0) You wrote a lot! I think the main point is that since we’re not designing a new rule-system but just trying to play a fun game, we should be a little relaxed and try to have fun with it. Bear in mind since everyone has ‘safewords’ (OOC: Stop, for example) there’s no mechanism to force something to happen - and nor should there be! Hence we should trust each other to make good, (quasi-)realistic decisions when corner-case situations that aren’t covered by the (admittedly bare-bones) rules come up.<br/><br/>1) Despite my brief and insane flirtation with armor yesterday, I think we should try and keep things simple. If we want to describe ‘fainting’ we can do that as ‘fluff’. I’ll also be a little relaxed about when your character dies, depending on whether or not you want a new one and whether there’s a reasonable prospect of rescue.<br/><br/>5a) Magic’s always tricky in D6… I think we should just feel our way into this carefully. A ‘quality’ of ‘mage’ will be quite broad (covers many types of magic)l, whereas a ‘skill’ in magic  much less so (e.g. just fire magic)<br/>5b) I see in the basic rules that ‘advanced’ tasks can be docked certain numbers of dice. So ‘advanced’ spells will get an ‘advanced’ penalty. So a single-target fire spell may roll 3 dice. But a blast fire spell that hits lots of people may only roll 2 dice, as it ‘costs’ you one dice to cast it at all (for example). Exactly what each spell should be we can figure out as we go along, making changes as needed if we’ve unbalanced something (besides, we do not presently have a serious spellcaster, so).<br/>5c) I see in the ‘fantasy’ mod version that spells also have dangerous critical failure results. Seems sensible to me! This synergises nicely with ‘more difficult spells are docked dice’ since it increases the chance of only getting ‘1’s and having a disaster.<br/>5d) This kind of violates my ‘simple as possible’ rule, but as it seems to be as-printed, this has probably been tested and found to work, so it makes sense to use it.<br/><br/>6) Yeah, we can do 2 qualities, ‘racial’ and ‘class’. I think it should be 5 skill points only if we do that though.<br/><br/>7) We’ll deal with HP regeneration on a case-by-case basis, and similarly whether attacks should ‘stack’. This’ll mostly be in social situations. Obviously if you hit me with a sword, and Xarces hits me with an arrow, it’s the same encounter and should come from the same physical HP. If you’re trying to get a cheap inn room and Xarces is trying to get into<span style="font-style: italic">my</span>bed, that’s probably two separate encounters and separate HP pools. Though you might give each other a bonus, or a penalty, as appropriate.<br/><br/><img alt="8)" src="./images/smilies/icon_cool.gif" title="Cool"/>In some cases it may not be appropriate to use the full ‘encounter system’... e.g. with the flash spell, for example, it may be that you just need to roll success for that difficulty of spell. We’ll judge this case-by-case, depending on what most benefits the game, with an emphasis on fun and keeping the play going.<br/><br/>9a) Um… however you like to get the target into your stomach. Probably you need to win a single other combat to get them into your stomach, then you need to win versus their digestion to digest them. Bonuses etc applied depending on the circumstances. So just walking up to me and asking me to climb into your tum will have some pretty harsh negative modifiers (unless I’m a Gurglemiester). Walking up to me and asking me to ‘see if something is stuck in your throat’ would have (slightly) less difficult modifiers - but both would be ‘social’ challenges vs. Willpower, using one dice plus one for each of your skills and qualities that are appropriate.<br/>9b) Escape, in whatever form, is attacking Stomach HP. Whether that’s by ‘squirming’ or attacking physically is up to you! The best choice will depend on which skills and qualities you have, I suppose.<br/><br/>Man, I wrote a lot too...