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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

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The thread to discuss the DM’s discussion thread. Goto Page: [] [<] 1 2 3 ... 6 7 8 9 10 11 12 13 [>] [»|]

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-A M P-

PostPosted: Tue Dec 11, 2007 5:44 pm


but most of the characters using it have 0 attack to start with...

how about, you can only tribute an amount of life equal to your rank in life stat.

So if you had L:30 (6), you could tribute 6 hp/turn.

Does that sound resonable? That way, no matter what your life stat is, if you use the max, you always have 5 turns of using it.
PostPosted: Tue Dec 11, 2007 5:46 pm


((Yeah I have noticed that too. And I agree with Gerbo. The blood dagger is becoming a bit unbalancing. But it is a hard thing to limit as it cant be tied to any stat. The closest thing I can think of that makes any sense is to limit it to your life score, for example if you have 25 lHP you can only sacrifice 5 hp at a time (life score of 5). And I definitely think you should not be able to sacrifice health you will be losing that round or will be healed much the same with Burn out. Hopefully, soon there will be a action available to counter such items such as the Blood Dagger and Amulet of Spell Dispersion.

Disarm (1 ap)- Prevents the use of one item (non-passive) that round. Counts as a stun affect.

It will be available in my special location once I get it approved by GC.

Kowsauni
Crew


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PostPosted: Tue Dec 11, 2007 8:29 pm


How about a skill or abillity that gives you an attack damage imparement one round, and the next, boosts your attack stat the next.

Like some vampiric skill.

Unwilling Sacrifice (CP4 or 4 Ap)
Cut your attack damage in half, to get a bonus to attack the next equal to double the damage delt.

And about blood dager destroying.

Soul crush (#[x]) -need some kind of cost
Every time an opponent uses an item, spell, or action which utilises a sacrifice of Hp, deal special damage equal to double the Hp being sacrificed. Also, this will also render the item/spell/action void and any other effects will not happen. The latter being a stun effect.
PostPosted: Fri Dec 14, 2007 8:42 pm


Gerbo's suggestion seems quite balanced; I support it.

l.a.v.

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PostPosted: Wed Dec 19, 2007 7:14 pm


As a brief note to the current happenings in the Dm discussion thread about the recent dungeon argument, I wanted to state my opinion, whether it's valid or not.

From what I've seen Acolytes and minor Dm's do not have the authority to make ruling decisions in this guild.

FARGORE
Major DMs (Run quests, modify character stats, and make rulings decisions)
FARGORE
Grand_Commander13

Minor DMs (Run quests and modify character stats)
Master of Gladiators
DM of Death

Acolyte DMs (Run quests)
Firu Nicorusu
Kowsauni, -aka- Menvra
Perrian
l.a.v.

Note: If you have interest in becoming a DM please PM me your resume (just tell me why I should give you the position). But FYI time in the guild and a recommendation from a DM are the two most important things you can have.


From this I see that only FARGORE, and GC13 have the capacity to change any rulings period. Thus the dispute in the dungeon should have been resolved by one of them. I also believe that the minor Dm's and acolytes should not be given the authority to make ruling decisions as to the fact that they all have characters within the system. Not to condemn them of abusing the system, but I just believe giving them those abilities would be wrong.

As for DM of Death's point on house rulings, I think thats fine because their characters may not participate in their own dungeons. I also agree with L.A.V.'s point that disagreements about a Dm's ruling, justified or not, should be brought up via PM and not publicly. It's disrespectful to anyone to point out mistakes in a publicly viewed manner regardless of the situation.
PostPosted: Wed Dec 19, 2007 7:27 pm


Thornwood Monk
As a brief note to the current happenings in the Dm discussion thread about the recent dungeon argument, I wanted to state my opinion, whether it's valid or not.

From what I've seen Acolytes and minor Dm's do not have the authority to make ruling decisions in this guild.

FARGORE
Major DMs (Run quests, modify character stats, and make rulings decisions)
FARGORE
Grand_Commander13

Minor DMs (Run quests and modify character stats)
Master of Gladiators
DM of Death

Acolyte DMs (Run quests)
Firu Nicorusu
Kowsauni, -aka- Menvra
Perrian
l.a.v.

Note: If you have interest in becoming a DM please PM me your resume (just tell me why I should give you the position). But FYI time in the guild and a recommendation from a DM are the two most important things you can have.


From this I see that only FARGORE, and GC13 have the capacity to change any rulings period. Thus the dispute in the dungeon should have been resolved by one of them. I also believe that the minor Dm's and acolytes should not be given the authority to make ruling decisions as to the fact that they all have characters within the system. Not to condemn them of abusing the system, but I just believe giving them those abilities would be wrong.

As for DM of Death's point on house rulings, I think thats fine because their characters may not participate in their own dungeons. I also agree with L.A.V.'s point that disagreements about a Dm's ruling, justified or not, should be brought up via PM and not publicly. It's disrespectful to anyone to point out mistakes in a publicly viewed manner regardless of the situation.
Just because we have a character within the system is not the one reason that makes us not be able to make ruling decisions. Fargore does have a character in the system, as stated on the thread in the OOC subforum.

Yes, we don't have the power to make ruling decisions, but we aren't making the ruling decisions. We are only voicing our opinions to the other DMs.

I just thought to say this in reply to your post, I'm not trying to cause a fight or anything. I'm just voicing my opinion. Sorry if I offended you in anyway.

Perrian
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Thornwood Monk

PostPosted: Wed Dec 19, 2007 7:50 pm


I understand that it is an argument regardless, since everything is opinion and can't be looked at as anything but. Master of Gladiators always will have the argument, "it's my dungeon" and that is rightly so. Also it's impossible to offend me by correcting inaccuracies in my argument. In fact I commend you since I didn't notice it.
PostPosted: Wed Dec 19, 2007 8:50 pm


I just want to say that I am quite proud of how everyone has responded to this. It seems we are all banded together to help this guild run more smoothly, more effectively & to help everyone have a good time. 3nodding

l.a.v.

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PostPosted: Wed Dec 26, 2007 1:05 pm


How would loremaster work?

Would it work with PvP?

And does it give you a permanent spell?
PostPosted: Wed Dec 26, 2007 5:38 pm


I will tackle issues with the orgs later, but I had an interesting thought.

For people that can do more than 2 actions or spells in a turn, should the need to purchase 2 of a spell or action they wanted to use?

I don't really know if that need to happen now, but as the ability to use 2 or MORE actions and spells a turn become more prevalent as CP's are on the rise, perhaps their may be a balance issue.

What does everyone think? I mean, I'm somewhat Gimping myself by suggesting something like this, but it would be best for me to n** it in the butt before things get to be way out of hand.

Does it sound fair to require more then one of the same action or spell to do it multiple times in a round?

Example: If Gerbo wanted to use 2 energy bolts in a round, he would have to have 2 Energy Bolts equipped.

*Note: It does have any negaitve side effects for caster or using to diferent actions or spells, so its not really as limiting as it might sound.*

-A M P-


random mistakes

PostPosted: Wed Dec 26, 2007 8:07 pm


Ummm... Perrian? gerbo's spell specialization thingy can only be set on 1 spell. And you shall only have 3 at a time working... A 2-3CP cost would be resonable, any more would be a waste.
PostPosted: Wed Dec 26, 2007 9:09 pm


Still, the old way Gerbo's spell was set up allowed a fireball to be cast for 0 if the caster had a skilled caster and used that ability for fireball. It would make many mages not need MP for spells anymore.

Perrian
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PostPosted: Wed Dec 26, 2007 9:39 pm


That was the point of Skilled caster.

Eventually all of us could be able to cast twin-blast using 0 Mp! Effieciently cutting our usage to zippo, and allowing summon to be very effective for a mage.
PostPosted: Wed Dec 26, 2007 9:52 pm


I think I'm going to go with the 2CP for one spell of your choice to be reduced by 1. only 1 rank/spell, max 3 ranks.

is that fair?

-A M P-


Perrian
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PostPosted: Wed Dec 26, 2007 9:54 pm


Still, cutting one spell's cost by 2MP for 2CP isn't balanced. Skilled caster reduces all spells by 1MP and costs 4CP. If Gerbo left the ability that way it was before, a person could get that ability right after one quest and become a VERY strong mage quickly with only spending 2CP while some mages have spent countless CP to become strong.
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