Another thing of import that will come up later (though isn't of any immediacy right now) is that there are numerous abilities in the game that affect wounding which simply do not translate to the new system; increasing wounds by 10% or cutting them…
Blademasters in particular also have a couple abilities that allow for a combined damage/affliction kill that I haven't added yet, both because the most of the exact mechanics from the proposal need to be adjusted to work with existing systems and b…
On phone in bed, short answer to recent topic: there is no natural miss, stancing has no effect because it only affected wounds and parrying that I could see, wounds are now fixed and extra parrying mods unnecessary. More answers/discussion when awa…
So a venue change isn't happening, and I'm told Vegas in general is pretty under-21-unfriendly. Unfortunately, I am not wise in the realm of casinos and bars and dealing with age restrictions, so the help/advice I can personally give is rather limit…
The Googles tell me it is 21+ only. I've sent off an email to the persons in charge of organizing stuff to see if a venue change might be possible or if we might perhaps move somewhere else later in the evening or something. If you're set on attendi…
To my knowledge (which is minimal, because I've never done one of these new-fangled-but-actually-over-a-decade-old admin meets), we're just hanging out at the bar or club or whatever that place is that Estarra mentioned that afternoon and seeing if …
1) It doesn't look like it; racial influence buffs are applied only once ever for a given type. However, you can have influence buffs from multiple races (e.g. village influencing from gnome, plus seduction and charity from furrikin).
It looks like a potential problem in the Urdnot case is that weapon accuracy is currently based on dex, for which the base value of 12 is currently being substituted, and in my testing there's a rather lot of missing going on. I'm increasing the def…
I just finished reading Rosemary Kirstein's The Steerswoman. Very hearty recommendation, with the caveat that it's the start of an as-yet unfinished series so if that bothers you then you should probably wait on it.
I did a thing when I was supposed to be doing a slightly different thing in a section of code that is almost entirely removed from the actual mechanics of the system in question.
I am still trying to figure out the issue here, just loaded up some very thorough logging to track every defence allocation/deallocation in hopes of figuring out exactly what's going on. Please message me in-game as soon as you're able if you notice…
To start, we'll probably just leave clot as-is, and delete chervil. If it ends up being necessary, we can look into adding other clotting modifiers (such as the power modification you mentioned), but I'm wary of doing so since that would have effect…