[10:57] ->> You joined channel #ponyloft [10:57] ->> 198.98.221.67 resolved to 198.98.221.67 [10:57] ->> Channel created on 9/4/2013 8:40:36 AM [10:57] Morning [10:58] Just FYI, we didn't talk about the game anymore, except for considering running a game under the rules as they stand, to get a better feel for where more crunch is needed [11:26] <@Grak> Well, it's probably a matter of taste. [11:26] <@Grak> I mean, personally, I like crunch-heavy games. [11:26] So do I, that's why I love Pathfinder so much [11:26] <@Grak> People who don't probably think the other version's fine. [11:26] But you can't season a soup without tasting it first [11:27] <@Grak> True. [11:37] <@Grak> So when should we test it? [11:39] I don't know [11:39] We'll probably have to schegule a time once everybody gets up and on [11:40] I'm pretty sure we all agree on the changes we've already suggested, though. [11:40] <@Grak> Good. [11:41] <@Grak> So, how should we define other things? [11:41] <@Grak> Speed, initiative? [11:41] I think that initative should come directly from the stat. [11:41] <@Grak> I think Speed should be Dexterity+(default speed number). [11:41] Exactly [11:41] <@Grak> Also, Initiative should be Int+Dex. [11:41] Speed…fillies have short lets. 20ft/round? [11:41] legs* [11:42] <@Grak> Sure. [11:42] <@Grak> Extra 10ft for 1 stamina point. [11:42] Yar [11:42] <@Grak> Also, they can only fly 10ft in a round. [11:42] <@Grak> Small wings. [11:42] <@Grak> Unless they have a high enough fly skill. [11:42] With the option  to move at full speed for temporary stamina damage [11:43] <@Grak> Indeed. [11:43] <@Grak> A stamina point can also let you do extra actions, either two other minor actions or another standard. [11:43] <@Grak> Still, when you run out, you become exhausted. [11:44] Exhausted = half speed, one action per round [11:44] <@Grak> And -1 to Strength and Dex. [11:44] <@Grak> Seems harsh, but that's what happens when you recklessly use stamina points. [11:44] To will as well, exhaustion isn't just physical [11:44] <@Grak> Alright then. [11:45] <@Grak> We want to punish rash actions and recklessness. [11:45] Exactly. [11:45] <@Grak> For example, you go and just straight-up attack a sea pony, it could poison you. [11:45] <@Grak> Then, before you know it, they've turned you into a monster. [11:45] We also need rules for stealth, then. It's how most ponies are going to survive, and most predators are going to attack. [11:46] Ambush predation is very common in forests [11:46] <@Grak> Also, with diseases, unless it's really obvious that you just got infected, the knowledge of the disease is delivered to the player infected only. [11:46] <@Grak> They're not allowed to tell the other players. [11:46] <@Grak> That way, it makes things more tense. [11:47] <@Grak> The players never know what's really going on. [11:47] Yeah, but once the disease becomes obvious, fur falling out or what have you, the option to leave the infected comes up [11:47] I love that kind of thing [11:47] <@Grak> Indeed. [11:48] <@Grak> Also, a disease will always, always, have negative effects on the others as well. [11:48] <@Grak> Whether it's possible contagion or becoming a monster, they'll be in trouble as well. [11:48] <@Grak> And Cure Disease is a major spell that can cause san damage in the character it's cast on. [11:48] We should delineate between poison and disease very carefully then. [11:49] <@Grak> Poisons are things that damage a single player. They aren't contagious. [11:49] <@Grak> Diseases are. [11:49] Yeah, but you keep saying that seaponies poison [11:49] <@Grak> Venom. [11:49] We have to be careful, because it sounds like a disease to me. [11:49] <@Grak> But I see the point. [11:49] <@Grak> Yeah, disease. [11:50] <@Grak> In fluff, they're poisonous. [11:50] <@Grak> Mechanically, they're diseased. [11:50] Right. [11:50] The players don't have to know that, but the GM does. [11:50] <@Grak> Well, in fluff, it's a curse that they think is a blessing. [11:50] <@Grak> So I guess curses are basically magical diseases. [11:51] Ehhh, that would be more of a case by case basis [11:51] <@Grak> Also, there's a spell, Remove Disease. [11:51] Like, the curse of anmesia on the Crystal Empire wasn't contagous. [11:51] <@Grak> Actually, Transfer Disease. [11:51] <@Grak> It allows you to take a disease out of a pony, and into another pony. [11:51] <@Grak> Major spell, and there's a chance that you'll catch the disease. [11:52] Martyr style…I like it [11:52] <@Grak> Plus, definitely a little san loss on the character it's used on at least. [11:52] That would also be a great cover for a cult, offering to cure diseases any travelers may have in the forest. [11:52] <@Grak> Can also be used to poison weapons. [11:53] <@Grak> Oh, I didn't say you take the disease yourself. [11:53] <@Grak> You put the disease on an enemy in combat. [11:53] So much the better [11:54] But there's still the possibility [11:54] <@Grak> That could cause their allies to turn upon them, or a contagion to spread amongst them, or an enemy to turn into a monster that attacks its allies when you're not near. [11:54] <@Grak> You can take the disease as well, which also causes you both to regain a Friendship point. [11:54] <@Grak> Still, a disease can only be transferred in that way once. [11:55] Ok, so unicorns have their spells, and pegasi can fly…I think we should give the earth ponies something to do with plants [11:55] A free skill for knowing if a plant is safe to eat or something similar [11:55] <@Grak> I was intending to just give them bonus skill points, but okay. [11:55] <@Grak> They have the Nature skill. [11:55] <@Grak> With that, they can learn to brew potions, figure out which plants are poisonous, any of that. [11:56] Excellent [11:56] <@Grak> Maybe we could have skill trees for each of these race specific skills. [11:56] <@Grak> Nature becomes Plant Lore, Alchemy and Beast Taming. [11:56] <@Grak> Well, if you choose to specialize, I mean. [11:56] I was thinking something similar, but more in the nature of a feat chain [11:57] <@Grak> That would be how it would operate. [11:57] Ok, cool [11:57] <@Grak> But once you're on one chain, you can't get off. [11:57] >implying the ride ever ends [11:57] <@Grak> >inb4 I WANT TO GET OFF MR BONES'S WILD SKILL CHAIN [11:58] <@Grak> So yeah, the beginning feat changes the skill name and gives you some new abilities. [11:58] <@Grak> For Flight, you have Weather Manipulation, Racing and… [11:58] <@Grak> I can't think of another. [11:58] <@Grak> Any ideas? [11:58] Bombardment. [11:58] <@Grak> Sure. [11:58] The art of lifting heavy things to drop on people's heads [11:59] <@Grak> Actually, Aerial Combat. [11:59] Much better [11:59] <@Grak> That involves bombarding, fly-by attacks, all of that shit. [11:59] For Unicorns, Alteration, Transportation, and Healing [11:59] <@Grak> Weather manipulation is what it says on the packaging, Racing is going fast and manouevers, Aerial Combat is fighting in the air. [12:01] <@Grak> Where would spells like Telekinesis, Glow or Magic Missile go? [12:01] <@Grak> Yes, there is a magic missile. [12:01] Telekenesis would go into Transportation, moving a thing from one place to another. Glow isn't so much a spell as it is a by-product. It's an at-will thing [12:01] Magic Missile would go into Alteration [12:02] <@Grak> I guess Alteration makes a good chain for your offensive spells. [12:02] <@Grak> I mean, you're changing things from alive to dead. [12:02] that wasn't exactly what I thought. Like, for example, disintigrating the dirt in front of you to make a pit trap [12:03] That's Alteration [12:03] <@Grak> True. [12:03] We might want a 4th chain for strictly combat applications, that can be duel-taken. [12:03] <@Grak> Although, players will have to fight inevitably. [12:03] Just an idea [12:03] <@Grak> Guess so. [12:03] <@Grak> Fourth one is Destructon. [12:04] Then for pegasi, we should have a tree for Speed [12:04] <@Grak> Actually, fourth one is Chaos. [12:04] Or would that go under Racing…yeah, I think it should [12:04] <@Grak> No, it can't be chaos. [12:04] No, it can't. [12:05] <@Grak> We can't call it chaos or destruction, because it's not entirely specifically destructive. [12:05] <@Grak> It also includes force fields and that kind of thing. [12:05] <@Grak> Defence as well as offense. [12:05] <@Grak> Evocation. [12:05] I was thinking about calling it Protection [12:05] Even the offensive attacks are in self-defense [12:06] <@Grak> Yeah. [12:06] <@Grak> Let's call it Guardian or something. [12:06] I like that. [12:06] We'll ask the others later [12:06] <@Grak> So, every race has a combat-based tree? [12:06] For earth ponies, we might as well just call it Slam, because that's most of what they've got [12:06] I was thinking so. [12:07] Balance, you know [12:07] <@Grak> Perhaps for Earth Ponies, we make the Brawling skill unique to them. [12:07] <@Grak> Other ponies can hit stuff. [12:07] But earth ponies throw down [12:07] <@Grak> With their hooves, I mean. [12:07] I like it [12:07] <@Grak> But Earth Ponies are naturals at it. [12:08] <@Grak> Even the weakest ones can knock apples out of trees by kicking them. [12:08] <@Grak> So, we have the offensive tree for Pegasi. [12:08] <@Grak> We should give them something else. [12:08] For pegasi, we already have a combat tree, so we need one more utilaritian one [12:08] What about Scouting? [12:08] <@Grak> I like it. [12:09] <@Grak> What would it contain? [12:09] High-altitude adaptation, increases to vision, monster lore, ect [12:10] <@Grak> Nice. [12:10] <@Grak> Although, why would high-altitude adaptations be a thing? [12:10] <@Grak> We've seen in the show, most of their kids live in cloud cities. [12:11] Point [12:11] We could replace that with low light vision? [12:12] <@Grak> Vision adaptations, higher perception, higher stealth, the ability to realize when you've found a monster's weakness and remember that for future monsters of the species. [12:12] Yes, yes. [12:12] <@Grak> I was thinking somewhere along the Guardian tree, we could have a trait called Spellslinger. [12:13] For unicorns like Lyra. Not a bad idea [12:13] <@Grak> Lets you use two offensive spells on one standard action. [12:13] Oh, slinger [12:13] I read that as singer [12:13] <@Grak> A forgivable error. [12:13] <@Grak> Higher level versions give you more spells. [12:13] All I can think about when you said that was Pinkie grabbing Twi's tail and using her as a gatling gun [12:14] <@Grak> Another major theme in this game that I think we could have is exposure to environments making you stronger. [12:14] We will need an xp system anyway [12:15] <@Grak> So you start off pathetic, and the increase in power is slow, but it becomes faster as time goes on. [12:15] To a point [12:15] These are still kids, they can only be so beast [12:15] <@Grak> Exactly. [12:15] <@Grak> But they get to a point where, compared to a normal kid, they're unbeatable. [12:16] <@Grak> But really, really mentally scarred. [12:16] I really like the idea of a colt who got lost in the Everfree, and managed to survive and grew up in there. [12:16] <@Grak> Hence, the fact that by a certain level you're hitting 12 enemies at once with Spellslinger and kill all of them. [12:17] <@Grak> Those could be some NPCs in the game. [12:17] We could write the guidebook from his perspective. He would be bat-shit crazy, which would allow for slipping in errors into the player sections of the book [12:17] <@Grak> The book could be written as a guide to any foals who entered the Everfree. [12:17] <@Grak> The first line should be: [12:18] <@Grak> "Here's my main piece of advice to anyone who wants to go to the Everfree to get cutie marks: DON'T." [12:18] <@Grak> "But you're kids. You're like I was." [12:18] <@Grak> "You hate adults telling you what to do." [12:18] "I know you won't listen, so that's why I wrote the rest of this" And then get into the meat of the book [12:18] <@Grak> "And now you're wondering why I said not to go, and you're going to go just to find out." [12:19] <@Grak> "So, let me give you some more details on why you shouldn't, or at least how to get the best chances of survival." [12:19] <@Grak> Then, as you said, the meat of the book begins. [12:19] Great. [12:20] <@Grak> You could also find adults who grew up in the forest but never got out. [12:21] Most of them would be cultists, which is the only reason they made it for as long as they did [12:21] They're being protected [12:21] <@Grak> Some would be friendly NPCs who gave up trying, others would be batshit insane barbarians who try to kill you. [12:21] <@Grak> And yes, cultists. [12:21] <@Grak> Many cultists. [12:22] <@Grak> Once you've gone mad enough, if a guy says he's a god and he can protect you, you'll listen. [12:23] <@Grak> The insane gibberings would be in a different font. [12:24] Which doesn't mean there's not anything to them [12:24] The insane gibberings should at least be on the right track, sometimes. [12:26] <@Grak> Exactly. [12:26] <@Grak> Sometimes he says that there's things he's never encountered, and the voice starts talking about them. [12:27] <@Grak> We imply that the eldritch abomination memories have been suppressed, but the insane part of him remembers. [12:27] Right, right. [12:27] Or, we could even have him running full MPD, and make it look like there are multiple authors [12:27] Which would also account for the different writing styles we all have [12:28] And then do the reveal at the end [12:29] <@Grak> That could work. [12:29] <@Grak> Maybe different parts of him have different views on the forest. [12:29] Exactly. [12:29] <@Grak> So one part loved the forest and wants him to go back there. [12:30] I can write that part [12:30] <@Grak> Meanwhile, another part is terrified at the thought. [12:30] <@Grak> Make it sound like you know about what's happening there, but you think the things there are good things. [12:31] <@Grak> Those can be in little anecdotal sections at the beginning of each chapter. [12:31] <@Grak> The rest is just for describing mechanics. [12:32] <@Grak> I feel like we should publish a player's guide and a GM's guide. [12:32] Have you ever read any of the Van Richten's Guides? [12:32] <@Grak> No, why? [12:32] I was thinking about doing them in that style [12:33] They're written entirely in-universe, except for the last section, and occasional explinations of obscure rules [12:33] <@Grak> I just think having two guides reduces the chance of the players reading the GM's section, and knowing the bestiary makes things less scary and makes the weaknesses of the monsters less obvious. [12:33] I agree [12:33] but you know how players do [12:33] They're going to read the DMG. [12:34] Still, coming out with two is a good idea [12:35] <@Grak> I know, but I think we should recommend in the player's handbook that you don't read the DMG unless you're GMing, to preserve the tone and prevent metagaming. [12:35] It should be one of the first things [12:35] <@Grak> Exactly. [12:36] <@Grak> They're probably going to anyway, but they can't say we didn't try. [12:36] We should also reccomend in the DMG that any player caught reading it suffers a swift death in game [12:36] And possibly IRL [12:37] <@Grak> Indeed. [12:37] <@Grak> In my opinion, reading the DMG when you're just playing is metagaming and playing badly. [12:38] <@Grak> Use your imagination to fight the monsters, don't try and memorize their every weakness. [12:38] The weakness of most monsters is fairly obvious anyway [12:38] Timberwolves are wooden. [12:38] Seaponies are exactly that, they need water [12:39] <@Grak> Exactly. [12:41] <@Grak> So what other monsters can we have? [12:41] <@Grak> Manticores and Dragons, definitely. [12:41] <@Grak> And changelings. [12:42] Sea serpents [12:42] <@Grak> Also, Changelings can consume your Friendship points to hea.. [12:42] <@Grak> *heal. [12:42] <@Grak> This causes san los. [12:42] <@Grak> Definitely sea serpents. [12:42] Yeah, but they have to take one of your friend's shapes first [12:42] They can't mind-rape you for it [12:42] <@Grak> Water in the Everfree is not nice. [12:42] <@Grak> Exactly. [12:43] Treants? [12:43] In an evil forest, you would almost expect them [12:43] <@Grak> Still, once you've given a Changeling a friendship point, it can definitely steal more and damage your san. [12:43] <@Grak> Yep. [12:43] <@Grak> Treants are a must. [12:44] <@Grak> And various wild animals. [12:44] Not all of which are hostile [12:44] <@Grak> None of which are inherently hostile. [12:44] <@Grak> But if you anger them or they're hungry, you gonna die [12:44] <@Grak> . [12:44] <@Grak> Or at least fight them. [12:45] Maybe a tribe of wild griffons? [12:45] <@Grak> Only magical beasts can be actively good or evil. [12:45] <@Grak> Griffons, definitely. [12:45] <@Grak> Wild griffon clans are part of the background. [12:45] <@Grak> Still, non-hostile griffons exist. [12:46] They're fairly ambivilent, as long as you're not tresspassing on their land [12:46] They are, however, territorial [12:47] They prefer mountianous areas, or failing that, building small cottages in the top branches of trees [12:50] <@Grak> Indeed. [12:51] The nagapon, who live deep in cave complexes. They have cities down there. [12:51] <@Grak> What are those guys anyway? [12:51] Naga ponies. Upper bodies of ponies of various kinds, lower bodies of snakes [12:51] Earth, unicorn, and pegasi types, but the wings and horn are vestigial [12:52] The warriors and nobles have venomous bites, the workers and commoners are constrictors [12:53] <@Grak> Perhaps the wings and horns could be reptilian. [12:53] Sure, sure. [12:54] <@Grak> So, the wings bare a resemblance to those of dragons, and the horns are like changeling horns. [12:54] <@Grak> Do you think that could work? [12:54] <@Grak> Maybe they're led by an alicorn nagapon. [12:55] Let's leave their leaders amorphous, at least for now [12:56] I get that they're supposed to be the horror infused mirror for the pony soceity, but I think we should do a specific sourcebook on them, like you would for drow [12:56] They were the inspiration [12:57] <@Grak> Makes sense. [12:57] <@Grak> We'll mention them in the bestiary, of course. [12:57] Of course. [12:57] <@Grak> But we'll go into detail in the sourcebook. [12:57] <@Grak> We'll do the same for griffons and dragons. [12:58] <@Grak> Think the sourcebook for the nagapon could contain rules for playing a nagapon hatchling? [12:58] Could. [12:58] <@Grak> Maybe the griffon one for griffon cubs? [12:58] Now, are the seaponies inteligent, and if so, do they have a soceity? [12:58] <@Grak> Yes, they are. [12:59] <@Grak> Their society is highly religious. [12:59] Then we should do one for them too [12:59] <@Grak> They worship the Draconequus Corruption, who turned them from regular cultists into monsters and let them turn other people into them. [12:59] <@Grak> No rules for playing as them though, they're strictly evil. [13:00] <@Grak> Mind control, no exception. [13:00] Sure, sure [13:01] Ok, some nonsentient baddies [13:02] <@Grak> Timberwolves, wild animals, parasprites. [13:02] <@Grak> We should release a sourcebook on Tartarus and the Draconequi, as well. [13:02] Giant spiders, carnivorous plants [13:02] <@Grak> Maybe we could explain seapony society in there, after all, they're just a cult that got turned into monsters, and the other cults will be detailed in there. [13:03] That's probably a good idea [13:03] We shouldn't get too ahead of ourselves [13:03] <@Grak> Yeah. [13:03] <@Grak> Basilisks, manticores. [13:04] <@Grak> Giant snakes. [13:04] <@Grak> Slimes. [13:04] possibly golems? [13:04] <@Grak> Possibly. [13:04] <@Grak> Ghouls. [13:04] <@Grak> How would golems get in the forest? [13:05] Well, there are cults [13:05] Cults have mages [13:05] mages make golems [13:05] <@Grak> I guess the palace was in the middle of it, wouldn't be too far-fetched to assume ancient golems from an old town formed around the castle. [13:05] <@Grak> That too. [13:06] The castle itself should have a map for it. the top is in ruins, but there are dungeons [13:07] And nasty things live in dungeons. Slimes, giant insects, ect [13:07] <@Grak> Adventure module? [13:07] Possibly. [13:08] <@Grak> Also, because the spirits inside NMM got thrown in there, there are creatures called Nightmares running around. [13:09] we should leave that to one side for now, though. We've got a whole forest to build. [13:09] <@Grak> Yeah. [13:09] <@Grak> Do Nightmares sound good? [13:10] I like it, but I feel like they should be possessing spirits. [13:10] Possessing statues and stuff like that [13:11] <@Grak> That seems more interesting, yeah. [13:12] <@Grak> You can tell that something's possessed when it's surrounded by black smoke and its voice is two-toned with hers and its if it can speak or make sounds. [13:13] Yup [13:13] <@Grak> Creatures possessed by Nightmares can also cast the spell Darkness at will and have darkvision. [13:13] Which gets us into player possession [13:13] Direct Will vs Will? [13:13] <@Grak> The spirits outside of any bodies can do that as well, and they can fly and turn invisible. [13:14] <@Grak> Yep. [13:14] <@Grak> They can also cause a fear effect. [13:14] <@Grak> However, the spirits can't enter bright light without hosts. [13:15] <@Grak> The glow spell won't ward them off for long, since sustaining it too long costs stamina points and when you run out your will is weakened. [13:15] Starting a fire is a better option [13:15] <@Grak> So campfires are still necessary, especially since they especially crave pony bodies to possess, since they feel more like how it felt to be NMM. [13:16] <@Grak> Indeed it is. [13:16] Which implies use of fire as a direct weapon [13:16] <@Grak> But if it gets dark too soon for you to collect firewood, you might have to rely on it. [13:16] <@Grak> Torches can be weapons. [13:17] <@Grak> Also, there's a Sparks spell, and a Fireball spell down the line on the Guardian tree. [13:17] We might have to call it something else [13:17] We don't want to rip off D&D too much [13:22] <@Grak> Ignite? [13:22] <@Grak> Fireball doesn't need renaming. [13:22] <@Grak> Everything has a fireball spell. [13:23] <@Grak> EVERYTHING. [13:23] Ok, point made [13:25] Most of the weapons should be improvised [13:25] Sticks, rocks, torches, ect [13:50] <@Grak> Indeed. [13:51] <@Grak> You start off with literally no equipment. [13:51] Everything you get you either make, or scavenge [13:51] <@Grak> It's not like you're expecting to get stranded in a forest filled with monsters. [13:51] <@Grak> Yep. [13:58] <@Grak> Doesn't take much to craft most weapons. [13:58] <@Grak> You just need to scavenge the write parts. [13:58] <@Grak> *right [13:58] Metal weapons are verboten unless they're found [13:58] <@Grak> All you need for a spear, for example, is a stick and a flint to sharpen it. [13:58] <@Grak> Indeed. [13:59] <@Grak> Although some tribes/cults might forge weapons. [13:59] <@Grak> Actually, do you think we should make creating spears that easy? [13:59] You would need a shaft, a sharp stone, and something to hold the two together, a vine or some kind of natural paste [14:00] Not a great weapon, but a step up from a stick [14:00] <@Grak> Would tree sap work? [14:00] No, almost all tree saps are as thin as water. [14:00] <@Grak> In a pinch, it would probably be fairly pathetic, but it would hold it together long enough to do the job, I think. [14:00] <@Grak> Okay, never mind. [14:01] I farm maple sap, I know [14:01] <@Grak> We shouldn't make solvents and vines too hard to find. [14:01] No, we shouldn't. [14:01] <@Grak> Most players won't be able to survive without weapons in a fight. [14:02] A bow is a lot harder to make. A good bow takes weeks to craft properly [14:04] <@Grak> I wasn't saying we make every weapon easy. [14:04] <@Grak> Basic weapons, like spears or clubs, shouldn't be too hard. [14:05] I know. I'm just trying to figure out the difficulty scale [14:05] <@Grak> Bows are much harder, and you'd have to make arrows as well. [14:05] A club or a spear is caveman tech, easy peasy [14:05] Bows are harder, although a sling would be fairly easy [14:05] A sword would be impossible [14:07] <@Grak> Unless you make the kind of sword the Aztecs had. [14:07] <@Grak> But that's basically a club. [14:07] Are you thinking about the Maori sharktooth clubs? [14:07] <@Grak> What about armor? [14:07] <@Grak> I was thinking of these: [14:08] <@Grak> http://www.aztec-history.com/images/maquahuitl.gif [14:09] <@Grak> Although sharktooth clubs would be possible. [14:09] Close enough [14:09] <@Grak> What about armor? [14:09] Armor is much the same [14:09] Leather takes days to make, and is difficult. Wooden plates would provide some protection, but you'd have to have a way to cut the wood. [14:10] <@Grak> How hard would axes be to make? [14:10] They all have advantages and drawbacks [14:10] <@Grak> Stone ones. [14:10] <@Grak> Stone blades, I mean. [14:10] A stone axe? Not much harder than a spearhead [14:10] They just need to be heavy, and sharp on one side instead of both [14:10] <@Grak> So what are the advantages? [14:10] <@Grak> I'm guessing that spears have longer reach, but deal less damage. [14:10] Leather armor is light, mobile, and in a pinch, edable [14:11] <@Grak> Leather is edible? [14:11] Wood is heavy, but offers better protection [14:11] If you get hungry enough [14:11] I was homeless for a while, and wound up eating my boots [14:12] clubs are strictly melee range, but they hit harder, and it's easier to control point of impact [14:12] Spears have reach, but don't hit as hard and take a penalty to called shots [14:12] Axes are somewhere in the middle. melee range, but they do more damage to limbs than either of the other two [14:13] <@Grak>  Sounds good. [14:13] <@Grak> Although I think there's a problem if our equivalent of plate is easier to get than leather. [14:13] <@Grak> Maybe we should make it hide, and all you need to do is skin an animal? [14:14] That's probably better [14:14] <@Grak> I'm presuming knives and daggers don't even need a roll to make. [14:14] And wood plate is very tricky to make. [14:14] <@Grak> You just pick up a sufficiently size sharp rock. [14:14] two or even three rolls [14:14] <@Grak> Okay then. [14:14] <@Grak> Oh, that's for the wood plate. [14:14] <@Grak> Never mind. [14:14] For getting a sharp knife…if you've got time to look, there's no roll [14:15] If you are trying to find one in the middle of a fight, you should make a roll [14:17] <@Grak> Exactly. [14:17] <@Grak> Being in a fight makes you roll for that kind of thing. [14:17] <@Grak> Can't go scavenging whilst a shoggoth's trying to eat your face.