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Topics - paxx

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16
General Discussion / What questions to ask?
« on: August 29, 2002, 07:57:12 am »
Ok, I?m going to ask the invitation to play in a different way. Because I didn?t get the information I wanted.
But thank you to all who replied. Many of the comments where insightful and it is perhaps one of the better threads, at least from my point of view :-).

Here is a new question along the same lines.

If we had 4 servers, all exactly the same, except that each covered different demographics of playing styles. And we where using a questionnaire to fit the different playing styles together.


The 4 play styles would be.

Power Gamer , for those who being the best and having the best equipment is the most important. Quote: ? I want the flaming cat of 9 tails, I don?t care that it is pink, it is the strongest weapon for my character right now ?

Casual Gamer , for those who having a good time in small doses is the most important, and when the game becomes a chore, it is time for a break. Quote: ?the quest takes 10 continuous hours minimum, and it gives me a sword that is better then mine and a court rank, that?s not worth it, I?ll do without it .?  

Role-Player , for who their standing with other characters and being someone they are not is the most important. Quote: ?Me not care dat Club be not good like hammer, me like sound club make when me bash wid it ?

Whiny-spoiler Gamer , who would rather be given free stuff then earn it and is annoyingly loud about it. Quote: ?hay man got some tira you can Spare?...what 3 lousy tria, you have the golden cloak of the avenger and the sword of the avenger?you can solo a dark knight and they drop at least 300 tria?I?m just starting I don?t have any equipment you should help me out with more then 3 lousy tria ?

I think we can all identify to differing degrees with each, we have all probably been each to one degree or another dependant on the day.

My question is what questions can filter each type into the correct slot.  
I was thinking of having something like 40 plus questions with 4 multiple choice answers.


Quality of play is important to us, we are toying with options, one of the contributing factors in play quality is to  play with like minded players?not that you agree with all of them, or even like all of them, but that you all have similar goals for your playing experience.

thanks alot everyone.

17
General Discussion / Invitation to Play
« on: August 23, 2002, 11:38:09 pm »
Based on limitations of CPU resources and bandwidth, a few of the devs have been toying with the idea of making this game ?by invitation only?.

I was wondering if any of you had any ideas on what criteria, we might use to grant invitations.

This in reality would provide a couple of good things, make sure the game always runs smoothly, and allow us to enforce bans.

Making sure that the community and the play quality is the best possible.

The question I have is if we go this route?what would qualify people for invitations?

What type of people would be cool to play in this type of game with, and how do we figure out who those people are?

>>>>to clear up a point<<<<

This will probably first be tried in beta, it will also test our encryption and banning system, while we have made up a list of probable candidates from this forum, we will also want to keep it open to new devs.  

This will also give us some good indicators of the amount of support needed for players, and where changes we need to make to various things, like user interface, the experience system, what needs to be in the player instructions?what skills are overpowering, what loads the test server can deal with?and a slew of other factors.

If we do this for final release will also depend on the outcome of this, but for now this seems like the best option for testing.


18
On another post I was asked what paper and pencil games I play?I an kind of interested in the rest of the group here as well, so I?ll answer and hopefully a few other paper and pencil RPGers are out there too :-D

Role Playing Games played
D&D 1st , 2nd, skills and powers?, 3rd.
ShadowRun 2nd, 3rd
Earthdawn 1st, own 2nd.
Mechwarrior 3rd
Vampire 1st, 2nd  LARP 1st 2nd.
Termunus 5
Cyber-punk
Champions 4th 5th
Mega-Traveller
Robotech 2nd
Startrek 2nd??? Not sure the decipher one I think?would have to look
GURPS (many types)
Role-Master
Traveller (original)
Warhammer Fantasy
Deadlands
A few small publication games

Games I have GMed
EarthDawn
ShadowRun
D&D 2nd , 3rd
Elric
Termunus 5 (one session)
GURPS Traveller

Favorite Paper and pencil system at the moment
HERO system 5th ed.(champions is the main game in this system)

Favorite Game world
Shadowrun

Favorite Fantasy World
Planescape (a D&D world)

Favorite Space Opera World
Traveller
Though I am eagerly awaiting the Far-Scape world.

Well I am sure there are a few I forgot to mention, but those are all the ones I can remember at the moment.
Currently I am playing D&D ?but we will be going to the Hero system almost exclusively (I hope)?at least my main group will be and we will be playing fantasy, Champions, space/cyberpunk (again I hope)?type game.

Your turn  :))  

I look foward to everyones reply

-Paxx

19
Wish list / What type of spells?
« on: July 06, 2002, 10:06:37 am »
What type of spells would you like to see in the game?

 I?m looking for a bit more depth, then a spell that holds the enemy.

Or a spell that heals the party? :P

Imagination and inspiration is more of what I am looking for.


And thanks for any and all ideas.

20
Wish list / Hard Core Role Playing
« on: May 19, 2002, 04:12:50 am »
Ok, I admit I come from a different mind set when it comes to computer based RPGs. But being that my date for the evening is working a double shift, I?ll explore some aspects of what can make a hard core role playing MMORPG.

First I will point out that when playing paper and pencil games the players usually get much more open to talking when combat is especially harsh in the game. So here are some suggestions to make it fun but harsh. In all of these the monsters and NPCs should be treated the same way.

1.    Hit Points are not displayed in any fashion: (While I am not sure how HPs will be dealt with in the game I suspect there will be a way to raise them)

2. Instead when you are getting pummeled all your stats go down:  for physical attacks your physical stats go down more then mental but mental also go down and for magical (without physical manifestations as fireball would be physical) your mental stats go down more and your physical a bit less. The cool thing about this is in most cases the more you hit something the weaker it gets, but so do you.

3.    Your Intelligence is the multiplier of the cost of skill points: for example lets say you have 12 intelligence, when you reach 24 skill points bought the cost of your next batch of skill points doubled, at 48 it doubles again and so on and so on, if you have slow learning this doubling occurs at 12, 24, 36?(the benefits of slow learning needs to be something more permanent like you get double HP per point spent or something) and those with fast learning double at 36, 72, 108?(the detriment to this should be half hp or something similar) The entire reason for this is because very rarely are the best swords men complete morons, or any well accomplished hero type, but idiot can prevail through persistence. Also this would simulate the fact that someone who has learned many things doesn?t learn new things as easily and must apply themselves to learn something new about a craft they are already a master of, or learn a new trade after they have focused so much into other things.

4.   Magic, the ability to cast is should be costly: to have access to spells the initial cost should be something along all the points an average starting character can put into skills. This tied with 3 will keep high level warrior types from taking up magic when it only costs them a few points and they can gets those easy enough.

5. Large creatures should have area of effect attacks: when a Giant Clubs some tiny human he shouldn?t be trying for one, he would be swinging in a 120 degree arc trying to get all 20 of the little people in front of him. He should also be able to have a limited Range attack, say throwing rocks or dirt, a 40 pound dirt rock hurts when it hits, trust me. This range attack shouldn?t have an area of effect, but it should keep pesky casters from thinking they are immune from his attacks because of their range away from him.

6.    Predators and attackers that  are near towns are most likely strong or travel in packs: I have always found it foolish that the weak creatures are always near the cities and towns, it should be the strong ones that are (not the real strong ones but a pack of 20 dogs at least, if not the local farmer would have killed them all a long time ago)

7. Healer types should have a spell to see the health of their flock (party members): this goes with 2, As a healer type you are aware of the health status of the party, this should be a long lasting spell, and you should also be able to tell what other spells they are affected by (as they cannot) some maladies may not be in your area of expertise so you also will not see what it is, only a question mark showing that the player is affected by something. Another type of caster may know though.

8.    The best healing are the spells that require time: so no casting these while combat is going on.

9. Evening the playing field: Being that people with no enhanced eyesight will turn up their GAMA in dark places, the ability to see should be enforced by a smaller chance to hit by you if you have no light, better light better chance to hit?same for the monster though ?you have a torch the monster should be able to hit you quite well!!!?

10.   Health and magic regeneration: Health regeneration should occur after sitting for 10 seconds your health begins to regenerate, it will regenerate at number of points equal to your current endurance (read point 2) every 5 real time seconds (to give people a sense that time is moving this will be evenly distributed along the 5 seconds but the number will be something like that. Magic will regenerate at the same rate but at a number equal to your current willpower, only catch is you must first be at 100% HP so if you are hurt you are not getting any magic but when you do heal up you will get magic fast.

11.  based partly on 10 I feel Charisma should be the prime stat for healers, as this is the mark of force of presence or persona, Charisma should also be the primary mental equivalent of agility while will power is the Mental hit points like endurance is the physical hit points.

12.  Conning (figuring the combat value of a creature): creatures and PCs should have a con variable, the higher this is the more the creature can appear dangerous or easy, a good perception skill and knowledge of that type of creature will lessen this variable, (PCs with disguise or something similar can?t think of a good word can make themselves appear more deadly or less, dependant on what they want at the moment, for example a monk type will want to appear average or weak in a city but dangerous to predatory animals when in the wilderness ) the point of this is you really never know how is stronger then who or what is tougher then what, but you can give it a good guess by it?s walk and talk.

13.  Conning expanded: Creatures should have markers colors (and math sings for the color blind) we can say Black - - - -? is easy killing?, Grey - - -? is a bit harder but shouldn?t be a problem?, Green  - -  ?you can take it but it will hurt?, Blue ? ?you should be able to take it?, yellow (no mark) ?toss up you or it?, Orange + ?better bring a friend?, Red + + ?better bring a few friends?, purple * ?you better have a party of adventures?, Crimson * * ?you better have a few parties?, pink * * * ?bring an army?.


(of course pink and black should be interchanged I was attempting to be funny) but this tied with 12 you have to have the most perceptive and knowledgeable doing the selection of creatures to kill

Characters shouldn?t be able to see if you are their equivalent or not, but they should have a demonstration of power that makes it easier to see if they are of your combat ability or higher/lower (this should be some type of sword dance for fighters and displacement of magic energy for casters, combo types will have a combo of the two) but you should not know their exact powers unless you ask and they show you, or tell you and then it is up to the player, however a person with the disguise skill should be able to act more or less tough then they are if they wish, someone with impersonate should be able to pretend they are of another type then they are.

With these things and a few other I am thinking of but don?t have the energy to write about at the moment should make the world a pretty uncertain place and thus force more role-playing.
 Specially when the wolves are at the town gates and most people need a group to get past them, people will be shouting in the towns for forming hunting bands, ?Troll hunting band forming at west gate? this should make it a cool environment to game in. I just hope that there is no severe location lag but that can be worked out by having more locations.

A little story:

Just imagine you go out with a healer type a little higher on the food chain then you are to take out a Giant Toad that has been eating all the local Beavers and the hunters are pissed, but after it ate Hunter Kolan none of the hunters are going near the river, well you get there and your healer companion and you see the Toad, he tells you to wait here, he?ll lure it to you.

A few seconds go by and sure enough here comes the healer with the Toad after him, you ready your sword in anticipation and just as it is about to pass you, you swing down with all your might, though it seems to have affected the creature it?s skin was very flexible and it jumps turning to face you and opening its huge maw.

Its tongue lashes out at you, and you are surprised at it?s speed and it?s effect , it almost knocked you to the ground, you charge in and see your healer companion coating a blade with something out of the corner of your eye, you hit it again and you know you broke a bone or two in it?s body?it hits you with it?s tongue again this time you feel queasy and yell at the healer to help you, it?s poisoned you, you can?t focus your attacks are missing it or bouncing off its flesh, you hear your healer friend stabbing at it and wonder why he isn?t healing you has his god forsaken you or something, you feel the tongue hit you again and blackness falls on you, all you can think about is what god was it you where cursing a week ago??

Later you come to, some bandages are about you and you smell chicken cooking on a fire, you look at your bandages and know that they have some curing salves on them, you are hurt but alive.

You ask your companion why he hasn?t healed you?? he response with a look of shock, ?what are you talking about that anti venom salve cost me 8 silver an ounce, I put all 12 on you just to make sure you made it through. You tell him ? no, why didn?t you use the powers granted by your god to heal me?  ?oh? he snickers a bit ?well, you see I knew you wouldn?t go if I told you that I needed someone to take a few hits from it so that my poison could take effect, but I knew you would come with me if I told you I was a holy man?
You can?t believe your ears and you look for your sword, grabbing it your companion tells you ? I wouldn?t do that if I was you, the poison is still in your system and right now you are no match for me, and even if you do kill me, I?ll likely hit you once with my blade and the poison on it will surely kill you. We?ll both be dead, plus in the morning we can go back to town and get the reward for this thing, I?ll buy you a beer and well think back on this fondly?

While he gave his little speech you had the feeling he was right, the look in his eyes seemed that of a hard cold killer, but his voice was merry, and it was as if he where saying, I could have killed you in your sleep, don?t be foolish now. You also couldn?t help it that you found it funny how he snookered you into believing he was a holy man, he doesn?t look it now, but during the day you where sure of it.
         

Well that is my version of what a guy with impersonate  and he didn?t appear to be of different power level but of different specialization?

All in all I think these things would really add to Role-playing and be fun, but down time is a very debatable thing for me, what do you guys think??

21
General Discussion / Issues with development by democracy (polling)
« on: May 18, 2002, 08:14:32 pm »
Ok just be forwarded this may be quite long, but I would love some feedback.

When developing a project, specially an ambitious project such as this (Plane Shift) there is a lot of opinions flying around (mine included) and many people think they are right or that their idea is the coolest thing since sliced bread, but it doesn?t fit the developers ideas or is just too much of a pain to implement or various other issues that don?t come to mind at the moment.

But in the end a model is put forth, (what is needed, what is wanted, what can we do to fill the needed and what can we do to have all of the wanted in as well)
The first thing that gets sacrificed is the wanted list, and quite often what is needed gets sacrificed as well.

This make no sense whatsoever so let me start in a different way.

If I put out a poll that asked ?where should the attack command be?? and gave the following options.
A.  on a button on the screen
B. a command string
C.  on the keyboard
D.  the right button of the mouse
E. on a action menu on the screen
F.    A and B
G.   A and C
H.   A, B, E
I.   A and D

I would get a bunch of opinions, but few people will really think where it should be, they would just say their preference and then slam people who did not think as they did, arguing that they are right because Y and X and you have no logic in your statement, or that is bogus, or you are a moron, I may be a moron but you are a jack-ass?you get the picture. And in the end the Developers are where they started or worse they are arguing among themselves saying do what the fans want, no do what is standard, no make it completely up to the end player, that is 50 extra hours of Code and if we do it with that we need to do it with the rest, we might as well start the user interface over?

The only way to have a project like this is to have a Leader who leads. Now he doesn?t lead by getting what he wants but by figuring out the best, fastest way to the Goal, many times the Leader sacrifices his wants for that of speed and improvement, other times he sacrifices speed for what is the best solution.

The leads best allies are his Department Leads, who also have people under them.

The biggest problem is when one department disagrees with the department lead or with the project lead. Then it is the project leads place to remedy the situation by succumbing to the demands of the department or by saying it is my way or the highway, usually is a compromise but the lead must be willing to put it all on the line for the project even if it might tank the project.

The other part is figuring what will the game be, who is it for and about 30 other questions around these same two because as you answer one you need to adjust the other.

Large companies usually have a great deal of data to start with and adjust accordingly (market research) but the Lead many times goes into uncharted territory to produce a shining success. To do this he fights and claws his way to what he/she wants. But usually he has some ammo (reputation, money behind him) other times he has nothing and must do it all with whatever he gets.

All that was said to get to my main point. As we ask for what we want the game to be, remember that there are a bunch of people who want you to have a blast playing it and are putting their blood and tears into the game, if they are not putting in one aspect of what you think is important, don?t keep pushing the same thing, figure out why it isn?t liked and present a more appealing idea, after 10 or 1000 different proposals maybe one will be looked at and someone will say why not. But just because you think Milking Cows and making Cheese is one of the most important features in a role playing game, it doesn?t mean that it will add a value greater then the work that it takes to implement into the game.

I used milking cows to represent countless ideas made by everyone (including myself) that the authors think is good but that others don?t, in most cases the developers will pick the good from the bad and run with it, but it might not be in an expected way or the way you wished it would be.

So if this forum allowed everyone to poll, or polled about every little aspect of the game, it would take forever to finish and the end result will be a whole bunch of messes because one thing and another don?t mesh.

Think before you post a new idea, think is this new or at least a fresh approach or am I badgering the crap out of everyone with this?

If I am how to I at least add a new Twist?

I?m not saying don?t fight for your cause, but at least figure how to make a discarded idea work with the things the developers want. And don?t post the same thing every 3 or 4 days try at least a week in-between ?Cow milking, makes the game realistic without it, the whole concept just sucks, there is no real life factor in the game?


Also hug your Project Lead today :P

Those are my thoughts at least, I am probably wrong on some of this, but then again I am not anybody who would really know, just my opinion.

What do the rest of you think?      

22
Newbie Help (Start Here) / Advancement?
« on: May 16, 2002, 07:48:50 am »
Ok, I?m a new and I downloaded the demo read the website and am reading a lot of the forum but I?m not there yet and I have a couple of questions.

From what I have read, this will be a skill based system (no Levels) or is this wishful thinking on my part?

Will characters have a free flowing path to choose from?

How is exp calculated? If I am mega powerful will I get exp for killing a weak monster?

If I am mega powerful in a group with newbie?s and I kill a moderate monster to me do the newbie?s get exp?    

23
I am new to this forum, so please excuse the fact that I may be repeating what others have already discussed, I have read a bit of the forum but not nearly one tenth.

I have played Role playing games for almost twenty years, computer role playing for almost 15, and online role playing for 5. I still prefer paper and pencil 90% of the time though?but that is a different matter.

The first graphical online role playing game I played was never winter nights on AOL, the first I got into was Ever Quest and currently I play Dark Age of Camelot. The best design so far is Dark Age until the higher levels. But it is far from perfect. But I am stealing the best from all my experience and adding a bit.

I will separate My wish list into things I think should be in the game and things I long for a game to have, but understand why it?s not in there and or why it hasn?t been done or won?t be done.

I am sorry it became much longer then I expected if you want my to split it up as different topics please say so and I will

What I think should be in the game:
Chat based:
1. A limited shout radius: I don?t want people broadcasting a conversation across the entire zone so that it is just SPAM across my text box.

2.    Chat channel: I can open a chat channel for me and others to converse in regardless of location on the server, like tell command but for multiple people.


3. Multiple speaking tabs: so I can be in group chat by default and use / commands to have other conversations.

4.  Clickable Friends list: I have a friends list, I open it and click on a friends name that is online and it automagically populates the name in my chat bar with the correct command as /tell. This would be helpful so that names like Sorryloserboyoftheforgottenwind don?t have to be typed each time I want to send them a tell, specially is they misspelled something.

5.   a reply hotkey such as r so that when I need to reply to somebody like Sorryloserboyoftheforgottenwind and I am in battle I don?t have to stop and type it.

6.   have the attack hotkey on the function key bar:  So while chatting I don?t attack a friendly NPC by accident.


Melee Based:  

1.   Have combo styles:  Combo styles or forms are basically setups and would function like so, I setup my skill 200 combo form to be 5 attacks and I sacrifice the first two attacks damage for a damage bonus on the last 3 attacks, the kicker is If I miss a single attack I only do base damage for the final 3, this would simulate me getting the opponent in position for some hard hits, another version could be a combo of 5 attacks with only the 5th doing damage, but it would do 15 times a base damage attack.

2. Have defensive and offensive stances: providing bonus to attack at a penalty to defense, or visa versa.

3.   have a /stick command equivalent: what /stick does is make you follow a mob (monster or such that you are attacking) and stay in attacking range to the best of your characters ability, so if the mob attacks the mage who is running in terror you can follow it as if you where a monster following a PC

4.   have a ?target same as? command: So that I can target the same creature as the puller in the party

5.    Have a guard command: if I place the mage as my guard target and he is in a close proximity to me I will act as a shield to him.

6. Have a protect command: similar to guard but the attacker attacking my protect target automatically becomes my attack target (I would probably have the same guard and protect target but I might have a mage as my guard target and the Cleric as the protect target, also the names are interchangeable)  


Magic Based:

Magic is a hard issue to tackle without knowing the rules of the game, but here are some basic things I would like.

1.   Multiple magic types: and I mean more of a difference healing, fire, water?I mean AOE attack spells, DOT attack spells?

2.  each magic type should have multiple subsections: and they should have subsections: So if I follow the ?Elemental line? I can be all round or I can focus on Earth, Wind, Fire, Water. Or two of those, further I could focus on Water Attack spells, further I could focus on Ice attack spells, further I could focus on Ice attack blast spells.

3.   Opposed to 2 or in conjunction with it: if I have multiple lines of spell knowledge I have access to odd spells, for example spells that do earth, wind and fire damage ?Searing Sand Blast?

4. Mind control spells that mess with the victims display: instead of fear making the victim run away it should appear to lower his health bar and have flashing lights as if  it where a more damaging spell, it should also lower his attack and defense abilities. (this would solve a couple of things mainly when fear is cast the player still controls the character, but he thinks he is more hurt then he is, and if he knows he is being affected by fear he will assume that he is still in good condition so he will continue fighting, so the lessening of the attack defense stats are so in reality there is good reason to not fight. Another example could be Heroes False Pride this spell will look and act as if it heals and improves the characters stats, it will also seem as if the character is doing more damage and taking less, in reality it will lower his stats and really lower his defensive stats, when the spell wears off or before the character may already be dead.

Game play issues:

1. Death: getting your body is a pain in the rear, I like the tomb stone concept better but taking it out all together is best, I think it would be better that in most cases you are knocked out, and someone can heal you back to the land of the living, or you regain consciousness, no EXP loss no body loss just a lot of time. If you don?t want to wait or the monster is eating you or you took massive damage, you can release to a bind point, you suffer no exp loss but a stat loss, to regain your lost stats you must pay coin, based on level or top combat skill level it costs more per stat point, this is so no abilities or spells are lost to death and you don?t feel as if the day has been a waste since you played 10 death free hours and then on your way to another city you died 10 times.

2. Resurrection: given my view on death this will become a teleport to me and big heal spell, my death idea is not implemented and or death carries an exp loss this is how resurrection should be dealt with, first rez should be gotten by most spell casters and all healing types early on, (freebie spell) all it does is put the receiver at 1 hp at the location of the rezzer and cost almost no mana or magic points, why, well people hate dieing but they hat getting back to where ever they are hunting more. Higher end rezzes come later to healer types and they bring them back with more exp loss, or more hit points, but can only be cast once every 20 seconds, and the rezzed guys attacks are weakened for a minute, this is so no one rezzes their group back in seconds so they can continue fighting the same monster.

3. money: should not weigh a thing. And automatically convert.

4.  Food and water: don?t need it but you could have positive things come from having it, and even better things from better food.

5.    Main back pack should have many slots, and small thing should stack, hell most things should.

6. Player made items: should be better then store bought, or the stuff off of most monsters. Quest items should be better and very rare drops should be better but only slightly epic and such are much better of course that is it.

7. Player crafts: I feel that all crafts should give a slight profit or be even from cost of parts to finished product, and as an added thing I think the primary craft should be able to be bought up, as in my guy is primarily a weapon smith, I want to raise his weapon smithing by 500 points, I have 1 billion in gold, well the computer calculated the cost of all the items needed from 500 weapons smithing to 1000 weapon smithing and figures it would cost at least 10000 gold pieces and then adds 10% to that, so I now can spend days online raising my main skill or spend 11000 gold pieces and get it to where I want it. I would vote for all craft skills to be this way but that would mess up the economy, the rich would get richer?with only one craft skill being raised this way many high level items would need multiple skills to create so those have to be raised the old fashion way.

8.  binding should be easy and accessible to everyone, though not equally, there should be bind points where any body can bind and some casters should be able to bind people to places.


Wishful thinking.

1.    thief types should have a ton of special abilities and should have a quest driven exp system so that they can quest the whole way if they want, different type of game, they should have a better sound awareness engine and be able to hide in shadows but not in light, some can get weird spells that phase them or make them run faster, the poisons should be deadly to most but over long periods of time, their thieving accomplishments should only be noted by other thieves, but every time they are caught they are marked for it?5 marks for stealing and so on, and everyone should see that.

2.    Bows and their like: they should be in the game, but they need to be done right, bows should be the equivalent of a single target spell but they do only piercing damage and possibly poison or fire damage over time. They should take time but less then most equally ranged and damage spells, archers should be melee types so they get cool armor but not heavy.

3. Variable spells: spells should have a degree of variability so a person specialized in that type of casting can customize it a bit, I need a fireball that does more damage but has less range, I need a healing spell that is quicker to cast but uses more mana, I need a shield spell that costs more mana but lasts twice as long, I need a call lightning spell that is resisted less but does less damage?

4.  Classless gaming: no classes you just put points where you want them.

5. semi realistic masses: I want it so the most powerfull experienced PC fighter can be overcome by 100 newbie fighters.      
 
This is longer then I had expected I\'ll end it here.

Paxx


     

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