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Author Topic: Version 0.4 Thoughts, Typos, Etc.  (Read 3685 times)

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Offline samwise7

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« Reply #15 on: May 10, 2011, 04:27:58 AM »
It was brought to my attention that Willpower really doesn't do anything.  What does it affect?

Offline samwise7

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« Reply #16 on: May 12, 2011, 05:32:53 PM »
I've noticed a few more things, but I'll have to go through it again and type them up when I get time.

Offline windmark8040

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« Reply #17 on: May 15, 2011, 11:15:37 PM »
p. 25


The Multiple Attacks from High Skill (p. 40) capability described in the Combat chapter requires that the character's Combat Skill Bonus be split among the number of attacks he is able to make...




P. 40


Multiple Attacks from High Skill: As characters gain ranks in their melee Combat Skills, they gain the ability to make multiple attacks.




"Multiple Attacks from High Skill" should probably be shortened to simply "Multiple Weapon Attacks", like stated on the "Action Points Table" p. 38. As stated now, it reads like its the "Multiple Attacks from High" skill. Or maybe it should read as "Multiple Attacks from high skill ranks", or something.

And can this topic become a "sticky", if possible?

imported_Rasyr

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« Reply #18 on: May 15, 2011, 11:42:55 PM »
And sticky it is...

Offline windmark8040

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« Reply #19 on: May 16, 2011, 09:26:17 PM »
p.27


The feature, Detect Waiting Magic, allows the character to detect waiting magic within the area checked as well as active magic.




I would suggest changing "Detect Waiting Magic" to "Detect Dormant Magic", perhaps?


Posted by: samwise7


Page 26
I still think Waylaying is too cheap.  That one looks like a Min/Maxer's dream come true.




Waylaying does have some limitations to it:




...and he must either attack the target from behind or with surprise.




Maybe once the target is aware of the Waylaying character (or NPC! 

imported_Rasyr

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« Reply #20 on: May 16, 2011, 10:06:01 PM »
Saves are always versus a specific stat. However, if playtesting warrants it, there is nothing that says that the TN of the Save cannot be adjusted by the amount of damage done...

Offline windmark8040

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« Reply #21 on: May 16, 2011, 10:37:02 PM »
p.34


Bastard Sword - Often called a Hand-and-a- Half Sword. It has an extra long hilt that could easily accommodate either 1 hand or two.




Any thoughts about adding a special Damage Bonus for using the sword two-handed, or should we just use the One Handed Weapons in Two Hands rule?

p.36
Encumbrance Unit


Outside of a character's Basic Equipment and Backpack, a character may carry an amount equal to 2 lbs for each point of their Strength Stat Value. Thus a character with a Strength Stat Value of 15 has an Encumbrance Unit of 30 lb.



 


Each full Encumbrance Unit gives the character a -4 modifier to all actions. Especially large or bulky items can impose greater modifiers. If the character is carrying more than 2 Encumbrance Units, his Movement Rate is halved, and he will be unable to dodge, or perform any other types of similar actions.




So no matter if a character has a Strength stat of 5 (10 EU) or 15 (30 EU), he will suffer an Encumbrance action penalty if he is carrying more than 2 Encumbrance Units; which also halves his Movement and hampers his combat ability?

Shouldn't a character's Strength determine the number of EU he can carry- beyond his basic equipment? I may be wrong, but the Human stat average looks to be about 12-13. So wouldn't it make sense for a character with a Strength greater than the average, to be able to carry more EU?

imported_Rasyr

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« Reply #22 on: May 17, 2011, 12:15:42 AM »
Encumbrance Unit -- notice that the size (i.e. the amount of weight) in the encumbrance unit is based on strength. To make the number of encumbrance units allowed ALSO based on strength would be giving a double bonus to those with high strength.

In your example, the character with the St of 5 would have an EU of 10, while the character with the St of 15 has an EU of 30 (3x the weight that a character with a strength of 5 can carry).

If we wanted to make the number of EU carried based on Strength, then we would have to make the size/weight of the EU a static number and NOT based on Strength. But I am not fond of this method.


Offline samwise7

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« Reply #23 on: May 17, 2011, 03:33:28 AM »
I forgot to mention it before, but welcome to the forums Windmark. 

Offline windmark8040

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« Reply #24 on: May 17, 2011, 01:46:49 PM »
Thanks, Sam!  I just started rolling up some characters and one thing that was a slight speed bump was the initial confusion of "Primary Stats" and "Prime Stats". I couldn't think of any better suggestions for "Prime", other than "Master Stats", but i dunno...maybe it isn't a big deal.

Offline windmark8040

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« Reply #25 on: May 18, 2011, 07:08:59 PM »
p. 48


In addition to the spells from each School, there are also a group of Codified spells known as Universal Spells because they are very common and often learned by casters from
many different Schools.




If Codified spells and Universal spells are one in the same, then to avoid confusion, may they just be known as Universal spells? Or whatever terminology is decided upon.

And speaking of spells  Can we please get a ruling on the confusion about Major/Minor Adept spell points that was brought up by samwise7, earlier in this thread?

imported_Rasyr

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« Reply #26 on: May 18, 2011, 08:01:39 PM »
All of the listed spells in the core book are Codified spells. Universal spells are a sub-group of Codified spells, Black magic spells are another subgroup of codified spells, etc...




Can we please get a ruling on the confusion about Major/Minor Adept spell points that was brought up by samwise7, earlier in this thread?




Do you mean this:



Page 14
The Magic Stat is the stat that is used in determining
Spell Points, and it is also the stat used for the
Magecraft and Spellcasting skills. If a Class does not
have a Magic Stat listed, then Intelligence should be
used unless and/or until the character learns a School
of Magic, and then the Magic Stat for that particular
School should be used
.


The and/or part of the last sentence is kind of confusing.




Basically, what that is saying is that you use Int as the stat for spell points if the character is not of a Class that has a specific school of magic. If he later learns a school of magic (use as Mysticism), then his stat for Spell Points is now his new Magic Stat (i.e. Will in this particular case).

Is that what you were asking about? If not, please quote the appropriate post.

Offline windmark8040

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« Reply #27 on: May 18, 2011, 10:40:16 PM »
Sorry I wan't more specific.




Page 25

I'm confused on Spell Points...  On page 16 it says that Minor gets 7 + Magic Stat bonus, and Major Adepts get 12 + Magic Stat bonus Spell points.  Then on page 23 it says that Minor Adepts gain an extra 3 Spell Points, and that Major get an additional 5 Spell Points...




I think I may have answered my own question... :Thanks

imported_Rasyr

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« Reply #28 on: May 18, 2011, 11:11:18 PM »
The bit about extra spell points should just be ignored -- that was from a previous incarnation of how I handled spell points and was forgotten.

Offline Darkmage

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« Reply #29 on: May 29, 2011, 02:58:46 AM »
In the talents table on p 22 shield training has a cost of 5 but when you scroll down to the entry for it on page 25 it is only 3 points.

Matt