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Author Topic: Some Problems with TRoS Combat=Comments Appreciated  (Read 1620 times)
Thirsty Viking
Member

Posts: 238


« Reply #15 on: September 30, 2002, 01:10:10 PM »

Quote from: Jake Norwood
Quote from: Claymore
I had one question concerning spiritual attributes though. The total amount of points a character can have in a single spiritual attribute is 5, correct? The rest go into a "bank" for character growth, I assume?

Thanks,


Claymore


Not exactly. There is no bank. You keep them in your SA's or spend them (*then* they go into insight...after they're spent).

Now I get the hard cap.

Jake


Actually i think a different issue was hinted at if not directly hit.

If a charachter has 5 SA bonus and roleplays such that he earns another point....   Do we have the charachter lose that point?  Is this the incentive to FORCE the charachter to spend his  SA's  ...  or do we allow them to accumulate in a Bank of generic SA's  for character advancement.  for the gladiator supplement  we are looking at restricting the arena slaves to just Luck attribute  (they aren't really there for roleplaying),   and an advancement pool.
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Nil_Spartan@I_Hate_Hotmail_Spam.Com
If you care to reply,  the needed change
should be obvious.

John Doerter   Nashville TN
Brian Leybourne
Member

Posts: 1793


« Reply #16 on: September 30, 2002, 01:25:24 PM »

The answer is... don't leave your SA's sitting at 5... :-)

On the other hand, I would probably allow players to spend SA's even during a game, as long as they still keep within the limit that you can only increase something once per game session, so if a player had 5 points in an SA and I awarded another, I would allow him to spend some immediately so as not to lose the extra point. If he didn't want to spend any, or had nothing to spend it on, then I would not give him the extra SA point, but I would still apply it to his insight tally.

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Claymore
Member

Posts: 128


WWW
« Reply #17 on: September 30, 2002, 02:06:38 PM »

Quote
Actually i think a different issue was hinted at if not directly hit.

If a charachter has 5 SA bonus and roleplays such that he earns another point.... Do we have the charachter lose that point? Is this the incentive to FORCE the charachter to spend his SA's ... or do we allow them to accumulate in a Bank of generic SA's for character advancement. for the gladiator supplement we are looking at restricting the arena slaves to just Luck attribute (they aren't really there for roleplaying), and an advancement pool.



I had assumed that any SA points gained in excess of five were somehow saved. Otherwise one would have to flatten every spiritual attribute they possess to raise their characteristics to higher levels. That's at least what I've been doing in my campaign. I'd be interested on hearing the "offical Word" on it.

Claymore
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Lyrax
Member

Posts: 268


« Reply #18 on: September 30, 2002, 02:40:07 PM »

What the "Official Word" will most likely be, knowing Jake: It's your game.  Whatever you're doing is fine.  If you hear an idea you like more, and want to change to it, that's fine, too.

What I say: When you begin the session, your SAs must all have five or less points unless otherwise noted in the rules (such as Luck for Kozaks, Faith for Fahalanim, anything else that makes similar sense).
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Lance Meibos
Insanity takes it's toll.  Please have exact change ready.

Get him quick!  He's still got 42 hit points left!
Jake Norwood
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Posts: 2261


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« Reply #19 on: September 30, 2002, 09:20:13 PM »

Quote from: Lyrax
What the "Official Word" will most likely be, knowing Jake: It's your game.  Whatever you're doing is fine.  If you hear an idea you like more, and want to change to it, that's fine, too.

What I say: When you begin the session, your SAs must all have five or less points unless otherwise noted in the rules (such as Luck for Kozaks, Faith for Fahalanim, anything else that makes similar sense).


Well, yeah, that is my philosophy. Here's how I intended it (no plan ever survives contact with the enemy, however):

You can spend your SA's *any time.* So if you're in danger of going over, then spend them. Done. They don't go past five.

But I often do what Lyrax suggested--make sure that they're down to 5 or less at the beginning of the next game. That takes less babysitting on my part as Seneschal.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Brian Leybourne
Member

Posts: 1793


« Reply #20 on: October 01, 2002, 04:04:11 PM »

How about this then.

SA's can go above 5 during a game, with two provisions:

1) more than 5 doesn't mean anything when it comes to using the SA (even if you have 6 or 7 you can only get 5 extra dice on a roll from that SA), unless the SA itself is allowed to go above 5 because of your nationality.

2) at the start of every game, any SA above 5 is truncated to 5 and any extra points are lost, so if you're above 5, make sure you spend them by the end of the session.

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
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