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Author Topic: RPS discussion topic  (Read 115964 times)
Brassfire
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« Reply #840 on: May 12, 2005, 06:46:40 PM »

Miros is from the Greek language, and for Herocia's Miros is his first name and the only name we know him by. So the fact that other real people have the last name of Miros isn't an issue. We don't exactly have a copyright on his name, however due to the fact that people from Herocia are involved in the RPS it did get rather confusing.

If you want to use the name Miros for a bad guy elsewhere it would be nice to distinguish him/her from Herocia's Miros. Maybe change a letter, or have a different first name, or different last name, etc. Just something so that when I see the word "Miros" I don't go "wtf, what does Miros have to do with this, are they talking about Herocia in here?"
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Swift
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« Reply #841 on: May 13, 2005, 01:57:37 PM »

Brass, I've thought up a possible idea I might use for that Miros problem, but for now he's not going to be mentioned in the story unless it's needed, since he didn't even physically enter the story at any point.

Jafar, plot hole might have been filled in, but yesterday's chat session wasn't recorded. I've left a message to Spliff via AIM asking him to look into the problem.

It looks like we'll have to use the everwhere chatroom tomorrow unless Spliff fixes it.
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Swift
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« Reply #842 on: May 14, 2005, 01:46:23 AM »

Spliff's room can log transcripts again. Please make your way there.
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Swift
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« Reply #843 on: May 18, 2005, 02:43:07 PM »

Corsair, you never seem to run out of characters, do you. Smiley Anyway, your character is fine, and would fit nicely in the current RP, though I have to wonder why you listed a spell which your character doesn't have.

"Arcana Delu Calim Thalifas *Not Learned* *Causes a bolt of energy to strike a single target, draining the target of all magical power, then returns to Markas, restoring his magical power. This can kill magical creatures like Faeries.*

Also, this spell sounds too powerful. If you're seriously planning to use at some point in the story, some restrictions have to be imposed.


Paladin0707077, nice to see that you'll be joining in. I would classify your character as a multiclass character since stealth is not a wizard ability, and kobolds are not known to be stealthy creatures, methinks. This also means that as a multiclass character, you do have a bit too many spells. Please cut down your spell list by two. Oh, and two other things about some of the spells in your spell list that needs to be mentioned.


"*Meditate: creates a bubble of safety around him where none can harm him, save for the most powerful of magics, or holy weapons. While this spell is cast, he falls into a deep trance, which allows him to restore his mana, and is unable to do anything else until it is fully restored. If his mana is completely drained, it will take 5 hours to recharge."

Are there any restrictions to this spell? Like can he cast that during battle? If he can, it's not allowed in this RP.


"*Small Mind (Not Learned): Able to peer into a target's mind for 1 minute. While there, he can either observe, cause him to make a mistake (+1 mana), force him to make an action of his own chosing (+2 mana), or destroy his mind completely (+4 mana)."

This is another spell which I would classify as a very powerful spell, and to spend 4 mana points to completely destroy a mind is far too cheap. It takes a lot of concentration to peer into one's mind, let alone force him to do anything against his will. I'm afraid you'll have to add restrictions to this spell if your character's going to gain this ability anytime soon.


To everyone: Ok, here's the deal about making characters. Having characters equipped with abilities to handle any situation as well as to take out enemies quickly tends to make the game less fun, simply because the challenge to survive or to complete the quests would be reduced or completely gone. Where's the fun in that? It's like having a level 20 character walk into a monster-infested dungeon that's meant for level 1 characters to kill. It can get boring quickly.

When you pick skills or spells for your character, think of what sort of character you're making, and whether you plan on specialising. For instance, my character is mainly a water and ice mage, and so you don't see any fire or lightning spells in her spells list, and having a few powerful spells like Mass Teleport meant sacrificing on useful spells like Protection and Aura. No one can be good at everything.

That isn't to say that you can't have powerful spells like Death Magic. Powerful spells are allowed in this game, but they have to be reasonable. For example, a death spell is such that the target must make a will save to avoid instant death, and the more powerful the target is, the less likely he'll be killed by it. Some are even immune to such spells. This is one way of making sure a powerful spell doesn't give any one player an unfair advantage over another.
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Corsair5
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« Reply #844 on: May 18, 2005, 05:33:25 PM »

Arcana Delu Calim Thalifas (Bit of a mouthful?) I have a little sideplot for. The idea is that when cast, the ray drains the target, then returns to Markas. However, when used in the presence of demons, the ray will drain ALL their magic. That kills the demon, but the amount of mana in the ray, whne returned to Markas, will overload his brain, firing every nerve in his body and rapidly speeding his heart. This, in turn, will pump boiling blood through his veins, burning him alive from the inside out. Oh, and, the place where I intend for him to find the scroll is in the middle of the Still-demonic stronghold of the Lost City.

It's a suicide spell, essentially.

Also, what's wrong with his meditation ability? He falls asleep on the battlefield. The bubble may make him invulnerable, but he can't do anything.

Also, I won't be able to make it this friday. Going to go see SW3.
« Last Edit: May 18, 2005, 05:38:27 PM by Corsair5 » Logged

Swift
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« Reply #845 on: May 19, 2005, 01:45:01 AM »

Suppose you and him were to spar, and the only way to win is by total elimination. The moment he's losing, he casts this spell so you can't hurt him anymore. So while he sleeps rather peacefully during battle, you're outside waiting for him to finish his thing because you can't win as long as he's not eliminated. And then five hours later, while you're somewhat exhausted from all that waiting, he's recharged and ready for battle. Even if say you're somehow just as charged up as he is when his spell is over, the fact that he can cast his spell over and over again would mean that he can simply retreat into that bubble whenever he's losing. It's a cheap way to do things, and I really hope he didn't have that in mind when creating this spell. Personally, I don't see the need for this spell. RIP would be a better spell, since you can't possibly cast that during battle.

As for your draining magic spell, you'll need to put more restrictions for that. It shouldn't  be able to affect every creature.
« Last Edit: May 19, 2005, 01:46:35 AM by Swift » Logged

Corsair5
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« Reply #846 on: May 19, 2005, 02:04:12 AM »

Well, the creature has to either be a wizard or be a creature of magic. Certain creatures will have too MUCH magic and kill him. Others won't be effected. Also, the thing literally takes no mana to cast. He can only cast it when his mana is low, otherwise his reserves will burst, throwing him into a coma or possibly even killing him. Also, wizards wil not be killed by it, simply drained. In fact, that's why he hasn't been taught the spell yet. No one uses it because it's almost as dangerous to the user as thermonuclear blast.
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« Reply #847 on: May 19, 2005, 02:55:48 AM »

Corsair, your arcane missiles's damage seems too powerful, and it has the same name as my arcane missiles. Either lower the damage done, or add restrictions please. Please rename that spell too.
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Paladin0707077
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« Reply #848 on: May 19, 2005, 03:25:52 AM »

How about this for the Mind Attack spell: Basically requires 5 minutes of concentration to do it, and anything other then "Read his mind" will mean a Will-Save for the target. Two Will-Saves for "Destroy Mind".
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« Reply #849 on: May 19, 2005, 03:28:55 AM »

I'll have to take that under advisement, but it still looks too powerful.
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Swift
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« Reply #850 on: May 19, 2005, 01:10:48 PM »

The 'destroy mind' part of your spell, Paladin0707077, what does that mean? Is that an instant death spell, or a 'turning someone insane' spell? Well, either way, it does sound too powerful still, and needs to be balanced out first. I'd suggest removing the 'destroy' part completely and simply sticking to 'attempting to control his actions'.
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Corsair5
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« Reply #851 on: May 19, 2005, 03:37:45 PM »

I thought you said Death Magic was okay, though? I'll change Arcane Missiles around, though.
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Swift
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« Reply #852 on: May 19, 2005, 05:17:46 PM »

Death magic is ok only if you balance it out so that no one player has any unfair advantage over another. Read my words carefully. Your spell at the moment does not seem to have any restrictions.
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Paladin0707077
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« Reply #853 on: May 20, 2005, 02:22:27 AM »

Alright, the spell to "Destroy Mind" shall be replaced with "Forget me", which causes one memory of choice to be destroyed. 2 save throws required. costs 14 mana.
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The Paladin: To seek, To learn, To do.
-quest board in QFG2

If I ever feel too down or over-inflated, all I have to do is remember one of two things: to the right of me, in some dimension, I am a king; to the left of me, in another dimension, I am a hanged man.
-ME!
Swift
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« Reply #854 on: May 20, 2005, 05:26:34 AM »

Alright. I'll allow that. Smiley

So what about Meditate? Are there any restrictions for this spell?
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