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Kathy

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Re: Suggestions

The issue, of course, is that it's a stalling tactic. You burn energy, your enemy slowly surrounds you. And most enemies that are tough enough to ignore even a 1 point barrier, are probably going to have their way with you the second they get past your barrier.
 

Kathy

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Re: Suggestions

This brief discussion did point out to me a weakness in the Binding spell. (X+ (Spirit x2)) against (body + spirit) of the enemy. It makes putting more than a point into the spell feel a bit weak by compare to some other spells. It should probably be buffed up by a few points at least. Maybe 2x or even 3x?

Just an observation.
 
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Re: Suggestions

Thank you for pointing that out. I'm dropping the x2 and changing it to 4X.

Edit: Maybe even 5X. We'll see.
 
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Re: Suggestions

Important notice: I'm changing the experience rules so that characters power up quicker, from now on increasing a stat by 2 costs 2 exp, and taking a Talent costs 8 exp.

Also, I'm mandating that a changelog be kept at the bottom of all character sheets telling what you've spent your exp on.
 

DeMatt

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Re: Suggestions

Important notice: I'm changing the experience rules so that characters power up quicker, from now on increasing a stat by 2 costs 2 exp, and taking a Talent costs 8 exp.

Also, I'm mandating that a changelog be kept at the bottom of all character sheets telling what you've spent your exp on.
Okey-dokey. I'll worry about it once Alisa starts getting some XP to spend. :(
 
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Re: Suggestions

Notice: I put the range weapon ammo rules where they belong, and included something I somehow forgot: For ranged weapons with clips, characters start with 3.
 
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Re: Suggestions

One thing I'm running into now is that ranged weapons not based on a stat are underpowered. Any suggestions?
 

Kathy

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Re: Suggestions

Improving your shot is more about total experience rather than individual talents. While a bow may be better to have strength and use a larger bow, a gun doesn't have this kind of upside or downside to it.

Options:
Rare ammo for guns.
Ammo damage boosting spells.
Give guns and certain non-stat weapons other special traits, like armor piercing.

Give all non-stat-specific weapons a (str+int+spirit)/6 bonus, or similar, making it a raw-talent bonus for shooting more damaging parts of the enemy.

Maybe even just change guns to have a higher chance to hit to offset their low damage, making guns be the "easy" weapon to handle that rarely misses, and the low damage is a side-effect, that it can't compare to a heavier weapon.

A combination of traits above would easily balance any non-stat weapon into play.
 

DeMatt

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Re: Suggestions

One thing I'm running into now is that ranged weapons not based on a stat are underpowered. Any suggestions?
Mmm... double the current plus bonuses? For example, the Badarian Hand Gun would go from (d10 + 8) to (d10 + 16).

On second thought, "doubling" all of 'em would give the crossbows some whack damage ratings. Maybe just bump 'em up four or six points.

Remember, "piercing" melee weapons only do (dice + Body/4)...
 
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Re: Suggestions

Okay, I upped the damage on the ranged weapons. I'm also probably going to start throwing in special ammunition types.
 

Kathy

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Re: Suggestions

Suggestions:

1) Non-Lethal attacks.
Sometimes you just don't want to kill your enemy, but simply restraining the target in a grapple isn't an option, especially for magic or spirit specific characters.

Capturing a stronger demon for questioning, restraining a corrupted person without killing them, even getting in a scuffle with an NPC so blatant murder isn't the first and only option.

Naturally, smacking a bug for 100+ damage with a freaking lightning bolt is going to fry the sucker. But what if I want Sable to just shoot near it and let the crackling energies defeat it without killing it, for example.


2) Rare Spells / Custom Magic Items
A "simple" spell list that everyone knows is a great idea, but on top of having rare items like the merchant was offering, how about rare spells to learn? And how about custom magical item effects?

Off the top of my head...
- a longer lasting form of the Cryptic spell, allowing for hidden words to be read by more than one individual, such as by a time limitation instead of a "one reader" limit.
- some kind of trap spell wouldn't hurt, limit how many times it can be cast to avoid people trying to stack a hundred up just to take out big enemies.
- A nifty idea I just had: a rare trap item that works by storing a spell cast into it, and when triggered, uses that spell on whoever triggered it. (Spell storing items if existing should have a predetermined int limit, or be affected by a damage reduction, to prevent abuse of them.)
- A portal or short range transportation item or spell. Useful for linking player guarded zones together, if we can manage a few protected zones, that is. This of course has the obvious flaw that if one area falls, the same portal object now leaves the second zone vulnerable. ;)


3) Modified stats for character conditions. (And new conditions?)
Well rested, just finished a pleasant breakfast, had a bit of fun with a nearly defeated plant perhaps, followed by a long catbath perhaps (*winks*)... Girls that're feeling good and strong are likely better prepared for encounters and more able to fight, perhaps even get a bit careless in their eagerness.

Exhausted from poor rest, or no rest, poorly fed, dripping whatever foul releases the beasts of the area have dumped in them against their will and no way to clean their filthy feelings away... These kinds of girls have probably lost most of their drive to fight and are badly in need of a friend to save them, though they may be more desperate to escape a bad situation, and although not as willing to fight, they'll be more prone to avoiding being found again, for fear of capture or another bout of rape.

These effects could simply be marked as status conditions, and other minor states could be slipped in as well, to further affect how girls are taking to the town, or how certain things affect them. Many could be passed over as RP-traits (like Honorable), but a few giving minor stat adjustments couldn't hurt.

- Well Rested, stat points recover 1 round faster.
- Exhausted, stat points recover 2 rounds slower.
- Befouled (multiple levels?), character feels disgusted until cleaned, being less willing to fight, and possibly ashamed of being seen. Gives stealth bonus, to-hit and damage penalty, and character may want to avoid NPCs and allies even (or must at high levels?). Make it a special trait for certain enemies perhaps, the same way the pollen attack of the plant makes girls horny.
- Horny (multiple levels?), character has strong need for release, her scent reduces chances of stealth, however she becomes more aggressive, gives bonus to-hit and damage, especially against targets she wants to mate with, but if winning combat, must immediately fuck the target of her bonuses.
- Well Fed, although food is never a major concern in this game, there's still a difference between eating to live or having good food, in a pleasant meal. A nice, warm, hearty soup... or a cold bowl of gruel. Eating well is good for morale and even if everything else is going wrong, it revitalizes and inspires you to keep going. Just something minor, like a +1 to all rolls would be fine for this ;)

-----
Okay that's enough ideas for now <3
 
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Tassadar

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Re: Suggestions

1) If you want a non-lethal hit, you can just include it in some way in your RP post. For some attacks, however, this is completely unreasonable. You can't capture someone by lighting them on fire or hitting them in the face with a lightning bolt, or shooting them in the head. Most of the high level spells are, by their nature, lethal, so you're not going to get a KO just because you sent it 10 feet away instead of on your targets head; it's either going to miss completely or do the same amount of damage.

2) Cryptic can be manipulated as you see fit, or you could come up with another spell entirely to do what you need. Lightning level 2 was meant as a trap spell. Portals would be prohibitively expensive and time consuming, even over short distances, so for now I'm saying no. If you want more spells, make them up, though I've been thinking about making some new ones.

As for custom magic items, I basically based them off of basic items and added stuff to them, so if you want to invent some go ahead and PM them to me. No guarantee I'll use them, and they aren't going to drop on top of your head, but if I do they'll pop into the merchants inventory.

The way magic works in this universe, any mage could easily replicate a spell just by seeing it, so no rare spells. The only reason the top level spells are exclusive to specialists is because they represent the pinnacle of that elements power, not because others don't know the spells.

3) Things are complicated enough as is. I've kept the enemies that can cause status effects to a minimum for a reason, I don't need more to worry about. They're well thought out, and would add depth, but I've got enough to deal with in regards to this game as it is. Sorry. :(

Announcement: I'm considering increasing the casting requirement, since even under stressful situations people have yet to fail a cast. Some don't even have a chance to fail even level 5 spells with their base casting alone.
 

xivvix

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Re: Suggestions

Hmmm, maybe stealth is a little overpowered? Or maybe it's because Elea's only fought weak enemies, with the exception of the Lady. Perhaps any attack made from stealth automatically reveals the attacker?
 
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Re: Suggestions

When you attack with a ranged weapon from stealth, the enemy gets a perception check against your stealth with a penalty depending on what kind of ranged weapon. The mutated wolves are piddly, and the stalkers rolled crap while you rolled gold.
 

Kathy

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Re: Suggestions

All good reasonings. Just a couple things I'd want to point out...

Cryptic is specifically listed "Lasts until read once." which is the part that makes it less than useful for doing something like leaving a message over Sable's Tavern "safe grounds for adventurers", since the first guy who reads it dissipates the spell.

Charge, while a nifty spell idea for trapping, costs 2 energy a turn to maintain, which makes it useless for trapping. Traps are things you want to set up and not need to maintain it until it goes off.



As for fixing casting. Spellcasting shouldn't be something that everyone can do on a whim. Right now anyone with 28 int can auto-succeed any level 3 spells without even specialization (before penalties, at least).

I can think of two easy solutions. Base casting is (5, 10, 15, 20, 25). A 30 int char casting in her specialized element is what I'll use for comparison. (+23 to cast, +11 to cast when Grappled and Penetrated)
Current Method Test:
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 100%. 5th - 95%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 100%. 3rd - 85%. 4th - 60%. 5th - 35%.



Fix #1) Bump up the base difficulty a bit. Maybe add a +10 difficulty to any casting. (15, 20, 25, 30, 35) This way low-int chars will be denied easy magic, and even magic characters will have risk of failure in weaker spells if they have penalties on them.
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 95%. 4th - 70%. 5th - 45%.
Grappled and Penetrated Casting: (+11)
1st - 85%. 2nd - 60%. 3rd - 35%. 4th - 10%. 5th - 0%.



Fix #2) Adjust the difficulty scale a bit. (8, 16, 24, 32, 40) Just giving it a higher difficulty increase could make stronger spells geared towards heavy casters while still letting casual magics be cast by anyone.
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 60%. 5th - 20%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 80%. 3rd - 40%. 4th - 0%. 5th - 0%.



Fix #3) Mix and match. Boost the base difficulty, then perhaps even scale higher spells to make it adequately difficult to cast them. (12, 16, 22, 30, 40). With a scale like this, it gives lower level magic to anyone, but still makes them work for it. While the actually grand spells require big casting talent.
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 70%. 5th - 20%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 80%. 3rd - 50%. 4th - 10%. 5th - 0%.




... Looking back over my numbers quickly, I kinda like Method 3. It makes all spells hard to cast for non-magic users, and at the same time it scales so magic users can always rely on low level spells, never risking situations they suddenly can't cast a level 1 or 2 spell during, but still gives adequate penalty to try to unleash a level 4 or 5 spell.
 
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Tassadar

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Re: Suggestions

Non-magic users can't use spells at all, at least not without taking Natural Mage. Charge was meant as a quick trap, like running into a room and charging the door to hit the demon following you as it tries to open it. As for long-term traps, they'd be low powered since they'd be relying on the magical energy latent in the area around them, but I suppose I can come up with a few. I'm gonna change Cryptic to "Conditions determined by the caster."

Also, one thing I think people might have misinterpreted is that you can take all three of the "Natural" Talents, while you can only take a single "Superior" Talent. Just wanted to make sure that was clear.

Now, on to picking one of your suggestions:

Fix #1) (15, 20, 25, 30, 35)
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 95%. 4th - 70%. 5th - 45%.
Grappled and Penetrated Casting: (+11)
1st - 85%. 2nd - 60%. 3rd - 35%. 4th - 10%. 5th - 0%.


Fix #2) (8, 16, 24, 32, 40)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 60%. 5th - 20%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 80%. 3rd - 40%. 4th - 0%. 5th - 0%.


Fix #3) (12, 16, 22, 30, 40).
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 70%. 5th - 20%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 80%. 3rd - 50%. 4th - 10%. 5th - 0%.

Of them, I like # 3 the most for its progressive increments, followed by # 2.

My original plan was to just increase all the levels by 5.

Fix #4) (10, 15, 20, 25, 30)
Safe Casting: (+23)
1st - 100%. 2nd - 100%. 3rd - 100%. 4th - 95%. 5th - 70%.
Grappled and Penetrated Casting: (+11)
1st - 100%. 2nd - 85%. 3rd - 60%. 4th - 35%. 5th - 10%.



I'm putting it up to popular vote.
 

Pheonix Alugere

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Re: Suggestions

Would it be possible to have a 'natural whatever' talent for the succubi branch? I could see the ability to gain either the spunky or knowledgeable talents to be useful.

Edit: 3 is fine.
 
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Kathy

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Re: Suggestions

The percents there help a lot for figuring out what ranges of success characters will have.

I'm glad you like my idea! Obviously, I vote 3.

The 40 cost on level 5 spells hurts a bit, but it feels appropriate. While the small increment from level 1 to level 3 makes casting outside your element an acceptable choice (at least when you're not in the middle of being screwed :p )
 

xivvix

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Re: Suggestions

I'm not much of a formula person, so I'll just vote 3 ;)
 
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