Death By Surfeit
First Post
Wotcher,
Another holding post until I can get the last of the interbreeding rules set up - bear with me!
I'm flattered by the importance you place on some of us, but I wouldn't go that far. The GUCK conversion was always envisaged as a community effort (we wouldn't have got far if it hadn't) and the entire board's opinions are valued. However much any of us oldies likes an idea, condemnation from the rest of the board means that we've obviously got something wrong, and this applies to everyone. I would have withdrawn my proposal if it had proved unpopular, but as things are (unless there are any other voices to be raised) the consensus seems to be for it, so I feel it should be held.
The detailed rules are well thought out and very accurate, but beyonds the needs of many a group; simpler rules seem like less of a burden and are hence more likely to be used. We have been embroiled in difficult statistics and such previously, but these have been used to work toward simple and balanced final rules, and this is the manner in which I feel we should continue.
In response to everybody's suggestions and ideas, I would move for the following:
A) In a conception roll, a 1 is always a failure and a 20 is always a success. This stops imbalances, and holds true to the eccentricity of such a process. Perfect contraception (or conception) is solely the domain of high level magic, and is unavailable to the public.
B) Regarding mundane methods, entries on the mundane equipment table will be marked 'Contraceptive' and 'Masterwork Contaceptive', affording +1 and +2 bonuses, respectively. I would suggest the first weighs in at 1sp, the second at 5gp.
C) Magical methods: Magic would offer an additional level of protection, but would be relatively expensive and available only to the wealthy. I would suggest the following spell:
Barren Land
Necromancy
Clr 1, Sor/Wiz 1
Components: V,S,M,DF
Casting Time: 1 minute
Range: Touch
Target: One living creature
Duration: 1 month (D)
Saving throw: Fortitude partial
Spell Resistance: Yes
You channel negative energy into a creature, hampering their efforts to sow the seed of life. Conception rolls involving the creature suffer a -1 enhancement penalty / caster level, up to a maximum of -5. This modifier stacks with the modifier from mundane contraception.
Barren land counters and dispels Fertile fields.
Arcane Material Component: Some fresh grass.
Divine Focus: Your deity's holy symbol.
This of course can be infused to make a potion:
Potion / Market price
Barren land / 25gp
Barren land (caster level 2nd) / 50gp
Barren land (caster level 3rd) / 75gp
Barren land (caster level 4th) / 100gp
Barren land (caster level 5th) / 125gp
Such protection is deliberately beyond the reach of common folk, who must resort to more primitive methods. I would disagree with 'communal contraception' as it devalues magic by making it a drab, monthly task.
C) Withdrawal: We don't have any responsibility to encourage or discourage the practice, but this is a far from perfect method at the best of times, and the mechanics should reflect that. When a male is using a Penetrative proficiency and Climaxes, he may use the first round of the extended round to attempt withdrawal. This is an exception to the rule that Climaxed characters are considered stunned. He may not be stimulated into an extended Climax, and may not use his Penetrative proficiency on his partner that round, but receives a 20% conception miss chance. The Withdrawal manoeuvre increases this miss chance (see below).
VETERAN'S KNACK
Requires 3 Ranks Prowess – Withdrawal
May be activated before rolling for a conception miss chance from withdrawal. The miss chance is increased to 50%. If both partners employ this manoeuvre, the miss chance is increased to 90%. This ability is instantaneous.
D) Perhaps a sidebar on contraception in society, detailing availability, changes to roles and common attitudes would be warranted, but it would be best concise as Gms will undoubtedly have their own opinions.
E) We start arguing over pregnancy rules instead.
That's my thoughts spent.
DbS
PS. VVrayven, how are you getting along? Last thing I heard, you were working on spell lists, but you haven't posted in awhile. It would be a shame to lose your hand in the work.
Another holding post until I can get the last of the interbreeding rules set up - bear with me!
At the risk of going mildly off-topic, I don't think we should get a vote. This thread is open to anyone's input, but there are clearly defined heads of this project (Sorn, DbS, and VVrayven). These are the people who are obviously the heart and soul of this entire enterprise, and they should, IMHO, have oversight on the project. They get the final say on how the mechanics work.
Centralized systems of decision like this may be less "fair", but they're always more efficient, and that's something that is paramount to the GUCK.
The rest of us can lobby our positions but there are only three votes.
I'm flattered by the importance you place on some of us, but I wouldn't go that far. The GUCK conversion was always envisaged as a community effort (we wouldn't have got far if it hadn't) and the entire board's opinions are valued. However much any of us oldies likes an idea, condemnation from the rest of the board means that we've obviously got something wrong, and this applies to everyone. I would have withdrawn my proposal if it had proved unpopular, but as things are (unless there are any other voices to be raised) the consensus seems to be for it, so I feel it should be held.
The detailed rules are well thought out and very accurate, but beyonds the needs of many a group; simpler rules seem like less of a burden and are hence more likely to be used. We have been embroiled in difficult statistics and such previously, but these have been used to work toward simple and balanced final rules, and this is the manner in which I feel we should continue.
In response to everybody's suggestions and ideas, I would move for the following:
A) In a conception roll, a 1 is always a failure and a 20 is always a success. This stops imbalances, and holds true to the eccentricity of such a process. Perfect contraception (or conception) is solely the domain of high level magic, and is unavailable to the public.
B) Regarding mundane methods, entries on the mundane equipment table will be marked 'Contraceptive' and 'Masterwork Contaceptive', affording +1 and +2 bonuses, respectively. I would suggest the first weighs in at 1sp, the second at 5gp.
C) Magical methods: Magic would offer an additional level of protection, but would be relatively expensive and available only to the wealthy. I would suggest the following spell:
Barren Land
Necromancy
Clr 1, Sor/Wiz 1
Components: V,S,M,DF
Casting Time: 1 minute
Range: Touch
Target: One living creature
Duration: 1 month (D)
Saving throw: Fortitude partial
Spell Resistance: Yes
You channel negative energy into a creature, hampering their efforts to sow the seed of life. Conception rolls involving the creature suffer a -1 enhancement penalty / caster level, up to a maximum of -5. This modifier stacks with the modifier from mundane contraception.
Barren land counters and dispels Fertile fields.
Arcane Material Component: Some fresh grass.
Divine Focus: Your deity's holy symbol.
This of course can be infused to make a potion:
Potion / Market price
Barren land / 25gp
Barren land (caster level 2nd) / 50gp
Barren land (caster level 3rd) / 75gp
Barren land (caster level 4th) / 100gp
Barren land (caster level 5th) / 125gp
Such protection is deliberately beyond the reach of common folk, who must resort to more primitive methods. I would disagree with 'communal contraception' as it devalues magic by making it a drab, monthly task.
C) Withdrawal: We don't have any responsibility to encourage or discourage the practice, but this is a far from perfect method at the best of times, and the mechanics should reflect that. When a male is using a Penetrative proficiency and Climaxes, he may use the first round of the extended round to attempt withdrawal. This is an exception to the rule that Climaxed characters are considered stunned. He may not be stimulated into an extended Climax, and may not use his Penetrative proficiency on his partner that round, but receives a 20% conception miss chance. The Withdrawal manoeuvre increases this miss chance (see below).
VETERAN'S KNACK
Requires 3 Ranks Prowess – Withdrawal
May be activated before rolling for a conception miss chance from withdrawal. The miss chance is increased to 50%. If both partners employ this manoeuvre, the miss chance is increased to 90%. This ability is instantaneous.
D) Perhaps a sidebar on contraception in society, detailing availability, changes to roles and common attitudes would be warranted, but it would be best concise as Gms will undoubtedly have their own opinions.
E) We start arguing over pregnancy rules instead.
That's my thoughts spent.
DbS
PS. VVrayven, how are you getting along? Last thing I heard, you were working on spell lists, but you haven't posted in awhile. It would be a shame to lose your hand in the work.