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Messages - GreatWyrmGold

Pages: 1 ... 2913 2914 [2915] 2916 2917 ... 3706
43711
Neonivek: Tell me, how does healing magic work IRL? Frauds take your money and leave town before you wise up.

In DF, we can and probably should make healing magic balanced against not having it, ie mundane healing. This is low fantasy, and having a few dwarves who can easily patch up any dwarves who didn't die within minutes of getting injured(and, if deployed into the field, many or most of those) would ruin both the low fantasy and the grittiness of DF, IMHO. Want that stuff? Make a high fantasy mod, once this stuff gets added it'll be easy enough. You disagree with my points? Fine, if I can't convince you here, I'm not going to make any ground. Let's move on.

If there's only one good choice, there's less of a game. There are many good choices among all parts of DF. While wax crafts aren't a viable export, stone, metal, and possibly even wood, bone, cloth, or leather crafts are, and with the right work a beekeeping industry can be useful. If healing magic is overly easy, say if it just takes a day of dorftime, it would make doctors less useful than beekeepers. After all, doctoring requires everything from time to lye to thread to potential labor, and has chances of failure, AND requires four or five skills, AND is rather limited in what it cures.

The problem isn't an issue of "easier vs. harder," it's about a single thing having the power to save your fort if used and to kill it if not. Imagine if every injured dwarf, from the legendary axedwarf with his arms amputated by a dragon to a hauler whose finger got broken by a flying boot,  could be made very quickly good as new--not crippled, no loss of productivity, no chance of later death from infection or neglect. If you don't see the difference this would make, I'm not sure that we're playing the same game. For me, lots of useful dwarves would have been saved. Now, since we're Bay12, imagine what happens WHEN we give four or five clerics defensive training and steel armor before sending them into battle alongside the militia. The soldiers would be healed as they're harmed, and unless healers are given a conspicuous immunity to healing magic, they'll heal each other. Imagine an evil biome, but the corpses have metal arms and armor, quite possibly superior to your own.

You're saying that it's balanced if only one in a thousand can get the opportunity to throw their game off-balance? That's luck-based balance, and there's a reason it's not listed under the "Good Balance" trope. It just means munchkinney people will spend a thousand times as long generating worlds and everyone else will be ecstatic when they get a healer, because it's rarer and more useful than even the king. That doesn't solve anything.

Alright, that seems to be everything, so I'll just repeat my case:
Healing magic shouldn't be the core of your medicine when you get it, but it shouldn't be worthless either. There should be situations where it's useful and situations where it's wasteful or even harmful. Maybe healing injuries requires inflicting harm on the healer or another. Maybe it requires valuable (to the player, not high-priced) reagents. Maybe it has harmful side effects, like stimulating pathogens as well as the healthy cells. Maybe it requires bargaining with a dark power. Maybe it varies from healer to healer. Whatever the solution, it must be done.

43712
DF Suggestions / Re: [Adventurer Role: Trader] License for trade
« on: November 02, 2012, 07:52:31 pm »
Also planned, also suggested a lot, also a good idea to have implemented.

43713
DF Suggestions / Re: Mercenaries & Inter-racial employees
« on: November 02, 2012, 07:50:12 pm »
I thought maybe antmen could tunnel very quickly through stone and soil, far faster than any dwarf, but they will rarely leave stone behind. This means that you have to use legendary Dwarven miners if you want ore, but you can use antmen if you just want an area cleared quickly without excess stone. They also wouldn't do stuff like alert you to new discoveries of gems and such, they just dig right on through. Such things mean nothing to them.

Stuff like frogmen being good fishers isn't too random though, that makes sense, or something like an amphibian man or whatever. Maybe they could be good for removing swarms of flies.
Why and why?

I think you should be able to hire your dwarves to enemies, but it shouldn't be a good idea...

43714
Roll To Dodge / Re: HERO CIVIL WAR/YOU AT FINAL BOSS: OOC THREAD
« on: November 02, 2012, 07:45:59 pm »
OBTAIN THE NECESSARY INGREDIENTS TO CRAFT PARTIES(Lichette, Cassandra, Dirg) END GAME GEAR. CRAFT ARMOR FIRST THEN WEAPONS, AND FOR GOOD MEASURE BUY SOME RIBBONS SO WE DON'T FALL TO INSTANT DEATH ATTACKS.
Pay the right price, and I'll make some of those for you. That's right, Aperture Science is re-opening! Barter accepted, let me know what you'll pay and I'll let you know if I'll take it.

43715
Roll To Dodge / Re: Roll To Dodge (Now with Mountains)
« on: November 02, 2012, 07:42:55 pm »
Head to the hut, dragging Gragrar along.

43716
Why are the battlefields so big?

Troll: Move to G11.
Cleric Two: Haste at E12.
Warrior: Move to F12. Hope for action soon...
Mage: Move to E12, ask how long a single space is supposed to be anyways.
Necromancer: Move to G13, summon zombie at I10.
Cleric One: Move to F13 through the white spaces, use Cure.
Skeleton: Move to G11, costing three of his three movement points IIRC.

43717
Autocannibalism is not the answer!

43718
Forum Games and Roleplaying / Re: Ooh, what's this? An ASCII Art Adventure!
« on: November 02, 2012, 07:33:08 pm »
You hurry out the doorway, into a corridor, with several beings like you. You note that their, and probably your, heads are shaped sorta like an earless fox's, but with a weird beaklike thing on the end. Light sources seem two or three times as bright as they should be, and everything has overlying layers of glow, especially the people and even more to with fire.

You wander towards the kobold calling your voice, who grabs your hurt wrist and pulls you along. You are brought to the chief.

Code: [Select]
   #<>#   
  ##\/## 
 ########
 ###/\###
 ##/  \##

A huge stone wall has been smoothed, then covered with little indentations full of candles. Carved into the wall is an alcove with a simple chair, looking as tall as you, with another kobold sitting on it. Above the alcove is a large skull from some kind of huge serpent thing, twice the size of the chair. You feel safe in assuming the kobold in the chair is the chief.

The chief clears his throat. "M'Dok, this is an important task I require of you. You must take these %&2 kobolds to settle a new--mine with. There has been a vein of silver discovered, which we must secure! Be swift!"

What do you do?

43719
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: November 02, 2012, 07:11:16 pm »
Granted. It's evil and clever enough to successfully execute a plan to destroy the universe.

I wish I could respawn in any point I, GreatWyrmGold, chose.
And while I'm on it, Xantalos's corruption requires a grammatical error.

43720
Forum Games and Roleplaying / Re: DF 2048
« on: November 02, 2012, 07:09:17 pm »
Research how to brew gin?
Then make a statue out of frozen gin?
I don't think the area we're in is cold enough.

43721
Forum Games and Roleplaying / Re: Pokemon:Paper and Rock version
« on: November 02, 2012, 07:04:10 pm »
I'll go with Pasciro only if we're Pasciro Clan. Deal?

43722
Troll: Move to G11.
Cleric Two: Haste at E12.
Warrior: Move to F12. Hope for action soon...
Mage: Move to E12, Flare at L11.
Necromancer: Move to G13, summon zombie at I10.
Cleric One: Move to F13, use Cure.
Skeleton: Move to G11.

Ninja: Hey, it's me THEN you!

43723
Roll To Dodge / Re: HERO CIVIL WAR (YOU AT FINAL BOSS PART 2)
« on: November 02, 2012, 06:57:34 pm »
Huh. Yoink got a +3.
Rip Yoink's teeth out and use them to inflict puncture wounds on all his pressure points, which Mr Fingersfrom the web comic Goblins will then stick his fingers into. Rip out his spinal cord and strangle him with it while beating him to death with his own intestines.
Then absorb his soul and destroy the universe.

You are still dead.
Dead does not apply to me nor matter.
Kinda does.
However, the sequel has started, so you're un-dead.
Wait, sequel? What?
...Do you read the updates?

>USE EXTREME AMOUNTS OF LIQUOR POWER TO LAY AN OVER-THE-TOP ACTION MOVIE BEATDOWN ON XANTALOS, CORAI AND ANYONE ELSE WHO'S THINKING ABOUT STEALING MY POWERS/DESTROYING THE UNIVERSE

>SET SAID BEATDOWN TO AWESOME GUITAR SOLO SOUNDTRACK



((GM NO LIKE MY ACTIONS?))
(6+3vs2+1) THE GUITAR STARTS UP, YOU ENGAGE ASS-KICKING MODE, ADOPTING A KUNG-FU POSE!  YOU RUSH XANTALOS, THEN DELIVER A SUPER SKY KICK ASSAULT, WHICH RIPS HIM TO SHREDS AND DISPERSES HIM INTO THE COSMOS, AT LEAST UNTIL THE SEQUEL.

Gather support for Beastpeople United™
Activate 'Furious DM's Curse' on self, to gain a -40 penalty to my very next action.
Help Xantalos by destroying the Universe.
DESTROY THE UNIVERSE
YOU'RE A BIT BUSY BEING DEAD. IT'S THE SEQUEL NEXT TURN.

43724
Roll To Dodge / Re: The Art of Minimalism II: So many NPCs...
« on: November 02, 2012, 06:55:34 pm »
Shouldn't be too hard, three of them are yours.

43725
Roll To Dodge / Re: Roll To Dodge (Now with Mountains)
« on: November 02, 2012, 06:54:59 pm »
Plate, score!

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