eugman on Tue, 19 Jul 2005 09:55:14 -0500 (CDT) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
[s-d] EugeneMeidinger amends p170 |
> > [[ I have a good idea for a story with this as a prequel to wonko's > > but I'd like to wait and see if I can do it the way I want and it'll > > fit in with the story.Rand out of time tonight. more to come > > tomorrow.]] > > > > Add to rule 7-1 the following: > > {{ > > All talismans have a type. A type is a marker for rules to > > differentiate talismans. > > }} > > Give all talismans a type of charm. > > I think the wands should be of type wand. That's absurd! ;) > > Add the following rule to section 10: > > {{ > > ==Stats== > > Each player has the attributes of Health, Alertness and Calm. These > > attributes are called stats. > > Each stat is an integer in a range of 0 to 10 and is set to ten > > initially. If a stat would exceed its limit, it is set to the extreme > > of that limit instead. > > > > If a player's Health reaches zero, the following happens: > > > > *Eir soul becomes lost. It has the same location as the player. > > *All talismans belonging to that player of the type "weapon" or the > > type "potion" are destroyed. > > *Eir Health is set to ten. > > > > If a player's Alertness reaches zero, the following happens: > > > > *That player now "asleep". > > Maybe, that player _becomes_ asleep? You and your verbs. I needing them not! > > *While that player is "asleep" eir stats cannot be altered except by > > the rules. > > *While that player is "asleep" e cannot take any actin regulated by > > rule 10-1 > actin -> action > > > *2 nweeks after being "Asleep" that player's alertness is set to 10 > > and that player is no longer "asleep". > > I don't think this should be a bullet point here - it's not something > that happens when a player's Alertness reaches zero. k > > If a player's Calm reaches zero, the following happens: > > > > *All talismans belonging to that player of the type "weapon" or the > > type "potion" are destroyed.[[A clear way to have them drop them would > > be better]] > > Move them to the player's location. I'm going to prop to allow > Talismans and the like to occupy rooms anyway, soon. Would there be any problems if I had them take the location of that player but there was no rule allowing that? > > *That player's location is change to the room called "outside". > > }} > > > > Create the following room > > {{ > > __Outside__ > > > > Description: The area outside the house. It's cold and raining. You > > are lost. > > Ordinances:: None > > Exits::None > > }} > > [[I know there are no exits. I'll let you guys figure out a way to > > deal with that.]] > > Can we call it "West of House"? Sounds good. Should there be a broken painting on the ground? Any suggestions on how to get back after you get the crap scared out of you? > > The stats business bears some similarities to something I was trying to > write up. I was thinking, however, that health should go up to thirty > instead of 10 to allow more dynamic changing. I was then thinking that > each player would have the stats Strength, Skill, and Acuity. Skill > represents general dexterity and competence, and is needed to pick > locks, swing across pits, outfence zombie hordes, and so forth. Acuity > represents how focused and aware you are, and determines your ability > to see past illusions and withstand psychological attacks. Strength > determines how you fight. > > To fight, one player simply declares that e attacks another in the same > room. Each rolls 3dX, where X is eir Strength; whoever has the lower > roll loses health equal to the difference in the rolls, and the fight > continues until both sides back out. > > The key point of fighting is that it would keep you from doing other > things - most talismans, as well as things like levers for secret > doors, etc., couldn't be used while you were fighting, and you couldn't > leave the room or attack other players. This would be true even if you > hadn't started the fight - thus, somebody could attack you to keep you > from bringing the Emerald Water Wing to the Underground Lake. Another > player, however, could then intervene by attacking your attacker, > keeping em off you long enough for you to break away. > > The goal was to encourage interesting teamwork: in order to get an > object to a given room, for example, you might have one person running > it through while two others ran with em attacking anyone who tried to > intervene; another pair would go after the switch to open the necessary > gate, one to pull the switch and one to keep the other team's guard > busy. > > This would be further complicated by the possibility of Stunning your > opponent: if you hit em for more than 6 points of damage in one hit, > you'd Stun em and e wouldn't be able to do anything during the next > period, giving you time to run away, pull the necessary lever, or > recharge your Amulet of Whoopass. When you Stunned a player, you might > also get a chance to grab something from their inventory; or maybe > you'd need a certain skill level for that or something. > > Then we could play games like capture the flag, king of the hill, and > tag in the House without adding much, since the interesting mechanics > of moving around and stopping others from moving would be already in > place. > Anyway, I only bring that up to draw comments on it, and also in the > hopes that Eugene will make health go up to 30 instead of 10. Sure. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss