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

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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Lost Child Maigo

PostPosted: Mon Apr 07, 2008 1:12 am


How often can you use the multi-purpose tool? Is it a one time use item, or can you use it once per turn, or can you use it until you run out of MP and AP?
PostPosted: Mon Apr 07, 2008 7:37 am


The Multi-purpose Tool only increases 1 stat for every 1 AP&MP mix. It doesn't seem to carry over rounds... So, sorry. Myself, I wouldn't use it because I need both my MP, and my AP. For other people, I don't think most people have too much AP or MP to spare already. 1 point of magic, combat dice, defense, or life, or equip doesn't really cut it for most.

One question. Say bob uses it to increase his life by 1. He takes 6 damage, does 5 go away with the life points? Or does he take 6 damage no matter what. If a person got multiple multi-purpose tools, and also could gain multiple AP and MP per round, this might create an unfair 'damage sponge'.

Sorry to say, I need my MP and AP; I go with the summoner staff. There really arn't enough summon stuff... Although the pill was good, I don't really see the usefulness if my wisp just shutters and inplodes. Whenever I'd need a serious heal, my party still would probably need some healing until the end; not just all at once.

The explosive reactive armor is cool; but I don't think most of us have the life or defensive capabillities needed to wear it efficiently. Mabye when more defensive builds come into style

random mistakes


Wedry

PostPosted: Mon Apr 07, 2008 5:02 pm


Why does everyone keep saying AP&MP mix? It cost one or the other, not both. And yes Maigo, it is reusable every turn. Ultimately, it gives you one CP that you can use in any Stat, every turn. For those who can't see the potential benefit of this item, I can only shake my head in disappointment. And much like any other item that gives a boost to HP, the added points are used first. So, in the hypothetical 6 point situation, you would only take 1 point of damage to your actual HP total. And good luck with your multiple tool scenario, seriously. rolleyes
PostPosted: Mon Apr 07, 2008 6:47 pm


That sounds like it would be really useful. I'm assuming that it can only be used once per turn though. Still good, and that's what I'm voting for.

Lost Child Maigo


random mistakes

PostPosted: Mon Apr 07, 2008 7:13 pm


What about equip stat?

Then it's kind of overpowering of somebody gets multiple of these because it basically means it's a 5 point regen.

And I still need every AP and MP I get. I don't get close to the damage most people can do if I don't use them
PostPosted: Wed Apr 09, 2008 10:24 am


Keep in mind, your voting for what you think is best for the Guild overall, not just your character specifically. Which Item would benefit every member of the Guild most by it's presence within the system? Some submissions directly benefit the individual, while others can be used by anyone. Some Items enhance the effectiveness of an entire party by their presence, while others enhance only a single entity. Try to best decide what works best from an overall perspective; if only one Item is introduced into the system, which one will best serve the Guild?

Master of Gladiators


Atrus_Legnacra

PostPosted: Thu Apr 10, 2008 12:01 am


Okay, I can see where you're going with that, but look at this P.O.V...

Myself, Vincent, Fury, and Bellamin are in the FoM. Now we came into that mini-game "so to speak" Without a dedicitated healer. I power up the staff, Spend 5 cp. I use one on perm, leaving me 12cp for the minion. Spend 3 on life, and 9 on healing, and bam, that's 15 hp restored every round. That's more than most healers can do atm anyways. The few healers i know, have their own summons to bolster their skills.

Look at another scenereo. Say I'm in a party, we'll bring Vincent back in, with Bellamin, and... oh Perrian. Now this time, we have a healer, and massive damage out-put... but no one to soak damage. Well, instead this time, we bring out the minion with 5cp... Give it perm, and 12cp... use 2 on life, 3 on defender, 5 on def, and 2 on regen. This little guardian will help a party like mentioned phenomimally. This staff, albiet powerful, is in all reality, a much more versitale version of another item stated previously. Think about it. ninja
PostPosted: Thu Apr 10, 2008 3:42 pm


Okay, whats the point of wasting an AP or MP... If it adds just one point? Its unbalanced because most people would simply power up life to get that 5 point regen. And there's hardly a time I can think of that 1 point in defense saved anybody. Infact, most mages would rather keep to the easier to find apprentice amulets, and a dagger would be more economical for the average fighter.

random mistakes


Master of Gladiators

PostPosted: Sun Apr 13, 2008 8:45 pm


And the winner is... Multi-purpose Tool, with 7 votes! The Staff of Summoning was a close second, with 6 votes, while the Overdrive Pill and the Explosive Reactive Armor each received 1 vote. Congratulations to Jordan Windsfury for his winning submission!
PostPosted: Mon Apr 14, 2008 5:31 am


--Fist of the Warrior
*6 equip
*Grants the wearer a 5 point speacial attack
*This item's special attack does not count toward the wearer's one special attack limit.

(( ninja ... ninja ......MWAHAHA! twisted ))

Heirophant_of_the_Broken
Crew


Atrus_Legnacra

PostPosted: Mon Apr 14, 2008 8:58 am


Whatever. lets work out what i'm going to have to get to make the staff then.

Summon based item - Rare quality item
Aprentance staff
4 potions of magic
10 Charge Coins
21 days?

Your say, if you please.
PostPosted: Mon Apr 14, 2008 12:26 pm


Atrus_Legnacra
Whatever. lets work out what i'm going to have to get to make the staff then.

Summon based item - Rare quality item
Aprentance staff
4 potions of magic
10 Charge Coins
21 days?

Your say, if you please.

I know I'm not in charge of approving or disapproving the formulas, but I just have to ask one question. Where does the aprentice staff fit in? Nowhere in the item does it do the same thing as the aprentice staff.

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

Atrus_Legnacra

PostPosted: Mon Apr 14, 2008 1:40 pm


Perrian
Atrus_Legnacra
Whatever. lets work out what i'm going to have to get to make the staff then.

Summon based item - Rare quality item
Aprentance staff
4 potions of magic
10 Charge Coins
21 days?

Your say, if you please.

I know I'm not in charge of approving or disapproving the formulas, but I just have to ask one question. Where does the aprentice staff fit in? Nowhere in the item does it do the same thing as the aprentice staff.


True, but I have a summon item, i have charge items, and i have magic items. the staff is because it's a STAFF of summoning.

The summon item will have to be quested for, The staff is uncommon-ish, you need a shop ticket to get one, the charge coins are because it's a charge item, and the potions are just something to add, because it's a magical staff. Before we had power up, but the potions, costing the same, make more sense, to me anyways.
PostPosted: Mon Apr 14, 2008 3:55 pm


Staff Of the Archmage (2 E) c.5/5

Whenever you cast a spell, you can expend charges to cast the spell. One charge is equal to one MP for the purposes of SPELLS ONLY; this does not activate items, or abillities. The max charges you can expend each round is equal to your magic score divided by 3, round down.

Swift Dagger (2 E) c.3/3

+1 attack. Whenever you use an action, you can expend charges to use the action. One charge is equal to one AP for the purposes of ACTIONS ONLY; this does not activate items, or abillities. The max charges you can expend each round is equal to your combat dice divided by 3, round down.

random mistakes


Atrus_Legnacra

PostPosted: Mon Apr 14, 2008 5:49 pm


random mistakes
Staff Of the Archmage (2 E) c.5/5

Whenever you cast a spell, you can expend charges to cast the spell. One charge is equal to one MP for the purposes of SPELLS ONLY; this does not activate items, or abillities. The max charges you can expend each round is equal to your magic score divided by 3, round down.

Swift Dagger (2 E) c.3/3

+1 attack. Whenever you use an action, you can expend charges to use the action. One charge is equal to one AP for the purposes of ACTIONS ONLY; this does not activate items, or abillities. The max charges you can expend each round is equal to your combat dice divided by 3, round down.


At first, I thought these were made to empower your actions/spells, to do more damage with them... umm what does this mean; you can use said spell/action TWICE in a round, or is this instead of useing ap/mp?
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