No subject
Sun May 21 09:34:17 PDT 2006
Cheers,
Ash
> from: "Hibbs, Phil" <phil.hibbs at cgey.com>
> date: Mon, 20 Jan 2003 11:29:21
> to: rq-rules at crashbox.com
> subject: Re: [RQ-Rules] Re: Character Concept: The Iron Surfer
>
> Simon Phipp:
> >If he used the bound sylph with the condition that the sylph stays
> >bound and flies where the person standing on the shield directs,
>
> The only way to direct a Sylph is to have a Control/Command/Dominate spell
> in effect. The sylph cannot interpret vocal commands or gesticulations, it
> has no INT. I don't like the idea of inventing new abilities just with a
> condition.
>
> The efficient way to do this within the rules is to get a Control Sylph
> spell from a Kolating shaman.
>
> >A Wind Lord / acolyte of another cult could get around the no
> >RuneLord-Priests in RQ3. In any case, I like the idea of multiple
> >Rune Lord/Priest membership and so I scrapped that restriction.
>
> So which cult requirement do they ignore - the 90% time & money for being
> Rune Lord, or the 50% for being an Acolyte?
>
> I'm starting to understand why the power level of your game seems
> unattainable to me - you're using substantially different rules.
>
> >...none of my players dared fly in Dorastor in
> >case they were spotted by nasty things.
>
> Yes, it does make things interesting.
>
> Phil Hibbs.
>
>
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