Mike Ventrella
Duke
Use this thread to comment on the new Book for things other than rules issues. Give your reviews, tell us what you like and don't like, make fun of people in the pictures, and so on!
paythin said:Got mines, it's sweet!
Huzzah to a new era in Larping!
Justin H-
markusdark said:I'd hardly call it a 'new era' but definitely some improvements in the rules. 10 cool things I like about the new rule book (in no particular order):
1 - Celestial casters are worth playing again between High Magic and wands.
2 - Like the one poison affects all of the food for 10 mins instead of just until the first person bites into it.
markusdark said:3 - No real 'classes' as you can change them depending upon the best point buy for what you already know
4 - Ranged Back Attacks - Even if they are for only 1 point (making them on par with Critical attacks for ranged)
5 - Putting the RP section before the character building section. A simple change that I think is brilliant.
6 - 'formalizing' the Mind Abilities of MWE's and Biata
markusdark said:7 - Some more RP items for races right off the bat (ex. Iron Ring and hematite)
8 - Seeing a few familiar faces from the West Coast.
9 - Changing the Apprasial' skill into the Merchant skill and being able to sell off misc item tags at logistics
10 - 2x Armor for the torso area
And the one complaint I have - and it is my own personal opinion - You changed Scavenger's name but not MWE's?
markusdark said:Still though, a good improvement - especially with more focus on RPing over ruleplaying. There are still some inherent things I don't like about the Alliance system but nothing that will stop me from having a great time with friends and strangers alike!
Fearless Leader said:(I hate golems)
markusdark said:paythin said:Got mines, it's sweet!
Huzzah to a new era in Larping!
Justin H-
I'd hardly call it a 'new era' but definitely some improvements in the rules. 10 cool things I like about the new rule book (in no particular order):
dreadpiratebill said:I have to say, I am so-so about standardizing the Mental Abilities. Here's why:
You know have a build requierment for people who may have RP-ed their character a cirtain way before this. Even if they spend the build (in the form of racial skills) people can just up and say "oh its all fixed, or eh, I don't feel like it with you". It is now the only thing in the game which you have to spend build to be able to use that anyone in the game can simply ignore. I will be sacking about half of my collom as a templar to buy up the racial skills to max, becasue I have RP-ed those abilities for years, and wish to continue.
That being said I think the listed abilities are cool, and cover most of what people could do before the change. Amaranthus is going to have fun with "Cause Pain". I just think anyhting with a build cost should have strickter rules on refusing.
--bill
Sunnfire said:Funny, Gareth and I never got laughed at.
Duke Frost said:Unless you look at it from the perspective that you are actually getting more for your build expenditure than any other race. My elf pays exactly the same as your biata for resist command, but I don't get any extra roleplay from that, declinable or not. I think eventually all the races should get "roleplaying bonuses" for buying their racials that don't really affect the game mechanics. Thinking up what they should be is another matter.