From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Newsgroups: alt.games.torg
Subject: Re: Stupid questions
Date: 19 Nov 92 21:01:34 GMT
Organization: The University of Texas at Austin, Austin TX

In article <1992Nov13.003506.9326@jupiter.sun.csd.unb.ca> agreene@mta.ca writes:
>          2.  Why is the value of Meters per Round a 0.  If the value
>          of meters is 0, and the value of a 10 second round is 5, then
>          shouldn't the value of meters/second be a -5?

In the skill descriptions, they talk about 'macro' running and climbing,
and they mention that you must add 5 to get the time value, but they
should have put that tidbit of information in one easy-to-find place
(right next to falling damage :).

>          3.  Why is the running limit value 10, anyway?  Carl Lewis
>          has a hard enough time sprinting the 100m dash in under 10
>          seconds (9.2 or whatever...)  Using a speed push, though
>          he should be able to run 250m (value 12) in a 10 second round.

WEG is taking the 'hero' bit a little too far. For example, anyone who
can make a DEX roll at DN 13 can break the world longjumping record.

>                 But even if we take that for granted, the running
>          limit value could still be decreased to 8, leaving max.
>          human speed of 100m/round and giving some use to the Running
>          pulp power.

I agree. (with a stroke of the pen it becomes so...:)

>          4.  Why would anyone want to play a Core Earth magic character?

So they can use miniguns :)

>          5.  Why would anyone use a flintlock pistol?

Specifically, why does everyone in the whole cosm of Aysle carry a pistol?
Not only do they have less power than a bow, they should be less accurate
(in my game, the maximum adjusted Fire combat skill is 10 when using a
flintlock-a 'transplanted' rule from Phoenix Command).
Someone else mentioned that they can be concealed, but not in Aysle, due
to the law of Honor (or whatever it's called). You can spot a character
carrying concealed weapons in Aysle because flowers wilt as he walks by :-).

>(Mal)     For that matter, who would implant a Sparrow Equalizer (dam
>          value 18) instead of an FN Jammer wrist gun (value 23)?
>          I want dammage power, dammit!

Remember that armor gives 3 extra points of protection against a Jammer,
something they overlooked over at Hachiman. If you want more shots,
get an Equalizer for each finger :)

>(Moe)    9.  Why would anyone use the _Storm_Knight's_Guide_To_The_
>         _Possibility_Wars_?

Munchkin control. I also let new players read chapter 9 to get a better
feel for how contradictions work.

>         10.  What's with Spiritual axiom 17?

Maybe they're worried about characters coming back from the dead at higher
levels, but they still want to use the Spirit 17 miracles.

>         14.  In "Cry Havoc" (from _Mysterious_Cairo_) just what did
>         happen to Corey Jones when she transformed into (ack!) Electronic
>         Media? 

In effect, she was a denizen of the Nile when she had a 'radiation accident'.
After she purchased the power and then reconnected, she still had them, even
though her reality couldn't support them.

>         16. What does the Gaunt Man have against the Keefee Harroo?

About the only nice thing about the Land Below is that it's easy to reconnect.
In addition, the Keefee fall in the category of 'hard to hit, but splattered
all over the place when someone gets lucky' along with Mr. Corp Ninja.

The Grant Man
gdavis@ccwf.cc.utexas.edu

"Gold is most excellent" - Christopher Columbus

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