SystemReset/Easter11EGM

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There will be an EGM to finalise the ref-team, it will probably be the first of many until there is a finalised ref team. There will be other motions.

Motion: Decide what f********* breaks halt. Submitted.

Proposed by: Drac
Seconded by: Andy

In an attempt to make this as EGM easy as possible:

Original text: If struck by any damage call apart from NOTHING, this effect is broken.

New Text:

If struck by any effect call or any damage call that is not [DAMAGE TYPE] NOTHING, this effect is broken, unless the [DAMAGE TYPE] causes you to take damage (for example, you are vulnerable to that damage type).
Examples


Older options.

Here is an attempt to get an easy to understand, unambigious wording. Please give comments, suggestions, clarifications before the EGM.

I have diliberately not worded b & c as "effect that causes you to take damage" as that means that a pyrokin taking RED HALF will not have their HALT broken, which is not in the spirit of the HALT effect as I understand it, if people think differently feel free to make option d.

Original text: If struck by any damage call apart from NOTHING, this effect is broken.

Option a. Anything that is not NOTHING

If struck by any any status effect or any damage call that is not precisely NOTHING, this effect is broken.
Examples

Option b. Anything that inflicts damage but not status effects

If struck by any damage call that is not [DAMAGE TYPE] NOTHING, this effect is broken, unless the [DAMAGE TYPE] causes you to take damage (for example, you are vulnerable to that damage type).
Examples

If we go with this, I think we should suggest counting durations down instead of up- it's a minor thing, but something you might not think of, and if you're 27 seconds into HALT 60 and then take HALT 30, it's much easier to go "30's bigger than 27, so down from there" than "I'm on 27, so keep counting to 60 or start again and go to 30?" --MorkaisChosen

So if I take HALT 60 and then HALT 30, do I need to have my halts broken twice to be able to move again? --Tea
aaaagh! no! no! If only for not going mad --Pufferfish

Option c. Anything that inflicts damage and status effects

If struck by any status effect or any damage call that is not [DAMAGE TYPE] NOTHING, this effect is broken, unless the [DAMAGE TYPE] causes you to take damage (for example, you are vulnerable to that damage type).
Examples

I like this option. Although does 'status effect' need defining? Is disarm a status effect ext...? --Malselene
We have Effect Calls defined on the site, a definition that includes Disarm- and not Recognise, Detect or Purge (those are non-combat calls).I suggest changing this to be worded as "Taking any effect call or damage call other than [DAMAGE TYPE] NOTHING, unless the [DAMAGE TYPE] causes you to take damage. Non-combat calls do not break Halt." The only slight weirdness there is that specific PURGE and INFLICT calls don't break it- may be worth addign a clause in about that, though I note that the Cursing miracle tree makes you call Touch at some point anyway, due to the Lay On Hands procedure. --MorkaisChosen

Option D

If you or your armour take damage or a status effect, you use a point of DAC, or you actively parry, you are interrupted. This will interrupt casting and break halts.

This is possibly equivalent to one of the previous three, but I'm not sure offhand. It means that RED NOTHING will break halt on a hydrokin, RED HALF will not on a pyrokin, and SUBDUE NOTHING will never break halt. WIDE or MASS affect the previous parts in the obvious ways. This does mean it becomes possible to break halt for some people but not others.

I note idly that a 'damage call' is defined on the System Calls page, and is specifically only the damage grade, not any flavour attached to it.

--Tea

What happens if you use a potion effect or blessing or spell effect or flange-item to negate an incoming damage call or status effect? Are you interrupted then? --ChessyPig
For the sake of simplicity and less arguments at the EGM, can we do the breaking casting separately, it is not fitting as cleanly into the new definitions as it did previously. And frankly just getting a HALT wording people agree on is enough of a struggle. --Drac
If it is a point of DAC, yes. If not, no. --Tea
If it's an issue, why not do something like "Anything that breaks Halt breaks spellcasting- also, you cannot parry or use DAC during your vocal without losing the spell" as wording for spell disruption? --MorkaisChosen


Unify Breaking Halt and Interrupting Casting

Proposed by: Drac
Seconded by:

This was passed at AGM without the HALT text being defined, so I feel its only proper to put a working of it up here to see how it would work. --Drac

Original text: If a weapon or effect, or any call strikes you while you are casting, then your casting is interrupted and you must start the vocal over, but do not lose any magic or spirit. The only exception to this is if the call is, precisely, "NOTHING". This is very strict, so a RED NOTHING will interrupt anyone, even a pyrokin, as it is not a "NOTHING" - the reason being that even that effect is distracting enough to break your concentration. This means you are interrupted in all other situations, for example if you DAC a blow, or you have magical armour. You are not mechanically interrupted when someone distracts you, say, by throwing a bucket of water over you, however you should feel free to roleplay losing the spell or miracle and starting over. You can't parry when casting, it's as good as an interruption. You can hold your weapon out in front of you in a vaguely threatening manner, but you can't move it around to parry, or push against an incoming blow, without losing your spell.

Change to:

{Halt rule with this effect is broken changed to your casting is interupted} as per the halt rules. In addition if you parry or block with a weapon, use DAC or otherwise NEGATE the call, it also interrupts your casting. You must start the vocal over but do not lose any magic or spirit. You are not mechanically interrupted when someone distracts you, say, by throwing a bucket of water over you, but you should feel free to roleplay accordingly.

"as per the halt rules" is in explicitly mostly as a reminder to future ref teams/AGMs? that it is this way and if they change 1 they should change the other / explicitly make them different. --Drac

I'm not sure on 'or otherwise negate'—that seems to me something we should think about. --Tea


Replace Brawling (General Skill) with the following:

Brawling (1XP)

Proposal: Andy Seconded: Tea

Your character has knowledge of one or more forms of IC brawling, be it fisticuffs, wrestling or another appropriate technique. You may brawl with somebody by challenging them in an obvious (eg: You Sir have insulted my honour, prepare for a thrashing!) and refusable (eg: "In this society, Sir, we fight with WIT/SWORDS/ARMIES") manner. At this point you must agree on how you will be physrepping the fight in a manner both parties are happy with (You could choose to mime punches & telegraph massively with the only way to dodge being to lean backwards to a ridiculous angle, first to N hits, first to [bodyhits] in hits etc). You may not involve anyone in your fight unless they openly join (eg: "Break this fight up at once!") and you agree with them joining (implicitly: eg socking them one or explicitly eg: "I'll fight the both of ye!").

Any "damage" done by brawling is non-mechanical, if your character loses and is "knocked out" or such they can be revived trivially and have not taken any mechanical damage by default, they may decide on their that they took damage in which case it is subdual, or may RP that they have a split lip etc.

Can you clarify what precisely this motion is? I'm assuming it's a replacement of the current brawling skill with the above but it isn't exactly obvious. --Malselene


Submitted

Proposal: Change the amount of armour that can be worn by any character (without the armour or light armour skill) to 4 points.

Reasoning: This makes the numerics of the armour skill simpler. It also slightly increases the amount of armour available to people without levels in warrior which is no bad thing as armour is amazing.

Proposed: Rowena Paren
Seconded: Dave Proctor


The Pros and Cons of frailty and non-combatant (as it was requested on IRC that the arguments for and against be put on the wiki)

Presented here to hopefully aid in decision making ahead of the EGM, and hopefully keep the meeting short.

Reasons to like Frailty

Reasons to dislike Frailty

Reasons to like Non-Combatant

Reasons to dislike Non-Combatant

Personal testemonial and anecdotal data regarding either

My next PC is probably going to be NC with an eye to getting roleplay out of it (physically normal druidy type green mage with Issues around spilling blood in ritual/non-ritual contexts). However, I could do this fine without the skill. --Jacob
But that's the thing. Dropping the ability to spill blood at all means you can't do the happy fun drama of having some situation where it looks like you need to do it for some reason. --MorkaisChosen
What you could do is simply reduce the xp gain from frailty and noncom. I would like to see both remain as a mechanical thing though (mechanical restrictions on characters are fun :D) -Porange
I note that the proposal is to remove the XP gain, and explicitly mentions that agreeing on mechanical restrictions with your friendly refteam is big and clever. --Tea


/BuffArchery

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Last edited May 25, 2011 6:08 pm by Tea (diff)
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