AG stuff (Was: Hmmm) From: leeme@cnsvax.uwec.edu Date: Mon, 07 Jun 1993 22:19:03 +0000 In article <50598@sdcc12.ucsd.edu>, esuh@sdcc13.ucsd.edu (Edward Suh) writes: > I've been playing DM for nearly 2 1/2 years now, but wish that it > had a magic system or group combat. I'd really like to see the > latter, but adventuring sounds like an interesting twist that i > would like to try. I just ordered the rulebook and setup for AG and > would appreciate any words of wisdom regarding initial chaaracter > design, etc... From my experience in Duelmasters, i realize the See previous posts for initial character design stuff. Any specific questions please post em or email one of us: Mike Lee leeme@cnsvax.uwec.edu Matt Burgess burgesmw@cnsvax.uwec.edu Dave Saville dsaville@vesta.unm.edu > futility of assuming that you know how to play a game by reading the > rules. Everything i learned in DM came from my discussions with > managers who had been around for quite a bit longer than I. In any > case, I'd like to ask specifically Mike Lee(didn't you run the > warriors of Lee? or something...) if AG combat is comparable to DM > combat. i.e. are the strategy concepts similar? Training stats > detrimental to long-term potential? high intelligence and will key > to warriors abilities? and all that stuff. Yes, that was me in DM. Mr. Lee, Master Lee, Leester (it's a long story on how I ended up having to take my name for my characters...). AG combat is different in that there are 3 ranges to fight from and different weapons are better suited to different ranges. There is a long, medium, and short range. Possible strategies could range from trying to stay at long range and use a long range weapon (longspear) or closing to short range, thus jamming up the long range weapon fighter (giving him minuses on his weapon). There are many possibilities with these 3 ranges, special skills like kick, trip, headbutt, magic, and I really can't cover them all. Unlike DM, you get to set your defense in terms of percentages that you'd like to try. You can parry, dodge, retreat, or ignore attacks. Each defense costs different amounts of action points (ignore can actually give you more action points to use, while dodge and retreat cost a lot more in terms of action points). You also set percentages on your attacking, and your percent chance to try and hit. I suppose you could view the secondary strategy switch in AG to the desperation strategy switch in DM. Except that you get to set all the percentages on when to switch in terms of time, wounds taken, or energy left. Basically, AG combat gives you more control over your guys, and there's a lot more that you can do in terms of skills to use. Team fights and adventuring take place primarily on a two-dimensional grid. On a previous post I believe I put a 20x20 grid was what was used, but that's incorrect. The grids vary in size from encounter site to encounter site. You can sort of look at team fights and adventuring taking place just like on a D&D encounter board. Character sizes come into play when a tall guy with a long range weapon can stand at long or medium range and swing his weapon over a short guy at short range. Casting spells, bow use, and hurl weapon can take place over shorter characters, too. You're always gaining Experience Points (EP) to spend on stats/skills in AG. Unlike DM, there is no loss in skills by raising stats. There is also no limit on stats in AG. A high cunning in AG really adds to attacking and defense, but not as much as a high DEX. The high cunning will add to other areas like gaining Knowledge Points (KP) to spend on adventuring skills, gaining weapon skills, gaining dodge/retreat skills, and increasing other things.... What?!? No flaming RSI today? ;) Mike Lee References Hmmmesuh@sdcc13.ucsd.edu (Edward Suh)Mon, 07 Jun 1993 00:44:02 +0000 Up