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Posted: Mon Jun 22, 2015 3:51 pm
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Posted: Mon Jun 22, 2015 6:48 pm
Basic Spells cost nothing to use Moderate tier spells only need unleaded gas to power them. But could use any kind of gas. High tier spells have to have premium gas. But could use higher quality. Top tier spells need jet fuel.
Or someone else can explain it a better way. Shall admit, might rethink my caster type character a bit, but at the same time I'm still in a tossup on if the character I plan to use will ever do more then 'teach' this time around since I wasn't in the mood last time.
edit: Also random thought, but might make sense to have that GNA thread in the regular forums have the mule take up the entire first page (either by reserving all the posts, or just posting a few more times and deleting so we have the number we need on that page)
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Posted: Tue Jun 23, 2015 9:23 pm
ok, that's what I thought I understood the first time, thought I missed something
I'll do it right now, I agree
I'm trying to think of how that would work with the magic stat, and someone putting 10 into it starting out what it would entail and what 1 through 10 in magic would be capable of (because 10 is just the limit for making your character at first, all of the stats can go past 10 afterwords)
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Posted: Wed Jun 24, 2015 1:30 am
I imagine there's some system out there probably better thought out then my own random nonsense. Not to mention stat caps and how easy it is to level up a stat probably would be useful to know in awarding points, but still one random idea would be divided from level 1 to 3 something like: 2, 4, 8, 16, 32, ... 3, 6, 12, 24, 48 ... 10, 20, 40, ...
or
1, 3, 6, 10, 15, 21, 28, ... 4, 10, 20, 35, ... 15, 35, 70, ... (Though it might make more sense as 15, 21, 35, 56 depending on the value of our top tier spells)
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Posted: Wed Jun 24, 2015 1:58 pm
We want to be careful about limiting people's imagination with attacks. We also need to get this going already.
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Posted: Wed Jun 24, 2015 3:57 pm
I totally agree that we need to get this going, but this magic thing is pretty integral can't put it off half-baked like this as for their imagination with spells, that has to be limited to a certain degree unfortunately we can discuss that after this
so, as for a stat being leveled/being awarded a point to put into your stat, that's going to be determined by the person who's DMing at the time (that's it in general, we're not doing an exp system b/c it'll get overly complicated) now, what I imagined down the road was that a stat being 20 would be considered mid-game and a stat being 30 would be end-game keep in mind that min-maxing would probably get your character killed, like getting a stat to 30 asap (and ignoring all other stats like HP) I think 30 being near max is ok idk about capping it there, but that's pretty high, considering if you're smart you'd be distributing the stats between two or three stats and not just one if you distribute the stat points over time, it would take awhile to get a stat to 30, which is the point of this so you don't quickly become OP
if a near 50 stat were to be considered end-game, then the DM would have to give out stat rewards more often, or give more than 1 stat reward per mission at least that's how I was imaging it would play out
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Posted: Wed Jun 24, 2015 10:22 pm
Pretty much it'll keep coming back to how much effort do we need into rules, or how much effort are we willing to expend when a 'you can't do that' situation arises. This whole rule system is being thought up to get around the issue, but if we fall back into the old system imagination's open, and it just needs to fall to council decision making again. *shrug*
We could always have it work that someone suggests their character learns a new spell and we determine how much energy it takes when they cast it, or how often they could cast it depending on what energy system we want to use. That would mean more work down the road, less work now though.
I could toss forward one situation not too hypothetical. Level 0 spells are considered to cost nothing to cast. One character constantly casts a level 0 spell, almost to the point of being a passive. When do you think that would that be legal? My own thinking is if it has a somewhat limited utility, something like a sensor type. But how would you guys think that situation through?
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Posted: Thu Jun 25, 2015 3:35 am
I like it. Kinda like training your mana pool to evolve the skill and grow your base pool. It also raises if someone uses high level skills enough, even if it depletes their mana each day, can eventually get it down to a level 1 skill or something.
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Posted: Thu Jun 25, 2015 7:39 am
alright I guess uh, for the stats it'll just be that a 30 stat would be considered pretty high, and the DM giving out stats shouldn't be super frequent.
that could work, yea there's already a passive for sensory though should we start looking at the magic stat as a mana pool? while it also represents how high a spell you can cast
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Posted: Sat Jun 27, 2015 1:27 am
I'll admit, the mana pool would be the easiest method, and I know that sensing is covered by Instinct though I read the passive as something a bit more intuitive then something a person has to actively be using, but again point of that was someone making a caster simulate a passive with a spell.
If 30's considered high then probably 3 top tier spells a day would be reasonable at that level. So top tier spells costing 10 mana I suppose. Something simple, but probably taking very little mana like a crowd control break (genjutsu kai) taking 1 mana in comparison (figure if we have the passive then it should have some mana requirement).
I'm juggling ideas in my head right now a bit much on how to lay out the spell systems since I've got several rule systems I've been building or working around with others mixing together. I'm guessing the idea is just going to be that anyone can free-form idea their spells, but we just make them pick a fitting dice and damage/classification from some chart. ( (1 + 0.25 * Magic Stat)D4 damage single target attack | (1 + 0.25 * own Magic Stat)D20 vs. (1 + 0.33 * target Magic Stat)D20 chance crowd control success ) or something.
So pretty much others who play more tabletop dice based games should be putting in the feedback on the spell classifications. I just code RPG stuff with insanely complicated amounts of math at times. Don't care if it's free-form spell creation with a guidebook on what does what in combat, or we just create specific spells for the ninja theme.
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Posted: Sat Jun 27, 2015 12:15 pm
the reason why I wanted something like Instinct to be a passive was so not everyone has access to that ability because it can be OP I would imagine if Instinct was turned into a castable spell, then it would have to be costly if someone wanted to use it to scan a large area actually, I think that'd be good instead of using it as a passive if we do that like if you wanted to cast it to sense something in the immediate area (fairly close, like trying to sense if someone has bad intent or if you think someone is nearby) then it'd be 3 mana, and if you wanted to cast it over a large area it'd be 7 mana?
I think that's reasonable as well for top tier spells I also think that maybe Instinct would also cover breaking an illusion on yourself for 3 mana (immediate area cost) y/n?
yayaya I was thinking the same thing for that damage free-form spells specifically healing and support wouldn't really have a free-form to it, it'd just be straight forward (unless I'm failing to mention something) I also don't know anything about DnD and rolls lol, but I agree with success rolling for casting a crowd control spell on an enemy
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Posted: Sat Jun 27, 2015 2:43 pm
I think instinct needs to be thought on a bit. I notice it's not in the list anymore spelling out exactly what it covers though. sweatdrop edit: Nevermind, see where it is now. I think the sensing part should be pulled from it, not the entire passive if that makes sense. My mind has different definitions of instinct, but I'd say keep the passive more as a 'danger sense' then an actual sensor ability if that would work.
Crowd control resistance was mostly what I was thinking you wanted for governing illusion resistance if there was a generalized area for it. But it doesn't exactly fit perfectly since one could claim to use illusions for attacks which my mind would imagine falls to magic damage sweatdrop
I'm still tossing around some numbers in my head, but 3 top tier spells with 1 day's mana pool, and maybe with some recharge time one more top tier would make sense since I imagine it would take all 9 or 10 points of the mana pool to use those spells.
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Posted: Sat Jun 27, 2015 6:30 pm
ok, that can work so: -Sensor spell 3 mana (immediate surroundings) 7 mana (large area) (Your senses are heightened briefly, even a master of stealth should think twice about sneaking up on you.)
Passive -Instinct (A sixth sense. Also senses if someone harbors animosity.) Idk what else to add to Instinct's description, I kind of want it to be something that the DM keeps in mind if a character has it. That they should give more information than usual, and just keep it in mind as things happen.
oh god crowd control mechanic............................ uh I need to think some more about that I just put that passive there because there might be a spell that roots the person or slows them, not just illusions
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Posted: Sat Jun 27, 2015 7:17 pm
To be fair, crowd control could be from things other then spells. Area effect attacks from the other classes might do it (flashbang, terrain destruction, etc) though some call such things disables ( tranq dart / "jedi mind tricking" someone )
I imagine other classes will get some equivalents, or different utility skills.
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Posted: Sat Jun 27, 2015 7:40 pm
classes? you just mean those things you mentioned in general right? I thought we're not doing classes
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