 per location plus Helmet)
9+ Heavy (3 per location plus Helmet)
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RE

Post by GM_Chris »

We did that is up there.

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Additional clarification on what a Craftsman can do.

Post by Todd »

Additional clarification on what a Craftsman can do.

The above is a discription of how the rules apply to armor only. Weapons are to be handled exactly like any other item in reguards to creation. The ability to 'break' a weapon for a bonus comes from the PC, not the item. The weapon in question could be enchanted to grant it further protections. (It would then fall under the new 'Magic Item' rules, be assigned a value, etc.)

The Craftsman can do the following, (see the rules for full discriptions)
level 1; Repair/Tinker- this should be fine, following the rules as listed.
level 2; Create Items- (including both armour and weapons) These can be 'mundane', or of 'Quality', only being changed by creation time, not ability. The craftsmanship of these 'quality' items is sufficient enough grade as to be enchanted with a one-shot ability*
level 3; Create 'Qualtiy' Items- (including both armour and weapons) of sufficient enough grade as to be enchanted with a re-chargable ability*
level 4; Create 'Qualtiy' Items- (including both armour and weapons) of sufficient enough grade as to be enchanted with a permanent ability*

In addition there is a sliding scale for time neccessary to create items that decreases as the Craftsmans level increases.


* ~note~ these items are of sufficient enough grade as to be enchanted, however they will still require someone with the proper Arcane skills to do the actual enchantments.

~the Lunatic fringe~
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