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Hidden 9 yrs ago 9 yrs ago Post by Boomrocker
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@Boomrocker: That's not enough of a drawback at all. Honestly if he can deadlift that much that easily and run that fast without effort I really can't accept him. It's not like all the characters for this are weak or anything but someone who could pretty much effortlessly knock down the walls of any dungeon they go(and destroy most other things with that much strength) into isn't acceptable. And not being able to jump is basically just "you can't go here", it's not a drawback when it comes to that kind of thing.


"Tag" Dacote cannot be made acceptable without negating that which defines him. Therefore, he is inappropriate for this role-play.

I have spent a significant amount of time on this new character that should hopefully pose no problems.

Hidden 9 yrs ago Post by VitaVitaAR
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Okay... Mayon's not associated with lightning, but I didn't put that in the OP in part because I didn't realize that it'd be necessary. I can update the OP with a little more information on the deities mentioned.

Otherwise, I have to say I think it's a bit weird to include two paladins in a single party.
Hidden 9 yrs ago Post by IncredibleBee
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Okay... Mayon's not associated with lightning, but I didn't put that in the OP in part because I didn't realize that it'd be necessary. I can update the OP with a little more information on the deities mentioned.

Otherwise, I have to say I think it's a bit weird to include two paladins in a single party.


Two paladins isn't weird at all, though. Sometimes parties can even be comprised entirely of a single class.
Hidden 9 yrs ago Post by VitaVitaAR
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I'd rather not have that for this RP, though. I mean, I know it can happen, but since there's no actual class list or anything like that I think things she be spread out a little more.
Hidden 9 yrs ago Post by IncredibleBee
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Even if we're not doing a one-class only run, there's still no reason why there can't be two paladins in a party of eight people. It's a common class choice.
Hidden 9 yrs ago Post by Descartes
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Name: Tomb of the Anti-mage
Brief History: Long ago, existed a great general born from common stock. He was a strange one, incapable of any magic. When given enchanted items, they would fail in his hands. Wizards in the vicinity had a more difficult time casting spells around this man. It was soon discovered that non-humans even felt themselves getting weaker in his presence. Soon, this man turned his weakness into a strength. The kingdom doubted him for his inability to wield magic or be remotely close to anything magical, and so the anti-mage turned to building his own upstarts which included peasants who did not themselves cast magic. Joined by warriors and soldiers with similar ideals, the Anti-Mage raised an army. He had conquered many kingdoms- more than one would expect without any mages to speak of. If the Anti-Mage himself was in the area, the enemies knew it was time for their sure defeat. Though the anti-mage's ambitions were great, he was incapable of taking over the continent before being hit by a stray arrow. His men did all they could, but the anti-mage eventually died from septic shock. His people then erected a monument to him, where deep within, they housed his body. The tomb itself is laced with traps. Runes mark the walls in two layers.
Layout Summary: Actually rather straightforward. The entire way down is a spiral stone staircase, then a hallway leading into the anti-mage's chamber.
Threats(Enemies, Traps, etc): The entire tomb is marked with runes which weaken magic. The Anti-Mage's body itself, in spite of its state of being dead, still possesses its anti-magic properties. All who even get twelve feet from the corpse that use magic or have magic on their person become weak and incapable of casting spells. Non-humans find it difficult to simply walk or breath. Several traps also line the dungeon, many just simple pitfalls and darts. Animals inhabit the dungeon and know how to navigate through its traps. These are simply bats and wolves- mundane creatures.
Hidden 9 yrs ago Post by VitaVitaAR
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@IncredibleBee: I suppose, but I'd like to avoid class overlap if I can.

@Descartes: Okay, um... not being able to use magic would not actually benefit you that much. The vast majority of soldiers are just trained in combat. Even if it's a fairly sizable minority, people who can actually use magic are still a minority in comparison to people who can't. I also have reservations about a dungeon that nerfs several party members into uselessness or near uselessness, and given the mechanics of sapient undead would probably kill one of them outright. I don't mind party members having more or less trouble depending on the dungeon but there still needs to be something they can do.
Hidden 9 yrs ago Post by Descartes
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It's not just magic users, but magic items and non-human humanoids. I was thinking that even though his schtick was anti-magic, he'd have some pretty good strategy along with some skilled officers who have a similar disdain for magic.

Magic users can still kick-punch, as god (or gods in this setting) intended.
Hidden 9 yrs ago Post by IncredibleBee
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Anti-magic is pretty common though.

And it doesn't negate our mages to uselessness, it just means they have to rely on their physical skills.
And I guess without that enchanted gear, Tanya would have to remove her armor and find a lighter weapon, but hey.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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Anti-magic is pretty common though.

And it doesn't negate our mages to uselessness, it just means they have to rely on their physical skills.
And I guess without that enchanted gear, Tanya would have to remove her armor and find a lighter weapon, but hey.


So basically, half the currently submitted characters become useless, because this dungeon arbitrarily declares 'your stuff doesn't work here'. "Rely on skills you don't have and equipment you can't use" would be such fun.

... also, the dungeon weakens nonhumans for no readily apparent reason, despite the least magical race being dwarves. And no indication that any of the other races are, in fact, inherently magical.

And the only place I've seen antimagic as 'common' is D&D. Where it's also more or less the most hated magical effect aside from disjunction because of how annoying it is.
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by IncredibleBee>

So basically, half the currently submitted characters become useless, because this dungeon arbitrarily declares 'your stuff doesn't work here'. "Rely on skills you don't have and equipment you can't use" would be such fun.

... also, the dungeon weakens nonhumans for no readily apparent reason, despite the least magical race being dwarves. And no indication that any of the other races are, in fact, inherently magical.


I am about to go over every character with magical equipment and skills and go over their nonmagical abilities that would still be useful.

Think of it this way: Every iteration of Batman has a point where Batman loses his utility belt. Similarly, several games have points where you lose valuable gear or skills, to test your ability.
Hidden 9 yrs ago Post by Descartes
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I actually don't see anti-magic a lot in DnD. But for some exxamples: The Anti-mage in DOTA, Nemesis in Anima, Spell Breakers in Warcraft III, Kassadin in LoL, templars in Dragon Age, and I'm not sure if it counts, but the Chi-blockers from Avatar.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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<Snipped quote by Raineh Daze>

I am about to go over every character with magical equipment and skills and go over their nonmagical abilities that would still be useful.

Think of it this way: Every iteration of Batman has a point where Batman loses his utility belt. Similarly, several games have points where you lose valuable gear or skills, to test your ability.


Dead Money and Honest Hearts are, coincidentally, the worst part of FNV, for one of those examples.

And I don't think our mages are gonna be doing much when your powers are turned off and you're also being weakened.

A dungeon where an invisible goblin kicks you in the balls every so often and runs off with your weapon if you aren't magical enough to freak them out would be bad design for similar reasons. Odd that you rarely see things proposed that arbitrarily declare the whole thing a no-go zone for mundanes.

I actually don't see anti-magic a lot in DnD. But for some exxamples: The Anti-mage in DOTA, Nemesis in Anima, Spell Breakers in Warcraft III, Kassadin in LoL, templars in Dragon Age, and I'm not sure if it counts, but the Chi-blockers from Avatar.


Aside from antimagic zones, some settings have dead magic zones, beholders have antimagic eyes... and disjunction just flat-out obliterates anything magical for hundreds of feet.

Coincidentally, you appear to have just named a bunch of online PvP games where these things get a free pass, and an RTS where the experience of magic players is irrelevant. And the templars, who I've always found utterly useless, so eh.
Hidden 9 yrs ago Post by Descartes
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Name: Lungs of the Earth
Brief History: A vast network of caves running deep into the earth. It has one large entrance where wind constantly blows. According to legend, the cave system were the lungs of the earth itself.
Layout Summary: The entryway is more or less straight forward until a split happens. After that, there are several smaller tunnels each dotted with small rooms.
Threats(Enemies, Traps, etc): Wind elementals which are impervious to physical damage patrol the area and there is an omnipresent wind which blows even at the deepest parts of the cave. The air seems laced with some kind of magic energy, which grows strong inside one of the smaller rooms. This magic enhances the powers of enchanted weaponry and magic spells. The "boss" is a golem which waits at the entrance of the cave. It takes the shape of a bee-hive. When an intruder leaves taking something from the cave with them, the golem activates, the bees leaving the hive to form a giant human shape with the hive as its core.
Hidden 9 yrs ago Post by IncredibleBee
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As promised

-Tanya
Trained primarily in melee combat in the first place. She relies on enchanted gear, but presumably still has some skill in fencing.
Her only notable weakness is a lack of strength and constitution, which is why she needs enchantments to lighten a two or three pound bastard sword. She'd need to ditch the plate armor and swap out for a lighter blade (I'd personally suggest a xiphos or seax), but is otherwise functional.

-Sophia
Pretty blatantly has Knowledge: Religion and Knowledge: History, which is good for finding info in certain scenarios.
As a harpy, she can fly, and that naturally gives her an advantage as a scout.

-Leander
Presumably has high ranks in Knowledge: Arcane. I suspect he's also literate and well read, as expected of a scholar. Additionally, undead are typically immune to pain and require special circumstances to be killed, which is a huge advantage in combat.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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As promised

-Tanya
Trained primarily in melee combat in the first place. She relies on enchanted gear, but presumably still has some skill in fencing.
Her only notable weakness is a lack of strength and constitution, which is why she needs enchantments to lighten a two or three pound bastard sword. She'd need to ditch the plate armor and swap out for a lighter blade (I'd personally suggest a xiphos or seax), but is otherwise functional.

-Sophia
Pretty blatantly has Knowledge: Religion and Knowledge: History, which is good for finding info in certain scenarios.
As a harpy, she can fly, and that naturally gives her an advantage as a scout.

-Leander
Presumably has high ranks in Knowledge: Arcane. I suspect he's also literate and well read, as expected of a scholar. Additionally, undead are typically immune to pain and require special circumstances to be killed, which is a huge advantage in combat.


So in order: essentially useless because she's trained in a completely different style of combat to one focusing on using a one-handed short-sword. Whilst unarmoured. With poor reach. And thus dropping drastically behind the other fighters in utility.

Sophia: Also has Knowledge (Planes), but pretty much useless, because there's not much scouting or knowledge work involved in WALKING DOWN A STAIRCASE.

Leander: making assumptions about the immunity of pain is one thing. Missing that you can still die by decapitation, and 'pain resilience' being pretty pointless if you can't do any damage. And knowing things is again useless for walking down a staircase in a straight slogfest. That, and they're alive by magic, so the dungeon would straight up kill 'em.
Hidden 9 yrs ago Post by Descartes
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Lore checks would totally be useful in the library at the end.
Hidden 9 yrs ago Post by Raineh Daze
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Making the smart thing to do 'wait around outside for the all-clear'.
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by IncredibleBee>

So in order: essentially useless because she's trained in a completely different style of combat to one focusing on using a one-handed short-sword. Whilst unarmoured. With poor reach. And thus dropping drastically behind the other fighters in utility.

Sophia: Also has Knowledge (Planes), but pretty much useless, because there's not much scouting or knowledge work involved in WALKING DOWN A STAIRCASE.

Leander: making assumptions about the immunity of pain is one thing. Missing that you can still die by decapitation, and 'pain resilience' being pretty pointless if you can't do any damage. And knowing things is again useless for walking down a staircase in a straight slogfest. That, and they're alive by magic, so the dungeon would straight up kill 'em.


Actually it says Tanya is trained in "one-handed swords" so I'd assume that would include the xiphos. Her low strength means she's rather limited in options, so I'd assumed she'd have to learn with some kind of mundane weapon until she was granted the enchanted bastard sword.

Also pain immunity and special circumstances for death is useful as hell. You can draw aggro like crazy while the DPS guys get to work. That's why Berserkers and Barbarians usually get pain resistance and tons of temporary HP.

Also, lore checks are probably one of the more useful skills outside of combat, since they're useful for following leads and quest threads. Even inside combat, they can be used to identify monsters and their weaknesses.
Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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Okay, let's see here...

@IncredibleBee: Tanya does have one-handed sword training, but it's fairly basic. She's actually had Repharion for most of her training as a paladin, in part due to her family's fairly high standing in the Church. The bigger concern is the lack of armor since that is from her family(though it was originally from the Church, given to her family) and she's had it the whole time she's been active as a paladin.

The dungeon is also mentioned to weaken non-humans as well, presumably this would make Sophia's flight next to useless from how it was described.

For Leander, sapient undead actually are not immune to pain(part of why cutting them up incapacitates them even if it doesn't kill them. Also the whole losing limbs thing). But the bigger issue is they're animated and kept... undead by a core of mana, basically a reactor keeping them from falling over dead again. He'd probably be severely weakened if not outright killed by that dungeon.

@Descartes: I actually like the new dungeon idea, though. The bee-Golem is an interesting idea, and the wind spirits seem like they'd be neat to fight. That being said, I'd like for the more physical fighters to have some things to do, just so they don't end up just sort of sitting out all the fights until the boss. Maybe mix some more physical enemies in at different points?
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