Dear all
IMG when Tarkalors gate was attacked, there was a rumbling Orlanth
cloud above the city, giving each of the defenders a magic
multiplier similiar to that of a Lunar magician under a full red
moon outside of the glowline - a x1.5 multiplier. In fact anyone
who would have wanted to jump down to the gate would have just
glided down there supported upon the very breath of Orlanth, no roll
necessary - I mean how dramatic can you get, scores of Orlanthi
literally flinging themselves from the wall in desperation to stymie
the Lunar advance!! But then I am an old ham for super magic
effects and the cataclysmic nature of the WW struggle!! Get
goosebumps just thinking about it!! However, I do realise that
people like things more mudane.
Regards
Rob
- In whitewall_at_yahoogroups.com, "Roderick and Ellen Robertson"
<rjremr_at_s...> wrote:
>
> C'est par mon ordre et pour le bien de l'Etat que le porteur du
présent a
> fait ce qu'il a fait.
> - Richelieu
>
> Sheesh, my computer is in the shop for a weekend, and there's a
ton of stuff
> I can't respond to in a timely manner...
>
> > ISTR some rule that meant high level characters jumped
> > off cliffs because it was faster than the stairs...
> > but I am no D&D player, and may have been misinformed.
>
> Because the damage from falling remains steady, while the Hit
Points a
> character can take increases with his experience level. So as you
gain
> levels, you fear damage less and less. "Dramatic tension" is
achieved by
> introducing higher and higher level monsters (with higher and
higher levels
> of damage). It's sort of like the "No self-respecting hero" rule,
but is a
> side-effect, rather than a design feature.
>
> > > Tatouth the Scout has "Fall Softly" and "Rock
> > > Jumping", so all the Orlanthi
> > > (including your vingans) should be able to improvise
> > > those off their Movement affinity.
> >
> > I hate to get all rulesy - but can they? Devotees,
> > sure. Initiates? Improvising a feat from some other
> > sub-cult?
> > And the masses probably aren't concentrated anyway.
> > -10 from their affinity if they can do it at all. Yes,
> > I know, WW is only mundanely High, not magically so,
> > but even so, 14 is quite high enough to be going on
> > with when your end skill is probably only 7.
>
> Yes, they can (while initiates can't use feats per se, they also
aren't tied
> to a particular set of feats - they have a "Movement" affinity,
and "Fall
> softly" is part of Movement). But yes, a -10 penalty is a disincentive
to
> an initiate jumping off the wall.
>
> > > > > and get there in at a rate of 32'/minute/minute
> > > > > *and* expect to survive the landing.
>
> Yeah, yeah, yeah. that was a "Disconnect brain from fingers"
fumble. I
> remember high school physics quite well, usually, but when you're
thinking
> "seconds" and type "minutes"...
>
> > > >
> > > > Well, at an acceleration of only 1/60 of gravity,
> >
> > > Or even 1/3600th (/minute/minute) ....
> >
> > 9.81 m/sec^2, even.
> >
> > > Simon (Knitpicking 10W2)
> >
> > And Spelling 13. It's "nit-picking". Removal of small
annoyances, nothing
> to
> > do with the manufacture of fabric from yarn.
>
> Nits are baby lice or louse eggs. (Pedantry 5W)
>
> > (who rolled a 1 on her own Pedantry 15W)
> >
> > By the way, HQ p275
> >
> > Jump down safely from a city wall: 5W2 to 10W3
> > Jump down safely from a fortress tower: 5W3 to 10W4
> >
> > Whitewall (walls plus cliffs) is higher than any of these.
Please don't
> try
> > a mundane jump?
>
> Definitely don't. I'd put the resistance at ~10w5 or so.
> "So you gotta ask yourself: 'do I feel lucky'? Well? do ya,
punk?" -
> Inspector Harry Callahan, SFPD.
>
> RR