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Jeff
Hedge Knight


Joined: 08 Feb 2006
Posts: 117
Location: The Moon

PostPosted: Tue Jul 25, 2006 11:28 pm    Post subject: Reply with quote

me and nick are liking this idea of these "crap zombies". they would be cool! also i think these sould be some way that like warded attacks or SOMETHING can go through cap one.

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Brick
Cavalier


Joined: 17 Apr 2006
Posts: 235
Location: Santa Rosa

PostPosted: Wed Jul 26, 2006 12:37 am    Post subject: Reply with quote

no, dont hot steamy slick yummy rice with cap
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Roscoe
Cavalier


Joined: 07 Feb 2006
Posts: 318

PostPosted: Wed Jul 26, 2006 12:46 am    Post subject: Reply with quote

wtf??? ya I just need to know what avoid works on and what doesn't work on it.

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Famous Fanwar last words: "I think that's the answer to the riddle." ; "oh s h i t" ; "lets go right for a change" ; "He doesn't look to tough." ; "just smash it open!" ; "Chris I'm opening the door."
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Bug
Cavalier


Joined: 20 Apr 2006
Posts: 277
Location: Crazy Dr. Bob's Pre-Owned Fishstick Emporium

PostPosted: Wed Jul 26, 2006 1:52 am    Post subject: Reply with quote

I'm pretty sure slay would still work against "cap one". and poison Wink they still have to take one damage and that leaves things like that open.
i think the thing with ward is the differences between immunities, resistances and reductions. which should it cut through? i'd say it should cut through resistances and we should make immunities something more innate and rarer (like elven mental effect immunities if you don't want ward cutting through that, which is another issue too...).
cap is a reduction, so it's different
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Brick
Cavalier


Joined: 17 Apr 2006
Posts: 235
Location: Santa Rosa

PostPosted: Wed Jul 26, 2006 2:47 am    Post subject: Reply with quote

yeah, someones on my team about cap
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snx
Squire


Joined: 22 Feb 2006
Posts: 88
Location: St.Helena

PostPosted: Wed Jul 26, 2006 3:17 am    Post subject: Reply with quote

ward should definetly not cut through cap. there is nuthing to cut through, its a reduction, and ward only works on resistances. not imunities.

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Game Master Chris
GM


Joined: 05 Feb 2006
Posts: 554
Location: Ukaih, CA 95482

PostPosted: Wed Jul 26, 2006 6:52 am    Post subject: Clarification Reply with quote

Hello all:

Not that I have a probelm with what you wrote Jake, I just wanted to retitle it and I had to delete your post in the process. This is not a thread to "complain" about elements of FanWar. I don't take complaints. This is a forum for discussion of solutions to common problems. First rule of problem solving, always have a solution in mind before you bring up a problem. This means you have thought about it enough to have come to a solution, even if it is not the best one. The following is a list of things I am already planning on fixing for 2007, though I don't know exactly how yet.

Weapon Dedication gives you Hack
Weapon Mastery you can move around
Hack takes magical healing to heal
Impale takes magical healing to heal
Guild Master allows for custom modificaiton to existing OUTS
Watchmen gives you Scouting, Ambush protection and seeing spirits
Bury will give 1 HP, Bury elite gives 1 Mana.
Animate Dead will be "adjusted" to keep people from looting Zombies etc
Charm and Mind Control will not allow Looting either.
Being Resurected is a choice, you don't have to be if you don't want
Clarification on Etherial Travel- the normal kind- not instant
Explanations of Free Willed Undead, what and how they work
Explanation of Partial Litch (as in Litch Aspect)
Ward: What does it work on, what does it not work on
Resistence, Immunities and Caps- definitions
Mage Lore Crafting: How do you make something Mage Lore
Auto-Scrolls- how do you make them
Scrolls have Tier too.
Fix Undead so the are simple but useful- easy to be one
Make true lesser undead, killable by anything
Elder Sorcery: explanation of success/failure, more words etc.
Scroll and Potions need some kinds of limits- way over used
Avoid- does it work on Dragon Breath, what does it work on?
Rouge Elite is only a number of skills of total lvl = to yours
Swift Sleep has a Size limitation that is selectable
Resurect will work on players 6th lvl or less + 3 lvls per Life lvl you have.
Throwing Training give you AV=0 when thrown as well as +1 damage
Seperate GM's Guide vs Players Handbook (2 books)- won't loose pages!
Addition of new monsters and such.
Explanation of how players earn experience points
Revision of Weekly Income and working in town, simpler with Upkeep cost
Necromancer need to study undead to make them, like Nature Mages
Revision of Veteran Skills and wording so it is simpler
Revision of Dragon Scales to be more simple and clear (as Veteran)
Expand the Back Story chart
Create a system for making Mutants consistently using BIO-E points
Create a system for creating Species that are fair (for GM's only)
Addition of new delivery effect- Detonate: once hits, Aura effect!
Other new types of Delivery? Spell Bola, Spell Boulder...

That's about it so far. Thoughts?

Christopher

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"All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung
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Roscoe
Cavalier


Joined: 07 Feb 2006
Posts: 318

PostPosted: Wed Jul 26, 2006 7:04 am    Post subject: Reply with quote

I really like all the explainations so we know how some skills and other things work. I would love to see more back story possibilities and more eldar sorcery and how easy it is to fail a spell or not ect. About the monster manual are you going to keep the creatures that are in the book in the book or just take out all creatures all togather. Finally I think we mee more specialty characters because some are really bad and some are way to good so put in some more that are balanced with advantages and disadvantages.

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Famous Fanwar last words: "I think that's the answer to the riddle." ; "oh s h i t" ; "lets go right for a change" ; "He doesn't look to tough." ; "just smash it open!" ; "Chris I'm opening the door."
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Bug
Cavalier


Joined: 20 Apr 2006
Posts: 277
Location: Crazy Dr. Bob's Pre-Owned Fishstick Emporium

PostPosted: Wed Jul 26, 2006 2:34 pm    Post subject: Reply with quote

i like the idea of a few extra-lesser undead. it always seemed to me that it would make sense for zombies to be killable by dismemberment (regular damage) and that might help adjust animate dead actually...
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Jeff
Hedge Knight


Joined: 08 Feb 2006
Posts: 117
Location: The Moon

PostPosted: Wed Jul 26, 2006 5:06 pm    Post subject: Reply with quote

yeah like it would be cool to go into a room and there would be 50 or so lesser-lesser undead. that way we could have zombie fights that are more like in the movies, w/ swarms and swarms of zombies comming at you w/ no home of excape! MUWHA! HA! HA! HA! HA! HA! but u could hurt them w/ normal damage. they would be like udead goblins! compleetly weak but oh so fun to kill!

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snx
Squire


Joined: 22 Feb 2006
Posts: 88
Location: St.Helena

PostPosted: Wed Jul 26, 2006 6:35 pm    Post subject: Reply with quote

im glad that you posted all of those things chris, im going to be in wisconsin from the 29 to the 8, and i will have a lot of time on my hands. i will try to put in my thoughts on each of the grey areas you listed.

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~clay~
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Game Master Chris
GM


Joined: 05 Feb 2006
Posts: 554
Location: Ukaih, CA 95482

PostPosted: Thu Jul 27, 2006 5:15 am    Post subject: Thoughts Reply with quote

Some of the things on the list I already have solutions for and some I don't. Most of them are already figured out they just need to be published. In answer to the question about the Monster Manual, it will be more like a GM's Guide and will have all the monsters, the Happenings and Events Guide and basically the back of the book with encounters and rules for encounters, charts etc. The Players Hanbook will be just what you need to play a character (the front of the book up through about the Explanations Section. So to answer your question, no there will not be any monsters listed in the players handbook.
About species. I really don't want a ton of species running around that people can be. I intentionally limited it. What I would like is an example in the GM's Guide that tells GM's how to make new species so that they are well balanced and then let GM's do as they wish.
I am planning on explaining the success chance etc on Elder Sorcery, I already have to Cora but it would be good to see it in writing so other GM's can get an idea of how hard things should be to do.
The MOST important thing to remember with all of these fixes is that they should fix the game to be easier and simpler NOT fix it to be cooler and more complicated. Crappy zombies makes sense, because they would be easier to play. Ward should have a simple fix as well, and wording should be changed to reflect that (i.e. Immunities and Resistences need to be simplified in to one thing, or one simple solution). Some of the problems are that their are inconsitencies built in already. Elves are immune to sleep but not knock out or flash packet. Already their is confusion there. They are immune to charm, but can you Warded Charm them... These things need to be clarified. One idea we have been working on is the definition of Immune verse Resistent. Immune could mean something more like what Necromancers have in that "Necro spells fail on Necromancers." A warded Terror does nothing to a Necro not because he is resistent to Necromancy, but because the spell itself can't work on a Necromancer. Think of it like this, if a spell says it deals 4 damage but "deals no damage to Trolls," does Warding it change anything? No. Because it isn't the troll that is resisting the attack but the attack that can't touch the troll. This may be a good way to define Immune. Something that is Immune to sleep means "Sleep spells fail when used on it." Warding them won't help because it is the sleep spell failing, not the creature resisting. But if something gave you resistence to sleep, then Ward would help. Another solution is to combine the meanings and say that they are one in the same and that Ward goes through both. I favor this second solution because of simplicity.
So, when you are working on these fixes, think "what would be a really simple solution to that problem."

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"All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung
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The Urban Philosopher
Cavalier


Joined: 06 Jul 2006
Posts: 200

PostPosted: Thu Jul 27, 2006 12:30 pm    Post subject: Reply with quote

you forgot to make more elder scorcery words

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Game Master Chris
GM


Joined: 05 Feb 2006
Posts: 554
Location: Ukaih, CA 95482

PostPosted: Fri Jul 28, 2006 5:44 am    Post subject: Elder Sorcery Words Reply with quote

Hello Jake:

No, actually I didn't forget that- it is right there after explanations of Elder Sorcery.

A few more things to fix though.
Spirit Guide (what can you do to things in the Etherial world... can you cast spells on them if you touch them etc.)
Warding Scrolls (odd that you can Ward a Scroll for Ritious Aura but not Ward yourself and do it... either you should be able to ward yourself in some way or not ward the scroll because it is you that is casting the scroll not he scroll doing the damaging).

Christopher

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"All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination." Carl Jung
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Jeff
Hedge Knight


Joined: 08 Feb 2006
Posts: 117
Location: The Moon

PostPosted: Fri Jul 28, 2006 4:44 pm    Post subject: Reply with quote

umm chris that last post was at 4:00 in the morning. you do sleep.... right?

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