tag:blogger.com,1999:blog-5621016516937695074.post3488354581979830242..comments2024-03-16T06:00:04.833-04:00Comments on Sham's Grog 'n Blog: What Price Glory part OneSham aka Davehttp://www.blogger.com/profile/14329116400656617173noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-5621016516937695074.post-8267102326846723342008-06-09T20:03:00.000-04:002008-06-09T20:03:00.000-04:00Updated: 1. Combat Move.2. Initiative.3. Increased...Updated: <BR/>1. Combat Move.<BR/>2. Initiative.<BR/>3. Increased EXP level when C and MU earn extra damage die.<BR/>4. Clarified Dynamic Dice.<BR/><BR/>~ShamSham aka Davehttps://www.blogger.com/profile/14329116400656617173noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-88680500967572016662008-06-09T19:54:00.000-04:002008-06-09T19:54:00.000-04:00Thanks Randall. I'm updating two bits now: Changin...Thanks Randall. I'm updating two bits now: Changing Combat Move as I mentioned earlier, and rewording Initiative as pointed out by Brian.<BR/><BR/>~Sham<BR/><BR/>PS - Part 2 will be up soon, and I'll be looking for more input.Sham aka Davehttps://www.blogger.com/profile/14329116400656617173noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-20821785468933820652008-06-09T18:21:00.000-04:002008-06-09T18:21:00.000-04:00Very nice house rules, Dave. I can't wait for Part...Very nice house rules, Dave. I can't wait for Parts 2 and 3. <BR/><BR/>Your Hit Points packet inspired a post on my blog about my old Body Point/Fatigue Point system. Similar concept but different execution.Randallhttps://www.blogger.com/profile/13879930955049101533noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-72536191810116718432008-06-09T17:24:00.000-04:002008-06-09T17:24:00.000-04:00A loaded Crossbow should be fast, but I do have ru...<I>A loaded Crossbow should be fast, but I do have rules that only allow a crossbow to be fired once every other round in Solstice, so that advantage is not reliable.</I><BR/><BR/>Ha! I was just thinking of doing something similar with crossbows in my Moldvay/Cook/LL hack. Ok, yeah that makes sense. Thanks again.<BR/><BR/>- Briantrollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-48670112983771927982008-06-09T17:21:00.000-04:002008-06-09T17:21:00.000-04:00Zulgyan: Thanks! I'm glad you are enjoying my ramb...Zulgyan: Thanks! I'm glad you are enjoying my ramblings.<BR/><BR/>Trollsmyth: Thanks for the input. I need to reword that packet, methinks. <BR/><BR/>DEX is used only when there is a tie in Range, and Weapon is used only when there is a tie in DEX.<BR/><BR/>In order to avoid dice rolling for Initiative, yes, the longer range weapon always fires first. So, Crossbows are faster than Bows are faster than Slings are faster than Javelins are faster than Hurled weapons. A loaded Crossbow should be fast, but I do have rules that only allow a crossbow to be fired once every other round in Solstice, so that advantage is not reliable.<BR/><BR/>Typically it should mesh well with the Combat Sequence of Missiles, then Move, then Melee, then Resolution of Magic.<BR/><BR/>I'll work on rewording that one as well.<BR/><BR/>Thanks!<BR/><BR/>~ShamSham aka Davehttps://www.blogger.com/profile/14329116400656617173noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-6840452248084519972008-06-09T15:42:00.000-04:002008-06-09T15:42:00.000-04:00Neat stuff here, Sham. I'm not sure I understand ...Neat stuff here, Sham. I'm not sure I understand what you're doing with initiative, though. Does each character have three initiatives, or do you only go to Dex if you have a tie in range?<BR/><BR/>Also, if you have two opponents firing ranged weapons at each other, does the longest ranged weapon go first, even if the two combatants are fairly near one another?<BR/><BR/>- Briantrollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-88637165068408895992008-06-09T15:08:00.000-04:002008-06-09T15:08:00.000-04:00I gotta tell you, I read almost all of your blog. ...I gotta tell you, I read almost all of your blog. Great stuff indeed, keep it up!<BR/><BR/>-ZulgyanAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-71568548168901350712008-06-09T07:23:00.000-04:002008-06-09T07:23:00.000-04:00Hiya ZulgyanMore coming soon! This will probably h...Hiya Zulgyan<BR/><BR/>More coming soon! This will probably have a few changes here and there along the way-before it's makes it to the tiddlywiki in a final state. I'll put changes in the body and comments of the post.<BR/><BR/>I am already thinking it might be best to round off the Combat Sequence move rate as follows:<BR/><BR/>Move 3=10 feet, 20 for Double<BR/>Move 6=15 feet, 30 for Double<BR/>Move 9=20 feet, 40 for Double<BR/>Move 12=25 feet, 50 for Double<BR/>Move 15=30 feet, 60 for Double<BR/><BR/>Thanks for the comment!<BR/><BR/>~ShamSham aka Davehttps://www.blogger.com/profile/14329116400656617173noreply@blogger.comtag:blogger.com,1999:blog-5621016516937695074.post-70993941482184443042008-06-09T04:53:00.000-04:002008-06-09T04:53:00.000-04:00Very interesting stuff overall!! I specially liked...Very interesting stuff overall!! I specially liked hit points and damage. Keep this articles coming! <BR/><BR/>- ZulgyanAnonymousnoreply@blogger.com