Search found 19 matches
- 07 Jun 2013, 01:26
- Forum: General Development
- Topic: Melee pummel settings
- Replies: 0
- Views: 1244
Melee pummel settings
I got an idea while reading TvTropes. What if in melee combat there was some variation in the strikes so that some of them were special manuvers like pummeling with the pommel or crossguard, or trip attacks? Or more mundane variations like the difference between a slash and a stab? Even more, since ...
- 27 May 2013, 18:09
- Forum: General Development
- Topic: Clerics and invocation magic
- Replies: 5
- Views: 2320
Re: Clerics and invocation magic
This reminds me of the [ Chaplain role in Space Station 13 ]. The admins there act as more traditional DMs, and the platform allows more flexibility with what they can do. There are many hidden fun items that are accessible only through admin intervention for boring rounds, and they have greater fl...
- 26 May 2013, 23:40
- Forum: General Development
- Topic: Clerics and invocation magic
- Replies: 5
- Views: 2320
Re: Clerics and invocation magic
About what kind of "request" are you talking here and what's the difference from contacting the GMs/admins normally? I would guess that the form and requirements for casting this "request" would cause it to be taken more seriously, and for it to be concerning things that are nor...
- 26 May 2013, 21:59
- Forum: General Development
- Topic: Clerics and invocation magic
- Replies: 5
- Views: 2320
Clerics and invocation magic
An idea for a branch of magic... What if some mages (clerics) had the power to make requests of a GM or admin? Of course, this would probably involve making a sacrifice of some valuable items, and can backfire if the GM/admin thinks you are wasting his time (such as getting banned for the day, or be...
- 26 May 2013, 17:38
- Forum: General Development
- Topic: Specialized weapons/arrows
- Replies: 3
- Views: 1870
Specialized weapons/arrows
An idea on how to make warriors and archers as interesting as what mages potentially are. What about weapons and arrows (And maybe armor) that serves very specific and situational purposes? (such as a sword that does extra harm to yetis, or an arrow that does extra harm to undead) Naturally, arrows ...
- 22 May 2013, 18:02
- Forum: General Development
- Topic: attack spell forms
- Replies: 1
- Views: 1709
Re: attack spell forms
EDIT: I remembered that an alternative path that would probably be better than new attack spells; the essense of a mage should be that rather than straightforward tactics, mages should be a big bag of tricks that are mainly circumstantial. Ingrav should be the most straightforward attack mages have....
- 21 May 2013, 20:27
- Forum: General Development
- Topic: attack spell forms
- Replies: 1
- Views: 1709
attack spell forms
I've mentioned before that I think that each element (or attack spell for that matter) should come in a form that is unique to that spell. So this thread is to think of different forms attack spells can take, and to suggest elements to go with it. Existing forms--- Ranged normal attack - flar, ingra...
- 18 May 2013, 21:55
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
I don't think shortening them would be great to be honest, their names give them a unique role to play. Shortening them would make it less adventurous and fun in my opinion. (also it might be harder to remember spells ironically, with shorter names) If the spells are overhauled to require more spel...
- 18 May 2013, 21:37
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
Some have suggested that it would be nice if the words were shortened.
Maybe each spell fragment could be consistantly two letters each?
...but then, should we allow all possible two letter combinations, or only constanent-vowel combinations?
Maybe each spell fragment could be consistantly two letters each?
...but then, should we allow all possible two letter combinations, or only constanent-vowel combinations?
- 18 May 2013, 21:32
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
In this post, I will try to come up with some ideas for an overhauled magic vocabulary, in case it comes to that. I think there should be three types of spell fragments; those pertaining to what is being used (fire, lightning, fluffies, etc), one that determines how it is being used (summoned, launc...
- 15 May 2013, 23:12
- Forum: General Development
- Topic: int influence on crit rate - and H0nk
- Replies: 0
- Views: 1590
int influence on crit rate - and H0nk
Controversial topic! I know, warriors will hate me for suggesting this, buuuuuut... Since critical hits IRL are probably influenced by knowing where to hit as well as your ability to hit it, what if int were to have a small infuence on crit rates? (comparable or less than that of dex) And while we a...
- 15 May 2013, 22:59
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
I think it's awesome that you're trying to find patterns, although I don't think *truly* modular magic will happen any time soon. I do think you're looking a little bit too hard in some cases - e.g. I don't think betsanc and asorm are really related. (also, I would say a == an, and split it at sorm...
- 15 May 2013, 22:40
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
I also have a great need of someone to do some fairly simple (albeit technical), but time-consuming, documentation. But so far everyone has given up after a few pages. Honestly, I think I'm going to have to do it all myself, which means stopping *all* of the cleanup work that only I can really do. ...
- 15 May 2013, 22:34
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
I guess the main idea in the post (modular magic) is going to need invented a sort of "language" for magic; words that are used in the mixing and matching. Let's see if I can infer some meanings... (also note that some words here may actually be two seperate spell parts that are together)....
- 15 May 2013, 20:53
- Forum: General Development
- Topic: Modular Magic and More H0nks
- Replies: 14
- Views: 5056
Re: Modular Magic and More H0nks
I don't really know how to help code and develop (I've had some experience with BYOND when I was younger, but I haven't done anything like that in a while). I might be willing to learn if I was pointed in the right direction on how :P. Right now I post in this forum to offer something to make up for...