Phoenix
Alex Koponen
akoponen at MOSQUITONET.COM
Thu Jan 29 05:27:08 CET 2004
I agree with Kurgan, except that I also really like the Perilous Lands
('Sea of Tears' is a great name btw).
There are a lot of RPGs out there. Many have decent combat systems, some
comparable in quality to P&Ps. Indeed P&P's combat system is not without
flaws. However, I have yet to find a magic system that I like better than
P&P's magic system. GURPS' magic system comes closest but it doesn't ring
as true to what I imagine magic to be as P&P's magic system does.
Probably P&P's biggest flaw in the magic system is the extreme power it
gives with relatively little risk.
Alex Koponen
On Mon, 26 Jan 2004 14:01:35 -0600, Kurgan <Kurgan at FASTMAIL.FM> wrote:
>Sd> Appreciate the kind words. Don't know if I agree that the magic system
sucks
>Sd> but I do admit it needs streamlining, expansion and some major
revisions.
>Sd> Will definitely concentrate a lot of effort in that area when the time
comes
>Sd> to seriously tackle the project. Any suggestions would be considered
>Sd> appreciatively.
>
> I was looking back over some of the older posts, and spotted one I
> wanted to comment on. Better late than never. :)
>
> I don't think the magic system sucks at all. I've always said the
> one drawback to P&P was the original editing job, which was
> practically non-existent. The running joke for the last 20 years
> has been, "Two weeks and a bottle of extra-strength Tylenol, and
> you'll fall in love with P&P." Quality, sadly enough, has never
> been a good selling point for entertainment properties, be they tv
> shows, games, whatever. P&P will *never* be massively popular to
> the masses because, by its very nature of quality and not pandering,
> it will only appeal to those that appreciate such depth. Any
> attempts to "dumb down" the game will ruin it, and you might as
> well, at that point, just slap a disgusting d20 banner on it.
> Remember, you don't find caviar sitting on the corner market's
> shelves or on most people's dinner tables. Nevertheless, it always
> makes people think of quality.
>
> The skill max formulas are the biggest thing that needs
> streamlining. I love the idea of having maximums that are based on
> the individual character. That's great, and I wouldn't want to see
> skill maxs removed from the game. However, having three different
> formal types, and each based on a different mathematical equation,
> tends to really confuse things. When AH asked me to do the
> rewrite, that was the first thing I'd planned on tackling and
> streamlining, and I still think it's where someone should start if
> the game ever sees the light of day under a second edition.
>
> I'd like to comment on some of the unique high points of the game,
> that make it great. These things should never be removed:
>
> No "classes" or "levels." My main character, when asked what he
> is, always replies, "art dealer." :)
>
> Skills that each have their own experience. Seeing someone kill a
> monster and suddenly become a better lockpick was always a
> ludicrous idea, and P&P treats skills logically and avoids such
> stupidity.
>
> Spells. Individual colleges, individual expertise, spell branches.
> These were fantastic ideas. A little bit of universal expertise
> from general mana manipulation, but each spell still relies
> primarily on skill with that spell, or spell grouping (eg. fire
> related spells), was a masterstroke. How many times have we seen
> someone go up a level in other games, and instantly they can toss
> around spells they've never seen before? It's great to see a
> system where, if all someone does is toss fireballs all day, then
> they *only* become a fireball king. :)
>
> Exponentially higher skill/spell costs. The tougher things become,
> the harder they are to learn. Great.
>
> The combat system. I really love the way degrees of success are
> determined, and subsequent degrees of damage. Higher skill plus a
> good swing, and you have a greater chance of scoring more damage.
> Very nice. I wouldn't cry if this system got revamped, but I'd
> hate to lose the essence of it, that keeps the skill involved with
> the results (although personally I could live with things the way
> they are). Might be nice to expand on it with a more detailed hit
> location and damage description set of tables, similar to
> Rolemaster. I'd love to incorporate specific medical conditions,
> such as cumulative blood loss, etc. :)
>
> Anyway, I could go on for hours, but I'll close with one last
> item, and that is money and magic items. I like that prices are
> more realistic, and that everything isn't based on piles of gold.
> I also like that magic items aren't monstrously powerful, and the
> system lends itself more easily to having a low-powered game where
> magic items aren't falling out of everyone's pockets. (I prefer
> games where magic items are extremely rare.)
>
>
> Oh yeah, on a side note, I'll mention a couple of things I've
> avoided using for 20 years, because I thought they detracted from
> the game or weren't too whoopy.
>
> Upper and lower planes of existence. Way too vague. In my world
> everything happens in one reality, on one world, and everybody has
> their own patch of earth somewhere to call home.
>
> Perilous Lands. I know, to my surprise everyone here seems to love
> it, but I didn't really like it very much. Regardless of that, my
> point is that a game shouldn't (in my opinion) be tied too closely
> with a specific game world. It makes it difficult sometimes to then
> adapt it for use with one's own.
>
> Ah well, I've rambled enough. That's all for now!
>
>
>Best regards,
>
> Kurgan mailto:Kurgan at Fastmail.fm
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