|
|
|
|
|
|
Posted: Sat Jun 13, 2015 6:00 pm
Well, think I figured out my new character profile and have an avatar for it if nothing else depending on how the finalized character system's going to work.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Jun 13, 2015 7:52 pm
Essentially, instead of one main ruler perhaps have select people govern things with the main person, say Ishira, giving final say.
|
 |
 |
|
|
|
|
|
|
|
|
|
Ishira Tsubasa Vice Captain
|
Posted: Sat Jun 13, 2015 8:52 pm
I can agree with that... Not because id have the final say but because we wouldnt be basing choices on one persons opinion. Like what weve done here essentially.
I dont mind setting up the bios that way, i mean unless some one has a better idea? I still need to figure out a character for myself.... lol
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Jun 13, 2015 8:58 pm
I don't get it, RP-wise? I don't understand your explanation lol
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Jun 14, 2015 4:25 am
Could be RP-wise, but it also affects decisions on the RP and how we move forward. Think like a Senate.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Jun 14, 2015 7:24 am
Got my character figured out, just need to come up with a name and find a profile picture for him. razz I like the idea of a council, mainly for how the RP should move forward. As the GNA has a tendency to have many small side RPs going on, having us know what the main RP is will help keep people in the know, and might even discourage to many side RP's, allowing everyone to focus on the task at hand.
|
 |
 |
|
|
Fujiwara of The Wind Vice Captain
|
|
|
|
|
|
|
|
Posted: Mon Jun 15, 2015 10:14 am
I added a little more to the profile skeleton http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24700473#372180579 the starting weapon near the end of the skeleton and I forgot to add Instinct as a passive
I think that's it for the skeleton, I was trying to think of anything else I forgot to put in
wait, s**t I forgot about the magic thing we didn't determine anything about the fkin magic spells LOL there's damage spells and support spells (healing, buff someone's stat) idk about the quantity #'s (the amount of spells you can cast, damage and support would be seperate. aka casting a dmg spell doesn't count towards using a support spell's ammo), but I do know that once you use up your spell quantity, you shouldn't be able to recover it until the mission is over/return to the university thread
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 15, 2015 11:16 am
Eh, keep in mind spell quantity is one of those things where you need to figure a balance out. After a battle ranged weapon users, even bullet types to some extent, could dig their ammo out of a deceased target with the weapon determining how likely it is to have broken or be troublesome to pull out. We haven't stated that missions will go beyond (or be limited to a single day) for example, so for the longer missions would mean we're putting down a "run out of spells and your mage is useless for the mission" situation which can be a bit tricky.
So pick between: Use them, then regain spells when you:
Sleep for the night At Midnight (Clock Controlled) Return home to read your books (Mission Controlled) Mana pool:
Fixed Regen Rate Rest Based Regen
Get the feeling I missed something with the support/attack spell ammo being separate, so guess I'll look back after I do my long drive today and tomorrow.
For spell casters mostly just keep in mind the enjoyment factor though. Archers/Ranged characters can recover ammo even if it's messy. Plus the likelihood of carrying extra ammo when on a longer mission stored away. Close fighters will tire as time goes on, so probably by their skill use. So either all the missions will need to be 'quick' or it probably is best to enforce skill use somehow that could regenerate while on a longer mission at least to a limited extent if you don't want to give someone the ability to use their mage as a spell-casting machine gun if they bank everything up for one use.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 15, 2015 12:53 pm
hmm, you're right I didn't think that through
I like the idea of falling back if someone in your group is starting to tire/runs out of mana/spell usage and then regenerates after a certain amount of posts? idk (I think support spells should at least be the ones with "ammo" usage and you'd have to fall back to regen) because you're right in general, it does depend on the mission, some will be clean and cut and others will last a bit depending on what develops
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 18, 2015 3:42 pm
Hrmmm i agree with that Nar. After a certain number of posts they should gain some back, not all. Most games allow youre character to use mana potions or you regain it in small amounts after a certain amount of time. But normally it takes a long time to revive a full pool of mana.
Example say you have 10 points of mana, you use a spell and it uses 2 points. After a single round of posts when it comes back to your turn to post you have gained back 1 point of mana. If we made it that you gain back a point with each persons post then you are essentially gaining back you mana within moments and thats not an effective handicap. Not even an archer can retrieve their arrow right away, theyd have to rp out that they grabbed that arrow to use it. Also if we made it so they just gained back all the mana they used with the spell its not effective either... There has to be less retrieved than used in order to make it balanced.
Another question would bring up spell costs. You dont want the most powerful spell they have to cost as much as their weaker one. heh...
|
 |
 |
|
|
Ishira Tsubasa Vice Captain
|
|
|
|
|
|
|
|
Posted: Thu Jun 18, 2015 5:40 pm
yea exactly, less retrieved than used
that's a tricky subject that I didn't give much thought to either, the powerful spells later on I always assumed it would cost a lot of mana to cast (as it should), but then H4X's comment on the "fun factor" comes into play at the same time (ofc it shouldn't be an excuse to make it cost like 1 mana)
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 18, 2015 8:04 pm
Now see, we could probably take from DND in this point, in the latest edition you have a certain amount of 1st level spells when you start (like 3) that you can use by using "Spell slots" It starts off with you learning a couple 0 level spells that can be cost over and over again without expending anything and most of the time they are pretty mellow. There's a spell that simply makes things warm for instance. Then you get two level 1 spell slots, and your character knows three level 1 spells.
So when you cast a spell, you use one spell slot to cast it, leaving you with two spells left you know, and one spell slot. You cant cast the same spell twice. Once the spell slots are used, you only have your level 0 spells you can cast until you can take a short rest (which replenishes one spell slot) or a long rest (Which you read your spell book to remember the spells you cast earlier, and regain all spell slots used.)
As you progress your spell slots increase. So at higher level you might have four level 1 spell slots, two level 2 spell slots, and one level 3 spell slot. You can cast a 3rd level spell from the level 3 spell slot, but not from the level 2 spell slot. You can cast a level 1 spell slot from a 3rd level spell slot making it more effective (for instance if you cast the basic magic missile, which does a 1d4 volley of magic arrows dealing 1d4 each arrow, but use a level 3 spell slot it will fire two more 1d4 volleys giving you a chance of hitting 12 times, each doing 1d4 dmg).
So instead of regening mana they'd have to take short or long rests, and keep track of different level slots rather than mana which might make it more complicated, but it's the first thing I thought of. Thoughts?
|
 |
 |
|
|
Fujiwara of The Wind Vice Captain
|
|
|
|
|
|
|
|
Posted: Thu Jun 18, 2015 9:46 pm
I think I understand, interesting
I'm trying to think how we'd implement that, in a simpler way because it sounds like this can get really complicated lol
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 22, 2015 8:21 am
I GOT NOTHIN
I've been thinking about the story more than the magic, fff
|
 |
 |
|
|
|
|
|
|
|
|
|
Ishira Tsubasa Vice Captain
|
Posted: Mon Jun 22, 2015 9:18 am
Actually i like that idea, i think it will work better with peoples levels as they grow themselves. Having a limited amount of types of spells kinda helps with the mana issues.
Nar would you like more of an explanation for what Fuji is talking about?
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|