Here is some excitment
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More
Ok, I have thought of some more questions
Is there any bonus for wearing real armor??
Will the craftsman be able to repair armor faster the higher level they are?
Costume points. I have heard talk of getting rid of costume points. Instead a person can chose to have 1 extra life or +2 armor that works as the warriors utilaze armor for being in costume. Or the idead was broguht up that costume can repop in 5 minutes for self repair. Craftsman not required!
Resource routes. What happens if the leader fo a guild does not come to the game or checks in? Does the route still come in?
Is there any bonus for wearing real armor??
Will the craftsman be able to repair armor faster the higher level they are?
Costume points. I have heard talk of getting rid of costume points. Instead a person can chose to have 1 extra life or +2 armor that works as the warriors utilaze armor for being in costume. Or the idead was broguht up that costume can repop in 5 minutes for self repair. Craftsman not required!
Resource routes. What happens if the leader fo a guild does not come to the game or checks in? Does the route still come in?
My Thoughts
Aaron
Aaron
More part 2
When armor is reduced to zero, a person must take off their helmet so people know stun strike and nerve pinch can work against them.
A person is protected from stun strike if they are wearing a helmet, A person is protected from nerve pinch if they are wearing a helemt and chest armor. (Keep it simple)
A person is protected from stun strike if they are wearing a helmet, A person is protected from nerve pinch if they are wearing a helemt and chest armor. (Keep it simple)
My Thoughts
Aaron
Aaron
Taunt: Can someone taunted be restrained? Should there be a time limit for taunt or should you chase someone infinitely?
Hero Points: can the instant skill duplicate another effect? I.E. a healer doing a full mass heal instantly instead of 5 points of healing.
Is there a time limit or other limitation on the instant skill? I.E. Can a craftman do an instant full repair or field repair? Can an arcane instant cast a spell?
Hero Points: can the instant skill duplicate another effect? I.E. a healer doing a full mass heal instantly instead of 5 points of healing.
Is there a time limit or other limitation on the instant skill? I.E. Can a craftman do an instant full repair or field repair? Can an arcane instant cast a spell?
Death=Adder
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
re
better clarification on mutiple characters per event
Chris
Chris
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them
Heck, for simplicity's sake, I'd suggest a person can carry one of any single resource on their person and still be able to run and fight. Two resource units can be carried by any one person, but such a load prevents running or fighting. Resources can't be concealed.
That way, PCs can roleplay the carrying of a side of meat, a stack of cloth, a load of iron, etc., and the NPCs won't need to maintain and cart around a huge load of phys reps.
PCs, of course, then have to have arrangements made to get the resources they need during down-time - with a House, Guild, Haven itself, or some outside organization. Unless they manage to build a personal stockpile of resources.
That way, PCs can roleplay the carrying of a side of meat, a stack of cloth, a load of iron, etc., and the NPCs won't need to maintain and cart around a huge load of phys reps.
PCs, of course, then have to have arrangements made to get the resources they need during down-time - with a House, Guild, Haven itself, or some outside organization. Unless they manage to build a personal stockpile of resources.
Learn the past. Observe the present. Guide the future.
New Ideas
Eric and I where talking last night and we came up with some ideas.
Archery
Level 1
You can use any thrown weapon, bows, & crossbows
Bows and Light Cross Bows do 1 vorpal
Packet Driven bows and cross bows take a 5 count to mimic the loaded, pulling the string back, aiming, and firing of a normal bow.
Heavy Crossbows do 2 vorpal and take 5-10 count after being loaded to fire
Rocks, small thrown weapons do 1 damage. Rocks can be found anywhere and if you have packets you can throw it for 1 damage.
Large thrown weapons do 2 damage (short sword size). But you only have enough weapons to throw as you have physreps. Once thrown, you must go retieve them to reuse them again. These type of thrown weapons are built as per short sword size weapons for time and resource cost.
And finaly all thrown weapons can be used with archery levels 2,3,4
So yes, a person can throw a an axe for 12 magic damage with the modified disapline. Instead of being just archery, you are a ranged expert!
Taunt
You must hit a person with a packet or weapon and call taunt. (if required a 5 secound charge time is required)
If you are hit by a taunt you have 2 choices
1. Run away as if you where feared
2. Must attack the person who taunted you with a melle weapon untill effect is broken. Can use any skills that does not require a charge time.
To break the taunt effect, the person who has been taunted just needs to be touched. Consider the person who is taunted to be under the efects of a charged skill, and what ever breaks a charge skill will break the effect of a taunted person. If the taunter is ever out of the sight of the tauntee, the effect is broken.
Not very powerful, easly countered, I say a first level skill.
Archery
Level 1
You can use any thrown weapon, bows, & crossbows
Bows and Light Cross Bows do 1 vorpal
Packet Driven bows and cross bows take a 5 count to mimic the loaded, pulling the string back, aiming, and firing of a normal bow.
Heavy Crossbows do 2 vorpal and take 5-10 count after being loaded to fire
Rocks, small thrown weapons do 1 damage. Rocks can be found anywhere and if you have packets you can throw it for 1 damage.
Large thrown weapons do 2 damage (short sword size). But you only have enough weapons to throw as you have physreps. Once thrown, you must go retieve them to reuse them again. These type of thrown weapons are built as per short sword size weapons for time and resource cost.
And finaly all thrown weapons can be used with archery levels 2,3,4
So yes, a person can throw a an axe for 12 magic damage with the modified disapline. Instead of being just archery, you are a ranged expert!
Taunt
You must hit a person with a packet or weapon and call taunt. (if required a 5 secound charge time is required)
If you are hit by a taunt you have 2 choices
1. Run away as if you where feared
2. Must attack the person who taunted you with a melle weapon untill effect is broken. Can use any skills that does not require a charge time.
To break the taunt effect, the person who has been taunted just needs to be touched. Consider the person who is taunted to be under the efects of a charged skill, and what ever breaks a charge skill will break the effect of a taunted person. If the taunter is ever out of the sight of the tauntee, the effect is broken.
Not very powerful, easly countered, I say a first level skill.
My Thoughts
Aaron
Aaron
also for note on the taunt, with this change after the taunted person is struck the taunt goes away, as per a cherged skill.
Basically, if you are taunted you've just been put under the effects of a charged skill (something we already have rules for) and you must either melee attack or run (possibly force dropping of weapon to do this). Also of note if the taunter runs, you will chase them. (possibly making this a chase for a 10 count)
Reason for keeping this is to allow taunt it's main use of breaking stand offs in enclosed spaces. Granted if you have people frouped closely it is rendered useless via the touch thing (thus why it's a level 1 skill)
Also of note, on the throwing thing. Honestly, I wouldn't care if the pc using larger thrown weapons (btw, these should require resources to make) uses packets as long as they have the phys reps on them. Just from a useability and saftey standpoint.
Basically, if you are taunted you've just been put under the effects of a charged skill (something we already have rules for) and you must either melee attack or run (possibly force dropping of weapon to do this). Also of note if the taunter runs, you will chase them. (possibly making this a chase for a 10 count)
Reason for keeping this is to allow taunt it's main use of breaking stand offs in enclosed spaces. Granted if you have people frouped closely it is rendered useless via the touch thing (thus why it's a level 1 skill)
Also of note, on the throwing thing. Honestly, I wouldn't care if the pc using larger thrown weapons (btw, these should require resources to make) uses packets as long as they have the phys reps on them. Just from a useability and saftey standpoint.
- Claude du Sinjin
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Hmm, Hold Ground makes it so sleep, fear and press have no effect on you... but a good taunt and you'll foolishly take a step and fall over depleted of life...
Nope, sounds dumb to me.
Unless the warrior needs to say, "Oops, got taunted. I'll drop my weapon and take the fear effect. Oops again, silly me, fear has no effect. *picks up his dropped weapon and continues to hold ground*"
Nope, sounds dumb to me.
Unless the warrior needs to say, "Oops, got taunted. I'll drop my weapon and take the fear effect. Oops again, silly me, fear has no effect. *picks up his dropped weapon and continues to hold ground*"
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Agree
I would update hold ground to say that you are immune to taunts while the skills is active. Makes hold ground even better
My Thoughts
Aaron
Aaron
I propose hold ground should read:
While holding ground you cannot move. When you initiate hold ground you gain 10LP, and all effects that deal damage to the front of you are reduced to 1 point. This damage is taken off your armor first. In addition, fear, sleep, taunt, and press do not effect you; instead you take one damage, which is also taken off your armor first. Note that attacks from the rear affect you as they normally would. At the end of hold ground, you are reduced to zero life points.
While holding ground you cannot move. When you initiate hold ground you gain 10LP, and all effects that deal damage to the front of you are reduced to 1 point. This damage is taken off your armor first. In addition, fear, sleep, taunt, and press do not effect you; instead you take one damage, which is also taken off your armor first. Note that attacks from the rear affect you as they normally would. At the end of hold ground, you are reduced to zero life points.
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
The Game Master Lite
Frag the weak, Hurdle the dead!
- Ian_McAllister
- Town Member
- Posts: 391
- Joined: Fri Oct 22, 2004 5:30 pm
- Location: Final Haven
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Now about Passwall.. I was wondering to get around the nifty put a bracer on the assassin and they can't get away.. "What of Passwall allowed you to Pass through even while wearing armor.. only the armor doesn't pass with ya.. just clothes and personal effects'?
Your Knowledge cannot save you,
Your Magic cannot save you,
Nothing can save you!
Your Magic cannot save you,
Nothing can save you!