<Edit> was writing this when ambrose-euanthe replied, some of it was addressed</Edit><br/><br/>Hello again, I was gone over the weekend, but I am definitely interested in this.<br/><br/>Some thoughts on the discussion at hand, and apparently a wall of text...<br/><br/>1) I think adding digestion as an aspect is a good thing. Reason being that digestion has typically been depicted as circumventing most armors. Basically, if a girl fresh out of the egg was given a suit of blue adamant, and another girl fresh out of the egg are her, the second girl would probably be in the unfortunate position of having to pass an intact suit of blue adamant.<br/><br/>However, I think we should modify this a bit. Rather than have digestion damage go to digestion HP, have digestion damage reduce physical HP. So in effect, we have a different attack type and a different defense type that affect the same HP pool as physical. This way, beating up someone before eating is more meaningful.<br/><br/>We could keep Digestion HP , but have it deducted after physical HP is at zero, and only by digestion. Since girls are really hard to kill by physical means, this essentially adds a fainting mechanic. So if a girl is eaten when fainted, she does not instantly die, it may take a round or two, giving a slight chance to get her back. This is in contrast to monsters who simply die when they hit zero HP.<br/><br/>2) I think we should use a system for equipment where we allow only one item to affect an aspect, and one item to affect a skill, unless a skill specifically allows for multiple items to affect an aspect or skill. We could still allow for enchantments, gems, auras, and such. This limitation would be targeting tools that assist an action/aspect.<br/><br/>The reason for this is mostly that the SD6 system seems to scale oddly when upping bonuses by large numbers. As it stands with only one item for defense, we could see a simple armor progression like: Leather - Tin - Iron - Steel - Obsidian - Adamant. This gives 6 different tiers of armor and implicitly a +6 to physical defense before enchantments, gems, or character progression via exp. If we allow for to many armor slots, things would get pretty crazy.<br/><br/>5) I wrote out a suggestion for a not treating magic as an advanced skill, but then deleted it after re-reading my post. Basically I feel like Ishara is a high magic world and the dive penalty on casting feels hindering.<br/><br/>I think the reason I feel this way is that most classes have some magic capability in Ishara. For example, in DGVRPG, all base classes (those that didn't require an unlock) had magic except for the amazon. Further, in Shells, Ishiar manages to create a magic effect while in bonds, and she was an amazon. I'm kind of torn on how to handle this, because magic can end up as a broad skill, and if there is no penalty to it, it would obviously be more useful than a physical skill. Does anyone else have thoughts on this? Maybe treat most magic as advanced, but some simple spells would not have this limitation?<br/><br/>Now onto non-response comments,<br/><br/>6) Maybe we should operate with two qualities? The reason I suggest/ask this is that one of the expansions for SD6, the Low Fantasy rule set, uses two qualities. One quality to represent race, one to represent profession/role. It seems to me that in Ishara, both are of great enough importance to warrant a quality. This could also be used to circumvent my above gripe about magic. A huntress for example, could cast fire magic but nothing else, while a Valkyrie may only be able to cast air or earth magic.<br/><br/>7) Along the lines of Darkevilme's question, how are we divvying up attacks into aspects? And how and when do aspects HP regenerate? Above I gave a suggestion for digestion and physical, and stomach is kind of obvious, but sexual and willpower are less so. Further, we don't have a social aspect listed which implies it is rolled into willpower.<br/><br/>The reason I bring up social, is a potential situation where combat might follow what otherwise amounts to a debate. So if two people are bartering over an item, and one has almost given in, if someone were to cast a mind affecting spell right at that moment, would the person just fall unconscious? Normally, social HP come back right after a test, how will we deal with willpower in these cases? Will we just re-set the HP bar when a hostile action is taken? How will we deal with a non-hostile mind affecting action when someone is at low will due to a social issue? For example, lets take the above situation, but rather than a spell, a rouge comes along and attempts to but into the conversation to con one or both of the two bargaining. Is the willpower HP reset here as well?<br/><br/>Then of course, the other question is what is considered mind affecting, and what affects sexual defense? Additionally, what affect does a sexual attack have on willpower? Lets sat a seductress wants to get a better deal on a sword. If she is attempting to seduce, but not necessarily have sex in the bargaining process, is she attacking sexuality or willpower? Is sexuality only attacked if there is a physical component? If someone hits zero sex HP are the KOed?<br/><br/>This leads into question 8 ) Most contests between characters, player or non-player, would use the full aspect system. Are there cases where you do not do this? For example, if a character is a white mage, and they cast a blinding flash spell, (I assume this targets body as it is a physical effect) will there be any effect if HP is not reduced to zero? Or would such a spell simply have to pass the defense for that aspect? I ask this because, if you have to deplete all HP for all contested actions, it would seem that all spells or actions useable in combat, or that would provoke combat are identical if the target the same aspect. It would also seem that it wouldn't be possible to eat a monster as depleting physical HP would kill it.<br/><br/>I also wanted to propose a potential solution for having to many aspects. Obviously the more aspects we have, the more aspects we are forced to ignore putting points into. Perhaps we could treat two or three of these aspects as primary (combat) stats, and the others as secondary. Anytime you add a defense point or hit point to a primary aspect, you get a point to spend in a secondary aspect. For example, physical, willpower and possibly stomach would be primary, with digestion, sexual, and possibly stomach as secondary. It may be functional to add social back in to get an even 6 stats, but I don't know if that is necessary.<br/><br/>9) How are we running vore? The obvious would be an action that puts the enemy in your stomach if successful. But how do we do digestion? Must we grapple before eating? what actions allow us to escape a stomach and how do stomach HP regenerate?<br/><br/>I would suggest a class of actions that are pass/fail. Pass/fail actions never inflict damage to HP. Rather than subtract defense from the attack roll, you subtract HP when attempting these actions. Vore would fall into this category. So if a character had 5 physical HP, you would subtract -5 from your roll, requiring a roll of 9 for a standard success. A partial success could mean they only went part way down, you will automatically finish swallowing next turn if the do not squirm free, but there will be no digestion damage in the next round. This gives a reason to physically attack someone before eating them, and limits the problem of monsters exploding before being eaten.<br/><br/>As to digestion, I would suggest an auto digest action on the pred's turn. Typically in Isharan games, digestion is automatic.<br/><br/>As to escape, I think there should be two options. One is to attack the stomach, reducing the HP, the other would be to squirm in an attempt to escape. The first method is just a straight physical attack, but of course weapons would work. The second would work like the vore attempt, a pass/fail attempt vs the stomach HP. A partial escape would function similar to a partial swallow, you will auto complete your escape next turn if you are not re-swallowed, but can not take another action. The standard attack will result in vomiting when stomach HP reaches zero. Further, stomach defense should be reduced by one for every occupant beyond the first, with large creatures counting as more than one person.