10-02-2007, 09:41 AM
Hiya,
Found this via the Rule7 forum post, had a bit of a look and talked it over with my other half ~ we're keen on coming along.
That said I'm afraid we have a few questions.
Sorry if these come across as being at all abrupt, they are not supposed to!
Basic stuff
How often are you intending to run events?
What style of events are you looking at running?
Are you thinking in terms of "players Vs monsters", or "player factions Vs player factions"?
What sort of experiance award system are you using & how many experiance points are available from any given event?
What sort of crew/staff numbers are you looking to run with?
How many members on the reffing team?
How many monsters?
Races
Humans seem noticeably weaker than the other races: In that most races seem to get a special ability, but humans don't. Is that deliberate?
Several races get the abillity to hide: Is this something that can be done at will, or are there limits on how often a player can do this?
Armour
Is it possible to wear multiple layers of armour to get increased benifit?
As an OTT example could I wear 5 layers of fur to get an additional 5 hit points?
As a slightly more reasonable example could I wear a chain mail shirt over a leather tunic to gain those 5 hit points?
The Smithing ability allows a character to repair armour, taking 10 minutes per rank required: Does this mean it will always take a person who has rank 2 smithing 20 minutes to repair a plate breast-plate, regardless of wether it has suffered 1 point of damage or 3?
Magic
The Regenerate Limb spell "does what it says on the tin", but how can a character loose a limb? The rules seem to cover limbs being broken/unuseable, but not cut off...
Healers can combine their efforts, such that if two people cast a healing spell on the same target they each do so at half cost.
But spells come in "daily uses"... If I were to buy the ability to cast Heal Location, I could cast it 3 times each day. If I work with someone else to cast the spell would I have two and a half charges left?
There just doesn't seem to be any advantage to doing this.
Does damage from the Wound spell ignore armour?
Combat abilities
In general these seem "worse" than magical spells, in that they do much the same things as the spells can, except that they are harder to use as they require the player to hit a target...
(I realise that's not a question but it seemed worth mentioning in passing)
The Critical Hit ability, in particular, seems very expensive for what it does. In most systems I've played the difference between a Single and a Double is fairly negligable, given a Double is basically the same as just hitting someone with two Singles... Have you considered making it a bit more potent (or just cheaper)?
Can characters wield two weapons at once without needing any special skill?
Basic Abilities
Can a character read and write their "starting languages", or do they need to buy the Read & Write ability?
The Numarate ability allows a character to count... Is a character without it unable to count at all, or would they just not be able to do more than count on their fingers?
How do the Gather Herbs abilities work?
Will there be actual props for characters to collect, do they just allow a character to gather "X" points worth of herbs every 10 mins they are searching?
Trade Skills
The Crafter skill allows a character to repair weapons & shields, but there do not seem to be any rules on how such equipment becomes damaged?
Potions, Poisons, Enchantments and Woads all seem a little vague on what they can achieve. Is it possible for you to add a few examples into the rules?
Is it appropriate for a player to ask a referee, mid game, if he can make a potion that does something specific (say, acid to burn a lock away from a treasure chest), or should the player try to come prepared with a "recipie book" of things that he knows he can do?
Innocents
Is the "innocents" system something that people are aware of In Character (given the references to children being under the aeigis of a Guardian it seems likely, but I thought I should check)?
If so doesn't it make sense for the adults to constantly send the children to fight things, as the kids can be healed up for free?
Do you foresee the players splitting up fialry often, with adults going off to do one thing while the children are elsewhere?
_
Pete
Found this via the Rule7 forum post, had a bit of a look and talked it over with my other half ~ we're keen on coming along.
That said I'm afraid we have a few questions.
Sorry if these come across as being at all abrupt, they are not supposed to!
Basic stuff
How often are you intending to run events?
What style of events are you looking at running?
Are you thinking in terms of "players Vs monsters", or "player factions Vs player factions"?
What sort of experiance award system are you using & how many experiance points are available from any given event?
What sort of crew/staff numbers are you looking to run with?
How many members on the reffing team?
How many monsters?
Races
Humans seem noticeably weaker than the other races: In that most races seem to get a special ability, but humans don't. Is that deliberate?
Several races get the abillity to hide: Is this something that can be done at will, or are there limits on how often a player can do this?
Armour
Is it possible to wear multiple layers of armour to get increased benifit?
As an OTT example could I wear 5 layers of fur to get an additional 5 hit points?
As a slightly more reasonable example could I wear a chain mail shirt over a leather tunic to gain those 5 hit points?
The Smithing ability allows a character to repair armour, taking 10 minutes per rank required: Does this mean it will always take a person who has rank 2 smithing 20 minutes to repair a plate breast-plate, regardless of wether it has suffered 1 point of damage or 3?
Magic
The Regenerate Limb spell "does what it says on the tin", but how can a character loose a limb? The rules seem to cover limbs being broken/unuseable, but not cut off...
Healers can combine their efforts, such that if two people cast a healing spell on the same target they each do so at half cost.
But spells come in "daily uses"... If I were to buy the ability to cast Heal Location, I could cast it 3 times each day. If I work with someone else to cast the spell would I have two and a half charges left?
There just doesn't seem to be any advantage to doing this.
Does damage from the Wound spell ignore armour?
Combat abilities
In general these seem "worse" than magical spells, in that they do much the same things as the spells can, except that they are harder to use as they require the player to hit a target...
(I realise that's not a question but it seemed worth mentioning in passing)
The Critical Hit ability, in particular, seems very expensive for what it does. In most systems I've played the difference between a Single and a Double is fairly negligable, given a Double is basically the same as just hitting someone with two Singles... Have you considered making it a bit more potent (or just cheaper)?
Can characters wield two weapons at once without needing any special skill?
Basic Abilities
Can a character read and write their "starting languages", or do they need to buy the Read & Write ability?
The Numarate ability allows a character to count... Is a character without it unable to count at all, or would they just not be able to do more than count on their fingers?
How do the Gather Herbs abilities work?
Will there be actual props for characters to collect, do they just allow a character to gather "X" points worth of herbs every 10 mins they are searching?
Trade Skills
The Crafter skill allows a character to repair weapons & shields, but there do not seem to be any rules on how such equipment becomes damaged?
Potions, Poisons, Enchantments and Woads all seem a little vague on what they can achieve. Is it possible for you to add a few examples into the rules?
Is it appropriate for a player to ask a referee, mid game, if he can make a potion that does something specific (say, acid to burn a lock away from a treasure chest), or should the player try to come prepared with a "recipie book" of things that he knows he can do?
Innocents
Is the "innocents" system something that people are aware of In Character (given the references to children being under the aeigis of a Guardian it seems likely, but I thought I should check)?
If so doesn't it make sense for the adults to constantly send the children to fight things, as the kids can be healed up for free?
Do you foresee the players splitting up fialry often, with adults going off to do one thing while the children are elsewhere?
_
Pete

