When you next print the core rulebooks can you please....
1) Absolutely definitely have the one roll system for combat with the uneeded line from the matrix removed.
2) Indicate that initiates can use all their cult spells without possesing the corresponding runes
3) Have a better system for skills in excess of 100%. I suggest either the masteries system from Heroquest or making it opposed rolls where score in excess of 100 is added to the number you roll to decide ties. Apply this to combat
4) Make resistence to spells an opposed roll. At the mo someone with 100% in resilience and persistence is pretty much immune to magic.
Pretty pretty please!
It would take about a paragraph for each one to redefine (with some corrections here and there). Proof-read then proof-read again.
Heres hoping the Elric/ Hawkmoon rules have solutions to these issues so we can really see the elegant system beneath.
1) Absolutely definitely have the one roll system for combat with the uneeded line from the matrix removed.
2) Indicate that initiates can use all their cult spells without possesing the corresponding runes
3) Have a better system for skills in excess of 100%. I suggest either the masteries system from Heroquest or making it opposed rolls where score in excess of 100 is added to the number you roll to decide ties. Apply this to combat
4) Make resistence to spells an opposed roll. At the mo someone with 100% in resilience and persistence is pretty much immune to magic.
Pretty pretty please!
It would take about a paragraph for each one to redefine (with some corrections here and there). Proof-read then proof-read again.
Heres hoping the Elric/ Hawkmoon rules have solutions to these issues so we can really see the elegant system beneath.