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Messages - Grek

Pages: 1 ... 9 10 [11] 12 13 ... 333
151
Forum Games and Roleplaying / Re: Vizier: A Game of Treachery [6 Players]
« on: November 02, 2014, 08:01:39 pm »
I shall send petition the Bishop (Piety 2, Etiquette 1) to aid Sir Kyle's proposal as well.

152
Forum Games and Roleplaying / Re: Vizier: A Game of Treachery [6 Players]
« on: November 02, 2014, 03:16:29 am »
((I got mine. Check PMs?))

153
Life Advice / Re: Internet Connection basically dying around nighttime
« on: November 02, 2014, 03:02:36 am »
Is anyone else on the connection?

154
Forum Games and Roleplaying / Re: Vizier: A Game of Treachery [6 Players]
« on: November 02, 2014, 02:20:25 am »
"It's all well and good to say that something must be done and to claim to help, but who here is willing to pledge someting more concrete?" Mehlenna adjusts her overly large glasses. "I, for one, have several ties to the church, being as pious a woman as I am. I shall send a letter to my dear friend, the Bishop (2 Piety, 1 Etiquette) of Zema, and ask his advice in healing this dreadful sickness. Furthermore, a dear cousin of mine should easily be willing to lead a party to retake the Gospel. A real firebrand, and with a sword near as sharp as his tongue, if I am to toot my metaphorical horn! I, Mehlenna Blusterant, propose that my cousin, the Angry Cleric (2 Piety, 1 Might), Samuel Blusterant, be tasked with tracking down these heretics and reclaiming the Gospel of St. Corbett. What say you all?"

155
Forum Games and Roleplaying / Re: Vizier: A Game of Treachery [6 Players]
« on: November 01, 2014, 06:00:07 pm »
Name: Mehlenna Blusterant
Description: An paunchy woman who is both incredibly elderly and incredibly boring. Wears large glasses, a white beehive and prefers mauve dresses.
How she came to the court: Mehlenna is a long time civil servant, having started out as a lowly scribe. She got to her current position out of pure seniority, being the oldest and most foggiest in the entire bureaucracy.

156
First time playing: I find a power suit and power suit helmet, strip naked to put it on, go fight zombies and almost die. After running like a coward, I instead elect to try the much safer profession of house burglar. After stealing a frying pan and a bunch of books, I retire to a my shelter to bone up on my knife fighting. Soon, I grow hungry and attempt to kill, butcher and cook a moose. Steps 1 and 2 go well, but the attempt at cooking burns down the shelter. Unsure where to go from here, I save and ask the forums: Wat do?

157
Forum Games and Roleplaying / Re: Gods (no subtitle yet) (12/8+)
« on: September 06, 2014, 05:19:06 pm »
"I suppose I did get a little carried away there. You have my word that I shall be more careful in the future."

MrVoid: If I ever do something that would destroy the world, please have my character change his mind as soon as he realizes. Unless I specifically say I want to destroy the world, I guess.

Tornos goes into the second dimension and explores the parallels between creation and destruction. If the Creators can change the form of a creation, then surely Tornos, the great Destroyer, can shape destruction just as deftly.

Tornos uses the power of the eternal darkness to attempt to protect a patch of land on one of the asteroids from the magic stone rain. Ideally by infusing the asteroids with the power to resist destruction themselves, or by creating a giant flaming barrier above it if the first idea doesn't pan out. 20 points toward both approachs.

158
Forum Games and Roleplaying / Re: Gods (no subtitle yet) (12/8+)
« on: September 05, 2014, 02:47:55 am »
Tornos gladly accepts the friendship of Imillor, and further proposes an alliance, to put caves and cave-dwelling creatures on all the worlds of creation.

159
Forum Games and Roleplaying / Re: Gods (no subtitle yet) (12/8+)
« on: September 05, 2014, 01:34:39 am »
Tornos will volunteer as much of his 100 Destruction as is required to seal off the remainder of the tunnels and use the rest to carve out new passages, ever closer to the planet's core.

160
Forum Games and Roleplaying / Re: Gods (still recruiting) (10/8+)
« on: September 04, 2014, 03:50:32 am »
Tornos, the Lathe of Heaven:
Creation: 0
Soul: 0
Magic: 0
Destruction: 100
Presence: 50

A god of rivers, canyons and the bleak majesty of erosion.

161
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: August 30, 2014, 12:51:06 am »
To put it in perspective: If we assume that there are an average of 2 hard fights per floor, and a hard fight has an average of a 5% chance of killing you if you don't run away from it, then a character who does not run from hard fights has a 1-0.95^104 = 99.517% chance of dying to a fight they should have run away from on their way to getting a three rune ascension.

162
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 19, 2014, 04:23:21 am »
Summon Forest: Useful spell for a SpEn of Fedhas, or silly gimmick?

163
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: May 22, 2014, 12:12:23 pm »
Evaporation would probably still be massively overpowered at 3.  It can mimic several (good) level 6 spells.
Realistically, at 3 mana, Evaporate is going to be used as a slightly more costly version of Mephetic Cloud or a really cheap version of Poisonous Cloud. While theoretically you could produce Freezing, Mutagenic and Flame clouds, in practice you weren't because you didn't have an unlimited supply of those potions. I can see the argument that 3 mana is too cheap for Poisonous Cloud, but you have to keep in mind that you're expending limited resources (poison potions) to pull that trick off. It's not like you could spam it freely at that price.

Dig is a situationally fun spell/ability. If you have some way to see through walls (Ashenzari, Deep Dwarf, a lucky Demonspawn mutation, or, more recently, Formicids) then being able to path through said walls is highly useful. If you don't have that ability, you're basically only going to use it for digging boltholes, which is less exciting, but still a valid tactic in my eyes.

Summon Scorpions was important for Venom Mages wanting transition into Summoning instead of Conjuration. It was also the go-to tactic for Summoners facing the Spider Nest, an early Ant Vault or Killer Bee swarms, given that it was the only summon with poison you're guaranteed to have access to. It also had the advantage of letting you put out a buttload of chaff at once, since it could do up to 8 scorpions.

Demonic Horde was the high level version of Summon Butterflies, Putting 8 imps in between you and the Executioner in one turn was much more useful than laying down 8 butterflies, since they had actual resistances and could occasionally take more than one hit to kill.

Shielding and Ugly Things, were admittedly, not very useful. I could see cutting them, if there really wasn't a way to make them useful.

It takes ages to get two stars with either TSO or Zin, I'm not sure if you'd even get that before temple.

You'd start with two stars of piety, just like Healers do.

This is weird because you haven't actually said what the problem with their current approach is, other than the fact that their approach involved changing a few spells.
The issue with summoning is that the dev team hates it when players use tactics to minimize their exposure to danger. They hate pillar dancing, they hate hiding in corridors, they hate attacking stuff that can't see you and they hate anything that can be used as a barrier between the monsters and the character. With summoning, that's all there is to the school. The whole point of summoning monsters is so that you can hide behind them and not get attacked, or use them to break chases, or get them to eat hits for you. Players want to use the spells for things the devs don't want the players to be able to do.

The current approach to "fixing" this appears to be: A] sharply limit the number of summons a player can have, and B] replace all of the good chaff summoning spells with silly gimmick spells like Guardian Golem and Lightning Spire. That doesn't really fix the problem at all, it just means that players need more spell types and to spend more mana to get the desired amount of chaff going. A better solution would be to make the chaff itself dangerous (disloyal summons), to introduce a choice between being safe and being able to kill things (summons that ignore you if you run out of mana) or to give players a reason to not treat summons as expendable (permanent costs for permanent summons).

164
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: May 22, 2014, 10:32:08 am »
Transmuter is indeed a good class, even without Evaporation. But they could have just removed the spell from the Book of Changes, raised Evaporate's spell level to 3 and left it in the Book of Stalking. Then you'd have two transmutations classes, Transmuter, who gets lots of form powers and Stalker, who gets the non-form powers.

Some of the spells got replaced. That's good. But Dig, Scorpions, Shielding, Demon Horde and Summon Ugly Thing were just cut. That's bad. As far as I can tell, Dig went away because Formians got it and Summon Elemental went away because they're putting in a new elemental clouds god. That's really really dumb. Just because something is a god/species power doesn't mean it can't also be a spell.

Two stars of TSO piety is Divine Halo and Divine Shield. In addition to some restrictive conducts, you get an aura of no-stealth and an activated power. Two stars of Zin piety is Recite and Vitalization. Less restrictive conducts, but you get two active abilities and quickly get a third. That's a significant starting advantage and, at least in TSO's case, a major gameplay difference (no stabbing). Makhleb is less of a gameplay advantage, but it was one of the four playable Deep Dwarf starts (the other three being Healer, Berserker and Necromancer).

Quote
Summoning has always been kindof boring, they're trying to make it so that using them has some meaningful strategy other than "Spam allies, hang around (possibly even out of LoS) while they kill things".  I'm not sure how successful their efforts have been so far but I appreciate that they're working on it.

There's lots of better ways they could have done it, for sure. Off the top of my head:
-Make it work more like Necromancy, where you exchange a semi-renewable resource (food) for a semi-permanent benefit (minions). Summoning uses permafood instead of chunks. You might sacrifice a Choko to get a permanent bat, or a sausage for a jackal, or some bread for a trio of harpies.
-Make all summons durable, but have their loyalty time out instead. If you summon more monsters than your enemies can kill, you have to fight the remainder. Casting spammals 20 times in a row means you'll end up having to fight 15 or so rats on 0 mana.
-Summonings give permanent allies, but only work on down stairwells and only allow one casting per stairwell. As a result, each spell can be cast at most three times per level. Thematically, the things you summon come from deeper in the dungeon.
-Summoned creatures are naturally disobedient and need to specifically be told what to do using the shout menu. Doing so costs 1 mana per summon per shout. If you don't have enough mana to control all your creatures, some of them ignore you and wander off as if they were neutral.

165
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: May 22, 2014, 09:19:50 am »
I disagree!

With enemies that require specific counters (like flaming scimitars against hydras as a sword wielder, or some poison resist against killer bees, or negative energy resistance against shadow dragons) you're going to bring the counter, or you're going to die. That's not a tactical choice. That's just saying that if you want to do Swamp, you have to ditch some of your best items first. With ammunition, you're going to pick whichever does the most overall damage and take that. Everything else gets left behind if you can't carry it. Due to the food clock and out of depth spawning, you don't want to be running back to your stash for every situational encounter.

It's not even a balance question. Spellcasters get new abilities through weightless spells. Warriors get their new abilities through heavy weapons and heavy armour. Making item weight more meaningful sounds like it would make the game more interesting and tactical, but if you actually tried to implement it, you'd quickly realize that all you're arbitrarily boning non-casters.

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