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Tags: Roleplaying, Fantasy, Magic, Knights, Monsters 

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Hinote's Rambling.

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Hinote Tosatsu
Captain

Eloquent Lunatic

PostPosted: Sun Jan 12, 2014 11:26 am


When I work, I need to ramble. Most of the time it doesn't matter if anyone is listening or not, but it helps me to think they do and just type it all out, so this thread is for that purpose. Basically I've clogged up other threads with my ramblings enough and want a dedicated rambling thread.
PostPosted: Sun Jan 12, 2014 11:51 am


Pickpocketing.

Something I've wanted to include from the start is a working system for pickpocketing. A lot of people would want to do it, especially with thieves around and a working currency system, but it can be incredibly over, or under, powered if not done right.

Luckily, our systems allow for pickpocketing to be implemented fairly easily. A skill, taught by the thieves guild, which relies upon dexterity to pick a pocket. When picking, the thief rolls a die. The numbers on the die will correspond to the NPC's "Loot list", and the thief will have the potential to gain one of those items. Depending on the NPC though, probably using level as a basis, there will also be numbers that will result in being caught. So, a risky thief could attempt to repick a pocket to get a bit more loot, but the more empty spaces, the more chance of being caught.

Picking players is a bit harder, but will probably follow a similar system. Player inventories will likely be arranged similar to the NPC loot lists, so the numbers would react in the same ways, but most likely with a higher chance of being caught, t keep from being unfair.

The problem and reason I needed to ramble then? The loot list itself. I know I want every NPC to have set items they'll have the potential to be carrying, but I need to solve a few issues. One, how to arrange the list. Should it just be a bullet list, or should there be set slots? Weapon, armor, money, loot, and so on. Two, how many slots should there be? I don't want someone to kill or rob an NPC and instantly be super rich from selling all the loot. And last issue, what sort of loot should NPCs carry? Should each race have a dedicated loot list to draw from? I know I want it all randomized from a list of some kind, but should it be a master list with either items drawn and made into temporarily lists, or just randomized from that entire massive list? Either of the first two options could result in a lot of work, and the first and last could have the potential of players being able to outright guess eventually what items they'll be able to get from the encounter. Not a major big deal, but annoying.

... Well, that's my thoughts on that matter out. Ramble seems to have failed to come to any final solution, but that could be because I have my brother coming over. Ah well. Back to it later.

Hinote Tosatsu
Captain

Eloquent Lunatic


Hinote Tosatsu
Captain

Eloquent Lunatic

PostPosted: Tue Apr 29, 2014 6:45 am


Started a writeup on souls and their usages, though honestly I'm not even sure where it'd go if I put it into any of the main systems. Maybe we should have a "FAQ" for stuff that doesn't fit anywhere else?

Souls


Souls are a very powerful and important thing in L&L. Every character, player or NPC, has a soul when they are born/created. Most of the time, this soul does absolutely nothing. However, via various forms of magic, the soul can be used as a tool, or a medium.

Soul Binding

The simplest magic using souls, and the one most commonly seen in use as it is not dark magic, is soul binding. Not to be confused with binding souls, soul binding is the magical act of binding something, a tool, weapon, or even a container or door, to a character's soul. Once an object I soul bound, it can only be used by the owner of the soul to which it is bound. The method varies by what the object is, but this can extend from a sword being impossible to draw from it's sheath, to the letters written on a page scrambling themselves to become unreadable. There are a variety of ways to create a soul binding, from spells to enchantments, and possibly even alchemy.

Binding Souls

Binding a soul is quite the opposite of binding an item to a soul. Instead, the soul is being bound to a new owner. This has a number of effects on the previous owner of the soul. First, any soul bound items will now respond quite happily to the new owner of their soul, making binding a soul a highly effective way of bypassing a soul binding. Second, and more importantly, the soul must obey it's new owner, meaning that if the original owner of the soul is still alive, they are essentially forced to comply with the new owner's every wish. Sometimes, when a soul is bound, it will be removed from it's original body entirely. Through various magics, this soul can then be implanted in other bodies or even objects. Should this occur, the original owner of the soul's consciousness is moved along with the soul. The consciousness can be separated from the soul using alternate magics, but the spells needed to do so are very high level.

Souls can be bound in a number of different ways. The simplest of course is to kill the vessel and capture the soul before it escapes. Most methods of binding a soul without killing the vessel however, require the owner's consent, knowing or otherwise.
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