The DiD Factory

Wednesday, June 20, 2007

Rob

Thoughts:

I don't think that ability scores were a problem.

I certainly don't agree with the decision to not let beginning characters raise scores by one pt. Something to do with the invariable extra 1 or 2 skillpoints, and because of it, Vrill didn't begin with a 4/4 STR/CHA, but a 5/6. Slapping an extra rule on- in particular, a limitation- is bad and the sign of a broken system Mark. But I don't think this was a problem.

I think that exponential scaling, as opposed to linear scaling, is generally a good mechanism. In particular, for spell creation costs and starting money.

I know you love random rolling, but take out random initial cash. Just make it CHA squared in silver. That's fine, and really sets apart the 4 CHA guys from the 14 CHA guys. Especially if you've minmaxed and made a great warrior... who can only afford a wooden shield and a dagger. 16 silver (4 CHA) vs. 100 or 144 silver is a big initial starting difference.

Also or instead, CHA can influence initial starting costs. 5* (CHA - 10)% bonus, so if your CHA is 5, you pay 25% more, and if your CHA is 15, you get 25% off.

Hedge spellcraft should be 1 for 1, not 3 for 2. 3 for 2 is a lame cost for any skill, really. The cost to make a Hedge spell should be 25% to 50% of Hermetic (25% cash, 50% time). What would be spectacular is a base cost and time, modified by rolls on Contacts, Spellcraft, Arcane Knowledge, and a trade skill such as Herbalism or Engineering, depending on the spell. Maybe when I'm bored I'll come up with an equation. Also, if you already know spells of a given type (Necro, Summoning, whatever), it should be mildly easier to make a similar spell.

Spellcraft as is, is totally broken. You basically have to master it (40 skillpoints) before it becomes worth it at all. REDO.

I agree with the move of Feint and Last Stand into abilities.

Weapon Mastery was fine at +1, +2, +3, etc. Combat is supposed to hurt in this system, and next time we play, somebody will make a Faith healer, and I'm sure it'll totally change the dynamic.

Untrained Healing is fine. Why remove? It's only 1 or 2 hp.

STR modifiers need to apply to thrown weapons and bows, in some capacity.

Movement in combat is a big challenge here. More on that later too, but the problem ain't yet solved. Tricky players don't need rules to smack them down, they need a DM who can be just as tricky, no offense. What we had in the beginning was almost fine, but not quite.

Don't forget to change missile weapon ranges. Just check the damn internet.

I believe it, about the better Hedge Mage. I just wanted to crank out lots of spells to test the system, not make a well-rounded dude. SRSLY.

...

Next time, I'll DM, and we'll pick up right where Mark left off. Same world, same scenario, few tweaks, new chars if you want at level 3. That'll be, uh, September in Portland, maybe?

Actually, here's what I'm thinking for DiD Factory Round 3.

1) Okay, we all got paid from the black rods, but honestly our guys have no interest in some weird Straussbourg plot. We take our money and go home, paying off the Holy Knights.
2) In our excitement, we forgot about the one year of service though, and now everyone- Armech and Trent- is interested in the black metal.
3) Trent (whatever our home town was) builds a fortress at the black metal mine where the goblins were, beating Armech to presence in the no-man's-land. Armech is testy, and skirmishes begin.
4) Our guys get stationed in the black metal fortress, as Trent furiously tries to find where the metal rods came from, with no success. Complicating the search are Armechian scouts and the occasional dust demon.
5) Finally, negotiations between Trent and Armech are opened, when it becomes clear that no more black metal is forthcoming. That's 11 months into the service, and Armech is about to show up to sign a peace treaty at the fort...

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