NOTES from
the CD's
-by CD Mjollnir
New Changes in Telgard
Hello, everyone!
Some time ago, the CDs took up a few issues that players had asked about
and investigated the possibilities of invoking them. The two in particular
were stat changes in-game and additional advantages. I'm here to tell
you the results of our discussion.
First, the advantages. Players wanted a large number of new advantages,
and we considered adding some. However, a vast majority could be implemented
by an adjustment of the currently existing advantages or disadvantages.
And there was another consideration; Telgard is about roleplaying, not about
min-maxing. We don't want character creation to center around advantages
and disadvantages...we want it to center around history and development,
and a huge list of advantages takes away from that.
Therefore, though there was a huge list, we selected only two, as follows:
- Family/Group Ties: The character is a part of a family
or organization that has a very good reputation of some sort--for instance,
a line of famous craftsmen or an impressive family history. This gives
the character a certain advantage, though the sphere of influence of his
family or group is limited--for instance, in a village or town, or with a
certain profession or type of people such as craftsmen or soldiers.
The character tends to get friendly and helpful reactions from these people,
and may sometimes gain minor favours such as a loan or shelter--though of
course, the character is expected to reciprocat in kind on occasion.
- Poor/Robbed: The character has become destitute, whether
he lost his job, got robbed, or was always poor. The character cannot
take the Wealth advantage. In addition, he starts with no money, and
is entitled to no kits. The only things he has are the clothes on his
back which are ragged and worn. The character will likely make a bad impression
on potential employers or guards due to his unkempt and dirty appearance.
These will be added to the character sheet the next time the character sheet
is updated. Note that the Webmaster is going to school and is also
inherently lazy, so it might be a while! :)
With regards to the ability to improve statistics through gameplay, the CDs
were all initially against the idea. However, we decided to play devil's
advocate and surprisingly enough managed to convince ourselves it was okay.
We have therefore decided to allow a character to raise a statistic when
he gains expert in a skill. The guidelines are as follows:
- A character may raise one statistic by one point when he reaches
expert in a skill. The statistic he raises must be the one associated
with the skill, unless that statistic is already at five; in this case, the
character may choose to raise any single statistic that is not already at
five
- Only skills that count against your limit on expert-level skills
count for the purposes of raising statistics. For instance, obtaining
expert in Goblin or in Lifesong does not entitle you to raise a statistic,
because languages and race skills do not count against the number of expert-level
skills you may have. Magic talents do count, and are associated
with intelligence.
- You may never raise a statistic beyond five, nor may you raise
a statistic beyond the racial maximum (for instance, if you are a misharr
or delfae).
- An increase in intelligence does not entitle you to take a
new skill, nor a new talent, but it does allow you to achieve higher ranks
in magic talents you do currently have.
If there are any questions about statistic changes, please inquire at the
Question and Answers forums. As there are no players, to our knowledge,
who currently have expert in any non-language skill, there is no need for
mass character sheet adjustments or grandfathering in old characters.
We hope these changes make Telgard a more interesting and fun place to play
in.
Sincerely,
The creative Developers
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