[The Elder Scrolls d100 RPG] With Some Cruncy concepts

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Somnibus:
Things I Like
1) I like the formating (for the most part).  The progression of thought was mostly logical and I liked the boxed sections.
2) I like the holding of Minor Actions till your next turn.  Simple and easy to grasp.
3) I like the different bonuses granted to the different weapon types when Power Attacking.
4) I like the use of poker chips to represent XP.
5) I like the set XP for skill use.
6) I like the new skills.
7) I really like the concept of momentum.
8) I like the "Did You Know?" section and wished there were more.

Things I Wasn't Crazy About, Random Questions & A Wish List
1) I wish there was a running example.
2) What happens if I want to Jump a Ravine/Navigate a Boat/Climb a Wall? i.e. Things that don't have a skill.
3) The humor that showed up half way through was jarring.  I'd like more or none.
4) There are a lot of actions to choose from. It could slow things down a bit.
5) The Attack Sequence is confusing and complex.
6) Need examples for Momentum, Character Creation, Leveling
7) I'd like to see an example of adventure creation (maybe a dungeon generator as an appendix)
8) Maybe I missed it; Was there rules for Shouts?

barruktp:
Quote from: Somnibus on January 03, 2012, 03:22:17 PM

Things I Wasn't Crazy About, Random Questions & A Wish List
1) I wish there was a running example. 
2) What happens if I want to Jump a Ravine/Navigate a Boat/Climb a Wall? i.e. Things that don't have a skill.
3) The humor that showed up half way through was jarring.  I'd like more or none.
4) There are a lot of actions to choose from. It could slow things down a bit.
5) The Attack Sequence is confusing and complex.
6) Need examples for Momentum, Character Creation, Leveling
7) I'd like to see an example of adventure creation (maybe a dungeon generator as an appendix)
8) Maybe I missed it; Was there rules for Shouts?


1. That will be added eventually, right now it is still a Work in Progress and I want to concentrate on getting the mechanics down.
2. Those things would automatically succeed.  However, I would require stamina spent every turn for things like climbing or lifting a heavy object.  When the player runs out of stamina, they would have to drop the object or have a chance to fall off of the climbing surface.
3. A man walks into a bar.  The bar says "Ouch!"
4. Yeah it is kind of a big list... It may help to separate out the skill specific ones from the general list, just to help organize it better.
5. I agree and I am working on it.  After playtesting a couple of times, my next big step is to remove as much multiplication out of the game as possible.  I want to do this through introducing charts for skill + perk effects on armor, weapon, and shield ratings, as well as by simplifying some of the other formulas.  The biggest one I don't think I can get rid of is Damage Reduction %, that is a pretty core concept to the game.
6. Fair enough... I will try to include those on the next pass.
7. So would I (eventually).
8. No.  And the reason I don't have it in right now is because the players are not Dragonborn.  They can go and learn the Thuun from the Greybeards at High Hrothgar, but without the dragon blood it would take several years of training to learn one word (at least according to TES Skyrim).  In my play testing group, I allowed one player knowledge of FUUS, but he had to start the game at level 1, where everyone else started at level 5.

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