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Posted

OoC: Wow, where's that mouse-head from? :oh:

I have no idea, but it's brilliant. It almost doesn't fit in with the yellow heads around it though. :grin:

And Zepher...Boomingham's sword... :drool:

Posted

I have no idea, but it's brilliant. It almost doesn't fit in with the yellow heads around it though. :grin:

I'm pretty sure it's some sort of clone brand.

And Zepher...Boomingham's sword... :drool:

Even with the 1/2 Chance of each effect, that's a pretty sweet sword. Who's hosting another Salmanda Quest anytime soon? :laugh:

Posted (edited)

:devil: I was pretty bummed when Scuba allowed people to match its poisoned/bleeding so easily in Strivvi, because it wasn't special anymore. Now it is again. :laugh:

I did no such thing. :look:

If I recall correctly, Ellaria bought the random effect for a weapon without one, and she rolled for poison. There were of course a bunch of different possibilities. Not all of the possibilities were per sé positive, as well. :wink:

I am a fan of 'custom forges'. :thumbup: I hope we see more of them. (and that they don't get nuked into the ground by jealousy)

Those Mouseheads look pretty cool. Reminds me of Redwall. It's a shame there doesn't seem to be a way to buy them except for having backed the kickstarter.

Edited by Scubacarrot
Posted

This is more of a funny observation than a rule challenge, hence I'm posting in this topic, but Zelphie's Staff cannot be imbued with elements - does this mean that a Mystic Knight (i.e. its holder, Purpearl) has a useless SHIELD skill? :tongue: (I'm sure Zepher meant that it can't permanently be imbued with gems).

Posted

Just as a heads up, I'm heading out to a LARP event this weekend, meaning I won't be online for Friday, Saturday, or Sunday. In the case of both of my parties, I am putting Sylph in charge of 134's party, and Althior in charge of the Unlimited Quest party. Sorry for any inconvenience! :classic:

Posted (edited)

Hey Endgame! Do I know that guy? He looks familiar... I must have seen him in a mirror once. :tongue: sorry I've been out all day! It's been pretty busy! :laugh:

~Insectoid Aristocrat

Edited by Dannylonglegs
Posted

I like the idea of new dice using ether, CMP! It keep the old dice unique but balances any new ones. :sweet:

It's mostly just a reskinned Naamah's Hourglass, but I really liked the niche of that item and I'd like to see more items like it in the wild. :thumbup:

Posted

I've been considering using green text to indicate things that wouldn't have normally been said/done due to diplomacy, just so players can get a better feel that ther diplomacy has having a tangible effect. Too meta?

Posted

I've been considering using green text to indicate things that wouldn't have normally been said/done due to diplomacy, just so players can get a better feel that ther diplomacy has having a tangible effect. Too meta?

Not certain, sounds nice though.
Posted

We've seen diplomacy used a lot of ways - feel free to go for it. I've always treated it more fluidly. There's always little twists that diplomatic character put on my quests, but I never quite say "this would have happened or can't have happened" or etc. It's usually not their "diplomacy" alone that does it either, it's more what they say that brings them to a final conclusion - the way they say it is what makes people listen in the first place.

Posted (edited)

In case you can't tell, I love diplomacy as a skill.

I've ended battles with it, avoided them and started them.

The key to QMing diplomacy is, if a player uses it (and they do need to say they're using it, make 'me work for it!), if a player uses it, let them know if it worked or not, preferably with some hint that further diplomacy might work, or it's a situation where it won't work at all or whatever.

Edited by Chromeknight
Posted (edited)

The reason why I mentioned it is because the 134 party is about to succesfully use it to partially cirumvent, or skip, half of the battles for the quest. :tongue:

Edited by Endgame
Posted

No, it's actually an exceedingly GOOD thing. :tongue: 134 was designed to be something of a departure from the rest of my stuff, and I like how it's turning out thus far.

Posted (edited)

No, it's actually an exceedingly GOOD thing. :tongue: 134 was designed to be something of a departure from the rest of my stuff, and I like how it's turning out thus far.

Just so long as we still get XP... and Loot. :tongue: Edited by Lord Duvors
Posted

Endgame, I personally favor the approach I used in 104 (which is nicely summarized in the last post of the Quest). It lets the skill have a tangible benefit, while truly only extending it to the player that has it and letting that player decide how they want to use the extra information. I feel mostly the same way about similar skills like Animal Talk, except in circumstances where the animal character will be around long-term (in which case "auto-translate" is the best policy purely for convenience's sake).

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