RE: Standard/house-rules resistances

From: Posselt, Theo (US - Foster City) <"Posselt,>
Date: Fri, 4 May 2001 09:44:57 -0700


Folks,

Thanks for the feedback. Some responses...

>From Olli:

>IMO the feats aren't equally powerful.

That's a good point. Hmm... it's probably a case of 'YGMV', but I like to think that the power difference of the feats (and the gods behind them) comes from their flexibility. I think that the specialist gods (and the feats they grant) are extremely powerful in their minor foci. So, for example, IMG a worshipper of a god of (let's say) healing Yuthuppan alley-cats would be better at healing Yuthuppan alley cats than a worshipper god of healing all-together.

Another way to look at it is that it's the flip side of improvisation: generalists are _always_ improvising, even when they're using a feat, compared to a specialist.

Game mechanics aside, why else would anyone worship a specialist god?

>From Jeff:
>
>One of the things that Hero Wars is supposed to avoid is a recursive
>and iterative set of lists and tables for circumstance. In the
>arcives there's a fairly interesting discussion of the matter. I'll
>try to dig it up.
>

I wouldn't mind the reference, thanks. I'll freely admit that I don't mind the recursive and iterative lists - at least as a tool for me as a GM to use as a baseline.

>From Benedict (I'm assuming that's what you like to be called...)

>> is that you'd have the base resistance for all 'leaping' feats:
>> Leap 10' = 16
>But then the Narrator would have to decide the width of the river, or
>whatever, that people have to leap over. Next you'd need a map. Then
>figures to represent the map. Then equivalently detailed movement
>rules. Then fixed durations for turns so the movement rules work.
>etc.
>

True. Truthfully, I'll probably generate house rules for that.

>...
>> Obviously this approach isn't for everyone - it would add some more
>> bookkeeping to the game.
>
>Back to RQ3!
>

Which I think had the best combat system of any game I've ever played. (No, not trying to restart the RQ vs HW thread - just admitting my prejudices. And HW is much better at non-combat interactions, and at least as good at magic).

>> * How should resistances scale? There used to be a lot of
>discussion about
>> whether skills are linear or geometric.
>...
>
>Logarithmic, not linear.
>

Thanks.

BTW, I'm sure this next question was hashed over before, so if someone wants to tell me the summary off-line or point me to a good part of the archive, let me know (I just searched the archives and didn't find anything useful).

In any case, from the HW rules we have the following resistances:
> Leap 6' distance, from standstill 5w
> Leap 15' crevice 10w2

My question is: as a GM, would you make those same resistances apply to Vinga's 'leap over water' feat as to the normal skill? If not, how do you determine the resistance for varying differences for Vinga?

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