Quicksilver V1.0
I am not ready to release Quicksilver V1.0 yet
I am however ready to talk abotu the shape of the eventual V1.0 release. We began with combat, and the quicksilver combat rules are what I call the Q.1 combat patch. Just a patch to fix a problem of time, but not yet part of a cohesive whole. In truth is should be called the Q.05 combat patch because it isn't done yet.
The skills would be Q.2, but they aren't done yet either. I'm not even sure where the Damage or the Rune magic fit into Quicksilver. I'm tired of using incomplete manifestations of the Quicksilver rules, and so I'm going to reveal all of my deep seated ideas about Quicksilver and ask for all of your input. I don't know where all of this is going to end, but i know where it will start, and that is with combat.
I'm just going to give you a broad overview of all the variants that Quicksilver will eventually call its own. Each one deserves its own post and its own disscussion, so if any of these things strike your fancy I'll spill the beans on how i got the idea for it, and where i'd like to take it. Da'aeron once described what I do as extrapolation, now I see just how right he was. I'm using the base D rules and extrapolating a new form of rues from them. These new rules require a guiding premise, something to say, "okay that fulfills the spirit of Quicksilver" I have a few ideas for that, but i'm asking for input there as well.
"Quicksilver is born of D Any D materials that conform to the 3.0 and 3.5 standard should be eligible for integration into Quicksilver"
"Quicksilver is intended to make mundane and unfun aspects of D quicker and make more sense."
"Quicksilver does go into a high level of complexity when needed, but only if the shape of that complexity reveals somethin where simplicty failed."
"Quicksilver may have a steep initial learning curve, but once the rules are learned they will be simple from there on out."
These are the guiding premises I use to write new quicksilver rules, and here are the barebones of the first generation of quicksilver rules
Combat Patch
Weapons:
Altered damage, altered attack, conceal ratings, Quality rating, Initiative changes, Hardness, Hp, Size
Skill alterations
Feat, skill equivalency
Roll and Role playing
Where do the dice end? Where do the Character sheets end?
Special Combat Actions
I am open to all forms of constructive criticism, all of you have played with me and my version of Quicksilver, I value your input
I am however ready to talk abotu the shape of the eventual V1.0 release. We began with combat, and the quicksilver combat rules are what I call the Q.1 combat patch. Just a patch to fix a problem of time, but not yet part of a cohesive whole. In truth is should be called the Q.05 combat patch because it isn't done yet.
The skills would be Q.2, but they aren't done yet either. I'm not even sure where the Damage or the Rune magic fit into Quicksilver. I'm tired of using incomplete manifestations of the Quicksilver rules, and so I'm going to reveal all of my deep seated ideas about Quicksilver and ask for all of your input. I don't know where all of this is going to end, but i know where it will start, and that is with combat.
I'm just going to give you a broad overview of all the variants that Quicksilver will eventually call its own. Each one deserves its own post and its own disscussion, so if any of these things strike your fancy I'll spill the beans on how i got the idea for it, and where i'd like to take it. Da'aeron once described what I do as extrapolation, now I see just how right he was. I'm using the base D rules and extrapolating a new form of rues from them. These new rules require a guiding premise, something to say, "okay that fulfills the spirit of Quicksilver" I have a few ideas for that, but i'm asking for input there as well.
"Quicksilver is born of D Any D materials that conform to the 3.0 and 3.5 standard should be eligible for integration into Quicksilver"
"Quicksilver is intended to make mundane and unfun aspects of D quicker and make more sense."
"Quicksilver does go into a high level of complexity when needed, but only if the shape of that complexity reveals somethin where simplicty failed."
"Quicksilver may have a steep initial learning curve, but once the rules are learned they will be simple from there on out."
These are the guiding premises I use to write new quicksilver rules, and here are the barebones of the first generation of quicksilver rules
Combat Patch
Weapons:
Altered damage, altered attack, conceal ratings, Quality rating, Initiative changes, Hardness, Hp, Size
Skill alterations
Feat, skill equivalency
Roll and Role playing
Where do the dice end? Where do the Character sheets end?
Special Combat Actions
I am open to all forms of constructive criticism, all of you have played with me and my version of Quicksilver, I value your input

2 Comments:
This is an idea I just had about runic magic. Sorry, I dunno if this would be the place to post that, but whatever (I have some comments more germaine to the post, but I'll leave those later)
I really really like runic magic. I've always tried to avoid playing a magic-casting class, just because I've never wanted to deal with the rules, but runic magic makes it much simpler. But I also see the balance problem with it, and that's where my idea (albeit abstract and undeveloped) comes in.
Say at earlier levels, the magic is much more inaccurate. It may not hit the target, or it may not have the effect you want, or it may even hurt the caster (this is sort of true of runic magic in general). As you advance in levels, and you get better at runic magic, and it gets more accurate. But still, it's very dificult to do the same thing twice in a row. So once you get to a certain level, you get the ability to somehow record spells. If you cast a spell that turns out absolutely amazingly, then you can record it immediatly thereafter, and cast the same spell again later for the same cost. Of course, even with recorded spells on hand, you still have the option to try to jurry-rig some magic effect.
Alright, this is a really long comment, sorry. I just wanted to throw that out there.
Yes, I've had a similar idea, but also we only got a short ammount of time with those characters so it didn't seem to be a huge issue. The large issue at hand with runic magic is how much simplicity your getting for discarding all the rules of magic. Arguably runic magic makes all spellcaster ridiculously overpowered, but on the other hand, it doesn't.
I like the idea of recording runic magic spells. and I'll include some way to do that in the full module of Runic magic.
Post a Comment
<< Home