[dungeoncrawl] Re: Rules

  • From: "Robert Deibler" <rdeibler@xxxxxxxxxxxxxxxxxx>
  • To: <dungeoncrawl@xxxxxxxxxxxxx>
  • Date: Fri, 6 Dec 2002 09:04:41 -0500

Is everyone ready for the weekend???? Matt and Damon are you colds better?? I 
have high hopes of going out to pick up a tree tonight, but my hopes have been 
crushed before.
 
I saw Lilo and Stitch last night funny movie. I pick up my copy next week.
 
 
-----Original Message----- 
From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] 
Sent: Tue 12/3/2002 4:01 PM 
To: dungeoncrawl@xxxxxxxxxxxxx 
Cc: 
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 --
        > -- Type: application/ms-tnef
        > -- File: winmail.dat
        
        
        


-- Binary/unsupported file stripped by Ecartis --
-- Type: application/ms-tnef
-- File: winmail.dat



Other related posts: