Re: An Alternate T&T Combat Method « Result #1 Yesterday at 6:45pm »
I reviewed my game notes from the other day and I'm not sure I can give you a play-by-play account of how it all panned out, but I thought I'd give a little more details about it.
This was an adventure specifically for Dwarves.
Strange beasts and humanoids have been coming down the mountainside of Jubdia for weeks. At first, it was an oddity. Now it is disrupting the normal day-to-day operations in the Dwarven settlement who are trying to make an honest living through mining, smelting ore, and crafting armor. It didn't take long for the rumors to make the rounds down to the settlement. It seems a rag tag group of Goblins stumbled upon an ancient artifact in one of the large caverns and some how managed to activate it, opening up a time portal to a prehistoric past. Normally the Goblins who persist in trespassing are grudgingly tolerated and ignored, even though they are a dirty lot who litter and steal from the Dwarves holdings. This time they crossed the line and a small party has been organized to track them down and close off the portal before something really destructive occurs. Tracking the Goblins is not a difficult task because they leave refuse where ever they go (L1SR IQ).
The party was made up of:
Mukkar- warrior (S. Sword 3d, Leather Armor 12h) ST 24 IQ 10 LK 14 CON 22 DEX 9 CHR 10 SPD 12 CA 14 Adds +14
Disbrean- warrior (Spear 3d+1, Leather, Target Shield 20h) ST 18 IQ 7 LK 11 CON 20 DEX 13 CHR 9 SPD 14 CA 14 Adds +7
Musibon- warrior (Spear 3d+1, Dirk 2d+1, Leather, Target Sh. 20h) ST 26 IQ 12 LK 12 CON 22 DEX 14 CHR 7 SPD 5 CA 14 Adds +16
Leklora- Wizard (Magic Staff 2d, Leather Armor 6h) ST 26 IQ 13 LK 9 CON 26 DEX 13 CHR 10 SPD 7 CA 13 Adds +15
The first thing the party encountered on the trail was a Dimetrodon (Giant Lizard) MR22 Adds +11 Skin Armor 7h. This turned out to not be a challenge because the wizard took a chance and used "Oh Go Away".
Their second encounter was inside the cavern when they interrupted a Giant Cromag cooking his lunch on a stick over a small fire. MR28 Adds +14 Bone Club 3d+2
The party got a little beat up when they triggered a cave in (trap) in one of the tunnels.
They finally located 4 Goblins in another cavern room and, after a minor frickus, they told them where the portal was and that most of their group disappeared into the "other land". MR16 Adds +8 clubs 3d
The portal room contained 3 more Goblins MR16 and a Goblin Boss MR24 Adds +12 Scimitar 4d Leather Armor 6h. As I stated earlier, there was only one fatality and that occurred during the battle with this party of Goblins.
After defeating this group, who desperately wanted the portal to stay open so their buddies could return, there was one more creature that made its way into this large cavern room (I know this was cruel ). A Ceratosaurus (Small T-Rex) stepped through before the dwarves could close the small hinged box with alien glyphs. MR36 Adds +18 Tough Skin 10h. They slugged it out for a bit and successfully slew the beast, though Mukkar was close to biting the bullet and they all were pretty beaten down.
That about sums it up.
I'm guessing the 7.5e IQSR that you mentioned is at the spells level- but how does it work when a higher level wizard casts lower level spells? Magic wasn't as much of an issue as I thought it would be. TTYF came into use a number of times, but since we were using the abridged rules that meant it cost ST and that has a limiting effect.
"Warriors get on either side of the door wizards get behind the altar or behind the hangings"
Verner places his hands on the shoulders of the unhurt acolytes.
"If we are going to rescue your mentor we're going to need to get past these harridans"
"Leave your friends where they can be seen from the door to draw them in, when they rush into the room we'll let the first two into the room then I'll block the doorway and everyone else will fall on the first two and take them down as fast and hard as we can"
"Worry not the maidens will not have the chance to further harm your injured friends"
Saying this Verner whirls around, the light of inspiration blazing in his eyes.
"Quickly does anyone have a rope or thong to lay across the doorway, we can trip the second or even third if you think you can handle three quickly enough"
"If I can't hold the door I'll fall back and the wizards can bring their sorcery to play and even the odds"
Genzo (Were-Wolf Warrior lvl 1 Att: H - 3d6+4 W - 1D6+18 Def: 0 Con: h- 14/14 W - 48/48 AP:106)
Genzo takes up his place against the wall ready to leap on the back of the maidens once they enter the room.
"For a look or a word, scarce thought or heard, I follow a fading fire. "Past bead and bell and the hangman's cell, like a harp-call of desire. "I may not see the road I ride for the witch-fire lamps that gleam; "But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Re: Introduce Yourself! « Result #5 Yesterday at 9:11am »
Welcome tonsha!
I hope dT&T lives up to the hype as well. For many, 5/5,5 scratches the T&T itch but it will be interesting to see how dT&T does both on here and in the marketplace.
Re: Part 5: A Fistful of Gold « Result #8 Yesterday at 2:01am »
Ozmenton only has the time to remember the painful time he spent with the warrior maidens, adding the recent events to the pile, before he hears Balgar's shout. He braces himself and holds tight his staff, preparing to use his magic.
Re: CHAPTER FOUR: THE VILLAGE OF MIRANE « Result #9 Yesterday at 1:57am »
Master Ho searches in his pockets and after a little while succeeds in gathering seven silver coins which he hands over to Banoc, while saying: "Unfortunately, the sisters were not as helpful as we would have hoped. And you are right, it is better to leave as quickly as we can." He gives a quick look at De Morsac and Nebless, as if to make sure they do not add anything to his story.
Re: An Alternate T&T Combat Method « Result #10 on May 19, 2013, 5:20pm »
well i thought I would be giving a play report, but I'm truthfully running on low fumes right now
Thanks for the additional examples. I would like to know how the 7.5 ed IQSR for spells work. I'm ignorant to much of those rule changes and it sounds like it fits well.
I thought I would just mention the one snag I encountered in play today. I tried the option of allowing adds to be dispersed as the players chose (offensively or defensively) and found I have rather timid players who choose to maximize defense. This had a stagnating affect on combat (that had to be jostled with stunts). In an attempt to minimize the affect, I limited the amount of adds that players could pool together defensively. Reading your examples, there was a time or two where the wizard was allowed to contribute defensive adds while casting spells- so I do have to consider that. But what I ended up doing was to limit the amount off defensive adds each player could use. After a few different situations, we concluded that during one-on-one combat, a PC could use up to 1/2 their adds defensively max, round up, and up to 1/3 their adds defensively max, round up, when multiple players were attacking a single opponent. This seemed to help, yet wasn't handicapping.
The party was made up entirely of dwarves today and there was only one fatality. It just so happens it was the parties only wizard. As you have mentioned, armor comes heavily into play and the warriors getting 2x the benefit makes a big difference. Also, ranged combat didn't come into play except for one time and the player missed when he threw his spear.
I'll give this a try again. It will help when I get more familiar with it too.
Re: Part 5: A Fistful of Gold « Result #11 on May 19, 2013, 4:22pm »
The apprentice wizards tend to their wounded comrades, muttering strange words while they apply bandages.
"It could have only been the Warrior Maidens," one says to Ozmenton. "Those statues were carved in their image."
"That is a shrine to Madarua," the other says to Verner's question. "This must be her temple."
Balgar and Falcnor take up guard on the doorway leading back toward the statues and the rotating chamber.
Genzo sniffs around the room and finds that it is heavy with the scent of the Warrior Maidens. But, coupled with the heavy smell of incense, he cannot find any definite trails.
Genzo works with Elethiran to begin looking behind the drapes. There is only solid wall behind each one. Beneath the carpet there is only stone floor.
Elethiran begins to move toward the altar and Genzo turns back to help watch the open door.
The liquid has now stopped spraying from the statues and all is silent in the corridor.
That silence is suddenly broken by the sound of grinding stone. The rotating chamber is moving.
Re: Introduce Yourself! « Result #12 on May 19, 2013, 3:55pm »
Hi Everyone.
I'm Dave. Bought T&T 5th edition well over 10 years ago after getting all nostalgic over RPGs again. Never had T&T as a teenager, so decided to buy it then.
I first heard abut it when Ken did some articles in WHITE DWARF E-O-N-S ago. He published THE MAD DWARF solo adventure in the mag, which I published onto the web a few years back. (It's gone now - the host disappeared and I never got around to getting it re-hosted).
I was (slightly) active on some of the forums back then (Late 90s), but got side-tracked into playing miniature wargames as I had friends who were into that stuff.
I'm really into Jeff Freels's BEAN! RPG now - I've bought most of the BEAN! stuff, and played a great adventure with a couple of my sons today which they enjoyed immensely.
I've got to say I excited about dT&T - it's awesome that the original team are back together again!! Can't wait for it to be published.
Re: Bean! It's brilliant! « Result #14 on May 19, 2013, 3:46pm »
Hi Jeff
My first post here, and I want to say thanks very much for BEAN! It's got me interested in role playing again after years of playing miniature wargames.
I took two of my sons through Roy Cram's TOMB OF TOKIRAH, and we had a great time. Only one casualty, and everyone else came out laden with magic armour & weapons - and treasure!
To celebrate, I made a set of character portraits to decorate the character sheets for the victorious adventurers!
Norman was the unfortunate casualty. (This was a spoiler...good job I realised and edited it, eh?). My Asperger's son nearly threw in the towel at that point, but we managed to keep him going and we emerged triumphant!
What a great game!
(To be fair, we had played the WIZARD's CAULDRON, followed by PRINCELY RANSOM last year, but we never managed to finish it. WORLD OF BEAN and BEANS IN SPACE have fired us up again!)
Re: CHAPTER FOUR: THE VILLAGE OF MIRANE « Result #16 on May 19, 2013, 2:02pm »
"They've made some food for us to take on the road for 7 silver each," Banoc tells de Morsac and Master Ho. "I'd say it's time to go. Did you get any healing herbs from the good Sisters? You both look a little better, but not much."
Banoc pays his 7 silver for his travel food and heads for the door.
OOC: Back to Kendor then. I can loan some money if anyone needs it for food, but Banoc will want it back once we sell our loot.
Today is the day I'll be taking this mechanic out for a spin. I'll be using the 2007 T&T Abridged rules which limits choices to warrior or wizard and includes the SPD attribute. Will post responses later.
But, right off the back as I was prepping, I realised this system has juiced up the magic effects in combat (since you are not pooling die rolls and a mage can commit all their adds defensively). I'm interested in how you handled this dan. Maybe there should be a SR incorporated in casting spells (not sold on that idea either)? For now, I'm going to run magic as is. I believe it could be devestating and actually make that MR50 Ogre a questionable challenge with Mages. Then again, my assumptions may be over blown and it may not be as big a factor as I think.
Also, I'll be using CA for both melee and ranged combat SR. Not sure if that was your intention, but it makes sense to me. I'll still use the Target Size and Range chart for SR levels and double DEX adds, though.
more later.
Derv, I hope the example above answered some of your questions.
Just to clarify, in order to contribute Personal Adds to defense that character must be actively engaged in fighting that opponent. If a Wizard or Rogue is casting a spell then that is all that character can do that turn. The same is true of someone using a missile weapon. If you are shooting a bow or throwing a spear, then you cannot contribute defensive adds. As noted in the example above, however, you can use your Adds to increase you chances of hitting. I like the idea of using CA instead of DEX for missile fire, but I'm currently sticking with DEX. I also would advise against double DEX adds; that is too much of an advantage. I am currently using the 7.5e rules in which this was removed. I am also using the INT Saving Roll requirement for spell casting from 7.5e.
Here is yet another example of combat using the Saving-Roll based combat system where more aspects of the game are considered including missile weapons, magic, and combat stunts.
After his ignominious defeat by the swamp ogre, Brion the Ugly returned to his life of goblin slaying. He got quite good at it actually, and soon increasing his skill as a warrior. He also acquired some better weapons, armor, and friends. He soon began to think back on that ogre. It was still a menace and had grown no less ferocious, so Brion decided to lead his new comrades back to the swamp and confront the ogre once again. With him, Brion brought two other warriors, an archer, and a rogue.
Brion is a 2nd level Warrior. He has a CA of 18 (ST22 DEX16 LK16 SPD16), 22 Personal Adds, and 14 CON. He wears mail armor and carries a kite shield (36 hits total) and a war hammer (5D+1).
Freya and Olaf are two 1st level Warriors. Each has a CA of 14 (ST16 DEX13 LK16 SPD12), 9 Personal Adds, and 11 CON. They wear scale mail and carry heater shields (26 hits total) and broadswords (3D+4).
Horace is a 1st level Warrior. He has a CA of 14 (ST15 DEX16 LK13 SPD12), 8 Personal Adds, and 9 CON. He wears scale mail (16 hits total) and carries a medium bow (4D+0) and a saber (3D+4).
Cirreth is a 1st level Rogue. She has a CA of 10 (ST10 DEX14 LK16 SPD10), 6 Personal Adds, an INT of 14, a WIZ of 12, and 10 CON. She wears soft leather and carries a buckler (8 hits total) and a rapier (3D+4). Doria also knows the spells Take That You Fiend and Dem Bones Gonna Rise.
The small band of delvers head into the swamp heading toward the location of the last ogre attack. Brion, Freya, Olaf, and Doria stick to the worn path while Horace stalks the wood line. Soon they come to a clearing and see a horrific site. The ogre is sitting on top a pile of corpses and is munching on what looks like a horse leg. Sitting next to the large ogre is a slightly smaller ogre eating a whole sheep. Both ogres immediately look up and sniff the air; ogres can smell a human from a mile away they say. Rising to their feet, the ogres each pick up a club the size of a tree trunk and roar a challenge at the intruders.
The large swamp ogre has a MR of 50 (CA 38, 6D+25). It's new companion has a MR of 40 (CA 30, 5D+20).
Brion, Freya, and Olaf form up into a line and hold their ground. Horace readies his bow and takes aim while Cirreth prepares her magic.
The ogres bellow and charges the three warriors!
TURN 1
Horace fires his bow at the large ogre before it can reach the line of warriors. He is firing from Easy range so he needs a L2SR on DEX16 to hit. Horace decides to commit 4 Personal Adds to his attack to improve his chance of hitting the ogre; he only needs a 5 to hit. Horace rolls a 9 and hits! The arrow sinks into the side of the ogre dealing (4D+4)=19 points of damage.
Cirreth unleashes a crackling bolt of energy at the large ogre with a shout of "Take That You Fiend!" She needs to make a L1SR on INT14 to successfully cast the spell. She rolls a 9 and succeeds! The bolt hits the large ogre in the chest, staggering the beast with 14 more points of damage.
The large ogre is now down to a MR of 17 before it reaches the line of three warriors. The smaller ogre, however, is still fresh and ready to fight.
The ogres crash into the line of shields. There is a glimmer of recognition in the beasts eyes as the large ogre sees Brion's face. The ogre raises his club to squash the impudent human while its smaller companion focuses it's attention on Freya and Olaf.
Brion (2nd level) needs to make L4SR on CA18 to hit the large ogre and a L3SR to hit the smaller one. Freya and Olaf need to make L5SRs or L4SRs on CA14. The ogres can hit any of the three warriors with a L1SR on CA38 or CA30.
The three warriors break into two units. Freya and Olaf commit their 18 Personal Adds to defend against the smaller ogre. It now needs to roll an 8 or better to hit either one of them. Brion commits all 22 of his Personal Adds to offense in the hopes of taking out the big ogre quickly. He trusts in his armor to save him from the ogre's club. Both Brion and the large ogre now only need to roll a 4 or better to hit each other. Both Freya and Olaf need to roll a 21 or better to hit the smaller ogre.
Brion swings his war hammer tries to crush the large ogre's sternum. He rolls a 9 and hits dealing 23 points of damage!
The large ogre's club comes down hard and smashes through Brion's defenses. He rolled a 10 and dealt (6D+9) 29 points of damage.
Freya and Olaf attack with their broadswords and roll 10 and 6, respectively, but both miss completely.
The smaller ogre attacks (1-3 Freya, 4-6 Olaf) Olaf. Despite their combined defense, the ogre rolls an 8 and hits dealing 37 points of damage to Olaf!
Brion delivers a killing blow to the large swamp ogre. The hulking ogre falls to the ground, pierced by an arrow, blasted by magic, and bludgeoned by a war hammer. The ogre hits Brion hard, but he is able to deflect most of the impact with his shield; the rest is absorbed by his mail. Brion stands in shock. The creature that had slaughtered his comrades not so long ago was now dead. The sound of fighting to his left snaps him out of his reverie.
Both Freya and Olaf fail to hit the smaller ogre. The ogre, however, smashes Olaf with her club. Olaf's armor and shield take much of the force away from the blow, but he is still battered into unconsciousness (Olaf took 11 hits reducing his CON to 0).
TURN 2
Brion moves to support Freya and protect the fallen Olaf. Cirreth prepares to cast TTYF one last time before she is out of energy. Horace, not wanting to risk hitting his comrades, drops his bow and draws his saber. He moves quietly out of the tree line and tries to move up behind the ogre without being noticed.
The smaller ogre, excited over his kill, ignore the loss of his big friend and continues to attack.
Horace tries to move up behind the ogre without being noticed. This requires a L2SR on DEX. Horace rolls a 10 and succeeds. He is now in position to get an open attack on the ogre the next turn.
Cirreth prepares to blast the ogre with a bolt of energy. She needs to make a L1SR on INT14 and rolls a 4. Cirreth's concentration is broken as the ogre bellows and the spell fails.
Freya commits her 9 adds to defend against the ogre while Brion commits 13. The ogre now needs to roll a 12 or better to hit. Brion commits 9 adds to his own attack meaning he needs a 4 or better to hit (L3SR). Freya needs a 21 or better (L4SR).
Brion attacks and rolls a 7, hitting for 17 points of damage.
Freya attacks and rolls a 9, missing.
The ogre attacks (Freya) and rolls an 11, just missing her.
Brion's war hammer strikes again. The smaller ogre is wounded (MR 23), but not down.
TURN 3
The remaining ogre is bleeding heavily and in dire straits, but now has no where to run.
Brion and Frey continue to press the attack. Cirreth has consumed all of her magical energy, so she draws her rapier and joins the melee. Meanwhile, Horace moves up from behind to stab the ogre in the back.
Horace is attacking the unsuspecting ogre from behind, but he needs to make at least a L1SR to hit (things can always go wrong). Horace commits 6 Personal Adds to his attack so that he only needs to roll a 4 or higher leaving 2 for damage. Horace rolls a 38 (five sets of doubles!!!) and hits doing 19 points of damage.
Cirreth throws in her 6 Personal Adds to help defend the group meaning that the ogre now needs to roll an 18 or better to hit. Brion still just needs a 4 or better, Freya a 21 or better, and Cirreth needs a 30 or better.
Brion attacks and rolls a 3! He stumbles over Olaf's outstretched arm and nearly dislocates his shoulder with his awkward swing.
Freya attacks and rolls a 9, missing.
Cirreth lunges forward and rolls a 4, also missing.
The unfortunate ogre rolls a 4 and swings his club far too wide.
The ogre feels a sudden sharp pain in his back as Horace's saber cuts into his flesh. He is now down to a MR of only 4.
TURN 4
Horace joins the general melee throwing his 8 Personal Adds into the defense. The ogre now needs to roll a 26 or better. Horace needs a 21 or better to hit. They are all counting on Brion to finally bring the beast down.
Brion rolls a 10 and hits for 12 points of damage.
Freya, Cirreth, and Horace roll 11, 9, and 9 respectively all missing.
The ogre rolls a 3 and trips before having his skull crushed by Brion's war hammer.
Brion and his comrades are victorious!
For their efforts, Brion earned 96 AP, Freya 166 AP, Olaf 30 AP, Horace 112 AP, and Cirreth 65 AP.
Well this was a much quicker fight than I anticipated, but I was able to incorporate several different aspects of T&T combat.
Just like in standard T&T combat the effective use of missiles and magic can decide a battle. The large ogre was all but put down by Horace's bow and Cirreth's TTYF spell. Having at least one spell caster can mean the difference between victory and defeat. Having one or two good archers to send a volley into your foes before they can reach you line isn't such a bad idea either. You might wonder why I made Cirreth a Rogue and not a Wizard. Well, in 7e there is a 1st level spell called Hold That Pose (or HPT); HTP freezes one target for a combat turn making it impossible for it to attack at a cost of only 4 WIZ. That spell would have made this combat rather short and not the best example. With it Cirreth could have frozen the big ogre in Turn 1, allowing Brion to kill it without much effort, and then frozen the smaller ogre in Turn 2. Of course, this assumes that Cirreth could make a L1SR on INT, which she failed in Turn 2 when she cast a second TTYF. But HTP is a very potent spell and should definitely be used whenever possible.
Just like in the first battle against the large ogre, team work by the three melee warriors was vital. Both ogres could easily hit any of the warriors, so allocating Personal Adds to defense was necessary. The three warriors were well-armored, however, which saved Brion from suffering any wounds and saved Olaf from death. Knowing how to allocate all of the Personal Adds of a group of warriors is important, and I like the idea of forcing them to work as a unit rather than individuals. This is how you actually win a battle after all.
Of special note from this example was the application of Personal Adds in increasing the chance of hitting with missile weapons. Since you can increase your chance to hit with a sword by doing this I see no reason why you cannot do it with a bow as well. Allocating Personal Adds to defense when using a missile weapon is not allowed.
The damage potential of weapons and monsters cannot be overstated and armor is a must for anyone entering combat (unless you are incredibly skilled). I really like the way this system makes shields important. Those extra hits of protection can make all the difference.
The combat stunt I employed in this battle involved Horace sneaking up behind the ogre so that he could launch a surprise attack. Given that the ogre was busy fighting the two warrior and rogue, I decided that his attention as pretty much held in that one direction so a L2SR would be sufficient. Getting into position took an entire combat turn, his attack came on the next combat turn. In some situations, a GM might decide to allow an automatic hit but my personal feeling is that some kind of roll is needed; after all, in combat anything can happen. Since Horace was a Level 1 character and the ogre had a MR of 40, I thought a L1SR would be reasonable. If the monster that Horace was attacking had a MR of 19 or less I would have ruled that Horace only need to roll a 4 or greater.
As a final point, note the difference in Adventure Points earned per character. Freya earned the most APs since she was a Level 1 Warrior that fought in the front line against the two ogres. Horace earned the second most, largely due to a fantastic string of doubles. Brion was a close third, which makes sense given his higher level and lower risk, then Cirreth who stayed behind the line of warriors for most of the fight, and finally Olaf who go knocked unconscious in Turn 1.
Hokupa'a Lurker under the Bridge member is offline
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Re: Adventure on The Turtle! « Result #19 on May 19, 2013, 1:03pm »
Wow, that is a ton of idea gold right there! Seriously, the creative juices are primed and ready after reading all those links you posted, Prof!
Hogscape's works alone are fantastic! I'm still reading over his rules set and loving it.
If you're interested I just threw up a stream of thought post on my blog http://manadork.blogspot.com/ Its largely based on the ideas you put out there along with my own. Forgive any typos at this point, I haven't stopped to edit anything yet.
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Re: Mythic « Result #20 on May 19, 2013, 10:54am »
I've heard folks rave over this system but have never taken the time to figure it all out. The concept of a "no GM" game is certainly seductive, as it would allow for better solo play. T&T does this, but with someone front-loading the prep time in the form of solo modules. A more freeform system could be pretty neat.
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Re: Adventure Time RPG « Result #21 on May 19, 2013, 10:52am »
I like the concept of a "stripped down" 4E game. I've also recently discovered 13th Age by Pelgrane Press, which is also 4E lite but a little more serious.
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Re: Adventure on The Turtle! « Result #22 on May 19, 2013, 10:29am »
You sir have just made my day I'll be reading through all those links over coffee this morning/afternoon.
Kraken-folk and other ichthyic nightmares are a must for this setting in all their tentacle writhing glory. Its funny you mention the croc and were-crocs, I was pondering along these lines last night at work but with gators, lol. Love the idea of a Skull Island out there just waiting to be explored.
Almost forgot! I love the tattoo magic idea for rogues! I bestow my first Exalt upon you!
Re: An Alternate T&T Combat Method « Result #23 on May 19, 2013, 10:17am »
Today is the day I'll be taking this mechanic out for a spin. I'll be using the 2007 T&T Abridged rules which limits choices to warrior or wizard and includes the SPD attribute. Will post responses later.
But, right off the back as I was prepping, I realised this system has juiced up the magic effects in combat (since you are not pooling die rolls and a mage can commit all their adds defensively). I'm interested in how you handled this dan. Maybe there should be a SR incorporated in casting spells (not sold on that idea either)? For now, I'm going to run magic as is. I believe it could be devestating and actually make that MR50 Ogre a questionable challenge with Mages. Then again, my assumptions may be over blown and it may not be as big a factor as I think.
Also, I'll be using CA for both melee and ranged combat SR. Not sure if that was your intention, but it makes sense to me. I'll still use the Target Size and Range chart for SR levels and double DEX adds, though.