Post by Jopper13 on May 20, 2016 5:45:25 GMT -5
This thread will be used to organize the changes and updates to our rules for Last Hope. The current rulebook is Version 1.4.
This will continue to get added to over time. Feel free to discuss ideas, concerns, comments, etc on any points in this topic.
CHANGES COMING
1) Small update to rules already done in current 1.4.2 rulebook; corrected wording on Revive, shield binding, pre reqs for Transcendent Meditation, keeping spell bags out of sight, and being shot with arrows during a push spell.
2) Add a paragraph explaining Downtime Mechanics; how do players heal wounds in between events? How do they repair armor? Etc. Provided examples on how players can reduce this cost or find ways to offset it.
3) Add a paragraph explaining how to send messages in-game; explain that players and factions may communicate freely but sending letters or communicating with NPC entities in the game requires hawks or couriers through the factions, potentially the usage of Resources, potentially the use of Representatives stationed or working in an area, Tradeskill Courier, and paying a courier to deliver messages.
4) Update/clarify wording on Professions and Trades due to some errors and confusing information.
5) Update to Arcane Magic, primarily with some form of anti-magic or counter spell ability, currently being heavily discussed in the following link.
lasthopelarp.proboards.com/thread/1327/new-mechanics-counter-magic-balancing?page=5&scrollTo=7389
6) Update to current Armor System; the way we calculate armor will change and favor a more "is it full/enough coverage?" kind of system. Minimized armor will be awarding less armor and the current armor totals will favor armor that has more complete coverage. There is a discussion specifically on this topic going on available through this link.
lasthopelarp.proboards.com/thread/1342/new-armor-system-rules-1
CHANGES BEING CONSIDERED
A) Possible change to Pierce skill that allows it to still do damage even if the Pierce is unsuccessful. Currently, it is "successful or nothing".
B) Take another look at a new skill, Versatile Magic, allowing casters to prime a single striking bolt in their off-hand in combination with other spells. For example, for 3+1=4 mana, a caster could prime a Shatter Bolt in their main hand and then a Striking Bolt in their off hand.
C) Consider a new skill called Combat Magic, allowing a caster to prime an additional Striking Bolt in their hand. This would upgrade Striking Bolt to 2 bolts, Improved Striking Bolt to 3 bolts, and Greater Striking Bolt to 4 bolts.
D) Consider changes to both Shatter Bolt and Acid Bolt, reducing their mana to 2 cost and 3 cost respectively, but giving them a set damage amount. Current "blows up shield" or "melts all armor" is potentially too powerful. Current idea is that Shatter Bolt could do 3 points of damage to a shield, which means it would destroy almost any shield normally except for Large or Tower shields, or if someone took Shield Expert then anything but a buckler would be heavily damaged but still functional, and any shield and shield expert combo would be destroyed in 2 Shatter Bolts (6 dmg). Current idea for Acid Bolt is that it would deal 10 points of damage; this is enough to completely melt all armor for most opponents but the most heavily armored opponents might still have a little bit of armor left, meaning that a minimum of 2 Acid Bolts would be needed to melt all the armor of heavily armored fighters. This should balance out the "immediate negation/destruction" effect of these Spells but still retain their significant impact in combat.
E) Resources skill will be getting an update, now that we have seen it in use for a solid year of play, and it will change to a "3 total uses" format instead of "current event plus 3 uses". This means it can be used during the month a player attends an event plus 2 more months instead of 3 more months. This is for balancing and workload issues that became evident during its use during the implementation of version 1.4 of the rules. Due to heavy emphasis/impact of this skill, if the month usage is not reduced then the price will most likely increase to 15 exp instead of 10.
F) Possible update to our Brawling section, indicating that players involved in a brawl are reduced to zero Hits or are Fatigued after the fight. Punching and kicking each other should have some sort of detriment to a player's fighting ability.
G) Possible change to Bleeding Out rules, requiring someone with First Aid to be able to effectively staunch bleeding instead of anybody. That, or changing bleeding out rules to only doubling the time if someone holds in the wound instead of indefinitely. This would mean Raging and being Finished in a fight could become more lethal, especially with the lack of trained/skilled healers or first aid responders, which is what it should be.
H) Potential look at new way to handle Mend. Instead of allowing half of armor to come back up to two times, changing this to a single mend that brings back 25% of the armor/shield (rounded up) if you have Mend and 50% of the armor/shield if you have Improved Mend. This has consistently been a major powerhouse skill in the game, so we feel the need to tweak it a bit for balancing. This means that a suit of armor or a shield could only be mended one time with the quality of the mend based on the skill of the mender.
I) Close examination of meditation skill and a potential change to how it works. Through game/story progression (the syphoning) and game balancing, meditation may change to a format where the first meditation is at full strength for recovered mana and additional meditations are at half strength (returns 50% of mana normally gained through meditation, rounded up). This has a story reason behind it and also may drastically help balance magic discussed in other areas.
This will continue to get added to over time. Feel free to discuss ideas, concerns, comments, etc on any points in this topic.
CHANGES COMING
1) Small update to rules already done in current 1.4.2 rulebook; corrected wording on Revive, shield binding, pre reqs for Transcendent Meditation, keeping spell bags out of sight, and being shot with arrows during a push spell.
2) Add a paragraph explaining Downtime Mechanics; how do players heal wounds in between events? How do they repair armor? Etc. Provided examples on how players can reduce this cost or find ways to offset it.
3) Add a paragraph explaining how to send messages in-game; explain that players and factions may communicate freely but sending letters or communicating with NPC entities in the game requires hawks or couriers through the factions, potentially the usage of Resources, potentially the use of Representatives stationed or working in an area, Tradeskill Courier, and paying a courier to deliver messages.
4) Update/clarify wording on Professions and Trades due to some errors and confusing information.
5) Update to Arcane Magic, primarily with some form of anti-magic or counter spell ability, currently being heavily discussed in the following link.
lasthopelarp.proboards.com/thread/1327/new-mechanics-counter-magic-balancing?page=5&scrollTo=7389
6) Update to current Armor System; the way we calculate armor will change and favor a more "is it full/enough coverage?" kind of system. Minimized armor will be awarding less armor and the current armor totals will favor armor that has more complete coverage. There is a discussion specifically on this topic going on available through this link.
lasthopelarp.proboards.com/thread/1342/new-armor-system-rules-1
CHANGES BEING CONSIDERED
A) Possible change to Pierce skill that allows it to still do damage even if the Pierce is unsuccessful. Currently, it is "successful or nothing".
B) Take another look at a new skill, Versatile Magic, allowing casters to prime a single striking bolt in their off-hand in combination with other spells. For example, for 3+1=4 mana, a caster could prime a Shatter Bolt in their main hand and then a Striking Bolt in their off hand.
C) Consider a new skill called Combat Magic, allowing a caster to prime an additional Striking Bolt in their hand. This would upgrade Striking Bolt to 2 bolts, Improved Striking Bolt to 3 bolts, and Greater Striking Bolt to 4 bolts.
D) Consider changes to both Shatter Bolt and Acid Bolt, reducing their mana to 2 cost and 3 cost respectively, but giving them a set damage amount. Current "blows up shield" or "melts all armor" is potentially too powerful. Current idea is that Shatter Bolt could do 3 points of damage to a shield, which means it would destroy almost any shield normally except for Large or Tower shields, or if someone took Shield Expert then anything but a buckler would be heavily damaged but still functional, and any shield and shield expert combo would be destroyed in 2 Shatter Bolts (6 dmg). Current idea for Acid Bolt is that it would deal 10 points of damage; this is enough to completely melt all armor for most opponents but the most heavily armored opponents might still have a little bit of armor left, meaning that a minimum of 2 Acid Bolts would be needed to melt all the armor of heavily armored fighters. This should balance out the "immediate negation/destruction" effect of these Spells but still retain their significant impact in combat.
E) Resources skill will be getting an update, now that we have seen it in use for a solid year of play, and it will change to a "3 total uses" format instead of "current event plus 3 uses". This means it can be used during the month a player attends an event plus 2 more months instead of 3 more months. This is for balancing and workload issues that became evident during its use during the implementation of version 1.4 of the rules. Due to heavy emphasis/impact of this skill, if the month usage is not reduced then the price will most likely increase to 15 exp instead of 10.
F) Possible update to our Brawling section, indicating that players involved in a brawl are reduced to zero Hits or are Fatigued after the fight. Punching and kicking each other should have some sort of detriment to a player's fighting ability.
G) Possible change to Bleeding Out rules, requiring someone with First Aid to be able to effectively staunch bleeding instead of anybody. That, or changing bleeding out rules to only doubling the time if someone holds in the wound instead of indefinitely. This would mean Raging and being Finished in a fight could become more lethal, especially with the lack of trained/skilled healers or first aid responders, which is what it should be.
H) Potential look at new way to handle Mend. Instead of allowing half of armor to come back up to two times, changing this to a single mend that brings back 25% of the armor/shield (rounded up) if you have Mend and 50% of the armor/shield if you have Improved Mend. This has consistently been a major powerhouse skill in the game, so we feel the need to tweak it a bit for balancing. This means that a suit of armor or a shield could only be mended one time with the quality of the mend based on the skill of the mender.
I) Close examination of meditation skill and a potential change to how it works. Through game/story progression (the syphoning) and game balancing, meditation may change to a format where the first meditation is at full strength for recovered mana and additional meditations are at half strength (returns 50% of mana normally gained through meditation, rounded up). This has a story reason behind it and also may drastically help balance magic discussed in other areas.