another P&P game (P&P #2)

Alex Koponen akoponen at MOSQUITONET.COM
Wed Sep 12 06:12:17 CEST 2001


    Too bad magic doesn't work in the real world. Be nice to use it versus certain terrorists...
Anyway only 3 have shown interest so far. I may start the game if 6+ show sufficient interest.
Note that I plan on this being a fast-paced adventure. Don't join if you won't contribute at least once per week.

HOUSE RULES for (P&P #2)
Actually each should provide me with a 12-digit number to be used as the seed for a pseudo-random number generator as well as race, sex and culture of their character. I will then inform the player what their numbers are (they can place the native abilities at their choice), their specials etc.

Note that the adventure STARTS in Donara, just south of Caldo (a year after the trial and death of Baron Doran in Mordara). Characters need a reason to be there. 

The first weapon skill chosen by the player MUST be one of the favored weapons listed for his culture.  Starting EL for combat skills is EL0. Starting EL for other skills is the Character's Current Maximum skill divided by the number of attributes used to determine the Maximum level in the skill. Payment of the basic cost to learn a combat skill will get the character EL 0 in that skill. If double the listed cost to learn is paid, the character gets a starting level as for non-combat skills with the same EL range. (Or one can pay to learn to a lessor degree).
Weapons wielded in two hands have advantages and disadvantages. The obvious disadvantage is that it takes both hands, thus preventing use of a second weapon or shield. Against missiles in particular this can be perilous. The advantages with two handed weapons are their reach, WSB, FV and the ability to use full weapon EL vs ALL melee opponents to their front (not just put towards a single opponent or split between opponents as with one-handed weapons). The same amount of EL applied defensively towards one applies to all melee opponents. Further, leverage allowed by two-handed use means that weaker people can use the weapon (at WSB-1). Thus while a Bastard Sword WSB+1 requires a SB of +1 to use one- handed, someone with SB of 0 can use it two-handed. Similarly a Great Sword WSB+2 only requires SB+1 to use as it is a two-handed weapon. A Spear WSB0 can be used two- handed by those of SB-1. 

Multiplier Increase Option will be available.

Any time where a skill is duplicated, the player may choose to give the character another related skill of the same value or the maximum EL currently possible in the skill that is duplicated. {This applies only when a group skill is bought that duplicates a Common Knowledge skill of that character.) 

The following will be explained individually to those making spellcasters.

Spellcasters will be limited in the number of spells they can learn before play. (as per npc spellcasters)

Spellcasters will have additional downsides to spell failures.

Spellcasters will typically not be informed of their current casting ability or energy level. Exceeding these limits will have detrimental effects. (Yes, I will keep track of these and other stats.)

            Those interested should let me know.       Alex Koponen

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