== Minor Changes ==
by Dawn Metcalf, John Eure, and Jeff Yaus
Here's a few minor changes that we can make to the rules, to patch up
holes and make clarifications. Hopefully they'll all be fairly
uncontroversial.
* Dazed *
by Dawn Metcalf
When dazed (as in being knocked prone by Thunderclap or posion, etc.),
please clarify the effects as defense-only blocking, not just protecting
yourself.
Observation: You should not be able to attack from being prone in such a
manner.
* Restore Health *
by John Eure
Dispel Magic can be used to dispel beneficial spell effects on enemies.
Therefore, it's a Combat spell.
But Restore Health is a Noncombat healing spell, that should only be used
to help people. Its primary purpose is to prevent the "kill 'em and
resurrect 'em" method of healing. Since Resurrect can only affect willing
targets, Restore Health should work that way too. This will make it clear
that it shouldn't be used offensively (such as to dispel a fortified Safe
Circle).
Therefore, I'm proposing that Restore Health only work on willing targets.
* Purchasing fortified healing *
by John Eure
We recently changed Fortify so that it makes spells harder to dispel.
Now, a Fortified Dispel Magic is needed to dispel a fortified spell
effect. But what happens if a fortified spell effect doesn't get
dispelled during the game?
For example, if you end a game with a Curse on you, you normally have to
pay 10 marks for a Dispel Magic. But if you end a game with a Fortified
Curse on you, shouldn't you have to pay more than 10 marks?
Therefore, I'm proposing that we make Fortified Dispel Magic spells
available for 20 marks. Twice the spell points, twice the cash.
* Stigma renames *
by Jeff Yaus
The GWC has recently approved Stigma: Disliked Race for obvious
Kahla-Ranites, noting that such characters get the suspicion and
discrimination defined in the disad.
GWC discussion noted that this disad has now been applied three times: to
half-orcs, to gypsies, and to Kahla-Ranites. We further noted that two of
these three are not, in fact, "races".
The suggestion arose that the disad be renamed to "Disliked Group". So
I'd like to propose that the RC rename "Disliked Race" to "Disliked
Group", and also rename "Hated Race" to "Hated Group" for consistency.
I know some folks don't like it when things get renamed, but in this case:
* this is a rarely-used skill, and many people won't even notice the name
change.
* The disads are being used in ways that are appropriate, but unexpected
when they were proposed. The names aren't accurate anymore. "Group"
works better than race, since it's a broader term.
* The proposals *
1) Dazed clarification
-- In all descriptions of the dazed effect, change this:
"the target may take defensive action but may not attack or get
up"
to this:
"the target may not get up or attack (including dealing blows),
but may still defend (including blocking blows)"
2) Restore Health only on willing targets
-- In Restore Health, change "the target" to "a willing target".
3) Fortified Dispel Magic costs 20 marks
-- In Continuing Game Rules: The CG Economy: Purchasing Magical Services,
change this:
"The cost is twice the level of the spell, in marks."
to this:
"The cost is twice the number of spell points needed for the
spell, in marks."
-- In Continuing Game Rules: The CG Economy: Purchasing Magical Services:
Spells, add "Fortified Dispel Magic" to the list of spells available.
-- In Continuing Game Rules: The CG Economy: Purchasing Magical Services:
Spells, add the cost for each spell in a separate column (4 marks for
Determine Potion, 10 marks for Identify, Regenerate, and Dispel Magic, and
20 marks for Fortified Dispel Magic).
4) Stigma rename ("Race" -> "Group")
-- Rename the Stigmas "Disliked Race" and "Hated Race" to "Disliked Group"
and "Hated Group", respectively.