[pnpgm] Enhancements
pnpgm
pnpgm at comcast.net
Fri Jun 12 06:41:03 CEST 2015
Well I had hoped to work on update more tonight but with the
amount of posts and emails around it ran out of time. I
probably will not have time tomorrow night (Friday). So
I will try to work on it Saturday.
We see the issue with gems and all the issues around it. Some
might call it greed some fair division. If this was a table
game it would be resolved in a hour or two of dickering But
in a PBEM this is the big delay that it causes back and forth
posts/emails. I almost would suggest folks who are in argue
get in chat in some form from IRC or other service and iron
out the details. I as GM can only do the final results.
It does tend to make me want to give less if any gems in the
future due to the delays it causes. :)
Now there is some issue with enhancement. Some players who have
been with me for 15 years have enhanced tons of things. But
the new rule is that one only has X enhancement rites.
So how do you make this fair for old players? These who may have
already enhanced 4 dozen items?
I'm considering some options on this.
For new rites one needs to locate either a book, teacher or other
method to learn the new rite. This is why in new IBT things like
this will take time. Just saying I want to learn X and assume it
takes 1 hour will be hard. I will use the same home brew system
I use on finding NMIs which will remain only known to me. But
its not as common as one thinks. This is to enhance the Law of
Magic and more realistic use.
So for old players I'm thinking they should pick their 6 core
rites. These are done. This will be the Core Enhancment spell
listed. I think for the other enhancements those will be a
new and separate spell. I'm considering those at EL0 This will
save the time on learning them and the cost. That way the spells
will each go up separately.
So Grog knows Diamond, Black Poppy and Basil.
So he already has EL5 in Enhancement. So for those 3 it will be EL5
But he also enhanced in the past Emerald, Salt, Wolf Eye.
So for those 3 he'd have Enhancement EL0.
I had considered doing basic EL of highest enhancement with modifiers
but it would harden things for processing. I think this system
is best for retroactive purposes. It will not simply get rid of
old enhancements but for future ones you would have to start over
as if forgotten the rites.
The gulf between some of the old players and new players is huge
making a town beggar stand next to a god in some ways. So as
each adventure goes on I need to restrict and make it more realistic.
This is a heavy magic system and we see folks with 100 items on
their body or super elite spells EL who can Fire Dart a dragon
and fry him in one shot. So to balance things out these changes
need to be done.
So to sum up:
Future/New Players get 1d6 Enhancement rites free. Each will be
a separate spell to increase.
Old players will have 6 rites at their listed Enhancment spell EL.
For other rites each will be a separate spell and EL0 to increase
differently.
New Rites will not be a easy system to document. It will depend on
the item and situations. A common thing like Salt might be easy
to find in a library and take 4 hours to memorize. But say something
like Dark Ruby (only an example) may be more elusive. May take 3-4
weeks to track down depending on culture. Then you might find that
one teacher who charges 5 gold. You may have to prove yourself
worthy and offer something as tribute. Who knows. There is
no goggle in the perilous lands so rites might be hard to find.
What about sharing? That is possible. I would have to assign
a value to learn the rite and add a slight increase. The increase
is due to copy of a copy. So the copy may miss that 1/4th of
Green Power but in fact its 1/5th. So the increase will have to
be refining of the formulae. I think this is a fair system.
So I will need to go through sheets soon and make notes on what
you have learned and get what your core rites are. Stay tuned.
For IBT as a reminder you should seek advice on making items, spells
or such. Doing a simple divination sell now may require basic spell
components. So you may have to visit stores for frog eyes or
witch hazel or something. Assuming it will be done is not enough
now. So you will need to plan these things in your IBT. This
will make magic less abundant in IBT but will be more realistic.
I realize this will raise my work load. But i think for balance
and realism it will help. Magic users who become MEL10 from MEL0
after a month of 3000 spells will be less frequent. Making it more
realistic.
Now as to these gems....
I would suggest selling all the non magical ones and doing shares
of profits. For the magical ones pick and choose. Some may wish
to see value determined but I think this would create a whole NEW
set of arguments. Item 1 may be 5 Gold but it has great effects.
Item 2 may be worth 20 Gold but sucky effects. So knowing values
will lead to auctions and figuring out well you owe Y less in
coins. So I think I'd just pick an item. Assume all have equal
value. Though I know this is not realistic it will speed things
up in arguments. This is not mandatory just a suggestion. In
the end Fremea can decide or you guys can.
I will only abide by what is decided. If a value must be given
I can determine that. It seems we have 4? PCs in the back and
forth. So if 2-3 want a value I can do so. But I do think
it will cause more problems later on. To be honest you guys
are already pretty rich. Think of the new players who can barely
even afford dinner!
I will work more on the update Saturday if not some on Friday.
I know this will probably upset some old players but if you guys
have a better system let me know on the enhancements. As we
saw from v1 to v2 spell diversity changed. Back in 80s a simple
Dispel/Banish fit all. Well now as we saw from the errats and
such itshould be learned for each alignment. I think this method
is more realistic. Protect, Dispel, Banish, etc should have their
own niche.
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