New Rules Feedback
Posted: Fri Mar 13, 2015 2:42 am
The benchmarks used currently are shoulder to shoulder width x shoulder to knee height for "rectangular" shields, and knees to sternum for round shield diameter.You are assigned a number based on your square footage (shoulder to shoulder width x shoulder to knee height). That is your SHIELD NUMBER, measured the same way.
Why is this being removing this from the game? It radically decreases the realism of shields in the LARP setting. shield category has always been based on how much damage it can take.Based on square footage your SHIELD NUMBER and the number directly under are considered (LARGE). The next 2 numbers are considered (MEDIUM). Numbers lower than that are considered (SMALL).
Shields no longer have a "Toughness" rating. Shields can now only be destroyed via the "Shatter" skill
Why?Shields no longer affect Armor Category
Since Composite armor and shields, as well as durable shields are no longer going to have any value and will be removed; what is that plan for players with such items? Are there plans for craftsmen to add resist shatters or some similar effect?
If you let me know the size of the tags you intend for shields, I may well have a source self adhering transparent sleeves that many LARPs use for weapon and shield tags.Mandatory: Shields must be tagged! We will provide the tag for the Shield Number, and the Shield's tag must be attached to the shield
I see no logic, or game mechanic reason for such a change. What is the goal in doing this?Wielding a large shield decreases passive damage by (1), minimum (1)
I cant grasp the logic on increased damage due to taking use shield twice, a shield skill has no correlation to damage output. For logical continuity are you going to institute shorter channel durations for resist fear twice or extra Life Points for scout twice?If you have the Use Shield skill twice, then:
Wielding a single weapon, no shield, or a small shield and a single weapon will increase passive damage by (1)
Since there currently isn't a bonus for having use shield twice, I can understand a move to implement one; but it should fit the skill. I would suggest something like:
> essence or LP expenditure to res shatter (the cost would have to be large, say 4 essence)
> allow use of essence to power parry skill when using a shield (if the Pc has the Parry skill)
> allow use of essence to resist press when using shield.
How is the change to armor category going to affect the elven discipline level 2 skill (armored)Determining Maximum Armor Category (Light, Medium, Heavy) based on Paths. Path limits Max Armor you can wear
Will there be spell book size, storage capacity, and creation rules implemented?Magus
I am unclear why Magus, which is essentially the new wizard, rates Vigor as a path skill over Healer, Rogue, or SageVigor (+1LP)
Rather than have this as a skill(wasting a skill slot), why not just have the magus start with 10 essence total in his/her pool?Essence Increase (+2 Essence Pool) / Essence you have available is as follows: Magus (8), Sage (7), Healer (6), Jack (5), Empath (4), Rogue (3), Warrior (2).
Have the mechanics of this been fleshed out yet? Will it be like spotting a disguise or will it not be noticeable when a PC uses the skill?Sense Essence (Swap-Out Skill) - Can determine the Essence level of individuals 15 second charge time.
Since Magus is likely going to be the main component consumer for spells, do you not see this leading to a glut of them, or an unbalanced affect on the Pc to PC economy (since one a Magus has a component, it will never need to be acquired again)Durable Components (Swap-Out Skill) - usually spells will burn up material components. This allows the Magus to reuse components
Is this meant to replace counterspell?Negate Magic - If in possession of a Spell you are hit with (game stop effect) can counter the spell. If you do not know the spell you can resist it and allow those within lash range to resist as well, 5 minute reload (Swap-Out Skill)
also, the radius counterspell seems mechanically clunky.
Why this and not just a version of Channel (Charge 1 magic per second of charging, maximum of 15) with a max of 5 damage? Can you explain why the move to weaken a basic empath?Empath
Essence Bolt - Spend 1 Essence for 3 Magic with a 10 second reload
Why does the empath version of this affect heal potions, and the Healer version affect essence restore potions? Should they not be path specific?Administer - Cure potions or Essence potions increase their value by (1), reduces "Healing" or "Restore Essence" skills by 5 seconds. This effect does not stack with multiple "Administers"
Is this intended to be 2 LP, there by making the improved healing specialty unneeded?Healer
Healing - Heals (2) Life Points, 30 second charge
If a PC is unconscious(which most are in negative LP) how do they activate skills?Resurgence (Swap-Out Skill) - Spend 2 Permanent Life Points for the event, Heal 10 Life Points. Can only be used on self. Can be used in negatives.
It should have a Verbal to indicate its being used. (possibly just "Focus!")Rogue
deadly Focus
why was utalize removed?Sage
Why would a sage have this and not an Empath or Magus?Disenchant
The activation mechanic seems VERY clunky.Battle Tactics - Utilize Essence (x) to grant a single non-typed Buff to everyone present for a speech. This does not count as a type of enchantment so it stacks with potions, augments, and talismans. Sage would make a speech for ten minutes and give out a non-typed buff and a trigger phrase which the sage would spend their Essence to yell out during a battle, granting everyone who hears it a use of their buff. Buffs will be listed in skill description.
I am curious how this is a sage skill instead of a Magus and empath skill. Both are more in tune with manipulating essence and (from a game design paradigm)are paths more likely to need the extra items.Magic Item Attunement - +1 Maximum Magic Item Attunement, Attunement takes 15 minutes as opposed to 30
I honestly think this skill is a mistake. armor has nothing to do with essence, and it has the potential of dragging out combat because warriors have insta switch copies of their armor like they are wearing Stark tech on their belt.Warrior
Imbued Armor (Swap-Out Skill) - Spend Essence (X) to re pop armor points
awesome additionSpell-Wall - Warrior takes the effect of a gamestop ability, takes the damage if any, but nobody behind him for the distance of the spell is affected. The effect stops at the Warrior, and the Warrior can use no Resist abilities
This just makes no sense. Can you explain your goal in doing this?Removal of Personal Income, All Item Upkeep, and all Basic Survival Upkeep for both chapters. Discipline skills will continue to give income where applicable. The rest of the economic system will be essentially unchanged though better clarified.
I suggest this be called Elixirs (Better term/buss word), True Potions is awkward.New Discipline: Brewer
[1] Consume Ingredient - A Brewer can destroy/consume a resource tag (5 second count) for a predefined effect. For example, destroy a food tag to restore a life point. Other resources still being discussed.
This seems like a weak level one skill.
[4] True Potions - Allows the creation of Tier 2 potions
I could get behind this if it was a base of 1, +1 for every 20 or 25 levels up to 100, and then every 50 levels.Magic Item Attunement
A player can only have a certain number of magic items based on level. These magic items take 30 minutes to attune and cannot be used until the player has attuned them. Everyone has 1 base Magic Item Attunement slot. A second slot is gained at Level 20 and every 20 levels after that until Level 80, maximum 5 Magic Item Attunement slots (unless you have a skill that grants you an additional slot).
.Character Retirement
Retiring a character will grant a 25% return based on Levels and items in market value for the player’s next character. Retirement is with GM approval. Epic Deaths may also grant this retirement bonus, considered on a case by case basis by the GM-Team
They should be allowed to keep any earned Hero points as well, sort of the hero that was now empowering the new hero.
Big fan of the new progression schedule, looking forward to updated Perk list. Here are a few suggestions:Level Progression Bonuses
+1 essence
+1 Attunement Slot
Profession (RP skill like jeweler/baker/cobbler that generate income and may have some used on GM run plots. Should be a set list to pick from unless GM staff approves something else)
Big fan of Path specialized Hero Point uses.Path Specific Heroic Actions
When using the heroic version of the skill, you must make the call “Heroic [name of skill]”
I think if your going to leave the access in game, just go back to a copper every level or two levels so that it stays relevant no matter what level the PC rises too.Essence Boons
Income -- Between Events, you earn money...somehow. You get 5 silver at game on.
+2 essence should be a boon included with the addition of new essence based skills.
Is 10 a misprint, or intentionally increased from 3?Weight/Carrying Capacity
Because of the difference in the size of a tag versus the item it is meant to represent, a character may carry a maximum of 10 resources on their person.
Is this in addition to what a PC can normally carry, or was it intended to simply increase the capacity from 10 to 15?Class One containers only require one person to move, are free for anyone to build in fifteen minutes, and can carry up to 15 Resources. Some examples of these containers are satchels, backpacks, and burlap sacks. A class one container must be at least 12" on its smallest side or 1 cubic foot.
Was the craft time disparity here intentional?Class One containers takes 15 minutes to craft / Class two containers takes 30 minutes to craft / Class three containers takes 30 minutes to craft. / Class four containers takes 2 Hours to craft
Will there be craftsmen options to increase the SP of a container?Containers may be destroyed by inflicting structural point damage equal to its class. For example, a class three container has three structural points. Any contents within a destroyed container are also destroyed, unless the item states otherwise.
possibly more to come.....