Yikes, quick feedback there Andrew. And a lot to look at...
Quote:
|
Page 4: It might be an idea to have a page on social contract and another on agreeing on a setting and perhaps style of the game before this page? That way the "Limitation" section would become almost redundant.
|
Nice idea. I'll work something along those lines into the opening intro.
Quote:
|
"When Good Traits Turn Bad" needs to be paired with a section titled "When Bad Traits Turn Good"! I've had a player who regularly converted "bad" traits to "good" traits and some times vice-versa.
|
Also a good point. Tick.
Quote:
|
Page 5 - The skills points system seems boringly conventional given the refreshing change of no points system for the eight traits. Again it makes the game look like a WW rip-off. :-/
|
I couldadd a paragraph or two about subjective skill choice. Just pick and choose along the subjective lines Fudge suggests. That'd be easy enough. If you've a more interesting suggestion I'm all ears.
Quote:
Page 6
The subjective/objective system should be expanded to the earlier traits and skills systems, allowing them to use subjective/objective systems.
Page 7
Weapons & Armour doesn't fit with the rest of the equipment. Weapons & Armour has lots of game related stats, yet other equipment doesn't.
|
You're right that it doesn't fit well with the rest of the game. I like the idea that the conventions of weapon size and whatnot simplydon't matter. It makes sense in an offbeat/heroic way that a dagger of dwarven design with a razor edge could have a maximum wound of 5 whereas a beaten up old, notched and rusty broadsword might only have a maximum wound of 2. Hmmm.
Now to get a little more out there... I was considering dispensing with expansive lists of equipment altogether and introduce two stats, Wealth and Belongings.
1) Both would be rated 1-10
2) You can change points at a 1:1 ratio between them as long as you have a market to hand to buy and sell.
Whenever you need to buy/pull something out of your bag you make a d10 test of the appropriate stat with a simple modifier. Something like this...
Plentiful +2
Common +0
Rare -2
Exotic -4
Priceless -6
The player could then keep track of only those things he *wants* to keep track of. Okay, I know I have a broadsword so I'll make a note of that so I don't have to roll again - but as for the snare cord, I can always test my belongings for that later.
Maybe a depletion mechanic where both Wealth and Belongings loose a rank at the end of a game to represent basic expenditure and wear and tear? Buying more ranks with Exp would be a possibility...
Quote:
I like "The Test of Skill".
It might make it seem a bit too much like HeroQuest then.
|
I can't claim that HeroQuest isn't an influence here. The major difference mechanics-wise is that in Mythosystem the amountof aciton points that you wager relates to difficulty and degree of victory if you win. In HeroQuest difficulty (as I understand it) is figured seperately and the degree of success determines the degree of victory.
I prefer to think that a high wager carries high risks and a high payoff. Still, gotto give credit to HQ for the concept shift about skills and action points. I love the idea that any contest of skill can be as tactical and dramatic as combat...
Quote:
|
"Dead" for the worst result on the Stamina seems excessive to me! How about substituting "Unconscious" and progressing to the Health scale for Stamin "wounds"?
|
Fair enough. I'm also worried that in real game terms four ranks of health aren't going to be enough to keep heroes alive. I considered going with my wound-as-trait system from Wayfarer but thought wound levels would be easier.
Quote:
Page 14
Instead of a set number of spells per level of Sorcery skill, I feel it would be better to simply have each spell as a descriptor like the skill system and use that for spells. The levels of power, "Low Sorcery", "High Sorcery" and "Arch Sorcery" should really be upper limits decided by the group concensus, which is build on the page before page 3.
Page 15
The limits to the various levels of Sorcery could be virtually eliminated by using the skill contest system and allowing Fatigue levels to be used for re-rolls and as extra resources to be thrown into a conflict.
Page 19 & 26
"Toil" in the Spells of Sorcery seems wrong? Perhaps it should be "Toll"?
|
Interesting.
I couldplay around with the mechanics a little more and make Low, High and Arch Sorcery suggestions for categoriesbut as it stands I split them up to allow for both the innocuous sort of spells that are really little more than flashy, sometimes helpful special effects and the more powerful, kill-em-dead spells without needed a huge amount of scaling and number-crunching.
So would the number of sorcery spells you can invent for yourself still be based on your Sorcery SKill, or could you invent as many spells as you like but they cannot exceed your Sorcery skill? Another approach would be to rate spells by difficulty instead of treating themas independent skills - hmmm - dunno.
Interesting idea about using fatigue for re-rolls. As it stands spells as weilding in contests of sorcery skill,much like weapons as weilded in battle. Or at least that is the concept I was going for.
Toll is much better than Toil. I had trouble thinking up a decent name for that.
Quote:
Page 21
Character advancement seems very slow. I think it would be better to simply remove the section. Replace it with something on changing one's character around.
|
Maybe. I'ma bit old fashioned when it comes to Charad. As a player I still like the idea of a clear path of progression. Even if it is quite slow. I could always play around with this.
Thanks Andrew, lots of good stuff there.
Balbinus... erm, er, yeah, Seems I forgot to leave a space for Passions. Too much of a rush.
AND (throwing a bit of Wayfarer in here) if anyone has any suggestions for magic for Swamp-Havened Aelfan I'd be very happy. So far I've given swamp aelfan charms that revolve around the natural perils of swamps (swamp-lights, bogs and sink-holes) but I need more. All the other havens are finally done, though I ditched Twilight in the end and added Mists instead. Woods might need some work.
Chris