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   DIR Return to: 2015 Errata Suggestions
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       #Post#: 891--------------------------------------------------
       Everything Bob Started
   DIR By: Zaud
       Date: June 16, 2015, 1:59 pm
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       Rogue Class Changes: I am leaving this to other’s to do as I
       would be perceived as Bias no matter what I put forth.
       Change to Invisibility
       Reason:  Play Balance and promote role play. This one 2 cp spell
       should not be better than Hide+Surprise (5cp for Rogue, 10 or 11
       cp for most other classes)
       Invisibility
       By the Strength of my Will, I render you Invisible
       This spell causes the target and his gear to vanish
       from sight and be undetectable to normal vision or
       even keen sight. The target is not magically silenced so
       they may still be detected in that manner. Creatures
       with advanced senses such as Keen Senses may sense
       where the target is located, but cannot actually see
       them. Items dropped or put down become visible and
       items picked up disappear only if placed inside a
       pouch or tucked into clothing. Light never becomes
       invisible but the light source may do so. This spell
       remains active until magically broken or dispelled, the
       target attacks any creature, interacts with the environment, or
       10 Minutes have elapsed.
       This means the Invisible person will not become visible if he
       casts a spell on himself, but will become visible if they cast
       on other people or create wall spells. Opening doors or picking
       up an item will also make them visible.
       Wall Spells: Change to description/casting requirement.
       Reason: To avoid having to call Holds and make Wall Spell usage
       flow more in the game.
       change to all wall spells from:
       This spell requires that a length of
       rope or tape (preferably orange) be used to mark the
       position of the wall.
       change to:
       This spell requires that a length of rope, tied to spell packets
       or marked with tape, to indicate it is a Wall Spell be placed in
       position as part of the casting cost/incantation of the wall
       spell.
       Remove Umbral skills from game.
       Reason: It takes up space in rule book and any plot around it
       can be implemented in simpler was that are more Inclusive to the
       player base. You still can have ‘dimensional’ travel if Plot
       wants, but implement it with spell/ritual usage. Rotating plot
       people already take time getting brought up to speed and having
       them required to learn an entire different aspect of the game
       for 1 or 2 players seems inefficient to me.
       Aura Spells should have arm bands/visible indicators they are in
       effect.
       Reason: Putting the Live into Live Action Role Play is about
       having an easy way to see things without having to call a hold
       for lengthy description. If someone is wreathed in fire, why not
       give them an Arm Band to wear. If the spell is cast ‘during’ a
       combat, and his opponent has a reason to know it is there it may
       not be necessary to call a hold specifically to put the band on,
       but it helps with balancing game to know effects are out there.
       Escape Bonds: Lower Price by 1 across all classes.
       Reason: Skill is not valued by player base currently and I feel
       this would help give players more options.
       Shape Shifting: Make it so individual cannot move or defend them
       self while shifting.
       Reason: A very versatile ability that lends itself to abuse. By
       making the transformation slightly dramatic/dangerous we keep it
       special.
       Starting Body Adjustment for Rogues and Theurgist
       Reason: At level 1 pretty much all adventurers have the same
       tough life of it though those that use magic or are more
       scholarly are focusing on inner energy and less on physical so
       they have slightly less hit points than those dedicated strictly
       to physical growth.
       Rogue starting Body 9 and Theurge 7 and both ‘progress’ in
       current fashion.
       Natural Attacks use Red Spell Packets only.
       Reason: Avoids confusion of what things can be blocked by a
       person’s physical Shield and what cannot be. Also makes figuring
       out what spell packets belong to the monsters easier at end of
       combat.
       Resists should work as well as, if not better than Shields.
       Regarding: How they interact with World Effects
       Reason: They are more specific, and innate to person and should
       not be less useful when it comes to dealing with World Effects.
       (If a Mind Shield protects against a World Effect Fear without
       being lost, a Resist Fear should protect and not be lost as
       well)
       Brawling should not gain ‘small weapon’ or other advantages for
       Stamina Costs. They should use ‘base’ or increases when
       necassary.
       Reason: Weapons are better at doing nifty things in combat then
       fists. Stamina costs should reflect this.
       Incantation’s for spells and effects should be changed to “speak
       the aloud and in such a way as to be heard and understood by
       their intended target or a martial standing 20 feet away.
       Current Listing: Bottom of Page 59. Pretty much above statement
       can be placed into the paragraph regarding Magic.
       Reason: Currently some spell casters speak quietly and can
       barely be heard and/or speak very quickly so as to make it
       difficult to understand what spell they are casting.
       Magic is simulated using small squares of cloth filled with
       birdseed. To cast a magical spell, the
       caster must know the spell in question, have enough Mana to fuel
       the spell, speak the incant aloud, and
       have one hand free to cast the spell. The incant must be
       completed successfully without the caster taking
       body damage, being rendered immobile, knocked unconscious, or
       killed. Upon successfully completing
       the incant, the caster then has three seconds to throw the
       packet at his target else the spell is wasted.
       The incant, or the spell’s verbal component is in game and be
       understood by anyone who hears it. When
       the packet is thrown and hits the target (perhaps an
       unintentional target), the spell is cast successfully
       on the target. If the target successfully dodges or counters the
       spell with an appropriate skill or the
       incant is incomplete or incorrect, the spell fails. The whole
       body of the opponent is legal target; even
       their clothes, weapons, and shields, or anything the target is
       holding or wearing.
       Make Spell Packets In Game Items
       Reason: It avoids having to tell people you have glowing hands,
       it allows for mages to be captured without having to tie their
       mouth shut (gagging people hinders role play). It also means
       mages would be encouraged to provide their own spell packets if
       they want to have extra, saving Plot time and expense.
       Statistics: A yearly summation number of people with each skill,
       Class and average Level would be worth knowing.
       #Post#: 910--------------------------------------------------
       Re: Everything Bob Started
   DIR By: whitepaws
       Date: June 22, 2015, 9:44 am
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       [quote=Zaud]Shape Shifting: Make it so individual cannot move or
       defend them self while shifting.
       Reason: A very versatile ability that lends itself to abuse. By
       making the transformation slightly dramatic/dangerous we keep it
       special. [/quote]
       Just as a point of order Bob, Shifters do have a count for
       shifting and as per any count, from Commune to Trade Skills to
       Running Away, any attack will end the count as you don't have
       the concentration to continue, or with Running Away someone is
       on your ass. With the exception of the Running Away example
       movement ends the count as you are concentrating on something
       and movement breaks that focus. You can use skills to defend
       yourself but your count ends there if you do and you have to
       start over again.
       Wasn't sure if you were aware of that and figure I'd post it
       here.
       #Post#: 911--------------------------------------------------
       Re: Everything Bob Started
   DIR By: Samjuria
       Date: June 22, 2015, 10:06 am
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       There's only one thing that bugs me about this. It's mainly just
       a pet peeve but can you please not refer to spells in terms of
       character points but mana. I understand the translation but its
       not really the same thing.
       #Post#: 913--------------------------------------------------
       Re: Everything Bob Started
   DIR By: Lothar6669
       Date: June 22, 2015, 10:09 am
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       This is not a discussion board, This is for thing that will be
       submitted at errata. Shoot the person a PM if you want to
       clarify with them so we can keep this board clean and organized.
       #Post#: 915--------------------------------------------------
       Re: Everything Bob Started
   DIR By: hjordanr
       Date: June 22, 2015, 1:17 pm
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       Austin is correct.  There is a separate discussion board for a
       reason and direct messaging is always an option.
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