Post by satori on Apr 14, 2006 0:04:00 GMT
I need a break from typing in numbers (SO many numbers, it was making me dizzy)
I mentioned in another post about wanting to have various rulesets. Here is my breakdown, post will be editied to reflect changes, input desired, insults OK, if clever.
HARDCORE
------------
Inital stat rolls are set after 1 roll.
Weaponskill roll is random.
1 roll for gold.
No shield with 2H weapons. (Until you get the required ability)
Options for page choices you don't have (lack of item/dis/etc...) DO NOT appear in the text.
When the Map is lost, the map view option is blanked.
Hunting skill use for meals blocked whenever the text mentions it is.
Items left behind for storage cannot be claimed untill the text places you back in the area.
No stacking/dual/potions during combat.
No lampspur before combat (since you can use CS potions before combat) Only 1 potion used (CS potions)
If there is a case where the text differs from the PA interpretaion, the most restrictive option will be used (some exceptions)
Hard limit of 12 Special items from book 1.
Unsure on the "Can healing heal EN loss from starvation" issue, leaning towards no.
Removing armor and having the EN loss drop you below 0 kills you. At this point the armor was the only thing holding some of your injuries in check (think multiple broken ribs) and the loss of it dooms you.
Any opinions on the list?
REALISTIC
-----------
5 rolls for initial stats, not 5 for each, 5 total rolls. If you burned 4 rolls for CS, you have to stick with your 1 roll for EN and such.
Weaponskill roll is random.
1 roll for gold.
No shield with 2H weapons (Until you get required ability)
Options for page choices you don't have (lack of item/dis/etc...) DO NOT appear in the text.
Hunting skill use for meals blocked whenever the text mentions it is.
Items left behind for storage cannot be claimed untill the text places you back in the area.
No stacking/dual/potions during combat.
Lampspur use before combat is OK, but ONLY ONE potion (can't drink 2 lamp, or 1 lamp and 1 CS+, or 2 CS+ potions)
If there is a case where the text differs from the PA interpretaion, a kinder, gentler option will be used (some exceptions)
Body specific Special Item inventory system*(more below)
Unsure on the "Can healing heal EN loss from starvation" issue, leaning towards yes for this ruleset.
If removing armor, and your current EN is less than or equal to the EN you would lose, ignore the EN loss.
*New Special Inventory system. It's my opinion that the reason for the 12 item hard limit was to prevent humanly impossible inventories. I personally feel that if Joe had been able to have a system that allowed items not based on a number, but limited to what a player could reasonably carry during the course of an antion packed adventure, he would have done so. This is my solution, please note all the numbers used are made up for now, and have no ballance designed as of yet.
Locations:
A) Head (1)
B) Neck (4)
C) Shoulders/Back (4)
D) Chest innermost (1)*
E) Chest basic (1)*
F) Chest outer (1)*
G) Arms (2)
H) Hands (6) (ring/ bracelet type items, not items held in the hand)
I) Waist/Belt (6)
J) Feet (1)
K) Backpack items, but too small to take up a basckpack space.
* The three layers should allow for the max allowable armor stacking, but only if the armor types are corect.
This gives (before any real planning) 30 or so Special items, but has hard limits on the types of items you could equip. Also, in many cases you would not even use these to max (you could have 8-10 rings on your fingers, but you would still have to find that many in the books
Comments welcome.
I mentioned in another post about wanting to have various rulesets. Here is my breakdown, post will be editied to reflect changes, input desired, insults OK, if clever.
HARDCORE
------------
Inital stat rolls are set after 1 roll.
Weaponskill roll is random.
1 roll for gold.
No shield with 2H weapons. (Until you get the required ability)
Options for page choices you don't have (lack of item/dis/etc...) DO NOT appear in the text.
When the Map is lost, the map view option is blanked.
Hunting skill use for meals blocked whenever the text mentions it is.
Items left behind for storage cannot be claimed untill the text places you back in the area.
No stacking/dual/potions during combat.
No lampspur before combat (since you can use CS potions before combat) Only 1 potion used (CS potions)
If there is a case where the text differs from the PA interpretaion, the most restrictive option will be used (some exceptions)
Hard limit of 12 Special items from book 1.
Unsure on the "Can healing heal EN loss from starvation" issue, leaning towards no.
Removing armor and having the EN loss drop you below 0 kills you. At this point the armor was the only thing holding some of your injuries in check (think multiple broken ribs) and the loss of it dooms you.
Any opinions on the list?
REALISTIC
-----------
5 rolls for initial stats, not 5 for each, 5 total rolls. If you burned 4 rolls for CS, you have to stick with your 1 roll for EN and such.
Weaponskill roll is random.
1 roll for gold.
No shield with 2H weapons (Until you get required ability)
Options for page choices you don't have (lack of item/dis/etc...) DO NOT appear in the text.
Hunting skill use for meals blocked whenever the text mentions it is.
Items left behind for storage cannot be claimed untill the text places you back in the area.
No stacking/dual/potions during combat.
Lampspur use before combat is OK, but ONLY ONE potion (can't drink 2 lamp, or 1 lamp and 1 CS+, or 2 CS+ potions)
If there is a case where the text differs from the PA interpretaion, a kinder, gentler option will be used (some exceptions)
Body specific Special Item inventory system*(more below)
Unsure on the "Can healing heal EN loss from starvation" issue, leaning towards yes for this ruleset.
If removing armor, and your current EN is less than or equal to the EN you would lose, ignore the EN loss.
*New Special Inventory system. It's my opinion that the reason for the 12 item hard limit was to prevent humanly impossible inventories. I personally feel that if Joe had been able to have a system that allowed items not based on a number, but limited to what a player could reasonably carry during the course of an antion packed adventure, he would have done so. This is my solution, please note all the numbers used are made up for now, and have no ballance designed as of yet.
Locations:
A) Head (1)
B) Neck (4)
C) Shoulders/Back (4)
D) Chest innermost (1)*
E) Chest basic (1)*
F) Chest outer (1)*
G) Arms (2)
H) Hands (6) (ring/ bracelet type items, not items held in the hand)
I) Waist/Belt (6)
J) Feet (1)
K) Backpack items, but too small to take up a basckpack space.
* The three layers should allow for the max allowable armor stacking, but only if the armor types are corect.
This gives (before any real planning) 30 or so Special items, but has hard limits on the types of items you could equip. Also, in many cases you would not even use these to max (you could have 8-10 rings on your fingers, but you would still have to find that many in the books
Comments welcome.