I spoke with Stargazer a bit today about alchemy, skills, and armor. He mentioned
some new combat options for WR&M:
[01:23] <@corvus> Got a guy here who wanted to poke you about a question he asked you on the SGG.eu forums about WR&M.
[01:25] <@stargazer> ah ok
[01:27] <@corvus> I think he might have fallen asleep, though.
[01:29] <@stargazer> maybe
[01:29] <@stargazer> what did he want to know?
[01:30] <@corvus> He wanted to ask you about alchemy.
[01:30] <@stargazer> let me guess, he wanted more precise guidelines what alchemy can do, right?
[01:32] <@corvus> I don't know.
[01:32] <@stargazer> that's at least one of the questions I get asked quite often
[01:32] * @corvus pokes Vaylon.
[01:32] <@stargazer> my answer: whatever the GM wishes
[01:32] <@stargazer> but I think that's a concept people are not used to anymore
[01:33] <@corvus> Bitter much? :P
[01:33] <@stargazer> I am not bitter
[01:36] <@stargazer> I am just tired and I need some coffee :P
[01:43] <@corvus> I was actually thinking to myself earlier that WR&M reminds me of classic D&D.
[01:43] <@corvus> Social skills? WTF are those?
[01:43] <@stargazer> classic D&D was probably one of the inspirations
[01:44] <@stargazer> and in most cases I just don't use any social skills at the table
[01:44] <@stargazer> we just roleplay the scenes with no roll
[01:47] <@stargazer> I added a tech support forum at SGG.eu
[01:48] <Vaylon> I did want to ask about alchemy, but I also meant to ask about a particular talent from WR&M...
[01:48] <@stargazer> ask away
[01:49] <Vaylon> The description for "Tough as Nails" says "Damage you take from an individual attack is reduced by 2," but I'm not sure if that applies to every attack or simply one attack per combat.
[01:51] <@stargazer> every attack
[01:51] <Vaylon> Oh, I see.
[01:51] <@corvus> It's essentially DR 2. Made a very nice talent for the pulp game I'm working on.
[01:52] <@corvus> Speaking of which. Do you like pulp action-adventure games, Vaylon?
[01:52] <Vaylon> Not particularly... I'm drawn more towards fantasy.
[01:53] <Vaylon> It's just that it makes it very challenging to provide foes for a party that can be threatening to everyone but yet not overwhelm characters who aren't entirely decked out in armor.
[01:53] <Vaylon> Someone wearing light armor could be easily killed by many attacks that someone in plate mail with Tough as Nails might just shrug off.
[01:53] <@corvus> That problem has been mentioned more than once, yes. Did you see the variant armor rules Stargazer posted?
[01:56] <Vaylon> Looking at them now.
[02:08] <Vaylon> I see... the armor HP idea is interesting but might be a bit much to keep up with.
[02:10] <@stargazer> Its basically what the Palladium system uses (in RIFTS for example)
[02:10] <@stargazer> or Rogue Games' 12° system
[02:23] <Vaylon> I think for me the problem is the lack of distinction between damage resistance and simple dodging. Characters in heavy armor should not usually get the benefit of their Rogue score, and characters with lighter armor should.
[02:24] <@stargazer> Feel free to rewrite the damage/armor rules if you like
[02:25] <@corvus> I had an armor idea where armor provides less bonus HP, but provides the full pool every combat.
[02:26] <@corvus> But yeah, please, tinker with the rules and come up with something you like. Share it with everybody! :D
[02:27] <Vaylon> I may rewrite it, then; would you be interested in hearing the results
[02:27] <Vaylon> ?*
[02:27] <Zakharov> Ugg.
[02:27] <@stargazer> of course
[02:28] <@stargazer> if you wish, I could also add your variant rules to the optional rules supplement I am planning to release
[02:28] <Vaylon> All right. I'll do some experimenting and let you know what I come up with.