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The Scars of Oblivion

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Millenium Joker

Hilarious Lunatic

PostPosted: Tue Jan 19, 2010 8:52 pm


Imperator Gnome
I come from a long time spent building a second reality! And as a present I bring you Rules to Make live by! As well as how to do a little "Beat Wetting" and how to care for kids during battle!

Remember, sometimes its not enough to kill the man, but his entire family as well!

Parting thoughts. Vegetarians. These people know nothing of food. Shoot on sight. Shoot to kill.

((And Joker. I'm totally fine with being a member >.> Rai is probably better at being all official then I am))


VEGETARIANS!? *Cocks shotgun*

WHERE!? scream
PostPosted: Tue Jan 19, 2010 10:03 pm


I have a suggestion. Just roleplaying the little bit I have I can see it is easy for mages to abuse the system. Any one mage can cast invisibility or flame touch or even rejuvination. To cut down on this and make it more evenly classed I propose we take and make a system. It would roughly look like this.

Mages pick 1 Major School and 1 Minor.
In their Major School they can cast all the way up to Apprentice Spells and in their Minor, Novice.
A refresher for those who don't recall the skill levels off hand:
Novice
Apprentice
Journeyman
Expert
Master


So it would be like:
Associate: 1 Major and 1 Minor.
Apprentice: + 1 Skill level to any School
Journeyman: + 1 Skill level to any School
Evoker: + 1 Skill level to any School
Conjurer: + 1 Skill level to any School
Magician: + 1 Skill level to any School
Warlock: + 1 Skill level to any School
Wizard: + 1 Skill level to any School
Master Wizard: + 1 Skill level to any School
Arch-Mage: + 1 Skill level to any School

The schools as a refresher:
Conjuration: Summoning equipment or creatures
Destruction: Direct damaging magicka
Mysticism: Absorb damage, reflect, dispel magics.
Restoration: The art of healing wounds or poisions or disease
Illusion: The ability to illuminate, charm or conceal oneself.
Alteration: Alters the physical world. Locks, Weights


So the most a mage could ever achieve would be: 2 Master Schools and one Apprentice School. This keeps it even for customization and realism. A person can be a Destruction Master and a Restoration Master with some dabbling as an Apprentice Illusionist.

Or one could be A journeyman in all schools. This prevents mages from being overpowered.

What do you all think?

This could apply to other classes/factions as well.

Say for the theives guild we have the skills of:
Sneak
Security
Coerce
etc
Same system


As the vaules numerically would mean nothing it serves as a guideline for what a person should be able to do logically.

LeonDecimus


Imperator Gnome

Hygenic Conversationalist

PostPosted: Tue Jan 19, 2010 11:13 pm


Water_Dragon_Rai
I'm honored so many people think I will make a good offical, but I'm slightly confused as to why? Have I shown some sort of leadership skills or something that I am unaware of? Because I have done nothing but be myself.


Truth be told I just hate being the one in power >.>
PostPosted: Wed Jan 20, 2010 5:06 pm


LeonDecimus
I have a suggestion. Just roleplaying the little bit I have I can see it is easy for mages to abuse the system. Any one mage can cast invisibility or flame touch or even rejuvination. To cut down on this and make it more evenly classed I propose we take and make a system. It would roughly look like this.

Mages pick 1 Major School and 1 Minor.
In their Major School they can cast all the way up to Apprentice Spells and in their Minor, Novice.
A refresher for those who don't recall the skill levels off hand:
Novice
Apprentice
Journeyman
Expert
Master


So it would be like:
Associate: 1 Major and 1 Minor.
Apprentice: + 1 Skill level to any School
Journeyman: + 1 Skill level to any School
Evoker: + 1 Skill level to any School
Conjurer: + 1 Skill level to any School
Magician: + 1 Skill level to any School
Warlock: + 1 Skill level to any School
Wizard: + 1 Skill level to any School
Master Wizard: + 1 Skill level to any School
Arch-Mage: + 1 Skill level to any School

The schools as a refresher:
Conjuration: Summoning equipment or creatures
Destruction: Direct damaging magicka
Mysticism: Absorb damage, reflect, dispel magics.
Restoration: The art of healing wounds or poisions or disease
Illusion: The ability to illuminate, charm or conceal oneself.
Alteration: Alters the physical world. Locks, Weights


So the most a mage could ever achieve would be: 2 Master Schools and one Apprentice School. This keeps it even for customization and realism. A person can be a Destruction Master and a Restoration Master with some dabbling as an Apprentice Illusionist.

Or one could be A journeyman in all schools. This prevents mages from being overpowered.

What do you all think?

This could apply to other classes/factions as well.

Say for the theives guild we have the skills of:
Sneak
Security
Coerce
etc
Same system


As the vaules numerically would mean nothing it serves as a guideline for what a person should be able to do logically.


I like it. I'd been meaning to talk to Cold about implementing restrictions on Mages and lower-leveled guild members for a while now, but it just never came up.

I'll mention this to him if he gets on MSN.

Millenium Joker

Hilarious Lunatic


XcoldhandsX

6,900 Points
  • Conversationalist 100
  • Mark Twain 100
  • Invisibility 100
PostPosted: Wed Jan 20, 2010 9:00 pm


A bunch of tests tomorrow and friday, wish me luck guys.
And yes I give a big thumbs up to Leon's idea. Please somebody implement it for me while I try to remember all forty three (I think) countries in Europe and each countries capital as well as the major physical features (thames river, alps, etc) of Europe and lastly all the tiny bits of grammar I have to memorize for a spanish test.
PostPosted: Wed Jan 20, 2010 9:14 pm


I'll take care of it.

ANNOUNCEMENT TIME!

Leon: Your rules are being implemented and added to the front page and the Guild page.

Millenium Joker

Hilarious Lunatic


LeonDecimus

PostPosted: Wed Jan 20, 2010 10:31 pm


WHOO.
I'm spechul.

Let me know if you want any drafted up for Fighters/Theives guild.
I would like the Imperial Legion to be a playable faction.
PostPosted: Thu Jan 21, 2010 6:57 am


OH SHIZZ.

I actually have to play Oblivion now to understand all this "apprentice" and "master" stuff? gonk

Actually this all sounds pretty kinky to me...
rofl

The idea sounded good before, and now that I looked all that stuff up, it makes more sense. Good on ya, Leon!

Sami Von Disco

7,600 Points
  • Invisibility 100
  • Tycoon 200
  • Megathread 100

Bog Lord

Friendly Lunatic

PostPosted: Thu Jan 21, 2010 12:38 pm


I'll master your apprentice! O<

I like the sounds of it all, I'll probably fix my character sheet up ASAP I have the time~ I have some work to do for another guild when I get home from rampaging my grocery store.

Braxzilla smash!
PostPosted: Thu Jan 21, 2010 2:00 pm


Question: What about people who use magic but aren't in the mages guild?

Imperator Gnome

Hygenic Conversationalist


LeonDecimus

PostPosted: Thu Jan 21, 2010 2:03 pm


Imperator Gnome
Question: What about people who use magic but aren't in the mages guild?

That is something I've been mulling over.
Since they would more than likely lack a formal, expansive knowledge of Magicks I would say that they should be limited.

Mages from the University should realistically have access to more powerful and a wider array of magic. I'm sure we could work out something for exceptions, but asking to be a master wizard in some far flung tower is a little sue-ish to me.

I think it should be this way with other classes/factions too. While a person doesn't have to join a faction/guild it would certainly increase the desire for a person to do so.

Though I could, if necessary come up with a system for those who wish to remain unaffiliated for the duration of their character. Though I think this is something that would need to be worked out on a one on one basis.


Edit: Completely unrelated but I feel as though all guild members should start at the base rank of the faction. Nothing against people who already hold rank in these factions, but it's slightly unfair in my opinion. In addition to this I also believe there should be some sort of critera for promotion. Not doubting cold's judgement at all, just something more streamlined and well...fair. Faction leaders can be simply NPC'd until someone reaches that rank.
PostPosted: Thu Jan 21, 2010 6:01 pm


I'm reading all of your posts, and I'm seeing formulas. I had Math for the Liberal Arts major, Concepts of Chemsitry and Chiense 2 today, with little sleep. My brain is fried. I'm going to try this again tomorrow.

Water_Dragon_Rai


XcoldhandsX

6,900 Points
  • Conversationalist 100
  • Mark Twain 100
  • Invisibility 100
PostPosted: Thu Jan 21, 2010 6:32 pm


I'll probably put all members except for DG and I back to rank one in their guilds but as soon as a quest is completed those in said quest will receive a promotion in their guilds. After the first promotion though only guild related quests will grant promotions.
As for myself and DG, we didn't take all the leader spots, for the most part we only took a high level rank. I don't think it's too much for the captain and vice captain to be allowed a higher rank.
PostPosted: Thu Jan 21, 2010 6:42 pm


XcoldhandsX
I'll probably put all members except for DG and I back to rank one in their guilds but as soon as a quest is completed those in said quest will receive a promotion in their guilds. After the first promotion though only guild related quests will grant promotions.
As for myself and DG, we didn't take all the leader spots, for the most part we only took a high level rank. I don't think it's too much for the captain and vice captain to be allowed a higher rank.

I suppose I don't have much choice. I disagree that administrative rank should have any bearing on roleplaying rank. Though I suppose it doesn't matter in the end. I can only fight so many causes at once and this is one that I'll let go for the sake of letting it go.

LeonDecimus


XcoldhandsX

6,900 Points
  • Conversationalist 100
  • Mark Twain 100
  • Invisibility 100
PostPosted: Thu Jan 21, 2010 7:25 pm


LeonDecimus
XcoldhandsX
I'll probably put all members except for DG and I back to rank one in their guilds but as soon as a quest is completed those in said quest will receive a promotion in their guilds. After the first promotion though only guild related quests will grant promotions.
As for myself and DG, we didn't take all the leader spots, for the most part we only took a high level rank. I don't think it's too much for the captain and vice captain to be allowed a higher rank.

I suppose I don't have much choice. I disagree that administrative rank should have any bearing on roleplaying rank. Though I suppose it doesn't matter in the end. I can only fight so many causes at once and this is one that I'll let go for the sake of letting it go.

Thanks.
I'm surprised though that you brought it up here and not in the Obsidian Brotherhood as the ranks there are scattered and crew and captain have high ranks. I personally am not opposed to that but I thought you would have been.
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The Scars of Oblivion

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