[dungeoncrawl] Re: Rules

  • From: Damon Kline <damon.kline@xxxxxxxxxxxxxxxxxx>
  • To: "'dungeoncrawl@xxxxxxxxxxxxx'" <dungeoncrawl@xxxxxxxxxxxxx>
  • Date: Wed, 4 Dec 2002 16:19:22 -0500

I do see your point, but I do also want to say that I was not picking on
Jim.  Hopefully Jim realizes that, but just in case, I wanted to reassure
him.

Your point about consistency is very well taken and hopefully we can
accommodate that.  I think the biggest thing that will help me in that
endeavor, is having you and Bobby help me out by becoming as familiar with
the rules as I hope to be.

Actually, with the cheat sheets in hand, hopefully everyone will be able to
look up whatever action they are going to perform and know the rules behind
it before they even do it.

I'm still considering the spell book and spell component thing.  It
obviously won't impact the current group as far as spell books go, but the
spell component thing might.  I guess we'll see how it goes and play it by
ear.  I think there are so many components to keep track of, that it might
be something that is much easier started at 1st level.  I'd like to get some
feedback on it before we start it anyway and I'll take a look at components
and see how cumbersome it's going to be.

Anyway, I think this week taught us a few lessons and hopefully we can learn
them and make our game better!

-----Original Message-----
From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] 
Sent: Tuesday, December 03, 2002 4:02 PM
To: dungeoncrawl@xxxxxxxxxxxxx
Subject: [dungeoncrawl] Re: Rules


    Actually, as a thespian, Cullen doesn't need a spellbook.  And Jim's
clerics
don't either (I think).  The person that would affect the most if Arkette.
    However, the point is well taken.  Some rules good, as they make the
players
think, but bad if they get too detailed.  I think we all trust you enough to
know the difference.  The only thing I would caution is consistency.  Find
the
rules that work, and then use them all the time, for all PCs and NPCs.
Things
like making Kage roll for casting a spell in melee (which is a rule we used
to
use, but haven't in some months) may seem out of the blue, and last night,
it
seemed to me that you were picking on Jim.  Now, I'm all for picking on Jim
:),
but being consistent will help to keep those sorts of rules to a minimum.
And I
know you would never intentionally favor a character over another, but it
could
seem that way.
    Of course, the benefit to Jim and Matt being rules illiterate is that
the
rest of us can take advantage of them.  Within a few weeks, we'll rule this
game!  Bwah-ha-ha-ha!!!

Damon Kline wrote:

> I agree with both of you.  I don't want to bog down the game with too much
> detail.  For instance, when we started playing these guys back in the
summer
> for a few weeks, I was thinking of making the characters keep spell books
> and spell components.  I think that is a cool idea and it could lead to
some
> interesting adventures, if the mage has a neat spell that he has found,
but
> he needs to get some rare components to use it.  However, I made the
> decision not to do it because I felt that it would slow down the pace of
the
> campaign too much if the characters constantly had to go back and get
spell
> components.  Plus, I knew that they would be ending up in a situation like
> they have now, where they have no way to get spell components, unless they
> pull them off of a dead mage.  While that could force some interesting
role
> playing, I don't think John would have as much fun with Cullen if he
> couldn't cast any spells.  Jim has two spell casters, so he'd be screwed.
>
> Anyway, my point is that I want to introduce things that will make the
game
> more interesting and detailed, while at the same time, having as minimal
an
> impact on the pace as possible.
>
> Now that I think about it, I could easily do the spell component thing and
> the spell book thing by having these items become part of treasure that
the
> party finds.  But, would it be adding too much detail to the campaign and
> just end up bogging it down?  My thought is yes, it probably would.
>
> -----Original Message-----
> From: Robert Deibler [mailto:rdeibler@xxxxxxxxxxxxxxxxxx]
> Sent: Tuesday, December 03, 2002 2:36 PM
> To: dungeoncrawl@xxxxxxxxxxxxx
> Subject: [dungeoncrawl] Re: Rules
>
> I agree to much can be cumbersome, but to bring it up once in a while
> reminds folks. Like the dwarven meeting. We talked to then and they could
> have seen out beaten image ect... not a daily status of Tori smell of BO
> what would you liek to do this round. But if we are going to enter a town
> what we look like is a big deal... But its a nice DMs tool to put
characters
> on their toes, a deep pit come sup and they have no rope. ect. or they had
a
> rope but they left back at the lair to empty their pack to put gold in.
due
> to being over ladened.
>
>         -----Original Message-----
>         From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx]
>         Sent: Tue 12/3/2002 2:22 PM
>         To: Riders II
>         Cc:
>         Subject: [dungeoncrawl] Re: Rules
>
>
>
>             I agree with Bobby to a certain point (again, trying to
respond
> to his
>         e-mail is causing my system to crash, because of it's length).
Some
> more
>         realism in the game is good.  However, it can go too far.  If we
> begin to
>         track all minutiae of the characters, it can slow things down.
When
> you
>         only play for 120 minutes a week, slowing things down isn't a good
> idea.
>             I think general things (like Ivan climbing in his armor)
should
> be
>         watched, and the amount that characters carry is always something
to
> keep an
>         eye on.  I should point out, that Cullen does not look and smell
bad
> from
>         being in the underdark.  He has cantrips that allow him to clean
> himself and
>         his clothes, so he always looks pretty good.  Not as spiffy as he
> would on
>         the surface, but not too bad.
>
>         Johnathan Detrick wrote:
>
>         >     I tried to respond to Damon's e-mail, and my computer
crashed,
> due
>         > to the number of replies.  Basically, I think Damon's idea is
> great, and
>         > the cheat sheet is a wonderful idea.
>         >     I also say that, while it is understandable for Jim and Matt
> not to
>         > want to read the rules, it doesn't take long to read up on your
>         > characters.  Read their feats and spells and make notes on your
> sheet.
>         > It would take 20 minutes.  Do it on a Monday night before we
play,
> and
>         > you haven't had to "waste" any of your personal time.
>         >     I also appreciate Damon pointing out Cullen's boo-boo.  I
> forgot
>         > that a Light spell needed a target.  I encourage anyone to point
> out my
>         > rules blunders.  I'm not infallible.  The more of us that know
the
>         > rules, the better.
>
>
>
>
> -- Binary/unsupported file stripped by Ecartis --
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> -- File: winmail.dat




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