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Posted: Tue Apr 06, 2010 2:12 pm
by GM_Chris
Ok here is a reason:

The process to make kandium bars for some reason or another is no longer working. Alchemists are unsure if it is in the process or perhaps there is something wrong with the raw ingrediants, either way no one as of yet can explain what has happened. Some people surmise that the dwarves, upset that their valued secret has leaked into the hands of non dwarves did something..perhaps a ritual.

Exiting kandium armor appears to be un affted.

Posted: Tue Apr 06, 2010 8:35 pm
by Smitty19
Those damn dirty Dwarves!


But I do like that as a reason

Posted: Tue Apr 06, 2010 8:39 pm
by Rhul
My main question remains unanswered........

Is the way I have been playing Kandium as Rhul correct?

Posted: Tue Apr 06, 2010 8:46 pm
by Smitty19
CJ...we dont listen to you....you know that! (c:

Well at least I dont...Again I kid...


And the way you are playing it was the same I did when I was playing Voralen

Posted: Wed Apr 07, 2010 2:52 pm
by Rhul
The process to make kandium bars for some reason or another is no longer working. Alchemists are unsure if it is in the process or perhaps there is something wrong with the raw ingrediants, either way no one as of yet can explain what has happened. Some people surmise that the dwarves, upset that their valued secret has leaked into the hands of non dwarves did something..perhaps a ritual.

I like it, Cris! Make it an in-game plot!!!

It's better than a waved hand and a "Meh, we took it out because we don't like it".

Player research into the matter could be the exact way for GM's to introduce differing types of armor, of at the very least new contacts with NPCs in the new "location" (though some characters are just returning).

BUt change it though. I'm tired of other races in the world sticking it to the PC base. Maybe it's an effect cause by elementals that is stopping the Dwarves from making Kandium as well. They could be coming to us to see if we are being hampered at the same time as them.

Posted: Thu Apr 08, 2010 11:01 am
by dier_cire
Just for note, that was never how Kandium armor worked. See the Soak section. Combat Reflexes is (or was haven't looked at the new rules) taken off first, not armor. Secondly, Parry allowed a warrior to avoid any major normal hit, thus saving their actual armor points for the first big vorpal call or at least well over halfway through their total soak. So really, you always got to choose when to use the Kandium convert.

However, that being said, no longer allowing players to create new potions and spells is a good thing. Players suck at coming up with new things that are balanced and the GMs don't have time to check out the potions as they come.

Posted: Thu Apr 08, 2010 1:26 pm
by celegar
dier_cire wrote:However, that being said, no longer allowing players to create new potions and spells is a good thing. Players suck at coming up with new things that are balanced and the GMs don't have time to check out the potions as they come.
really.....just really?

ok, first off, players do not suck at coming up with things that are balenced, because 90 percent of gm's/npc ARE PLAYERS.

second, so far as the gm's not having time to check potions as they come. the gm staff have a whole month at minimum to review and discuss the potions that are proposed, which is MORE than enough time to make a decision as to whether to playtest the potion or nix it.

Posted: Thu Apr 08, 2010 2:40 pm
by Zydana
celegar wrote: second, so far as the gm's not having time to check potions as they come. the gm staff have a whole month at minimum to review and discuss the potions that are proposed, which is MORE than enough time to make a decision as to whether to playtest the potion or nix it.
Don't forget the third option of telling the player it will take more time to research.

Posted: Fri Apr 09, 2010 9:17 am
by Dallid
Players do tend to come up with abilities from a purely player perspective – which is ‘I wanna win’. I’d bet 90% of all submitted spell and potion research had to be nerfed before being approved. I’ve seen a number of research outcomes that should have been nerfed significantly more than they were – or plain outright rejected.

Also, a month is practically never enough time to discuss and playtest a player’s submission. NPC meeting are devoted toward producing a game for everyone – coming up with plots, advancing storylines, addressing rule and game issues that have come up, etc. They can’t spare hours upon hours on each individual PCs research request. GMs have lives, too – families, jobs, other hobbies. No one’s getting paid for their work – it’s all volunteer. PCs should not be trying to bogart the GMs every waking second.

Posted: Fri Apr 09, 2010 9:30 am
by cole45
doug, i have a man crush you.

Posted: Fri Apr 09, 2010 10:39 am
by dier_cire
yeah, what Doug said and said well.

Posted: Fri Apr 09, 2010 3:04 pm
by Rhul
Players do tend to come up with abilities from a purely player perspective – which is ‘I wanna win’. I’d bet 90% of all submitted spell and potion research had to be nerfed before being approved. I’ve seen a number of research outcomes that should have been nerfed significantly more than they were – or plain outright rejected.

I must be in the 10% that taking away Research is bad for then, because the most complicated new Item I had slated to research at the first WH event of the year (as Garritt) was a

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'Scout Map'- costs the same to make and upkeep as a Sage Codex, but allows a player who has Scout to count a single companion w/o Scout as having a single level of Scout for the duration of the hint.

A scout can make it instead of a craftsman, but the map only 'works' for the scout that makes it (they would have to sign it as their character so GM camp can verify it).
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It actually would encourage teamwork, where a Codex just makes one person better.

So in my opinion, research only being about plots is too limiting.