I'm curious if anyone knows the numerical formula for leadership. How much does it reduce your chance tobe hit? Also it is kinda wierd that it both makes you less likely to be hit and more at the same time. One of the strong points of this game IMHO is the double-effect of various things, which deviates from the traditional RPG norms. For example, the best magic-user race also has one of the highest strengths (and it's an elephant, tres cool).
Not sure that I understand about Athletics still - are there places where you must fall intentionally (other than the stupid *&*$$*! ladders...don't get me started)? For swimming, can't you just use the air-purification spell? And why is there no feather-fall spell (probably should be a Moon spell)?
Finally I can't beleive that the SnorkelDart skill was omitted. A staple of all good GRPGs. This is a must include for the next game. Usable by Oompahs, Guorks, Ratlings, and Human characters named Jamie Farr or Opus the Penguin.
Also, if anybody is going to get warcry, shouldn't it be the Oompahs? The sound of their angry trumpeting should be enough to scare the hair off of a Worgur.
Special bonus if you are an Oompah bard - you get to juggle 1 extra item per round using your trunk. If you choose to juggle axes, there is an 1 in 10 chance that your trunk is amputated. This removes both SnorkelDart and Warcry for the rest of the game, but increases your presence by +1. Better have that priest handy again.
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