Zepher Posted March 24, 2014 Posted March 24, 2014 Zeph relies really, really heavily on plot, and even though his best moment are when he goes off the rails, he forgets that that's the case. I have heard your thoughts on that. I know you are trying to prod me to be my best, but I'd like to stop hearing it just the same. I don't agree that Diplomacy should be used on merchants to change the prices of goods. That kind negates the benefit of Artisan class. I have always allowed people with diplomacy to haggle. You could have, but didn't. That's not on me, that's on you. Just in 88 (& not being ugly to Zeph), but it seems Diplomacy has not worked once. Not with Mint, not with the Prince, and not with the current situation. I understand having to follow a story line, but it would be nice to know when Diplomacy/Intimidation is a viable option instead of wasting time, especially with players in different time zones. Heweyrt joined a fight because you asked. He would not have done that if you had not asked diplomatically. The Sons of Light would have attacked you immediately if Nerwen had not spoken so well (and harshly) to Raguel (you were given time to prepare, which you did not use). You chose not to haggle, which is another place it would have worked. Compared to spell casting and fleeing, the trait has had a major affect on the quest. As Zeph has acknowledged in thread, the issue isn't whether it actually works but whether it is shown to work. But that's sorted, so no worries. I agree that this should be done more, again thank you for pointing it out! Seriously, it is a good thing to hear and I do think it will help! Quote
UsernameMDM Posted March 24, 2014 Posted March 24, 2014 I have always allowed people with diplomacy to haggle. You could have, but didn't. That's not on me, that's on you. I will accept that and keep playing it that way. I don't want to tread on the traits and advantages of another class. That's just me. Heweyrt joined a fight because you asked. He would not have done that if you had not asked diplomatically. The Sons of Light would have attacked you immediately if Nerwen had not spoken so well (and harshly) to Raguel (you were given time to prepare, which you did not use). You chose not to haggle, which is another place it would have worked. Compared to spell casting and fleeing, the trait has had a major affect on the quest. I tried to prepare, but it got my horse knocked out from underneath me. Was that in spite? Like I said, there just seems to be too many lose/lose scenarios. It's not a fault of the quest per se, just probably a reflection on my subjective expectations on the class's skills/traits. That's why I would prefer some sort of objective measure when using a skill like Diplomacy/Intimidation OR some kind of que from the QM that the scenario could be affected by Diplomacy/Intimidation, like a choose your own adventure. And then I think there should be bonus points for using it creatively, like with Hewyrt. But really, that's just me and my playing style. Not necessarily a negative comment on your QM job. Quote
UsernameMDM Posted March 24, 2014 Posted March 24, 2014 I tried to prepare, but it got my horse knocked out from underneath me. Was that in spite? Just saying don't make the QM mad. Quote
Zepher Posted March 24, 2014 Posted March 24, 2014 (edited) I tried to transition into the fight as quickly as possible, as you indicated you didn't want foreplay ( ) and you were the only one who did anything "aggressive" towards the Sons - again, as characters, they weren't going to attack unless they thought you would! I tried to listen to you guys, and find an excuse to skip the dialogue and go straight to a fight! If someone else had unsheathed their blade, they would be the one on the ground right now. EDIT: Though I do like the take away "Never make your QM mad" as well. Edited March 24, 2014 by Zepher Quote
Flipz Posted March 24, 2014 Posted March 24, 2014 I tried to transition into the fight as quickly as possible, as you indicated you didn't want foreplay ( ) Hoke is such a boy. Quote
Comrade Commander Posted March 25, 2014 Posted March 25, 2014 I am just going to add my two cents on something that has been bothering me in regards to character skills. Forgive me if it has been brought up before... Wouldn't it make more sense, from a roleplaying perspective, for a ranger to know "track down" (follow any individual/creature) first before they would know "animal talk" (talk to any animals)? Any good hunter/killer would know how to stalk prey, but it would take a ton of experience/magic to talk to a creature. I just think "Animal Talk" would be better suited for the advanced classes like hunter, druid, warden, while "track down" would be better as a starting skill for a ranger. Like I said, I just wanted to add my thoughts. Quote
Waterbrick Down Posted March 25, 2014 Posted March 25, 2014 (edited) I am just going to add my two cents on something that has been bothering me in regards to character skills. Forgive me if it has been brought up before... Wouldn't it make more sense, from a roleplaying perspective, for a ranger to know "track down" (follow any individual/creature) first before they would know "animal talk" (talk to any animals)? Any good hunter/killer would know how to stalk prey, but it would take a ton of experience/magic to talk to a creature. I just think "Animal Talk" would be better suited for the advanced classes like hunter, druid, warden, while "track down" would be better as a starting skill for a ranger. Like I said, I just wanted to add my thoughts. Good question, when the game first began there were only the 6 basic classes. As the game grew, Sandy finalized and introduced the advanced classes, thus the class skills may seem slightly counter-intuitive, because the former were created semi-independently of the latter. Edited March 25, 2014 by Waterbrick Down Quote
Sandy Posted March 25, 2014 Author Posted March 25, 2014 Good question, when the game first began there were only the 6 basic classes. As the game grew, Sandy finalized and introduced the advanced classes, thus the class skills may seem slightly counter-intuitive, because the former were created semi-independently of the latter. That couldn't be more true. I actually had to read back on the very early drafts for this game (from three years ago), which are still safely hidden in some deep corner of EB. Here's my first outlines of the six basic job classes, FYI: Barbarian – These warriors from the wilderness rely on raw strength and living off the land.• Base Health: 8 (+1 per level) • Weapons: Barbarians prefer large weapons that are simple but slow to use, such as clubs, axes and spears. • Adventure Trait: Nature Child - Barbarians can survive even in the harshest of environments, having little trouble in making fire or finding nutrition. • Battle Style: Brutal – Barbarians lack finesse in battles, so their attacks are reckless. 1. SHIELD: Frenzy – The barbarian loses their control in the heat of the battle, and ferociously attacks every opponent at once with strength equal to the sum of their weapon power and level. (e.g. WP 3 + Level 2 = 5 damage to all enemies) 2. EXTRA CRITICAL HIT: The barbarian attacks the target with all their might, causing damage equal to three times their weapon power added with their level. (e.g. WP 3 x 3 + Level 2 = 11 damage) 3. EXTRA MISS: Nothing happens, because the barbarian’s wild attacks miss often. 4. MISS: Nothing happens. 5. DAMAGE: The barbarian is struck with the opponent’s attack. 6. SPECIAL DAMAGE: The barbarian is struck with the opponent’s special skill. Cleric – These brothers and sisters are devoted to their faith that grants them miraculous powers. • Base Health: 9 (+1 per level) • Weapons: Clerics usually carry blunt weapons that are sometimes blessed by whatever divinity they worship. Examples include hammers, maces and staves. • Adventure Trait: Blessing – Clerics often find that the fate is on their side, so they can find their way out of a dire situation against all odds. • Battle Stylel: Healing – Clerics can restore health to their allies using their divine powers. 1. SHIELD: Miracle – Clerics pray for their divinity to restore their health completely. 2. CRITICAL HIT/HEAL: The cleric attacks the target with strength equal to double of their weapon power added with their level. Instead of attacking, clerics can opt to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. WP 3 x 2 + Level 2 = 8 damage or restore 8 health) 3. HIT/HEAL: The cleric attacks the target with strength equal to their weapon power added with their level. Instead of attacking, clerics can opt to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 3 + Level 2 = restore 5 health) 4. MISS: Nothing happens. 5. DAMAGE: The cleric is struck with the opponent’s attack. 6. SPIRIT GUARD: The cleric is protected by their divinity from the opponent’s special skill, so nothing happens. Knight – These armoured warriors belong to an order sworn to protect the weak. • Base Health: 10 (+1 per level) • Weapons: Knights hold a shield with their own crest in it, coupled with a sword, a lance or a mace. • Adventure Trait: Diplomacy – Knights are bound by a code of honour, so they have learned to talk their way out of situations where aggression would only make things worse. Just seeing a knight sooths common people’s minds and they usually do whatever the knight asks of them. • Battle Style: Protective – Knights use their shields to deflect damage from attacks. 1. SHIELD: Sentinel – The knight covers their allies from harm, negating any DAMAGE rolled by an ally for the duration of the next round after rolling SHIELD. 2. CRITICAL HIT: The knight attacks the target with strength equal to double of their weapon power added with their level. (e.g. WP 3 x 2 + Level 2 = 8 damage) 3. HIT: The knight attacks the target with strength equal to their weapon power added with their level. (e.g. WP 3 + Level 2 = 5 damage) 4. MISS: Nothing happens. 5. DAMAGE: The knight is struck with the opponent’s attack. The power of a knight’s shield decreases the effect of the attack. (e.g. 5 damage – SP 2 = 3 damage) 6. SPECIAL DAMAGE: The knight is struck with the opponent’s special skill. Mage – These robed mystics are well versed in the dangerous art of magic. • Base Health: 5 (+1 per level) • Weapons: Mages are physically weak, so they can only carry light weapons like staves and daggers. However, they use magical enchantments in their weapons to make up the lack of power. • Adventure Trait: Spellcasting – Mages can use their magical powers to remove obstacles from their path even outside battles. • Battle Style: Elemental – Mages wield the power of the elements to cause more damage. 1. SHIELD: Magic Burst – Sometimes the mage’s magical power overflows, causing normal damage to all opponents with a chosen element. Elemental spells cause double damage to enemies that are weak to that element. See the Elements section for further information. (e.g. WP 3 + Level 2 = 5 elemental damage to all enemies) 2. CRITICAL HIT/SPELL: The mage attacks or casts an elemental spell with strength equal to double of their weapon power added with their level. (e.g. WP 3 x 2 + Level 2 = 8 elemental damage) 3. HIT/SPELL: The mage attacks or casts an elemental spell with strength equal to their weapon power added with their level. (e.g. WP 3 + Level 2 = 5 elemental damage) 4. MISS: Nothing happens. 5. DAMAGE: The mage is struck with the opponent’s attack. 6. SPECIAL DAMAGE: The mage is struck with the opponent’s special skill. Ranger – These archers take down their enemies with precision and efficiency. • Base Health: 6 (+1 per level) • Weapons: Rangers rely on equipment that reaches far, such as bows, crossbows, hand cannons and throwing weapons. • Adventure Trait: Animal Friend – Rangers have an uncanny knack with animals and savage monsters, being able to communicate with them and gain information from them. Rangers can also track animal traces with ease. • Battle Style: Ranged – Rangers fight from a distance, making them harder to reach. 1. SHIELD: Doubleshot – The ranger shoots twice in succession, attacking two targets with strength equal to their weapon power added with their level. (e.g. WP 3 + Level 2 = 5 damage per target) 2. CRITICAL HIT: The ranger attacks with strength equal to double of their weapon power added with their level. (e.g. WP 3 x 2 + Level 2 = 8 damage) 3. HIT: The ranger attacks the target with strength equal to their weapon power added with their level. (e.g. WP 3 + Level 2 = 5 damage) 4. AIM: The ranger focuses their shot to attack their target with strength equal to their weapon power only. 5. DAMAGE: The ranger is struck with the opponent’s attack. The ranger’s weapon decreases decrease the effect of the attack. (e.g. 5 damage – 3 WP = 2 damage) 6. SPECIAL DAMAGE: The ranger is struck with the opponent’s special skill. Rogue – These shady fellows use stealth and cunning to their own benefit. • Base Health: 7 (+1 per level) • Weapons: Rogues often wield weapons that can be concealed, like daggers, shortswords and whips. They sometimes poison their weapons to increase damage. • Adventure Trait: Thievery – Rogues are not shy to use whatever means necessary to gain their goals, whether it be hiding in the shadows, picking locks or stealing items. • Battle Style: Stealthy – Rogues use their cunning in battle, turning it to their advantage. 1. SHIELD: Backstab – The rogue sneaks behind the target and strikes with strength equal to triple of their weapon power added with their level. (e.g. WP 3 x 3 + Level 2 = 11 damage) 2. CRITICAL HIT: The rogue attacks with strength equal to double of their weapon power added with their level. (e.g. WP 3 x 2 + Level 2 = 8 damage) 3. HIT: The rogue attacks the target with strength equal to their weapon power added with their level. (e.g. WP 3 + Level 2 = 5 damage) 4. MISS/FLEE: Either nothing happens or the rogue can choose to leave the battle, securing the continuation of the quest even if all their allies are defeated. The rogue will not gain any rewards from the battle if it’s won after they’ve fled. 5. DAMAGE: The rogue is struck with the opponent’s attack. 6. SPECIAL DAMAGE: The rogue is struck with the opponent’s special skill. As you can see, there was no ether, no rows, not even gold-stealing abilities. Talk about simplicity! Quote
Palathadric Posted March 25, 2014 Posted March 25, 2014 That couldn't be more true. I actually had to read back on the very early drafts for this game (from three years ago), which are still safely hidden in some deep corner of EB. Here's my first outlines of the six basic job classes, FYI: As you can see, there was no ether, no rows, not even gold-stealing abilities. Talk about simplicity! Awesome! Quote
Cutcobra Posted March 29, 2014 Posted March 29, 2014 Do none elemental bombs count as physical damage? Quote
Flipz Posted March 29, 2014 Posted March 29, 2014 Do none elemental bombs count as physical damage? In the past, Undead enemies have still been affected by the effects dealt by weapons even if no elements were imbued, so long as they weren't specifically immune. I imagine the same goes true for Ethereal foes. Quote
Cutcobra Posted March 29, 2014 Posted March 29, 2014 In the past, Undead enemies have still been affected by the effects dealt by weapons even if no elements were imbued, so long as they weren't specifically immune. I imagine the same goes true for Ethereal foes. Actually, I was asking that to see if we could just throw the bomb and end the battle instantly, not because of it's effects. Quote
-obelix- Posted March 29, 2014 Posted March 29, 2014 Actually, I was asking that to see if we could just throw the bomb and end the battle instantly, not because of it's effects. As I said in the #93, I would gladly have Thalion throw a Sleep bomb and end it quickly, but I dont think that would work. Also what happens to the possessed girl if anyone attacks her? I assume that anything other then rolling a special that frees her, poison attack included, would kill the host - her, as well as the ghost. However, healing might still work nicely - that would seem like an exorcism.. That seems logical, right? Quote
Flipz Posted March 29, 2014 Posted March 29, 2014 As I said in the #93, I would gladly have Thalion throw a Sleep bomb and end it quickly, but I dont think that would work. Also what happens to the possessed girl if anyone attacks her? I assume that anything other then rolling a special that frees her, poison attack included, would kill the host - her, as well as the ghost. However, healing might still work nicely - that would seem like an exorcism.. That seems logical, right? Light's been previously ruled to be 1x effective on Undead/Ethereal--it was a conversation I remember starting while the Fields party was fighting an Aquatic/Ancient enemy and I ran the numbers and brought it up. Mathematically speaking, the "ineffectiveness" of elements on Etherial foes is the same as the "ineffectiveness" of a Fiery foe being attacked by a Ruby-imbued weapon or spell. A Fiery/Beast foe hit by a Fire-elemental attack, however, takes 1x damage--the "super-effectiveness" of Fire vs. Beast cancels out the "ineffectiveness" of Fire vs Fiery. Thus, in this case, the "Super-effectiveness" of Light vs Undead counters the "ineffectiveness" of Light vs. Ethereal. Quote
-obelix- Posted March 29, 2014 Posted March 29, 2014 Light's been previously ruled to be 1x effective on Undead/Ethereal--it was a conversation I remember starting while the Fields party was fighting an Aquatic/Ancient enemy and I ran the numbers and brought it up. Mathematically speaking, the "ineffectiveness" of elements on Etherial foes is the same as the "ineffectiveness" of a Fiery foe being attacked by a Ruby-imbued weapon or spell. A Fiery/Beast foe hit by a Fire-elemental attack, however, takes 1x damage--the "super-effectiveness" of Fire vs. Beast cancels out the "ineffectiveness" of Fire vs Fiery. Thus, in this case, the "Super-effectiveness" of Light vs Undead counters the "ineffectiveness" of Light vs. Ethereal. Yes, you are right, I remember that discussion! We should still be good in attacking them with light spells then. But that still leaves the question what happens to the possessed girl if she is hit with either a light spell or the healing/potion... Quote
Sandy Posted March 30, 2014 Author Posted March 30, 2014 According to Sandy, items that directly translate to gold can just be broken down and divided, but anyways, if that can't happen, the gold comes out of Guts' pocket and Guts gets the treasures. I don't remember saying anything like that. Treasures can be exchanged for gold with a merchant, or automatically at the end of a quest. That's been the rule since the beginning of this game. Q: Do you have to sell treasures you get on quests?A: No, after the quest ends, you can just add their value to your amount of gold automatically. Quote
Scubacarrot Posted March 30, 2014 Posted March 30, 2014 Oh I remember you saying something like that. Maybe I'm wrong. Anyway, it doesn't matter. The gold equal to the treasures can come out of Guts massive amount of money and everything can be cool. Quote
Waterbrick Down Posted April 1, 2014 Posted April 1, 2014 So when it comes to switching shields in mid battle, does the weapon or artifact rule apply? Quote
Flipz Posted April 1, 2014 Posted April 1, 2014 Erm...sorry to (possibly) ruin your day, Zeph, but...what's the interaction between Regulators and Healing Staffs? I was just working out ideas for Fields teams when the possibility sprung up, and now I can't stop thinking about it. Somehow I doubt that halving the heal target's health fits with the intended purpose of the Healing Staff--not to mention, should it or should it not deal Light-elemental damage in Orderly mode (and similarly Darkness in Chaotic)? (On the one hand: undead enemies; on the other, allies, with or without elemental immunities.) Quote
Sandy Posted April 1, 2014 Author Posted April 1, 2014 So when it comes to switching shields in mid battle, does the weapon or artifact rule apply? Shields are effectively protective weapons, not artefacts, so it doesn't cost a turn to switch one. Erm...sorry to (possibly) ruin your day, Zeph, but...what's the interaction between Regulators and Healing Staffs? I was just working out ideas for Fields teams when the possibility sprung up, and now I can't stop thinking about it. Somehow I doubt that halving the heal target's health fits with the intended purpose of the Healing Staff--not to mention, should it or should it not deal Light-elemental damage in Orderly mode (and similarly Darkness in Chaotic)? (On the one hand: undead enemies; on the other, allies, with or without elemental immunities.) Healing Staff always heals, never damages (except for the undead). That's why it doesn't have an elemental affinity. Regulator's SHIELD is not affected, since it doesn't depend on the weapon in any way. If the Regulator targets an ally and rolls a SHIELD, then that ally's health is halved and the Regulator switches moods. Tough luck. Quote
Pandora Posted April 1, 2014 Posted April 1, 2014 Healing staffs always ruin my day! Except when Larry's being belted with one. Quote
UsernameMDM Posted April 2, 2014 Posted April 2, 2014 What does a Pumpkin Bomb do again? Can't seem to find the description anywhere. May have just been in Elphaba's shop. Quote
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