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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Sat Sep 22, 2007 11:07 pm Post subject: Junior League Rulebook Posted |
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Junior League Rulebook Posted:
Take a look as see what you think.
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Corrections welcome, but please make sure you have all of your corrections to post before you start posting them. I hate fifteen posts, each with something like "change it to is" in each one.
Christopher _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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Pangolin Cavalier

Joined: 06 Feb 2006 Posts: 516 Location: Sauvant le monde avec la puissance de la poésie
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Posted: Sun Sep 23, 2007 12:02 am Post subject: |
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Just some typos, in the order they occur:
"Set of Equipement' -> Equipment
"Soldior" -> Soldier
"Sheild" -> Shield (3 times)
"Wakasashi" -> Wakizashi
Those four occur twice, on page 1 and on page 10.
"webstie" -> website
In the Dwarf description, "there way around" -> their.
"white packets for arrows" - Do you mean orange?
"startout" -> start out
"surive" -> survive
In the Half Plate description, get rid of the "immune to Kill Zone" part, since that does not apply in Junior League.
"there sheilds" -> their shields
"like the have 0 AV" -> they
"Persius" -> Perseus
"there worldly goods" -> their
"take there effect" -> their
"Ressurect" -> Resurrect
"Each on" -> one
"before a Flame Mage" -> become
"a Journeymen" -> Journeyman
"loose your ability" -> lose
"a savage" -> delete the 'a'
"distractible" -> "distractable"
"not to bright" -> too
"Samurai prizes" -> prize
"Samurais" -> Samurai's
"knight are" -> Knights
"others health" -> others'
The Amazon picture is a bit risqué for a kid's game!
"A precise" -> As
"Theif" -> Thief
"grater" -> greater
"their magic it" -> is
"Game Mater" -> Master (in all five mage entries)
"other Necromacers" -> Necromancers
Empathic Ray description needs to be updated for Junior League!
"opponants" -> opponents _________________ "Use your brain, or I'll use it for you." -Enyalie |
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dusk Cavalier

Joined: 13 Feb 2006 Posts: 230
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Posted: Sun Sep 23, 2007 8:56 am Post subject: |
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The numbering for the level of skills is wrong in paladin, amazon, archer and storm mage.
For brace and charge it should say BC.
Martial arts says they count as waepons, but for clarity do you want to have it say you may attack with your hands?
Flying should state that they must put their fist above their head.
Search Hidden says you may find things that have been hidden on people. Should it say glued, because earlier you explained gluing items but there is no way to determine if something is "hidden" and if the term exists then kids will probably just start saying that all thier things are hidden.
Ice ball should say "throw a sock ball to freeze a player" (right now it just says "to freeze")
And yes, empathic ray needs to be updated. _________________ Nell |
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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Sun Sep 23, 2007 9:19 am Post subject: Fixed |
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Fixed them all. Thanks for the notes, many of those are in the Adult League book as well, I will have to go track them down in their when I have the time. The only thing I didn't change was the picture of the Amazon. It is my art, and I don't want to censor it. Kids these days have seen a lot more...
Christopher _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Sun Sep 23, 2007 9:32 am Post subject: Others fixed |
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Others fixed as well (Nells changes). The BC problem was because I was considering removing all the references.
Should the numbering on the Classes reflect the level you have to be to get that skill instead of going 1, 2. For example, should it state.
6) Jumpstart Heal:
11) Spellturning Shield.
That way kids would be able to see what level then need to have that skill, the problem comes with multi classing. They might think that they can get all the 6's once they are lvl 6. Thought?
Christopher _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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dusk Cavalier

Joined: 13 Feb 2006 Posts: 230
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Posted: Sun Sep 23, 2007 4:48 pm Post subject: |
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I think that 1 and 2 would work better. 6 and 11 seem odd, and it probably would have the problem that you stated. _________________ Nell |
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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Thu Oct 04, 2007 7:15 pm Post subject: Hey, I love the new look |
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I love the new look of the Forums... so much more Role Play! _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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dusk Cavalier

Joined: 13 Feb 2006 Posts: 230
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Posted: Thu Oct 04, 2007 10:49 pm Post subject: |
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Really? Because I hate it. And, there used to be options to change the layout, but now there are only three and none of them work. _________________ Nell |
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Mord Squire

Joined: 14 Mar 2007 Posts: 80
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Posted: Sat Oct 06, 2007 10:34 pm Post subject: |
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i agree, it sucks and it is hella glitched out now, never had problems before. _________________ "When you have it - creativity that is - what do you have?" - David Perkins |
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Brick Cavalier

Joined: 17 Apr 2006 Posts: 236 Location: Santa Rosa
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Posted: Sun Oct 07, 2007 12:04 pm Post subject: |
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yeah, i don't like, besides the picture link at the top are all characters from guild wars, the PC game _________________ O.O.P.W.S.O.P. |
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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Mon Oct 08, 2007 4:57 pm Post subject: New Look |
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Funny, I haven't had any problems, and since I don't know Guild Wars I didn't catch the connection. I hope they fix the glitches.
Christopher _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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Game Master Chris GM

Joined: 05 Feb 2006 Posts: 573 Location: Ukaih, CA 95482
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Posted: Thu Oct 25, 2007 9:59 pm Post subject: Changes for PLaytest this Winter |
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Hello all FanWar Players:
Here is a short list of the changes I have to play-test for next season. I think the system is working pretty well, so there isn't much to change. However, there is one BIG thing that needs to be changed and it is potions. Cora and I had a long discussion about it and went through numerous scenarios and we came up with a change that I think will fix tons of problems in FanWar.
Potions Take Time: your ROR to take effect.
It is a simple rule, easy to remember, but it changes tons of things and makes potions far more fair. Here is my rationale. Potions are a remnant from Olde School FanWar were you had regenerations and such. They are from an age were it was one of the only means of healing. But consider the following and then try to tell me this is not a good change.
Jumpstart Heal (heals 1 HP) in the players ROR AND takes a count of five to get going.
Healing Touch (heals 4 HP) in the players ROR AND takes a count of five to get going.
Both of these skills require you to be 6th lvl to do. Why would someone get these skills when a first level player can spend 2 gold, say "Potions" and instantly have a HP back!
Potions cheapen all the other skills and abilities and have no restrictions on use. They have no real Tier and can be made at even cheaper prices.
In combat- Instant is way too fast for something that cheap. If we add the time factor, then suddenly potions balance out.
Mages can't get ALL their mana back Instantly with a potion- they have to wait a little. This makes things like Inferno, Blizzard, Slay, etc, less abused. It doesn't hobble the mage, because they can still get the mana back, but at least it keeps the mage in the roll of the fragile caster, not the infinite inferno machine.
Finally, it makes ROR actually matter. Right now, there is no reason not to be a Centaur because potions are instant! ROR doesn't matter for Potions and so Hobbits and such suck. We need to give the advantage back to the low ROR guys and make Potions take your ROR to take effect.
Cora and I already discussed how antidote would work. When you take it, it does not cancel the effect for your ROR, so very interesting things happen. Suppose you get poisoned and are going to die in your ROR. You take a Antidote after 15 seconds. Five seconds later you collapse- apparently dead (and anyone who First Aides you would think you were) but then, when the antidote completes it's cycle 15 seconds later, you shudder and get up. Makes for more realistic gaming. Venom and such work the same way. From the point you take it still takes your ROR to get going so you would take a bunch of damage and apparently die, but then vomit after a few more seconds and be alright. Thus antidote becomes a way to stay alive, but it doesn't make you invincible. You will still drop in some cases, and be vulnerable for a period of time etc.
One thing to be careful about with this change is the "qued up healing effect" which I think should be eliminated. Right now, if a Paladin jumpstart heals himself and then get's dropped, the Jumpstart kicks in once it is done, and he pops up. I don't think this should work, and I don't think Potions would work that way either. The rule should be that if you take an effect that would cause your unconsciousness AFTER you start an effect that would end it, the "wake up" effect is negated (though the HP heal might not be). What this would mean is that if I am fighting someone and I am at 1 HP and I take a Healing Potion and then get hit for 1 damage, I drop and I don't wake up, but I do get healed at the end of the count and end up asleep at 1 again. The same is true of Jumpstart Heal and any skill used to heal. This means that you can heal a captured enemy by Jumpstart Healing them and then before it completes, Knocking them out.
I think that these slight rule changes will make for a less chaotic battle system and a more fair representation of the Species and Classes. Money should not buy you everything. You should not be able to be invincible because you bought a ton of healing potions.
Other Changes:
Giant Growth needs to cost no Mana but take your ROR to activate. It sucks otherwise.
I want to revamp the Pay for characters so it is simpler. I think rather that fussing over all the Room and Board, and such. I want to have a simple number you get paid and a simple number you have to pay so that players know what they have. Ideas?
Christopher _________________ "All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung |
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dusk Cavalier

Joined: 13 Feb 2006 Posts: 230
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Posted: Fri Oct 26, 2007 10:15 am Post subject: |
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I think potions should take your ROR to take effect. It does balance them out and seems more logical. When you take medicine it take time to your through your blood stream, so why would, and how could a potion work instantly? Great solve.
Just to clarify what you were saying about poison: If you take the antidote but die before you finish your ROR does the antidoe still keep you from dying?
I like the fix for Giant Growth, makes muchmore sense. It never got used before because a spell where you have to stay stationary (so you cant even reach boulders) isn't worth the mana for a little extra damage for a little while.
Pay should be simplified.
I'm not sure how the day's sysem has been working out for out skills becase I don't really use any of those skills, but I think it should be changed for elder sorcery. It takes way to long to make a spell that has a good chance of failing anyway and you aren't even getting paid during those days. You end up being preoccupied or months with no income and all you get is a spell that barely does what you intended and has bad flaws. Whenever we compared mages to warriors they always kinda evened our. The warriors could wear armor, but the mages could cutomize their spells. Elder Sorcery already had limits- You had to spend lots of mana, you had to have the right words (so until you were high level you only had a couple useful skills if that) you always risked flaws (and the better you want your spell to be the more potential the flaw has) and you needed luck and the willingness and ability to try it againif it didn't work. Now it takes to long to be willing to sacrafice those other things. _________________ Nell |
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Pangolin Cavalier

Joined: 06 Feb 2006 Posts: 516 Location: Sauvant le monde avec la puissance de la poésie
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Posted: Tue Oct 30, 2007 7:22 pm Post subject: |
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Yep, I agree that potions are too good right now. Adding time seems like the most elegant solution.
Nell: If you take an antidote, it keeps the effect from happening, but you still take all the physical detriments that the poison would have given you. For example, if you had Venom poison for 3, until the antidote finished working you would effectively be at 3 less HP, but as soon as it was done you would get them back. If the poison would have killed you, you would be "in a coma" (a la Blood Guise), for all purposes dead but not actually dead. _________________ "Use your brain, or I'll use it for you." -Enyalie |
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Mordecai Squire

Joined: 07 Feb 2006 Posts: 96 Location: St. Helena
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Posted: Wed Oct 31, 2007 11:50 am Post subject: |
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Just a thought, If you take an Antidote for the poison you were just inflicted with, and it goes through. Then later in the same fight you are poisoned again, could we make it so that the antidote is still working in you? I mean it can't be flushed out of your system that fast. Perhaps Antidotes could cleanse you of poisons you currently have and make you immune for the rest of the encounter? Just a thought, rebuttal? _________________ Doug
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" Life and Death are not mutually exclusive..." |
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