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Post by Jopper13 on Jan 28, 2013 16:11:43 GMT -5
These changes won't come in for quite some time, but this gives us a chance to discuss more.
More info posted soon!
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Post by Mischelle on Jan 28, 2013 17:45:22 GMT -5
Kristen and I were talking and wasn't sure if you wanted to add that arrows HAD to have at least 2 fetching to be legal.
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Salamander
Player
Captain Logic is not steering this tugboat.
Posts: 438
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Post by Salamander on Feb 1, 2013 13:13:13 GMT -5
Fletchings. Bel rules state that arrows must have at least two full fletchings. Reason being that with only one fletching, arrows have a tendency to be less controlled, or flip around midair.
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Post by Jopper13 on Apr 15, 2013 21:46:23 GMT -5
Revamp of Cleric spells.
- Possibly change Rejuvenate from "1 mana per 1 hit point" to "2 mana per 1 hit point" - Change Regenerate to allow allow the healing of treated LIGHT wounds. Mortal wounds cannot be Regenerated.
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tcochrane
Player
Herald
Esoteric Knowledge Guy
Posts: 573
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Post by tcochrane on Apr 15, 2013 23:14:40 GMT -5
I'd say you should still allow healing of Treated Mortal Wounds, but change the wording to the following: "Spend 3 mana per wound level. For example, to heal a player with a treated Mortal wound (2 wound levels) and one treated Light Wound (1 wound level), you would spend 9 mana."
This allows Clerics to retain their power, but keeps Mortal Wounds fairly threatening and resource-intensive.
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blueruby
Order of Starkhaven
Plot Staff
Captain Anne Cash
Posts: 924
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Post by blueruby on Apr 16, 2013 10:55:55 GMT -5
Like I just posted under the trade section, I would love to see a skill, or even just a mechanic to grant players access to more disposable income, to help stimulate the economy and promote the flow of silver. I would love to see more rituals, or something of the sort take place, as well. Group meditation, gear enchanting, a pre-battle pep rally by the soldiers, maybe an exorcism or two. Just things to encourage people to do things together in camp, rather than all trying to be that brooding loner off to the side. You could have it be like Resources, where only one person in the group needs it, but they have to lead the ritual, have all the components on hand for it, etc. Anyone else involved with the skill helps with it's effectiveness (shortening the time needed, boosting the effects, or some other benefit, based on Herald discretion). I feel like this could lead to so many amazing RP moments, and, if done correctly, could be utilized to spark off major story points, as well.
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Post by Jopper13 on Jun 28, 2013 12:59:14 GMT -5
Factions and possibly a 3rd PC slot will also be addressed in version 1.3.
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blueruby
Order of Starkhaven
Plot Staff
Captain Anne Cash
Posts: 924
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Post by blueruby on Jul 5, 2013 14:52:54 GMT -5
A few spell ideas that I would enjoy playing around with:
Hold Person (2nd level Mage, 2 Mana) Immediately after spending the mana (no priming the spell), you plant your feet and extend your arms in front of you, palms perpendicular to the ground, towards your target and announce "HOLD". If the target is within 20 feet of you, their feet are held in place and they place their elbows against their sides, effectively pinning their arms to their sides. The player can still talk, move a shield, or crouch, but these actions should be role played with extra effort, as though a magical force is commanding your muscles not to move. The spell lasts for as long as the mage is able to maintain the position (just like Divine Barrier), or until the target is struck/pierced/waylayed by a valid hit.
Fear Bolt (3rd level Mage, 2-3 Mana) After spending the mana, you draw a purple spell orb from your pouch (Or wherever you keep the things, I don't judge). If the orb strikes an enemy, they are STAGGERED, and once they stand up, they flee in the opposite direction of the caster for 15 seconds, or until struck, whichever comes first. The target may not talk, cast spells, or attack during this time, although they may block with a weapon or shield if doing so does not slow them down significantly.
Ultimate Sacrifice (3rd level Cleric, Special cost) Rather than spend mana to do so, a powerful enough cleric can channel his own life into the target, healing them instantly at great cost to himself. Wrapping silver beads through the fingers on each hand, the cleric spends one minute channeling energy into the target, role playing significant pain in the process. After this minute is completed, the cleric receives an instant Mortal wound to the torso, in addition to progressing straight to Dying (It is possible to survive this spell, but without proper support, it is highly unlikely). The target of the spell, however, has all of their wounds healed, and a number of hit points returned equal to the number the cleric had before completing the spell (A human cleric with one level of Toughness at full health would remove all the target's wounds, and heal them for 3 hit points. An Ulven cleric with 3 levels of Toughness, but wounded down to 1 hit point would only restore 1 to the target, despite having 6. A cleric with no hit points left restores no hit points to the target in this manner).
Just a few ideas, all just sort of sitting around in my head. Figured I should get them down on paper before I forget about them.
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Post by Jopper13 on Sept 20, 2013 12:40:52 GMT -5
Need clarification on ears.
Need clarification on Divine Wrath and divine spells.
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Post by Jopper13 on Sept 24, 2013 12:29:20 GMT -5
Please post any more ideas or rules clarifications for the 1.3 rules update. This will take place this winter but time is needed to test and discuss. Thanks!
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Post by CaptainM on Sept 25, 2013 14:55:02 GMT -5
I would like to see maybe a base rule set for between game actions that can be taken. Such as sending messages or even what all can be done. I guess it goes along more with faction mechanic but it is something I would like to see more of.
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evakos
Mardrun Trading Consortium
Posts: 53
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Post by evakos on Sept 30, 2013 20:53:29 GMT -5
I agree, more established rules for between game actions would be great.
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Post by ungrim123 on Nov 25, 2013 19:38:43 GMT -5
I'd love to see the advanced skills that were thrown around awhile back put in.
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Post by Jopper13 on Feb 19, 2014 18:31:18 GMT -5
Just thought I would bump this, remind people to post ideas if they have them. I am going to compile a whole list of changes and considerations and then do another round of discussion if people want to discuss specific points and ideas.
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Post by ungrim123 on Feb 21, 2014 6:37:04 GMT -5
I'd like to see advanced skills, and divine filled out a bit. I liked the ultimate sacrifice spell the ruby brought up earlier.
As an idea for another spell, the cleric casts it on his weapon and when he hits an opponent they are stunned.
This could also be a alternative to the divine push being discussed in the spells thread.
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