|
|
|
|
|
|
Posted: Sat Jun 27, 2015 11:50 pm
sweatdrop Bleh, forgot that we dropped classes. But yeah I mean there probably will still be similar utility for other skill types I guess?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 29, 2015 12:21 am
ok so I think the gameplan for now should be to determine basic things about magic (we can figure out CC and other spells and passives later on as we RP) we have sensing as a support spell so far, which minimum you'd need 3 magic stat to use (since it costs 3 mana minimum for surrounding area)
like for example, do you even start with spells when your character is made (even if you put 10 into magic)? because if no, then we can start getting ready to go or should a character starting out already know 1 damage spell and 1 support spell?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 29, 2015 4:03 am
That's up to the character. Some people may prefer to be pure melee, or a mage tank for example.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 29, 2015 4:03 pm
|
|
|
|
|
|
|
|
Ishira Tsubasa Vice Captain
|
Posted: Mon Jun 29, 2015 8:13 pm
id say yes they should automatically have one of possibly each stat. Why? Because its even potential and makes it so that each character has some sort of ability in each stat at first like most people. Does that make sense?
i guess an example would be that everyone can use a skill but unless they focus on that skill itll never get better. Like we all know how to walk and run, its basic skills but in order to run like people in the Olympics we have to train XD. i think im screwing my example here.
Basically i think everyone should have the potential to do anything but if we have people that say want to be magically impotent and be completely unable to use or have access to it then we should allow it. But unless some one says they dont want their character like that i think all stats should start at 1 before they add tthe base stats. that way we arent saying, well theres no way they could wield a sword or use a basic form of magic or whatever. If you dont agree thats fine. biggrin
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 29, 2015 9:35 pm
Hmm, so just to make sure I understand correctly. You mean instead of starting with 25 points to distribute, characters would start with 21(20?) points, with each stat at a base of 1?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 29, 2015 10:11 pm
I see what you're saying Ishi, yea that makes sense
we could just say you have to put a minimum of 1 point into each stat (edit: nvm, I see what you're saying h4x, didn't at first, I guess it would be 21 points afterwords) but like, as far as weapons go, there isn't really a restriction on it right now all strength does is add bonus damage to your weapon, and str is also how much dmg you'd be doing if you were unarmed and dex is how fast your character is in general
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jul 01, 2015 11:11 am
so, the magic thing yes to having the option for a starting pick of 1 dmg magic and 1 support magic (if their mana allows it)?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 02, 2015 4:21 pm
Given the direction we're going in these talks I think with the direction we've been talking on magic we're now looking too narrow-minded here with this being a spell thing Nar.
We've got Strength, Dexterity, Health Points and Magic as stats. I'll assume we're going to cut out health points from the list of things that provide skills (unless you want to go the Endurance = Tanking Skills route) since bow users would probably have abilities without magic, or amplified by magic maybe if they play a spell-archer type. Likewise someone might have some sword, or other melee weapon based stuff for strength, or their weird kind of kung-fu granting them skills not actually magic based if we want to keep the creativity open.
More or less what I'm getting at here is we need some idea of what skills we want to allow can do before we can answer your question of one support, one offensive skill.
---
Figure maybe we need a 'real example' to work with here so probably opening up the floodgates here by tossing out what my plan had been before we started talking all this stuff. I was going to put ten in magic and was considering a blind illusionist type character. More or less short-range senor type so as to be able to 'see' and the other part flashy distraction illusions (like imagine some flood of car-alarm meets rave light show). Pretty much for the reasons of combat making it hard to focus on keeping the subtle aspects of casting illusions. One of the 'elite skills' I had envisioned for the character down the road being the ability to make an illusionary object solid(like a sword, or a few arrows, something small and purely kinetic) for a short time. Pretty much I figured the elite skill would take the cost of a spell a level or two higher then the illusion created.
So here's a real idea if it helps. Now feel free to disassemble it as to the why of it 'should not' or the how of if 'it should' work so we can use something to build the system we're setting up. Likewise anyone else can feel free to toss forward magic type character ideas (real character, old character, or just random concept you borrowed from something else), so we might figure something that would work in general and still allow 'creativity' but bound with some level of rules.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jul 02, 2015 10:11 pm
right, I'm just talking about magic right now because it's the only stat that has multiple things attached to it, like spells
hp is just hp, dex is how fast you are in general and for skills that aren't magic related, we'd have to add/change what str and dex do since we don't have classes
the reason why I wanted to just make the basic spells for magic 1-10 stats was so that we'd start RPing and figure out what to add and change as we go along instead of guessing and grasping at the air here
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 03, 2015 9:53 am
here, you know what? I think we should make a test thread in the guild and RP in it for a little, and test out how the combat would work, including what you just said for a basic illusion spell that'd be included in the range of 1-10 magic stat y/n?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jul 03, 2015 5:22 pm
Would work for me I suppose.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 03, 2015 10:21 pm
http://www.gaiaonline.com/guilds/viewtopic.php?t=24739091
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jul 06, 2015 9:34 pm
Maybe we should leave the skills up to the people? And then determine how it should or should not be limited. H4xs idea for their magic is actually kinda cool. Like i said i think the only limit we should initially push is that they cant focus on more then two elements or whatever. but either way we need this rp up and running. As long as we make it clear that its an in the works rp then i think people will be forgiving and let us work out the characters as we go.
|
 |
 |
|
|
Ishira Tsubasa Vice Captain
|
|
|
|
|
|
|
|
Posted: Tue Jul 07, 2015 11:03 am
Alrighty. I'll probably keep that character then. But yeah, I'll post some in the test thread.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|