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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