Author Topic: Zero-G Maneuvering to Physical  (Read 1929 times)

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Offline NicholasHMCaldwell

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Zero-G Maneuvering to Physical
« on: August 04, 2007, 10:16:53 AM »
It has been suggested that perhaps Zero-G Maneuvering would fit better in the Physical rather than Athletic category, as it is equally hard/easy for everyone and does not need an interest in athletic activities. Any thoughts?

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Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
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Offline Defendi

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Re: Zero-G Maneuvering to Physical
« Reply #1 on: August 05, 2007, 01:28:35 AM »
That reasoning sounds good to me.  Is there an argument against?
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Offline NicholasHMCaldwell

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Re: Zero-G Maneuvering to Physical
« Reply #2 on: August 05, 2007, 05:52:27 AM »
That reasoning sounds good to me.  Is there an argument against?

Not that I can think of.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme

Offline Thos

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Re: Zero-G Maneuvering to Physical
« Reply #3 on: August 05, 2007, 01:59:14 PM »
That sounds perfectly reasonable.
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Offline NicholasHMCaldwell

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Re: Zero-G Maneuvering to Physical
« Reply #4 on: September 07, 2007, 03:57:28 PM »
Zero-G Maneuvering has been moved into the Physical category. The Zero-G Combat skill has been deemed unnecessary as a distinct skill. Zero-g melee, missile and ranged projectile is now just an extra -25 penalty to be overcome.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme