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Messages - GreatWyrmGold

Pages: 1 ... 2750 2751 [2752] 2753 2754 ... 3706
41266
Forum Games and Roleplaying / Re: You Are Not In a Normal Town
« on: December 05, 2012, 08:11:42 am »
Sounds familiar...

You head out and start hiking north. You reach a cliff face. It's about 15 feet high and sloped fairly close to vertical.

41267
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 05, 2012, 08:09:58 am »
Yeah, good thing unicorns can't jump and aren't magical. Oh wait, wrong on both counts. And then there's the other unicorn.

41268
Roll To Dodge / Re: HERO CIVIL WAR/YOU AT FINAL BOSS: OOC THREAD
« on: December 05, 2012, 08:08:19 am »
...
Oh dear...
I should work on investing in bonuses.

41269
Roll To Dodge / Re: Roll to Raptor - Turn 23: Branching Paths
« on: December 05, 2012, 08:07:42 am »
"Thank you."

Ironhide will organize an expedition to search for a new nest, bringing Highleap and Rainstriker unless some PC speaks up and wants to come. We'll head north, as suggested.

41270
Forum Games and Roleplaying / Re: You Are A Computer
« on: December 05, 2012, 08:01:20 am »
>current time and date
>math:add:1
((+1))

41271
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 05, 2012, 08:00:24 am »
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Any ONE of those rolls can still kill us though. So yes, it still leads to a higher chance of us ending up dead.
What rolls are that dangerous? even failed dodge roll shouldn't be as bad as no dodging at all due to time displacement. I am sure that it's hard to get us killed by one bad combat roll
Have you ever heard of "getting enormous stab wounds in your torso tends to be lethal, you video-game-expecting fool?" Internal bleeding, organ damage, external bleeding...unicorn horns are think and long. It's not gonna be pretty.
And, of course, one injury would probably leave us weaker and ergo more vulnerable to further attacks, as well as hindering time displacement efforts.

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Also, any combat related rolls that arn't magic that we make are subject to some penalties. One from being over encumbered, another for being unskilled.
I know. That's why that situation is bad. But we have an ally, an artifact spear and magic.
I still don't understand why at character generation players chose  night creature empathy to some combat skill, it was an awful decision
We have only an ally with a freaking wooden sword, an artifact spear we don't know what it does (and it's made of gem--not exactly cutting-edge weapons tech), and magic which doesn't include any defensive magic.
We chose night creature empathy so we could get others to fight for us.

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While flinging ourselves forward in time would have a whole bunch of bonus's, including our Eon manipulation (one of our two greatest skills) our tattoos and our greater skill at using magic to fling things forward in time.
I know, +6 to the roll... even if get no penalties then we still need 5 or better to get result above ten... that's 20% chance of almost certain death... even 5(11) and 6(12) may be not enough
You're assuming failure means death. Heck, you're assuming a low success equals death! I'm guessing failure will either mean we don't displace ourself or we don't displace ourself as much as we intend, not that we die or go all frozen.
Let me give you a hint: Out combat bonuses are worse. That's a much lower chance of success. For many more rolls.

I vote displace ourself and run.

41272
Forum Games and Roleplaying / Re: You Are Not In a Normal Town
« on: December 05, 2012, 07:50:48 am »
You steal the pickaxe. Anything else or are you ready to....I don't know what you're planning to do.

41273
Okay, we need to have a talk.

I am happy to let you have Budapest, but you have to support my action to reclaim Trieste. Any other action is tantamount to a declaration of war.
Interesting thought. Here's another one: Wait, me attacking you provinces wasn't a declaration of war?

41274
Roots=Food
Food=Profit
Profit=Bitches
Bitches=Children
Children=Stomachs
Stomachs=Hunger
Hunger=Need Food
Food= Roots
dirt not equal food, roots equal food. skip the first three steps.
Dirt is mostly organic matter, you know.

41275
Forum Games and Roleplaying / Re: Create a Planet
« on: December 05, 2012, 07:45:53 am »
That sulphur is important you know. Some species are eating it. Also, it's an important antigreenhouse gas.

Faced with the increasing dangers of the surface life, the algae start to clump together, and also gain a much stronger cellular wall. They attach themselves to the rocks along the coast, but even to other organisms.

((Also, did we almost skip a stage of evolution again. I believe it was supposed to go like this.
Normal cells-->Clumps of cells-->Blobs with limited specialization--> plastic bag organisms-->"modern day" multicellular organism))
I'm not sure what you mean by "plastic bag organisms," but the poripinnans are nothing more than sponges which use their "pumps" to move, so they're pretty simple.

41276
Forum Games and Roleplaying / Re: Diplomacy- Austria don't get no respect
« on: December 04, 2012, 11:52:42 pm »
As you siad Misko, everything we say is carefully calacuated. I'm heading to bd so this conversation between you and me should edn now. Bye!
Ahh, But that is the point. Either you slipped, or it was intentional. The only reason it would be intentional, that I am aware of, is to make your position seem stronger then it is. That reason could be a move to open negotioations with either side, hoping they will give you a scrap in exchange for your support and assumed backstab of the other guy.
Or he could be trying to make you think that so that you underestimate him. Depends on how deep a game he's playing.

41277
DF Suggestions / Re: Human and Elf Statues
« on: December 04, 2012, 11:49:51 pm »
Daggers aren't weapons that dwarves can make (as far is fort mode/worldgen is concerned). And are you sure they're fairly uncommon? Because in many of my fortresses, Urist, Tekkud, Bėmbul and Cog are far more common that any other name.
You can't deny that daggers are, in fact, weapons.
I've only seen a handful of Jurists in all of my fortresses, so it's fair to say that it's not all that common. Besides, there's selection bias in place here, too. You remember memorable names, and because Urist is "the" dwarven name, it's more memorable than Dodok or whatever.

41278
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: December 04, 2012, 11:47:05 pm »
I would want to see orcs implemented as the armies of the unde world. Me thinks that the orcs should be twice the size of humans and wear steel armor. Perhaps when breaching hell, 10 conventional demons and 200 of the orcs would spawn.
How would Orcs get into hell and befriend demons in the first place?
And why would they have steel--or any--armor?

41279
DF Suggestions / Re: The ancient art of Golem making.
« on: December 04, 2012, 11:46:27 pm »
I'd like to bring up the idea of more than one golem type again.

Anyways, golems going "insane" is as old as Prague, the place of origin for the first golem (more or less)

41280
DF Suggestions / Re: New Noble - Chief Mechanic : Advanced Linking menu
« on: December 04, 2012, 11:45:20 pm »
Hm. Maybe broaden the idea.

Each labor or set of labors is a "guild." Each guild has an associated leader, who can be appointed when you have at least, oh, 3-5 dwarves with at least Novice skills in appropriate labors and one who is at least Professional, and who automatically is appointed when you get at least 10-20 skilled dwarves or a Master in the skill (as well as at least one dwarf at Professional level or 3-5 skilled dwarves).
These guild leaders would give access to various specialized screens.

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