Post by Jopper13 on Dec 19, 2018 17:46:18 GMT -5
Here is a general area for discussion about rules changes and updates.
So far, this is the main focus...
1) Armor
The armor system in our game is getting tweaked or revamped. There is a big discussion on it which can be found here.
lasthopelarp.proboards.com/thread/1342/new-armor-system-rules-1
2) Push Spell
Over the years, some players have been notorious for not taking the Push spell effects. To correct this, Push will be getting a secondary effect.
PRIMARY: Suffer 15 foot knockback and Knockdown to the best of the player's ability
SECONDARY: If unwilling to suffer primary effect, Push will instead deal a Light Wound to the target's torso. The idea behind it is "Either roll with the impact and get knocked around or else it slams you and breaks bones/hurts you"
3) Mana Transfer Inclusion
We are going to be double checking this ability to make sure it is being analyzed.
4) Reactionary Flare
Although there is no mention of this in the actual spell (Yes, I am glaring at you, Peanut! lol) there is a spelllist in the magic section that says "Flare- No items needed if reactionary" which is a typo... it is supposed to be "Flare- No items needed if STATIONARY"
5) General Edits
Typos, clarifications, better wording, and removing redundant wording to help clean up the rulebook.
6) Renowned Clout
Possible tweaking of this, particularly making Human/Syndar warriors able to take an extra hit point but Ulven instead get the rage fix, and removing Divine Conduit for cleric and bringing in Stalwart.
7) Real Weapons/Tools
We might add in a hard rule that real weapons/tools (Like mauls, axes, saws) must be marked with gold tape to show that they are not combat legal, noticeable at a distance.
8) Downtime Mechanics: Multiple sets of armor
Adding clarificiation wording that basically means that if you bring extra armor to an event and its all busted up, you are still responsible for all that damage. Cannot be used to get "free armor" that just magically disappears after an event.
9) Hand Shots
A bit of clarification text will be cleaned/added to help make hand shots easier to understand.
10) Shield Sizes
There might be a slight tweak to the sizes based on some known/common shield sizes.
11) Hand on Blades to Parry
We will be adding in some verbage officially, to answer the question "Can I half-sword and parry an attack?". Yes, you can, you can grab your sword blade with your hand and parry with it. This will fall in line with maces, axes, and halfted weapons which you can freely grab... since our attacks do not distinguish between blades/axes/hafts/etc for damage, the ability to parry should not either.
12) PC/NPC Entry
With Last Hope changing to membership services, the entire section on PC/NPC entries is out of date.
13) Cumulative Curve
Updated wording on skills in the "Cost" section will change from "Class - X Exp" to "Class - X Exp + Cumulative Cost" so players understand this adds on to all skills.
14) Archery Skill
This will change from "Archery" to "Ranged Weapons" since it covers crossbows, slingshots, and slings.
15) First Aid Recipient Must be Immobile
Self explanatory, not detailed well currently.
16) Lore Books
Clarifying a misunderstanding; you simply need 1 Lore book... NOT 1 Lore Book PER lore skill.
17) Wounding Pierce
Clarifying that you CANNOT use the "Inflict a Wound Pierce" ability in a grapple, since the target is not flat-footed and actively fighting. Combat Pierce would be used for a grapple.
18) Resources Skill Activation
Changing wording to fit in line with the "no longer attendance based, you unlock this through membership services"
19) Improved Push Spell
This spell specifically states you cannot use it if you have no mana... but some feedback has been given to allow it. If you have no mana, it would wound you for sure... allow that as an option to the caster?
20) Dispel Bolt
Clause being added that Dispel Bolt won't drop a Divine Barrier or a Sanctuary. Still drops an Ice Bolt paralyze.
21) Sacrifice Spell
This spell is immensely powerful to be able to take someone "from the brink of death and wounded" back to "fighting shape" way quicker than other ways in our game.
There are 3 ideas floating around...
The first, is to increase this spells costs to make it weighter and harder to do.
The second, is to change it so that ONLY Light Wounds can be Sacrificed (similar to how Transcendent Meditation can ONLY heal Light Wounds) meaning that Mortal wounds would need additional attention/downgrading.
The third, is that we tack on a Fatigue Time (5-10 minutes) to the spell target; the act of transmuting horrific trauma to the caster fatigues them for a time.
So far, this is the main focus...
1) Armor
The armor system in our game is getting tweaked or revamped. There is a big discussion on it which can be found here.
lasthopelarp.proboards.com/thread/1342/new-armor-system-rules-1
2) Push Spell
Over the years, some players have been notorious for not taking the Push spell effects. To correct this, Push will be getting a secondary effect.
PRIMARY: Suffer 15 foot knockback and Knockdown to the best of the player's ability
SECONDARY: If unwilling to suffer primary effect, Push will instead deal a Light Wound to the target's torso. The idea behind it is "Either roll with the impact and get knocked around or else it slams you and breaks bones/hurts you"
3) Mana Transfer Inclusion
We are going to be double checking this ability to make sure it is being analyzed.
Mana Transfer Inclusion Ability - Currently it is written that anyone with Mana Transfer can aid in a caster casting a Cleanse spell.
When I originally had the idea for Mana Transfer to be able to be used for aiding in casting spells, I had intended for it to be able to be used on any spell/ritual with a casting time longer than instant. It also required the initiator of the spell to have Mana Transfer and use at least 1 of their own mana to cast the spell. This was supposed to be a way to mechanically show that Syndar are, as a race, naturally capable of more powerful spells. They can, out of the gate, cast more powerful spells as a collective than individual spell casters of other races. Syndar are naturally connected to the mana stream, and to each other, so that a divine caster Syndar, with the aid of a few arcane caster Syndar or even some fighters, could cast spells more consistantly, or cast more powerful spells than an ulven with Witch Magic.
The second point that this change was intended to make last year, was that at that time, and as it is currently written, Mana Transfer is the only skill that, as far as I can tell, gives no benefit to the person who takes it. It is a purely selfless skill, not that this is necessarily a bad thing, but it is currently reinforcing the idea of the mana battery Syndar, which was one of the things we were trying to get away from.
To sum up what I believe Mana Transfer should do is to allow a person with the ability to be able to feel how mana flows within, and through, their body into a spell or another body. This allows them to do two things:
1) Transfer mana into another person who is capable of holding mana within themselves, limited to 4 mana at a time, or the recipients current deficit which ever is lesser. The recipient then must wait 1 minute as their body calibrates the mana received to match how their body holds the mana.
-OR-
2) Begin casting a spell, which has a casting time longer than instant, that allows other characters with the Mana Transfer skill to assist in the casting of the spell. The casting time of this spell becomes either the original casting time, or 1 minute for every 4 mana being transferred by other contributers, whichever is greater. The initiator does not suffer the Mana Transfer cooldown in this case of Mana Transfer as their body is not "keeping" any of the mana, they are adding it to the spell they are casting. The initiator must spend at least 1 mana to initiate a cooperative casting of a spell.
When I originally had the idea for Mana Transfer to be able to be used for aiding in casting spells, I had intended for it to be able to be used on any spell/ritual with a casting time longer than instant. It also required the initiator of the spell to have Mana Transfer and use at least 1 of their own mana to cast the spell. This was supposed to be a way to mechanically show that Syndar are, as a race, naturally capable of more powerful spells. They can, out of the gate, cast more powerful spells as a collective than individual spell casters of other races. Syndar are naturally connected to the mana stream, and to each other, so that a divine caster Syndar, with the aid of a few arcane caster Syndar or even some fighters, could cast spells more consistantly, or cast more powerful spells than an ulven with Witch Magic.
The second point that this change was intended to make last year, was that at that time, and as it is currently written, Mana Transfer is the only skill that, as far as I can tell, gives no benefit to the person who takes it. It is a purely selfless skill, not that this is necessarily a bad thing, but it is currently reinforcing the idea of the mana battery Syndar, which was one of the things we were trying to get away from.
To sum up what I believe Mana Transfer should do is to allow a person with the ability to be able to feel how mana flows within, and through, their body into a spell or another body. This allows them to do two things:
1) Transfer mana into another person who is capable of holding mana within themselves, limited to 4 mana at a time, or the recipients current deficit which ever is lesser. The recipient then must wait 1 minute as their body calibrates the mana received to match how their body holds the mana.
-OR-
2) Begin casting a spell, which has a casting time longer than instant, that allows other characters with the Mana Transfer skill to assist in the casting of the spell. The casting time of this spell becomes either the original casting time, or 1 minute for every 4 mana being transferred by other contributers, whichever is greater. The initiator does not suffer the Mana Transfer cooldown in this case of Mana Transfer as their body is not "keeping" any of the mana, they are adding it to the spell they are casting. The initiator must spend at least 1 mana to initiate a cooperative casting of a spell.
4) Reactionary Flare
Although there is no mention of this in the actual spell (Yes, I am glaring at you, Peanut! lol) there is a spelllist in the magic section that says "Flare- No items needed if reactionary" which is a typo... it is supposed to be "Flare- No items needed if STATIONARY"
5) General Edits
Typos, clarifications, better wording, and removing redundant wording to help clean up the rulebook.
6) Renowned Clout
Possible tweaking of this, particularly making Human/Syndar warriors able to take an extra hit point but Ulven instead get the rage fix, and removing Divine Conduit for cleric and bringing in Stalwart.
7) Real Weapons/Tools
We might add in a hard rule that real weapons/tools (Like mauls, axes, saws) must be marked with gold tape to show that they are not combat legal, noticeable at a distance.
8) Downtime Mechanics: Multiple sets of armor
Adding clarificiation wording that basically means that if you bring extra armor to an event and its all busted up, you are still responsible for all that damage. Cannot be used to get "free armor" that just magically disappears after an event.
9) Hand Shots
A bit of clarification text will be cleaned/added to help make hand shots easier to understand.
10) Shield Sizes
There might be a slight tweak to the sizes based on some known/common shield sizes.
11) Hand on Blades to Parry
We will be adding in some verbage officially, to answer the question "Can I half-sword and parry an attack?". Yes, you can, you can grab your sword blade with your hand and parry with it. This will fall in line with maces, axes, and halfted weapons which you can freely grab... since our attacks do not distinguish between blades/axes/hafts/etc for damage, the ability to parry should not either.
12) PC/NPC Entry
With Last Hope changing to membership services, the entire section on PC/NPC entries is out of date.
13) Cumulative Curve
Updated wording on skills in the "Cost" section will change from "Class - X Exp" to "Class - X Exp + Cumulative Cost" so players understand this adds on to all skills.
14) Archery Skill
This will change from "Archery" to "Ranged Weapons" since it covers crossbows, slingshots, and slings.
15) First Aid Recipient Must be Immobile
Self explanatory, not detailed well currently.
16) Lore Books
Clarifying a misunderstanding; you simply need 1 Lore book... NOT 1 Lore Book PER lore skill.
17) Wounding Pierce
Clarifying that you CANNOT use the "Inflict a Wound Pierce" ability in a grapple, since the target is not flat-footed and actively fighting. Combat Pierce would be used for a grapple.
18) Resources Skill Activation
Changing wording to fit in line with the "no longer attendance based, you unlock this through membership services"
19) Improved Push Spell
This spell specifically states you cannot use it if you have no mana... but some feedback has been given to allow it. If you have no mana, it would wound you for sure... allow that as an option to the caster?
20) Dispel Bolt
Clause being added that Dispel Bolt won't drop a Divine Barrier or a Sanctuary. Still drops an Ice Bolt paralyze.
21) Sacrifice Spell
This spell is immensely powerful to be able to take someone "from the brink of death and wounded" back to "fighting shape" way quicker than other ways in our game.
There are 3 ideas floating around...
The first, is to increase this spells costs to make it weighter and harder to do.
The second, is to change it so that ONLY Light Wounds can be Sacrificed (similar to how Transcendent Meditation can ONLY heal Light Wounds) meaning that Mortal wounds would need additional attention/downgrading.
The third, is that we tack on a Fatigue Time (5-10 minutes) to the spell target; the act of transmuting horrific trauma to the caster fatigues them for a time.