New Rules Playtest

This is where some additions or clarifications to the current rules will be described. Unless otherwise noted, these will be in effect.

New Rules Playtest

Postby LARP Staff on Tue Jun 16, 2009 10:10 pm

Please put feedback post the event of how you all thought the new rules played out. Personally the Rogue updates played well, the hide situation was good, the new lock picking was better to feel in game etc. I am also proposing that we keep the damage caps on weapons however adjust the grade of weapons to once again add +1 dmg per rank quality of weapon starting at Fine and up. This would adjust the damage caps to start at the new adjusted base damage of the weapon based on quality + the cap. Let me know if all is okay with that. Everything else played well.
-Kwinten
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Re: New Rules Playtest

Postby Brinkman on Wed Jun 17, 2009 9:31 pm

I agree with the weapon thing. It just illustrates that a better blade will hold an edge, be better balanced, weigh less etc etc...
When you have a big hammer all the world's a nail.
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Re: New Rules Playtest

Postby LARP Storyteller on Wed Jun 17, 2009 9:49 pm

From what I could tell, people really liked the new lock pick system. It's fun and definitely gives you a more "hands on" feeling for picking locks.

I'm totally cool with doing fine (aka latex) weapons as +1. I'm always up for encouraging and rewarding extra efforts or money spent on costuming, armor and weapons.

For those of you who got to use the new tracking system, how do you feel it worked? Should we switch to colored tape instead of silly string? Would you rather have "encounter cards" at the random encounter site, or do you like having a marshal there when you go "exploring"?

Let me know your thoughts, folks.

Michelle
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Re: New Rules Playtest

Postby vila on Mon Jun 22, 2009 9:03 pm

I like the silly string Idea, Just make it alittle bit bigger so that we can see it better, and then we don't have to clean it up afterwords. Lets just say I love having my hide on a one count.

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