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Messages - GreatWyrmGold

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571
Roll To Dodge / Re: Aspects of Eight RTD [Turn 8: Vapors and Gasses]
« on: June 01, 2014, 10:10:06 am »
"Life is not eternal. It ends. It controls itself, with the strong feeding on the weak until they weaken too much to do so. Regardless, is excess not desirable? Are you so selfish that you will deprive our creations of the surplus they generate?"
"And you, Ebullius. How dare you ask me not to change his blight, when the blight blights every aspect of every creation created by everyone? Why must I live up to standards that he must not?"

572
Roll To Dodge / Re: Aspects of Eight RTD [Turn 8: Vapors and Gasses]
« on: June 01, 2014, 09:12:04 am »
"Compared to the creation of a planet that siphons the souls from every living being, the sealing of such a planet is nothing. In any case, if Mort wants to have mockeries of life on his death-world, he can still have mockeries of fish."

573
A) Generalised perks, maybe. Make a list of suggestions. I'd suppose chars start with just one.
"A list"? I think you're missing the point: That characters would be able to make perks that best suited their own abilities.

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B) Considering we will revise mana amount and/or mana costs of spells, it becomes less impressive, but yeah it might be nerfed to every 4 or 5 turns.
"In-combat" is pretty impressive compared to "every several hours," no matter how many turns it takes.

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C) Maybe. I was just trying to resolve a common problem we have, that we are usualy in great numerical advantage, and if the penalty does not reset, villains would be pummelled to death rather quickly. The penalty reseting after being hit makes things more survivable, without making things entirely untouchable.
The solution? More than one enemy.

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D) Well, I'm very reluctant to enter yet another stat to handle mundane perks. I am open to suggestions. Anyway, a guidelines for PCs is "just because you could does not mean you should". If someone takes high skill to have a high mundane skill, that person is welcome to put a smaller amount of points behind the number in brackets for combat - or maybe take low skill, and then a perk that increases it for the mundane skill?
Maybe something. It still feels wrong, though...

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F) Non-attack magic falls into the descriptions the players put on their sheets, examples etc. When they then do some magicing out of combat, the GM compares the suggested action to the examples to see what kind of category it would fall in to determine mana costs and TN. Multiple types of magic as with Sanure do get balanced by them being weaker. They'd deal way less damage in regard to their mana cost, basicaly putting all of that kinda stuff up one category.
And yes, some magic does fall into fiat time. It's the GMs duty to look into just how powerful an action is to see if it is possible, give it appropriate mana cost and TN, and then narrate the result. That's what GMs do
I'm not sure how well that would work...especially since we told smurf that his role as GM wouldn't involve doing particularly much.

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G) After combat, any players remaining alife will stabilize wounded players if they have time. The unconscious player still need a regen phase until the get back up and can act again.
Alright. Good to know that there are numbers.

but yeah, scaling and balancing is still something all abilities will go through.
For the record, if we used GURPS as a guide for abilities, they would be pre-balanced.

574
Roll To Dodge / Re: Aspects of Eight RTD [Turn 8: Vapors and Gasses]
« on: June 01, 2014, 09:05:02 am »
"He may have his blight to himself, but I will not allow it to taint other worlds."

575
Elsa's apparently a badass.

Waitlist.

Spoiler: (Carl) (Anderson) (click to show/hide)

Is it possible to be infected with multiple strains? And would it be more work than it sounds like to more fully describe the mutations of NPC Infected? Also, why are all the other Infected defaulting towards violence?

576
Roll To Dodge / Re: Aspects of Eight RTD [Turn 8: Vapors and Gasses]
« on: June 01, 2014, 08:21:16 am »
"You sure look stressed, Mr. Quinghai. May I interest you in a bit of relaxing creation rather than fruitless intervention in perfectly good installations made by well-intentioned, nicely organized people?"
"'Perfectly good'? That world is a blight on the universe, draining all beings of their life. I will not destroy it, but I will prevent it from harming anything beyond itself, and I will not stop just because some upstart can't tell a force of evil from a flower."

"Good. This will be a fitting world for my harbingers to develop"

Create a sort of unlife on the planet that can feed on the souls stored in the core of the planet and is resistant to the vapors.
((This will be technically be life, if it succeeds.))
((Unlife isn't life, and it certainly isn't "lil microbes" that I'm trying to kill.))

577
"Refining"? My queries are more on the "defining" side.

I know that not many people are interested in it, but...for the record, if we went with GURPS, all these numbers would be both defined and refined.
Well, I do want to avoid cases of this, so I'd rather roll for combat checks than have it a set value.
First, is that really the best video you could find?
Second, GURPS does involve rolling, it's just that the difficulty of various rolls is already determined and the numbers adjusted accordingly. As another bonus, it lets us figure out abilities that much more easily.

A circle like that would be drawn over an entire city or country. Plus it only works during a solar eclipse.
Does it need to be total? If not, what part of the circle needs to be eclipsed? Total solar eclipses aren't very wide...

Okay, back on topic, how will lore be handled? I have summaries of some of it below:

-snip-
You left out demons.
Spoiler: Hell and Demons (click to show/hide)
I'd also like to note that a fair portion of the cast seems to be bisexual, rather than merely homosexual.

Equipment being an innuendo for a mans genitals and enchanted... being magically imbued somethings.
...
Seriously? You felt the need to read innuendo into that?

Looks fine to me, though I wonder if magic has a void counterpart.
Depends on how you define "magic". It could easily be its own Void counterpart.

Not sure what a pure superpower would be. Probably not possible.
Considering that the universe superpowers are from is based on comic books...there's probably someone wielding pure superpower.

Optional rule: Depending on which stat on a character is the highest, he gains a perk based on that stat.
How about just generalized perks? That allows us to differentiate between characters even better. Or we could incorporate perks into powers.
This could be a good place to slip in a bit of GURPS hybrid. Use this system for most things, but use GURPS advantages (with some tweaking to fit the system, or only selecting ones that don't need it) for the perks and powers.

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Mana:
...A regen phase is about 6 hours without using mana, and regens your Mana by as many points as the stat is high...
Possible perks: regen of mana during combat 1 point every 3 rounds...
Seems like a pretty dang impressive perk...especially compared to its Health equivalent.

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Speed:
When you are dodging multiple enemies in succession, you gain a penalty of -1 on each successive dodge. This penalty resets between hits.
Why? I'd have it reset between turns--ie, once you've had a turn, you don't take more penalties on dodge rolls.

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Skill:
How good you are at aiming, timing your attacks or going for blindspots. This is also the skill that is used to roll on for mundane skills, like crafting and whatever else, if the GM feels it is appropriate.
...Seems like a pretty darn generic mishmash. Master smiths also have to be sharpshooters?

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Strength:
How good you are at dealing physical damage. Yes, I know, being super buff should not affect your damage if you use a gun, BUT we are looking for unified system, with clear rules. So you better be lifting son.
Also problematic.

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Wether or not Personas use the same stat or are so radicaly different, I barely care. Only one person uses them, and in fact, does not use them for anything other than the healing spell, and instead has technology skills that definetly classify as a superpower. I will leave this for others to figure out.
For the record, I don't really care if we ditch Personas altogether. They don't really mesh with anything else...and they were introduced by Richard, aka "person from another universe".

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Should someones health fall to 0, that character is unconscious, probably heavily bleeding. His allies now have [health] turns time to perform any sort of CPR or live saving measures on him. This takes no roll, however while doing so, you are an easy target, and prone to interruption. Maybe you wanna kill the demon first and CPR then? Maybe someone should cover you? Should health fall below 0, you have that much less turns to save the wounded allies live. Wether he was saved or not, that character is out of combat.
And what about after combat?

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Spoiler: Magic (click to show/hide)
I'm noticing that there's basically no mention of where anything but attacks would fit in. Since the non-combat magic was the most problematic...shouldn't we bother to do something about that?
Insert point that GURPS would provide a balanced, complete system for this here.
On that note...well...it would be kinda tough to fit into your proposed Magic system, but if we just used GURPS for the abilities, we would have access to a wider array of potential powers. Passive powers, for instance, are impossible. Having multiple weaker types of magic? Difficult if not impossible to balance. Noncombat magic? Fiat time. Perks? Better hope you can get a stat one that fits your fancy. These problems are solved with a GURPS hybrid system. The biggest problem would be converting damage values, but that's not such a problem.

True. Then can we integrate defense into other skills? Less stats is always good.
Oh, I disagree. Less stats is only good if there are too many stats. Splitting up the Ruling Stats (stats that are far, far more important than any other, like Dexterity in v2 of this game, Agility in Looter's Delight, Speed in Call of Cthulhu...huh, I'm noticing a trend) is always a good thing.

578
I do have two concerns though: As an outside GM with no attachments to RotMG how is he going to approve things without all of the lore tidbits that us players have been around for awhile?
I'm guessing we'd be filling him in.

B: GM in the same way @Elf was a GM.
Except, hopefully, more of it.

579
Roll To Dodge / Re: Aspects of Eight RTD [Turn 8: Vapors and Gasses]
« on: June 01, 2014, 07:26:32 am »
((Why the hell would you try to kill the lil microbes?))
((When did I do so? I'm only trying to smother the soul-sucking planet which has no life I can see.))

580
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: June 01, 2014, 07:24:51 am »
Nah, Konrad was the guy clubbing people like some sort of overeager police officer.
Ah. My bad.

Oh hey! I wonder if this is our DMR host
Maybe. Interesting that the gallows are lime green, though.

((Piecewise doesn't do weekends IIRC.
piecewise typically does turns on Saturdays, though not Sundays.

((Why is everybody going to the second floor? Don't you want to clear the first floor and the ground floor first?))
Ah, yes, the typical separation via common tongue.

581
And this game tends to get zany half the time anyway. Seeing as apparently a rap battle is something that the boss of @Sanure's plot may agree to.
Wait, what?

582
Perhaps, but I've never met me. As far as I know.

583
Eh. I've played a bit under him. He's a bit...well...zany, I suppose, but he's a good enough GM if I recall correctly. And maybe the zaniness was more the games he took over than himself.

584
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: May 31, 2014, 10:28:53 pm »
First, I'm pretty sure Faith's reacting more to the level of brutality than the enteringness.
Second, I think she's punishing the perpetrators more.
Third, wait, wasn't Lerman the one who was beating people up?

585
So, just another day then?

Seriously, though, I don't think I've ever met someone who's ever had their mental stability perfectly on.

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