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> Pre 8th club....
Jasper
post Jun 19 2017, 11:12 AM
Post #41


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QUOTE(NickMonsterSands @ Jun 11 2017, 11:30 AM) *
Pre-8th all day dungeons are a bit of a bore for those who cant fight and only have a very low number of power points for anything. By lunch time you've spent all your mana etc...


Pre-8th dungeons should be single lengths (and tbh old school single lengths, about 2/3 of the length of a modern 21st century section). Why referees stopped giving people levels and power back on pre-8ths is a mystery to me. Most of the complaints people have about the pre-8th system is that wizards don't have enough mana, etc, but the solution doesn't have to be scrapping the whole thing, you could always just run them as the single lengths for which the system was 'designed'*.


J
* 'Designed' is perhaps a strong term.


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Nibs
post Jun 19 2017, 01:02 PM
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QUOTE(Jasper @ Jun 19 2017, 12:12 PM) *
Pre-8th dungeons should be single lengths (and tbh old school single lengths, about 2/3 of the length of a modern 21st century section). Why referees stopped giving people levels and power back on pre-8ths is a mystery to me. Most of the complaints people have about the pre-8th system is that wizards don't have enough mana, etc, but the solution doesn't have to be scrapping the whole thing, you could always just run them as the single lengths for which the system was 'designed'*.
J
* 'Designed' is perhaps a strong term.

New potion made available by the Inquisition for all "new" mercenaries: total heal + all power and innates back. Inquisition gives each merc 1 or 2 doses. Job done.

As other have said, removing the pre-8th bit creates more headaches when it comes to multi-classes/races. Why do they have 6 or levels when the system only has 4? Do all the costs get re-jigged to now spread the same total cost across fewer levels? Meaning in then takes more dungeon's worth of points to buy the next level?


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sonof
post Jun 20 2017, 12:08 PM
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In a couple of days I'm going to shut the thread and try and collate the responses into something sensible.

If you still want to say anything please do it soon.

Lee


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BBB
post Jun 20 2017, 12:25 PM
Post #44


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My random thoughts are as follows:

When getting to 8th could take a couple of months , back in the days of playing the old single lengths for a level, maybe level and a half if you were good from 1st to 6th then points to 7th and 8th for 10-15pts it was a long and slow process that eased you into the system.

This is no longer the case. Two dungeons can basically get you to 8th. So the main advantages of Pre-8th are now quickly lost.

I think we allow anyone who wants to start at 8th to do so without totally scrapping the pre 8th system

Leave it as an option for those new players who want to ease in to start at lower levels, a bit like the current choosing to start between 1st-4th.

For regular experienced players it serves little purpose to have to play the pre-8th when starting a ne character EXCEPT if playing to guide a bunch of new / less experienced players.

So, I reckon make it an optional thing, I can see it becoming a rare thing to play pre-8th but I don't think it needs to be scrapped completely when looking for new players.

I'd even go as far as to say put in an exemption that being ressed pre-8th doesn't cost vitae so you can learn the ropes without feeling disadvantaged from dying due to weaker stats.

BBB


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fatteacher
post Jun 20 2017, 02:24 PM
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QUOTE
I'd even go as far as to say put in an exemption that being ressed pre-8th doesn't cost vitae so you can learn the ropes without feeling disadvantaged from dying due to weaker stats.

BBB


I like this idea. Something else though. What about the Young Players?


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mattway
post Jun 20 2017, 08:38 PM
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I agree with Jasper, and I'd just point out that in an adventure with less stats and maths there is more time for roleplaying.

Matt

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