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Pheonix Alugere

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Re: Suggestions

Kathy's idea seems all good to me. Keeps me from just walking around yelling "FIGHT ME!!!!!!!" and never getting hurt until a god or giant attack me :p. However if magic armor have so breaking chance I would like to see a way to due that to me character's armor for back story reasons.

Also maybe you should the XP to the monster list in the back story post. This way we can just look and you will not have to worry unless some mess up their XP count.
Late night?
 
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Re: Suggestions

XP is given by encounter, rather than by monster, so that wouldn't work. Killing six monsters alone will get you more exp than killing 6 monsters with help, or by calling Matthias for help.

I was going to start putting in what each monster dropped that could be sold though.

Edit: Which I did.
 
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Re: Suggestions

New armor system:

Cloth Armor: EV = 0, AV = 2, TP = 25. Du = 2.

Leather Armor: EV = 1, AV = 4, TP = 30. Du = 3.

Elven Bramble Armor: EV = 2, AV = 10, TP = 25. Du = 3.

Chainmail: EV = 5, AV = 12, TP = 40. Du = 5.

Splint Mail: EV = 7, AV = 16, TP = 50, Du = 6.

Plate Armor: EV = 10, AV = 20, TP = 60. Can't be ignored. Du = 5.

Any damage taken by a character causes damage to their armor. If an attack does X damage, then the character takes X - AV damage, and their armor takes X/Du damage to its TP. When TP is reduced to 0 or less, the armor falls apart, and the character ends up effectively naked. Armor can be repaired fully after any encounter, assuming the character has opportunity.

I'm not implementing the limited repair and the Talent parts Kathy posted, since they'd be irritating to try and remember, and forcing people to take a Talent to get the best out of their armor wouldn't be fair. If there is an outcry against this, however, I'll change it as people see fit.

11/26/09 - Increased the power of Blessing, Battle Aura, Nightmarish Image, and Dark Armor
12/7/09 - Increased the power of Pressure and noted that Hard Hitter can be taken multiple times, as well as increasing the cost of Whirlwind. (All Talents.)
12/13/09 - Changed the armor system to include Durability. Also added Splint Mail to bridge between Chain and Plate.
 

Kathy

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Re: Suggestions

Everything looks good mostly, but just to point out, Plate Armor would take 300 damage to get through with this setup. I'm sure it'll be balanced out by someone's suggestion. ^^

(yeah, my stuff before was a bit complicated. heh. call me a stat nut.)
 
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Re: Suggestions

Also, the requirement that you rest to increase stats starts as of now.

11/26/09 - Increased the power of Blessing, Battle Aura, Nightmarish Image, and Dark Armor
12/7/09 - Increased the power of Pressure and noted that Hard Hitter can be taken multiple times, as well as increasing the cost of Whirlwind. (All Talents.)
12/13/09 - Changed the armor system to include Durability. Also added Splint Mail to bridge between Chain and Plate.
12/14/09 - Rest is from henceforth required to increase stats or take new Talents.
 

Kathy

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Re: Suggestions

Flame describes the caster can make various shapes. How much control would Sable have over keeping the fire from burning Elea if she cast flame to try to only engulf the enemy?
 
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Re: Suggestions

You can focus it into any shape, but after that it'll behave like fire. You can form it into a tiny ball or a beam and hit the ogre above Elea.
 

Kathy

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Re: Suggestions

Mild suggestion to avoid rule abuse. There should be some limit on how much dodge you can take in exchange for to-hit. 60 points of added dodge is a bit excessive. :rolleyes:
 

Keylo

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Re: Suggestions

Erm, am I overstretching the bounds of "animation" a tad?...
 

xivvix

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Re: Suggestions

60 points of dodge may be excessive, but I did remove my entire "Body bonus" to do that, so basically Elea was concentrating completely on avoiding being hit and not worrying about striking back. Plus I thought the ogre would have an 80 to-hit bonus because of his bonus during my attempt to cast Binding on him ;)
 
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Re: Suggestions

60 points of dodge may be excessive, but I did remove my entire "Body bonus" to do that, so basically Elea was concentrating completely on avoiding being hit and not worrying about striking back. Plus I thought the ogre would have an 80 to-hit bonus because of his bonus during my attempt to cast Binding on him ;)
I reversed the die and the bonus, and then divided the bonus by half. So, basically, an ogres to-hit is d80 + 10. I actually thought that was fairly elegant, since it reflects how the ogres size makes it slower but its mass makes its fists harder to dodge.

Erm, am I overstretching the bounds of "animation" a tad?...
Not at all.
 

Pheonix Alugere

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Re: Suggestions

Given that the corruption seems supernatural, would people who channel more spiritual energy be more vulnerable to infection?

Like, say, a spell caster risks gaining a point of corruption with each spell they cast with the chance increasing as the spell cost increases?

I'm not sure, but I think spell damage is currently much more effective than weapon damage, so it might make things slightly more even. It might not though, it's just an idea.
 
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Re: Suggestions

@Phoenix: Possibly, yes. Though it would be mostly restricted to mages, since Spirit characters use only their own energy while mages channel energies from the area around them. I'd probably implement this in certain areas highly trafficked by demons, since such areas were exposed to more corruptive energies. There might also be areas that corrupt you merely by being in them, though those would likely be through the gate.
 

thetwo

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Re: Suggestions

Just because things that are on fire are crimson doesn't mean my "burning bushes" actually immolate in the fall.

and

The balance of swords vs sorcery has always been that you can run out of sorcery, but you can't run out of sword. Also, armor.
 
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Keylo

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Re: Suggestions

Question, how far can I stretch the limits of animate? Or in fact... is there a limit to animate?
 
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Re: Suggestions

@Keylo: Creativity is rewarded. Animate is basically supposed to let you give motion to whatever you want, and that motion is determined by how much energy you put into the spell. If you can come up with something good, I'll probably let you get away with it. Now, if you want to animate say, a house, that I'm going to have to say no to. Even an extremely powerful character wouldn't be able to control that much energy, even if they had that much to give.

@thetwo: I iz confused.
 

Keylo

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Re: Suggestions

@Keylo: Creativity is rewarded. Animate is basically supposed to let you give motion to whatever you want, and that motion is determined by how much energy you put into the spell. If you can come up with something good, I'll probably let you get away with it. Now, if you want to animate say, a house, that I'm going to have to say no to. Even an extremely powerful character wouldn't be able to control that much energy, even if they had that much to give.

@thetwo: I iz confused.

Damn, that was next on my list too :X... I was going to have Enigma animate ah ouse, have it "stand up" as a golem, and then make it drop itself upside down...
 

Kathy

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Re: Suggestions

I disagree to the idea that mages would be somehow more corrupted by using magic. Magic is already close to balanced, and adding penalties like this on top of everything is just discouraging.

The weakness mages would have to the corruption affecting them would be offset by their control over the power. Spirit users can't manipulate power around them, and when casting, it would leave a power vacuum that would let them be affected just as strongly, and non-magic users have absolutely no defense against corruptive energies entering their bodies.

...
TL;DR - I disapprove of mages getting additional penalties now that we just finished balancing out their spells.
 
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Re: Suggestions

I added some flaws. And don't worry Kathy, this would only happen if you used high level spells in areas of high corruption, and the amounts of corruption would be low. Exactly like finding areas of high or low magic.

11/26/09 - Increased the power of Blessing, Battle Aura, Nightmarish Image, and Dark Armor
12/7/09 - Increased the power of Pressure and noted that Hard Hitter can be taken multiple times, as well as increasing the cost of Whirlwind. (All Talents.)
12/13/09 - Changed the armor system to include Durability. Also added Splint Mail to bridge between Chain and Plate.
12/14/09 - Rest is from henceforth required to increase stats or take new Talents.
12/30/09 - Added Easy to Hit and Poor Grappler to the Flaws list.
 
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