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Posted: Sun Jun 13, 2010 7:55 pm
Holy s**t.
You guys ate parrot this evening or some s**t.
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Posted: Sun Jun 13, 2010 7:55 pm
Awwh Kenji! You're too sweet, I could kiss you. <3
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Posted: Sun Jun 13, 2010 7:58 pm
themightyjello Lavelle Esculentus Evil Little Flayer 1) What's a Dryder? 2) I think a disney-style Gargoyle with the ability to stone-shift essentially at will would be kinda badass. A Dryder is an Underdark creature. An unwholesome coupling of a Drow male and a giant Spider fused together by evil magic Summary: It's a centaur with a drow upper instead of human and a spider lower instead of horse. Basically. ELF: No!
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Posted: Sun Jun 13, 2010 7:58 pm
Oh, conlangs! Yeah, those are crazy. I tried to come up with a language for two of my characters, but neither got to the point of a sorta-dictionary. Phonology (consonants and vowels) for both, got to grammar for Esouna's language.
I lost the notes, though. Maybe they'll turn up sometime.
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Posted: Sun Jun 13, 2010 7:59 pm
themightyjello Michael Noire which might change things in the game with NPCs, like the D&D reaction tables. That's actually a very interesting way to go about it... Referring to charisma as an elemental status rather than just a stat point because a person with high charisma is going to be influential, strong-willed, and will inspire others around them with the ideals that they represent. Being as symbol is something else entirely than simply being persuasive, which is what most applications of the charisma stat seem to relate to. Though it doesn't necessarily mean that a charismatic person would not also be narrow-minded. It just means that they are strong-willed and able to inspire others. Modifying 'vs angel' and 'vs demon' to be good and evil is a good way to handle paladin abilities that focus on evil but not being anti-demon. And if there's some way that conversations can be influenced according to the status effecting something then it might work to implement charisma in some way using that. But considering that conversations are pre-scripted you'd probably be better off using an if/then statement when determining what options are available to a character with a certain charisma score and alignment. You are definitely right about the dialog stuff being limited to if thens... There's a lot of aspects to reactions for sure. Some ideas off the top of my head: Bartering = different costs, possibly even free at best, won't sell at worst general reaction = "join party!" or "New summon!" at best, auto-attack/auto-flee at worst shop keeper = hidden/ultra rare artifacts appear on list that are otherwise invisible at best; shitty crap or cursed items aliased as something useful at worst in battle = enemies automatically target your character, or use "special" high level/self sacrificing attacks on you they don't use on others. Alternatively, for allies, they may be considered "charmed" and attack your other enemies.
The code aspect is bugging me because the Venn diagram thing is driving me batty.
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Posted: Sun Jun 13, 2010 8:05 pm
I was actually thinking a Dryder-creature. That'd be cool.
Use webs and have poison fangs and stuff...
I'm gonna do it.
EDIT:
Should I make it based off a tarantula, or a spider?
Tarantula: Hair-like barbs that can be shot from the abdomen, less-potent venom, greater strength
Spider: More potent venom, more slender lower-half, less strength greater agility (not necessarily speed, but acrobatic movements)
Input?
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Posted: Sun Jun 13, 2010 8:08 pm
themightyjello The Darth Vizzle but you never see people draw the larger, and more minute influences of parallel cultures that would shape a person's worldview and make them unique on Gaia. However, I think this argument pertains more to 'you are a bad roleplayer' than to 'this character design is unique'. Fleshing out your character based on where he/she comes from should be a basic skill that everyone develops as they become a better writer; as is creating a more detailed setting for fictional backdrops. I do my best to have all my characters reflect their individual backgrounds in ways that make them unique. Though that argument falls through when your character is 'an exception to the rule' type. It should be a basic skill, but that's not what I'm getting at. A character who comes from a very specific religious/cultural/political background can be unique on the basis that their entire outlook, behavior, and speech can all differ. So you don't necessarily have to find a fantastic species for a character to be unique or different, you can do the same by utilizing a character's cultural background.
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Posted: Sun Jun 13, 2010 8:11 pm
Didn't Spiderman beat the ******** outta Tarantula dude?
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Posted: Sun Jun 13, 2010 8:15 pm
I'm way too lazy to backread tonight.
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Posted: Sun Jun 13, 2010 8:16 pm
basically, here's the Venn Diagram problem.
1. all creatures have all elements, but most are set to "3" (normal)
if I subtract "3" from the element ranks, then 1-6 looks like
-2 -1 0 +1 +2 +3
and "0" is clearly neutral. So the math part so far isn't a problem.
But then I have to figure out how the Player gets their affinities compared with the other affinities, and what to do with overlaps and opposites.
Like if I've got a fire elemental (fire +3) and he meets a Paladin who's totally into fire [burning witches at the stake?] (fire +2), then I could add them together (+5) and say they hit it off.
But it gets confusing when I try to start someone off with an affinity at level 1, because that's outright hate. I wanted to turn mutual hate into a bonus too, like if you hate ice and they hate ice, you can hate ice together.
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Posted: Sun Jun 13, 2010 8:19 pm
Michael Noire There's a lot of aspects to reactions for sure. Some ideas off the top of my head: I... no, that's not really it. You're thinking of FAME. Whether the player character is reputable or infamous, well known across the land as a hero or a villain and what that entails. MMOs take this into account as a type of quest reward, giving discounts at stores and making some things available that weren't before. It's not a matter of charisma or personal magnetism at that point unless you're talking about bartering skills specifically. Unless your character gets into an argument with a shopkeeper it shouldn't make much of a difference what his ideals are if he isn't well-known for them. An "I like this guy" discount maybe, but not a "hero of the realm" discount.
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Posted: Sun Jun 13, 2010 8:20 pm
Some of you guys need to get some ******** p***y.
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Posted: Sun Jun 13, 2010 8:21 pm
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Posted: Sun Jun 13, 2010 8:24 pm
Michael Noire I'm using a political science theory to build the charisma stat for the paladin in RPG maker, my professor said "You are not your ideas", and then talked a lot about What a symbol was - she said it represented ideas, and that a Flag was a Symbol, because it represented a collection of ideas. I concluded people tend to get along because they have things in common, such as similar views about things, likes, and shared experience. So anyway, I also concluded a paladin would be a "symbol" because they represented several ideas, like chivalry and virtue. I realized recently that Charisma could be expressed in a video game by giving more charismatic characters more "ideas" at higher levels. Just nitpicking since I have nothing better to do, but that's not really a political science idea. Political science is about strategy. That's really a sociological theory, and while related to political science, they're not really the same thing. But your conclusion is pretty much correct. Really thinking about all of that though can be pretty crazy. When you think about law and order, you realize that the only reason you are alive is because mostly everybody somehow agrees to follow these rules. I mean, billions of people just follow these rules. When a one person decides to not follow the rules, all hell breaks loose. Think too hard about it and then you become afraid to leave your house, only to realize you're not safe there either. =P
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The Female of the Species
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Posted: Sun Jun 13, 2010 8:25 pm
Michael Noire basically, here's the Venn Diagram problem. 1. all creatures have all elements, but most are set to "3" (normal) if I subtract "3" from the element ranks, then 1-6 looks like -2 -1 0 +1 +2 +3 and "0" is clearly neutral. So the math part so far isn't a problem. But then I have to figure out how the Player gets their affinities compared with the other affinities, and what to do with overlaps and opposites. Like if I've got a fire elemental (fire +3) and he meets a Paladin who's totally into fire [burning witches at the stake?] (fire +2), then I could add them together (+5) and say they hit it off. But it gets confusing when I try to start someone off with an affinity at level 1, because that's outright hate. I wanted to turn mutual hate into a bonus too, like if you hate ice and they hate ice, you can hate ice together. Turn it into multiplication instead of addition.
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