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[icon] RANT- input would be much appreciated on these subjects... - Musings of Mine
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Subject:RANT- input would be much appreciated on these subjects...
Time:09:08 pm
Current Mood:curiousquestioning
Okay, so by and large, I only pester you guys for help with stuff when we hang out, and while i probably get pretty annoying about asking for helpe and favors with figuring out rules (not too mention turning this otherwise pretty cool campaign into a giant test game for my mod), prepare for a full strength annoyance.
I've got questions, and hopefully, anyone who actually reads my journal will try and give me some answers. (note: these are just things I need help[ with. if i seem angry its only because I spent the day fiddling with all of these things)
1. SKill tricks. I absolutely love them and it gives me a very bias view. THey require to mesh with my mod an immense amount of alteration, as well as some new form of integration. in order too fit in the system without conflicting with/ or making irrelevant already preval;en abilites, the number will have too be reduced from 42 to some similar number. additionally, the split shows D&Ds true colors, in that movement group has 17 available tricks, wherea interaction and mental possess a total of 13 between the two (a in interaction, 7 in mental), and this number needs revisioning. additionally, many tricks would further need to be developed too not only accomodate, but interact with facets of the mod not currently appropriated in the tricks (BDB, Shock Value, Armour DR, and so on), and new invention is always difficult as a matter of balance and overall blend. so I ask you... Is IT WORTH IT? and why?

2. more specific than that, is my difficulty dealing with a specific facet of Action Points. Feat simulation. Too many feats, that have inherent good uses, are onlyu too easy to simulate as the situation demands it, instead of actually taking the feat and spending the slot. improved trip, imp sunder and what not, while immensely useful and dramatic, have the possibility too become redundant, when one can simply spend an action point too simulate them instead of actually GETTING them. leave as is, or make an annoying albiet practical special allowance for certain feats?

3. is ANYONE, EVER, interested in helping me craft up some spells? I know your reading this....Bastards! MAKE SOME SPELLS! MAKE SOME SPEEELLLLLLLLSSSSSSS!!!!!!

4. okay then, so heres the deal with class defense bonus to ac. I have the charts. I have the rules. everything is finished on that front, and I doubt it will even need much tweaking once we start playing with it. I even have conversion of regular D&D 3.5 to class defense bonus rules. which comes first, the altered classes, or the defense bonus? If I bring out the defense bonus rules without my modified lcasses and a more complete system, the game will become much slower, fights lasting longer, and opponents harder too kill. if I hit you with it all at once... serious Head-Freakin-Desk. what do you think?

5. I love tactical feats. like, LOVE tactical feats. Strap some rubber boobs on Shock Trooper, call it betty and ill marry the damned thing. Should they be included in the game alteration? I dont want to use them without fully fleshing out a complete balanced set, the likes of which WOTC has hardly touched upon. fully rounded sets of tactical feats for many differing aspects of combat, socialization, spellcasting, and roguish pursuits. every freakin thing. its a lot of work. like, testing, tweaking, re-testing, original writing, ability trading, the frakkin list goes on and on with how much work something like that will take, and as you all well know, im only pumping out like ten pages of re-written rules every week. and this project will be at least 20 pages of work. how bad do you want them? (keep in mind, how bad do you want tactical feats I, being the rules-guy i am, made?)

6. lastly, just another chance for me too ask how you think gaming went this past weekend, what were the highs and lows for everybody, and where in general you would like to be. any comments? *GRINS*

thanks a million, bye.
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paige21
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Time:2007-05-03 01:27 pm (UTC)
I would comment but your DnD rules are pretty lost on me unfortunately. Too complicated for my little brain to process.

Hug Lysander for me.
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artemissgk
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Time:2007-05-03 04:30 pm (UTC)
always with the hugging of lysander.
so no problem.
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raion
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Time:2007-05-03 02:30 pm (UTC)
1 Skill tricks are notably awesome, but they are sadly lacking in the ways you specify. I would say don't bother with it unless you can work out at least 10 for each category (or a way to rebalance them so the categories aren't off as they are).

2 You could always limit action points, make it so they grant proficiency with an action, but not a full feat in those cases. i.e. tripping without AoOp, +4 bonus, or extra attack. A bit of a pain to manage, and reduces the usefulness of action points.

4 I say introduce both at once.. it'll take longer to sort out the characters, but that'll be a while that day anyway.

5 Tac feats are awesome, but I'd rather have general playability be your primary concern.

6 would love if plot advanced further than combat, but that's hard to manage in a combat heavy session.

oh, and...
3 do you have a couple well balanced spells to base things on? do you have a couple specific things you need done?
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artemissgk
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Time:2007-05-03 04:48 pm (UTC)
6 would love if plot advanced further than combat, but that's hard to manage in a combat heavy session.

You think theres a PLOT? eek, im screwed. heh

But no Really, I find myself in the happy little character development stage...
...meaning that the movie has really just started, and now we are going too start exploring the backgrounds of the characters involved and start seeing who they are under the character sheet. certain moral dilemma, personal hatreds, and general backstory exploration are whats going on right now.
After a short period where the characters begin too develop as people, then the story will take form a little at first. after that there will be a phase of exploration, too adventure like scenarios where the players find themselves tossed into far-away type lands, and unfamiliar situations, just too stretch out there wings as it were, and give the world a little bit more reality. then, the story will become more focused. its a limited but reliable formula, that does tend too be time consuming; the pace we play at will become a problem. as things progress we might see ourselves improving on that front.

as far as the action point problem... while it would probably be more balanced, I think (unless other people have counter-points) i am just going too leave it as is, and see how it works out once the supply of action points dries up the slightest bit... make it a little bit less significant a regenerating number and hopefully this flaw will flesh itself out.

Skill tricks... they are worth it aren't they? Best exspansion to the skill system there is right now, and probably worth the effort? what do you think?

as for spells, i'll send you over an email with the stuff i have finished so far... very small amount. but its something.
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[icon] RANT- input would be much appreciated on these subjects... - Musings of Mine
View:Recent Entries.
View:Archive.
View:Friends.
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View:Nasty, Nasty business this. One of my more visited comic sites. Always essential. Do I even need to explain this one?.