WebsiteAGMChanges2012

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Site is now done with the exception of the visibility of the strictures for which will be done when the refs send them to me.

The only references to negate and taken I have found are now in the context of dac "allowing you to negate completely a blow" and the abomination that is the spell effects page. Any others are an error, let Drac know.

A new excel sheet will be uploaded shortly to account for the new rules.

EXEC: DONE

REFS: DONE

Motion 1: Change Dwarven Racial Physrepping DONE

large solid block of silver/white/gray on both cheeks. The front of this

block may contour the cheek shape, but it should be a large roughly

rectangular shape"

requirement for fake beards with horns or makeup, as a fake beard wearer, I

can guarantee that was a good thing. But...

This year we have had a lot of dwarves in play, during this time the

practical failings of "facepaint markings of metalic snazz on cheeks"

became clear: most metallic colours do not show up against human skin, the

dwarves in play either looked like humans, or like sick humans. The only

way to actually tell if they were a dwarf was to OC ask the player. This is

no disrespect to the people doing the makeup jobs, but simply something we

didn't fully consider when we changed the rules: the contrast between the

colours and human skin. Also "facepaint markings" does not specify what,

leading to quite a large disparity between dwarves, making the job even

harder.

The most important part of racial physrepping is "should be obvious to

people what race you are", sadly the current dwarf make up does not manage

this. The new makeup requirement is based on experiment by Chevron using

silver facepaint in blocks that stood out very clearly across the room.


The motion PASSED with 17 votes in favour, 0 against and some abstentions.


Motion 2: Change Eyes of Suffering to be less counter-productive DONE

information about the state of injury of other people in order to use it.

The purpose of the rite is to ascertain the injury status of other people -

so the whole thing is a little counter-productive.

I propose changing the requirements of "at least two witnesses, at least

two of which must be injured" to "at least two witnesses, at least one of

which must be injured".


After minimal discussion the motion PASSED with 19 votes in favour, 0

against and 2 abstentions.


Motion 3: Make the Backstab skill require a prerequisite of Streetfighter 2n, not Subterfuge 2n. DONE

Proposer: Tea

Seconder: dp

Reasoning: Helps prevent double-buying Subterfuge just for backstab poping.


After some discussion this went to a vote which tied with 7 people voting

in favour and 7 people voting against hence the decision went to the

president who decided that the motion should be PASSED.

Motion 7: Expand weapon options of streetfighter DONE

references to dagger, cosh, sword and mace to be "weapon of up to length

X". (where X is the same length as that level of streetfighter gains access

to currently)

Streetfighter currently requires the weapon be a dagger or cosh derivative,

this excludes anything that is an axe/hatchet derivative plus possibly some

others that I haven't thought of. It is different to all other weapon

skills (melee, weapon competency, empower magic weapon 2, empower spirit

weapon) which allow the player to choose what weapon they wish to use.

This seems at odds with its description: "street weapons" and "weapons of

the thugs trade" to me implies something that can easily be hidden, or

could be carried because it is not a weapon ("no officer, this is not an

weapon, it's a woodcutting tool!").

Also - axes and hammers are cultural weapons to dwarves, yet any of them

that decide to be subterfugers decide to abandon axes and pick up daggers

instead?

This would not require an adjustment to the backstab skill as backstab

explicitly specifies only the length of the weapon and whether it is sharp

or blunt.


The motion PASSED unanimously. It was additionally noted that the glossary

section of the website might also require editing.


Motion 8: Make the strictures of Sordan and Vivamort public on the website DONE

Proposer: Tea

Seconder: Rosemary

Motion: Make the strictures of Sordan and Vivamort public on the website

Reasoning: While keeping these strictures OC secret made sense several

years ago when they had just been adjusted, they have now been constant for

several years, during which many refs and players have seen them. As a

result, their secrecy only serves to mystify newbies, which isn't really

very useful or welcoming.


It was demonstrated that almost everyone in the society knew what the

relevant strictures were and the point was raised that people's OOC

knowledge of what the strictures are does not necessarily need to be

restricted for the strictures to be relatively unknown in play.

The motion PASSED with 21 votes in favour, 1 against and 1 abstention.


Motion 9: Amalgamate Negate and Taken into one call. DONE

Proposer: Rowena Paren

Seconder: Christian Bates

Motion:

Define RESIST as:

Calling RESIST indicates that the previous call did not effect a targeted

individual in the manner described by the rules system. Either they are

immune to it or possess some capacity to mitigate it's effects (i.e. blind

fighting). If the previous call was a MASS or WIDE call then one person

calling RESIST does not have any effect on the other people caught within

the range who should take the effect unless they can also resist it by some

fashion and also call RESIST.

Rewrite all the skills on the website that currently use NEGATE/TAKEN to

use RESIST instead.

Reasoning: Currently NEGATE in the calls system specifies that if called it

negates the entirety of a mass or wide effect. However there is no skill in

the system that allows someone to negate the entirety of a mass or wide

call so they all have a 'call TAKEN instead' to mass or wide effects

clause. This seems fairly unnecessary when we could just have one call that

means "That call did not effect me individually"


After some discussion the motion PASSED with 22 votes in favour, 0 votes

against and 3 abstentions


Motion 10: Alter Grey Magic Dispel-on-other spells to make them easier to use and fit better into the call system. DONE

Proposer: Biscuits

Seconder: Pewterfish

Motion: Alter Grey Magic Dispel-on-other spells to make them easier to use

and fit better into the call system.

The current "Dispel Effect On Other" spells in the Grey magic tree are a

real pain in the backside to use effectively. As they stand, you cast the

"dispel effect" spell after the effect has been called, leading to a

confusing retcon and a fair amount of awkwardness. It would be simpler to

change the wording of Dispel Damage to be similar to the lower-level Repel

Magic, and Dispel Magic to be similar to the lower-level Dissipate Magic,

but still targetting another person rather than the caster.

The resulting four spells (rewording the targetting-self caster at the same

time for clarity and ease of comparison) are listed below:

   - Level 3: Repel Magic

   - Range: Self/Target?

   - Duration: 5 minutes or until discharged / Instant

   - Effect: Choose at the time of casting.  One of the following:

      - The caster may call "NEGATE" to the next Magic or Coloured damage 

call that they take in the next five minutes, unless it is delivered by

weapon. If the call is a MASS or WIDE call, they should call "TAKEN"

instead.

      - The caster may immediately call "Target, HARM ELEMENTAL REPEL 10".

   - Level 4: Dissipate Magic

   - Range: Self / Target

   - Duration: 5 minutes or until discharged / Instant

   - Effect: Choose at the time of casting. One of the following:

      - The caster must call "NEGATE" to the next call they would be 

affected by in the next five minutes, as long as it is not in the following

list: a weapon blow, a call containing 'Spirit', SLAY, DROP or a potion. If

the call is a MASS or WIDE call, they should call "TAKEN" instead.

      - The caster may immediately call "TARGET, HARM ELEMENTAL MAGIC

      TRIPLE".

   - Level 5: Dispel Damage

   - Range: Touch/Target?

   - Duration: 5 minutes or until discharged / Instant

   - Effect: Choose at the time of casting. One of the following:

      - The Subject is the person upon whom this spell was cast (by touch). 

The subject must call "NEGATE" to the next Magic or Coloured damage call

that would affect them in the next five minutes, unless it is delivered by

weapon. If the call is a MASS or WIDE call, they should call "TAKEN"

instead.

      - The caster may immediately call "Target, HARM ELEMENTAL MAGIC

      QUAD".

   - Level 6: Dispel Magic

   - Range: Touch/Target??

   - Duration: 5 minutes or until discharged / Instant

   - Effect: Choose at the time of casting. One of the following:

      - The Subject is the person upon whom this spell was cast (by touch). 

The subject must call "NEGATE" to the next call they would be affected by

in the next five minutes, as long as it is not in the following list: a

weapon blow, a call containing 'Spirit', SLAY, DROP or a potion. If the

call is a MASS or WIDE call, they should call "TAKEN" instead.

      - The caster may immediately call "Target, HARM ELEMENTAL MAGIC QUIN".


After a brief discussion the motion PASSED with 24 votes in favour, 0

against and 1 abstention.


Motion 12: Merge and unify DAC granting skills DONE

Proposer:dp

Seconder: Shyndree

Reasoning: It's too confusing at the moment and it's something we could

simplify. Then we can put all the DAC descriptions in one place. Any

spells/racial packages/other abilities that give you DAC will also now just

give you DAC.

Motion: Make Combat Awareness and Agility have the same skill description

and add together for the purposes of giving DAC. So if you have a total of

4 of any DAC skills, you get a point of DAC.


After some discussion where it was clarified that the motion was intended

to make all the trips of DAC equivalent to the racially given DAC and hence

would be able to be used in Heavy Armour this went to a vote and PASSED

with 10 votes in favour, 8 votes against and 8 abstentions.


Motion 13: [if unifying DAC passes] Change Subterfuge DAC to be a new DAC giving skill DONE: NOW DODGE

Proposer:dp

Seconder: Shyndree

Reasoning: Having 2 DAC skills in 3 separate trees is odd if we let them

all add together. Whichever way we arrange it, one type of mutliclasser is

going to be disadvantaged. I suggest we change the Subterfuge DAC one since

it's the one I could think of an amusing name for. That way Wilderarriors,

Wilderfugers, and Warterfugers will all be equal in that respect.

Motion: [if unifying DAC passes] Change the name of the DAC skill in

Subterfuge to 'Slippery' with same description as the other DAC skills and

the ability to contribute to a point of DAC by adding to them.


The motion PASSED with 16 votes in favour, 0 against and 8 abstentions on

the condition that the word Slippery would never see the light of day again

and be replaced by something else. Dodge was suggested as an alternative.


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Last edited September 6, 2012 1:42 pm by Drac (diff)
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