(no subject)

Feb 06, 2007 10:34


Well, most of the stuff that confused people like terror has gone away, most of the stuff people cheated and did anyway like not running away properly for fear has been changed so thats what it does.

The weapon damage calls have been put in a straightforwards table, not bad idea. the descriptions for some  damage effects is a bit woolly with change the base damage to X  blah blah blah, they all seem to do the same things barring disease and decay.

I found it amusing that with sharp and blunt going away, we were being reassured that immunity to normal wasn't going to come back into play and then immunity to normal is used as an example in the explanations :D

The forbidding changes are a little odd, see how they do in play, couldn't the same effect been acheived by just saying you can't cast spells while one is up? as it is it reads that anyone can stop your forbidding by casting anything at you as its a chant andyou can't counter.

They haven't banned weapon claws, pity, they are one of my pet hates, natural claws are fine, weapon claws just seem overly goofy. Have specified you can't do anything else while wearing them which is a step in the right direction.

No matter what regeneration you have its bypassed by silver, seems a bit too good for silver considering how much of it is in the system. Guess it makes it even more imperitive to get hold of some.

Spell reduction for the win.

The Sigils system for lasting effects seems a little clunky, seems that you will often be soemwhere that isn't inside the market place when you cast a spell and will need to troop up and down (IC or OC?) to get one. Interesting way to tell about big fights kicking off watch GOD for people powering up :). I am joking obviously.

Well nothing seems desperately broken, sure there will be loads of confusion. As has been said before its never really been the rules that have been the problem.

Ooh I like that they've specified that the transporter gets to choose who stays and who goes, I don't like that full ritualists aren't as good as a full spellcaster/incantor/healer/corruptor at transporting.

Am bored at work, starting a discussion would be grand.
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