Random Changes (proposed)

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Ben
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Random Changes (proposed)

Postby Ben » Wed Apr 17, 2013 9:34 pm

Here for discussion and as an aide memoire, feel free to add other suggestions:

Essence Strike costs 1 essence per blow but you can choose the element (the reason behind this is that a caster can enchant a weapon to be elemental for 5 minutes for 4 essence, 2 essence per blow was very inefficient - 1 per blow is still inefficient but less so)

Knight Armour: if you lose it, your maximum soul is reduced by half until it is regained/replaced appropriately etc. Same with Serkanian weapons.

Repair armour skill: forget multiple ranks. One single skill that allows you to repair a piece of armour over the course of 5 minutes, no essence cost. You must remain stationary, armour must be removed and tools must be used (e.g. leather patches, needle and thread for furs, pliers and spare links for chain, hammer and a hard surface for plate etc).

Elemental Immunity is now (L) so can only be taken at 60+

Battle Caster is a ranked skill that can be bought by Bards, Mages and Celebrants using their martial modifier. Each time it is taken it increases armour limit by +2. Magic counts as Encumbered: for every four points of armour worn (or part thereof) above your class's normal armour limit each spell costs 1 additional point of essence to cast.

Specialist: no longer standardly grants -1 to casting spells of your specialist element and no longer adds +1 to casting other elements. New Skill (5 skill modified by academic) to grant this benefit/drawback.

If you are holding a weapon in the same hand in which you are using a shield, your maximum damage with that weapon is reduced by half.

Water Damage should always be called as "Ice". Air damage always as "Lightning". It's cooler.

Gravenail/Boltab/Star Tear now do double damage to their respective monsters.

Pureshard does double damage to magical creatures (Fey, Demons, Elves and probably most unique races!). It also stops you from being able to use essence for 30 seconds. If you are a purely magical creature, roleplay something cool. Null no longer exists as a call.
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Stevie
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Re: Random Changes (proposed)

Postby Stevie » Wed Apr 17, 2013 9:48 pm

All looks good, my only addition would be to judge the "Repair Armour" seriously. Players don't skimp on the IC representation, I would like it to look like with the tools at your disposal that you could actually repair that piece of armour.

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Re: Random Changes (proposed)

Postby Ben » Wed Apr 17, 2013 9:54 pm

Agreed definitely. It's more of an event thing really.

Added a few more to OP
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Re: Random Changes (proposed)

Postby Huw » Thu Apr 18, 2013 1:47 am

All seems good.

+1
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Re: Random Changes (proposed)

Postby Hatsuo1980 » Thu Apr 18, 2013 2:04 pm

Gravenail/Boltab/Star Tear now do double damage to their respective monsters.

Pureshard does double damage to magical creatures (Fey, Demons, Elves and probably most unique races!). It also stops you from being able to use essence for 30 seconds. If you are a purely magical creature, roleplay something cool. Null no longer exists as a call.


Sooooooooo you hit a Vampiric Werewolf Storm Elf *cough* we can do this to Aquilla, i'm sure *cough* with Gravenail, Boltab, Star Tear, Pureshard, Light, Fire, Earth damage and he takes x8 damage?

I like it :D

Essence Strike costs 1 essence per blow but you can choose the element (the reason behind this is that a caster can enchant a weapon to be elemental for 5 minutes for 4 essence, 2 essence per blow was very inefficient - 1 per blow is still inefficient but less so)


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Re: Random Changes (proposed)

Postby Littleben » Thu Apr 18, 2013 4:40 pm

Hatsuo1980 wrote:
Gravenail/Boltab/Star Tear now do double damage to their respective monsters.

Pureshard does double damage to magical creatures (Fey, Demons, Elves and probably most unique races!). It also stops you from being able to use essence for 30 seconds. If you are a purely magical creature, roleplay something cool. Null no longer exists as a call.


Sooooooooo you hit a Vampiric Werewolf Storm Elf *cough* we can do this to Aquilla, i'm sure *cough* with Gravenail, Boltab, Star Tear, Pureshard, Light, Fire, Earth damage and he takes x8 damage?


Don't you mean x2*2*2*2*2*2*2 = 128? :P Or I'm guessing it doesn't work like this lol

Also pretty good changes, however I think the change from 'Air' to 'Lightning' is not optimal since someone could misinterpret this as 'Light'. Perhaps change to wind or something?
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Re: Random Changes (proposed)

Postby Ben » Thu Apr 18, 2013 4:54 pm

Yeah, the Light/Lightning *might* get misheard...it's just that "Lightning Bolt" sounds better than "Air Bolt" (not to mention "Air Strike").

What I meant with special materials:
Gravenail does double (rather than triple) to undead
Startear does double (rather than triple) to werewolves
Boltab does double (rather than triple) to vampires
Pureshard does double damage to "magical" creatures
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Re: Random Changes (proposed)

Postby Littleben » Thu Apr 18, 2013 7:28 pm

Yeah I got that, but in Andy's example Edd is all of them, so does it not stack up muliplicatively? So it does double because of gravenail, then on top of that it doubles again because of star tear and so on..
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Re: Random Changes (proposed)

Postby Ben » Thu Apr 18, 2013 7:43 pm

I think we decided that if this ever happened the damage would add together rather than multiply.

e.g. Storm Elf vampire is hit by Triple-Boltab-Gravenail-light-fire-earth (somehow). Instead of 3*2*2*2*2*2 it would be (3*2) + (3*2) + (3*2) +(3*2) + (3*2) for a total of 30 instead of 96.

It's sad that we've even considered this.

Perhaps I need to specify a rule: generally an item can only be made of one material and enchanted with one element at a time.
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Re: Random Changes (proposed)

Postby Stevie » Thu Apr 18, 2013 8:32 pm

To be honest, I don't think it would even work like that.

In the same way a Magic Quad is simultaneously 4 points of physical damage and 4 points of magical damage (dealing for clarification a total of 4 damage not 8 )

A Triple-Boltab-Gravenail-Light-Fire-Earth would only deal 6 in my mind.

Like hitting old Aquilla with a Magma (Earth/Fire) Strike was still only 10 points of damage.

(I'm sure Laby players with better knowledge of mantics could explain this better.)

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Edd
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Re: Random Changes (proposed)

Postby Edd » Thu Apr 18, 2013 9:51 pm

Can you still see in the mantic darkness if you're an elf that's cast a magical light? What if you have full immunity to flesh and blood? What if you don't have a mind? What if you do have a mind but have immunity to neuronics? What if you have a mind bar up? What if you are a druid? What if you can see thru all forms of SN darkness? What if you're a samila? What if you're an elysian? An ancient folk (Melnabanion)? Silver Folk (Gythyanki)?

Be thankful this isn't our system.
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Re: Random Changes (proposed)

Postby Ben » Thu Apr 18, 2013 10:05 pm

Like hitting old Aquilla with a Magma (Earth/Fire) Strike was still only 10 points of damage.


But, to my mind, Magma should have been worse to him than Fire or Earth alone.

That reminds me: change the name of "Magma Wave" as it's a purely fire based spell.
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Re: Random Changes (proposed)

Postby Stevie » Thu Apr 18, 2013 10:17 pm

Edd wrote:Can you still see in the mantic darkness if you're an elf that's cast a magical light?


- NO (I initially said yes, but I realised my mistake [I think.. or should it be yes.. Oh fuck this is hard.)


My initial reasoning was that the Elf being naturally immune to spirits wouldn't have an issue seeing through a spiritual darkness, so he would just need to eradicate the magical part, which the light does. But then I realised the Darkness isn't just spiritual and magical, it is spirituallymagical (or Mantic), therefore the light wouldn't have any effect against a mantic darkness, even though the elf should technically only care about the magical part.

I am sticking with no, he cannot see.

Please confirm whether I am noob or pro.

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Re: Random Changes (proposed)

Postby Thom » Thu Apr 18, 2013 10:21 pm

Stevie wrote:
Edd wrote:Can you still see in the mantic darkness if you're an elf that's cast a magical light?


- NO (I initially said yes, but I realised my mistake [I think.. or should it be yes.. Oh fuck this is hard.)


My initial reasoning was that the Elf being naturally immune to spirits wouldn't have an issue seeing through a spiritual darkness, so he would just need to eradicate the magical part, which the light does. But then I realised the Darkness isn't just spiritual and magical, it is spirituallymagical (or Mantic), therefore the light wouldn't have any effect against a mantic darkness, even though the elf should technically only care about the magical part.

I am sticking with no, he cannot see.

Please confirm whether I am noob or pro.


As far as I can tell this is how it works currently and a lot of people think it's stupid. Which it is.

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Re: Random Changes (proposed)

Postby Stevie » Thu Apr 18, 2013 10:29 pm

It makes logical sense. Kind of.

A magical light won't remove a Mantic Darkness, effectively the magical light does *nothing* to it.


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