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Messages - GreatWyrmGold

Pages: 1 ... 120 121 [122] 123 124 ... 3706
1816
Ship Beta: Team F: Grate

"AAAAAHH!"

Attempt to free myself of the slag and run to the least melty place around!
Also scream, but I don't think I have much choice about that.

1817
I am judging it ont he basis that the first - and only - sentence you use to describe the character is what power she has
This is, indeed, an excellent method for making a shallow character.

1818
Bulwark lasts until dismissed right?

All: Cast Bulwark using all options on everyone, abusing MP fountain at every turn
+1

Ciro:Wear Bloodband for +1 to luck/hits, switch Rubri to Practical fighting
Do we still have that?

1819
Play With Your Buddies / Re: Lets Play Sid Meier's Alien Crossfire!
« on: April 16, 2014, 11:38:31 am »
Say, Guardsman, remember what I said about what happens when polls close? You don't get them back. Ever. Just a warning.

We're going to be the cyborgs, dealing with Spartans, Morganites, zealots, Stepdaughters, Pirates, and one of the other non-Data-Angels factions.

1820
Steal someone elses shirt, tear it into rags, ball them up, and throw them at Cromwell.
inb4 you smother Cromwell under the rags. Or accidentally bandage the wounds of everyone except Cromwell.

1821
Lars gestures at Grate's manipulator.  "Using that holy artifact?"

((You still have it, right?  Going by the wiki.))
((Pretty sure I don't have it on me; Grate kinda got turned off the space magic thing recently. Even if I did, I don't have the battery, so it's not much good.))

1822
Roll To Dodge / Re: Thawed (Wrapping Up)
« on: April 16, 2014, 11:32:32 am »
Take my TBI game, My goal, 'Magic is bad'. How? Make magic users have the lowest health and make magic cost health.
In this case, goal, 'Magic is bad'. How? ...if you roll a 1 and 6 for two different things you cause the end of the world.
If you don't want players using magic for slapping people on the bum, add a cost. If you want players to really think if magic is need here, made that cost dear.
I hope I not put that rudely.
There's a difference between "cost" and "drawback". I was aiming more for "drawback".
Moreover, the idea of "cost" goes against source material.

And I'm sick of people constantly complaining about one thing or another, people aren't having fun, and frankly I don't have hugely vested plans in this game. This is getting to be more of a chore than something fun.

1823
but void stuff in this game increased since nodoka
Ain't irony wonderful? Poison the rats, kill the hawks, you've got more rats.

Also the fact that Void and Ashley being a thing is pretty out of left field. I mean, earlier that day Ashley and Void suddenly make out and then she dies and ends up having to stay trapped in void for a decade because 'void is weird' and oh yeah, she now has a kid.
No arguments here.

Elf... My crit on the crafting roll?
So we're actually doing crits now?

No, 4chan is a cesspit of injokes and silly shit. Basically imagine a box full of every horrorterror and nightmare you've ever heard of or imagined in the dark recesses of your mind. And then give absolutely everything in it a nature that corrodes reality simply by existing.
...
Alright, I'm staying away from 4chan.

I see no point to argue against a relationship that doesn't regard one of your own characters, KJ. I designed how Ashley works mentally, not you.
kj likes to complain, it seems.

It's a bunch of enchanted troll face masks and a note about not making kids cry in the future. Also, Icarus is on suspension from IRIS for a month with no pay.
You have no idea how much that made me laugh.

1824
Remind me, how has the Thunderbird not taken a scratch?

1825
"...A what?"

1826
Roll To Dodge / Re: Thawed (Wrapping Up)
« on: April 16, 2014, 08:48:22 am »
I believe you're missing the majority of your player's points. From what I've read, not even KJ disagrees that magic should be able to generate an apocalypse. The problem is that there is no in-between level of skill or magic.
To use the nuke analogy, you've trapped your players in a room with two objects: a butterknife and a recoilless rocket launcher. There is also an angry mutant cave bear in the room. What should they use to fend off the bear? If they choose the butterknife, you punish them because they just took butter to a bear fight. This is perfectly reasonable. If they choose the recoilless launcher, you punish them because they just set off a recoilless weapon in an enclosed space, not to mention the high-explosive payload. This is also perfectly reasonable. What is unreasonable is the fact that the player is only presented with the two options.
I think this kind of a game could work very well. A year or two ago I even briefly entertained the notion of a WOT game where the players were men who could channel, thus plunging them a little farther into uncontrollable madness every time they used their abilities. However, the players not only need to feel that there is another path than MAGIC, but that equal gains can be had from a path without MAGIC under 95% of all circumstances. More importantly, the chance of triggering a magical apocalypse needs to be small compared to the number of actions taken. Currently, you seem to trigger one on a 1,6. Which would be fine if there wasn't a 1/36 chance of that happening. Multiply by 6 players, who seem to be using magic at least half the time, and each turn gives you a ~10% chance to start the apocalypse. Far too frequent.
Well, that's my take on the situation. I'd love for you to cooperate.*
*I'd threaten to pluck out your eyes, but this isn't my thread. So the threats will be minimal.
Alright. What alternate solution do you propose? The dice only have so many sides, you know.

But that doesn't cover what we have. It's more like, when you have a hammer, a scalpel, and a loaf of bread and are told that you'll be destroying walls while the ceiling is falling. Sure you can do it with a lot of effort and skill with a scalpel but it's more efficient and less dangerous to use the hammer.
You have a lot more options than that, though. You're just not thinking well enough to use them.
You're also ignoring the helpful little careful casting rules.

((The biggest problem with mundane approaches to problems is the damnable skill system put in place, which basically ensures that everything mundane you do (aside from about two or three situations you may have predicted in your character sheet) is heavily penalized, essentially making mundane actions inefficient and unlikely to succeed 90% of the time, unlike magic, which works more often but with possible disruptive consequences (maybe institute a d6 apocalypse die that you roll when somebody rolls a 7-0, with a 1 meaning apocalyptic events and a 2-6 meaning regular destruction).))
For the first point: Only when skill would logically be a consequence. The alternative is to let anyone have a good chance of success the first time they attempt any kind of task, whether it's parkour or fencing.
For the second: Seems like a clunky obvious rules patch. Doesn't fit with the rest of the system.

1827
The time dilation makes no sense in the presence of someone who would not be able to realize it is happening though.
How so? Why does it matter?

Well, looks like no one is fooling him anytime soon.
I find this assumption to be improbable.

1828
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: April 16, 2014, 08:42:10 am »
Thing is I dunno if Dubley's permadead or not.
Is that the guy whose brain you froze? Pretty sure piecewise said he's permadead.

Ah.
I seriously have to get a decomp though; I think I've rolled only 6+whatevers since I got my amp.
Hence why you were threatened with death if you tried to help.

We're also both full robots, and he was just a man.
What is a man?
A sentient being which considers itself to be male.

1829
Ship Beta: Team F: Grate

If Lars doesn't respond, investigate the thingy. Carefully. If it kills me, run back to the elevator.

1830
Roll To Dodge / Re: Roll to Go Mad: Turn 44 - The Markets
« on: April 16, 2014, 08:38:23 am »
Ah, those creative anachronism people. They're quite amusing.

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