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Hidden 7 yrs ago Post by BBeast
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<Snipped quote by BBeast>

Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.

I think the Might cap / Might expiry should be merged into a simple cap = 2 x Might per turn rule. That way you can still save a little, if you feel like playing that way.

I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.


You raise a good point. It's hard to know when to save for a rainy day and when to spend all your Might. With the cap on expenditure on single items, saving up for super-weapons is no longer a concern.

I propose that the Might cap should either be 1.5 * Might per Turn, to encourage people to spend at least some Might during each Turn; or 2 * (Level+3), which is the Might per Turn ignoring Holy Sites (so Holy Sites can boost your generation, but not beyond the capacity allowed by your Level).

Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP on something else since your last Level Up (including at the start of the game).
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Hidden 7 yrs ago Post by Antarctic Termite
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Throwaway idea: thoughts on having Divinus formally moved to Advanced and Divinus Lite dropped in here? Post length limit still about three brisk paragraphs for the latter.
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Hidden 7 yrs ago Post by BBeast
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I'll be honest, I have little idea about how the Free Section works. I haven't had time to explore. But I agree that current Divinus is definitely Advanced material.

Btw, I definitely do not have time to GM this new version. I've been procrastinating for the past 6 hours simply talking about this when I should probably be doing work.
Hidden 7 yrs ago Post by Antarctic Termite
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I could /probablymaybe/ play the mystery lady if post speed doesn't get too wild and post length remains short. Beyond that I dunno. Having Might always tempts me to spend it and make a big fuss.

Maybe a Hero.

Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP Might equal to your current level on something else since your last Level Up (including at the start of the game).


This work?
Hidden 7 yrs ago Post by Antarctic Termite
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Also, given that this is meant to be Divinus but lighter and faster, I propose we name it

Godspeed

(a Divinus Studios production)
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Hidden 7 yrs ago Post by BBeast
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Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP Might equal to your current level on something else since your last Level Up (including at the start of the game).


This work?


The trouble is that will more than double the amount of Might it takes to Level Up at the current proposed costs.

A suggestion: our goal with this is to encourage Might spending on useful stuff rather than on power-levelling, yes? What if, instead of spending Might to increase your Level, you Level Up whenever you spend your Level's worth of Might on things other than Holy Sites, Domains and Portfolios? (The exact quantity of spending needed could be rebalanced, of course.)
Hidden 7 yrs ago Post by Double Capybara
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Maybe, if we are using worshipers, spending might helps to build worshiper count, while not using any might in the turn outside of leveling leads to a loss of followers.
Hidden 7 yrs ago 7 yrs ago Post by Kho
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<Snipped quote by Antarctic Termite>
A suggestion: our goal with this is to encourage Might spending on useful stuff rather than on power-levelling, yes? What if, instead of spending Might to increase your Level, you Level Up whenever you spend your Level's worth of Might on things other than Holy Sites, Domains and Portfolios? (The exact quantity of spending needed could be rebalanced, of course.)


This can work. Get rid of direct levelling altogether and have it happen indirectly.
Hidden 7 yrs ago Post by Antarctic Termite
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@Kho there would have to be another factor adding to the 'cost'. At that rate, players would easily level up every turn and still have a tonne of Might spare, even without Sites.

Half again or twice your current level sounds more appropriate to me, personally. Haven't crunched numbers yet though.

About worshippers: I am really fond of BBeast's idea of Sites being effectively mortal spaces for divine benefit, that require mortals to maintain and/or capture. I personally don't think mortals should influence Might otherwise.
Hidden 7 yrs ago 7 yrs ago Post by BBeast
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I just crunched some numbers. Having cost to Level up equal to your Level allows for really regular levelling (i.e. every Turn). Since in this system, players would passively Level Up without investing Might into it, this is quite fast. I would agree with Termite that the 'cost' should be twice your current Level. This would mean levelling on average once every two Turns.
Hidden 7 yrs ago 7 yrs ago Post by Kho
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While I really like the indirect levelling idea, I'm worried it's getting a bit too mechanically complex a Divinus Lite. But if we're going with it

1-2 - 2 Might
2-3 - 4 Might
3-4 - 6 Might
4-5 - 8 Might
5-6 - 10 Might
6-7 - 12 Might
7-8 - 14 Might
8-9 - 16 Might
9-10 - 18 Might
10-11 - 20 Might

Each level effectively requires 2 more than the previous one. It very quickly becomes more taxing than the present system, but unlike the present system it's Might spent on other things rather than levelling directly.
I'm no mathematician, but doesn't this, once you get to about level 10, make levelling extremely difficult? I don't remember the last time I spent 20 Might in a single turn, or even 2 turns or 3
Hidden 7 yrs ago 7 yrs ago Post by Kho
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So far in this RP, EXCLUDING Levelling Might, Vowzra has spent exactly 51 Might

Edit: Meaning he'd have been a level 7 god by this point in the RP (turn 12) under the above system

Edit II: As we expect the Lite version to be much faster, I guess that's reasonable?
Hidden 7 yrs ago Post by Antarctic Termite
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@Kho When you account for Holy Sites, you can still very easily level every turn using current Might mechanics and a 2 x Lvl creation value. This table assumes that Might spent on Holy Sites don't count for levelling purposes.

Level at start of turn - Carryover Might + Might generated - expenditure, level/don't level, Might at end of turn

1 - 0+4 - spend 2, level, end 2
2 - 2+5 - spend 4, level, end 3
3 - 3+6 - spend 6, level, end 3
4 - 3+7 - spend 8 on a Holy Site, end 2
4 - 2+11 - spend 8, level, end 5
5 - 5+11 - spend 10, level, end 6
6 - 6+12 - spend 12, level, end 6
7 - 6+13 - spend 14, level, end 5

Of course, even if there's a 2 Might cap on creation value, you'd have to be extremely active to level at this rate, but maybe it would still be best to compromise and have a cost set on every level.
Hidden 7 yrs ago Post by Kho
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Well, looks like near everyone is off for the moment, but I do really like the idea of indirect Might. It captures the 'organic growth' of the gods amazingly well. We need to somehow find a way to incorporate it in the current iteration. In fact, a lot of these ideas should be, without causing havoc to in-game stuff or the established gods and how they do things.

Should we, maybe, post up an interest check? We can just leave it there while we hash out these last few points over the next two days or so
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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Actually- maybe not so active. Here's another one, but with arbitrary values I can sort of see happening, if the player is willing to save often and rush a useful Holy Site as fast as realistically possible, but is also fairly active.

1 - 0+4 - spend 4, level, end 0
2 - 0+5 - spend 5, level, end 0
3 - 0+6 - spend 5, level, end 1
4 - 1+7 - spend 8 on a Holy Site, end 0
4 - 0+11 - spend 10, level, end 1
5 - 1+11 - spend 10, level, end 2
6 - 2+12 - spend 12, level, end 2
7 - 2+13 - spend 10, don't level, end 5
7 - 5+13 - spend 14, level, end 4
8 - 4+13 - spend 14, don't level, end 3
8 - 3+13 - spend 10, level, end 6
9 - 6+14 - spend 10, don't level, end 10

At this point making more Holy Sites becomes easy and Might ceases to be a limiting factor. So levelling every turn doesn't let up very fast if you're active, which is good.

This one is for a very Might-hungry player with only one Site and assumes that progress to new levels carries over across turns.

1 - 0+4 - spend 4, level, end 0
2 - 0+5 - spend 5, level, end 0
3 - 0+6 - spend 6, level, end 0
4 - 0+7 - spend 5, don't level, end 2
4 - 2+7 - spend 1, spend 8 on a Holy Site, end 0
4 - 0+11 - spend 11, level twice, end 0
6 - 0+12 - spend 12, level, end 0
7 - 0+13 - spend 13, don't level, end 0
7 - 0+13 - spend 13, level, end 0
8 - 0+14 - spend 14, level, end 0
9 - 0+15 - spend 15, level, end 0

I'm so used to having levels as a constant pressure on potential Might expenditure that these tables feel weird to look at. Any thoughts?
Hidden 7 yrs ago Post by Antarctic Termite
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@Kho If you'd like. I already have one half written out for the general interest checks forum, so I'll put something nicer there once we have worked on the details. I still haven't gone over the WIP, for one thing.
Hidden 7 yrs ago Post by Kho
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@Antarctic Termite An interest check doesn't need to have any real details - just a general idea of what the RP should be like to gauge interest. If you have something written out, feel free to put up an Interest Check whenever it's ready. Let us know when you do :)

And what's a general interest check? Is that the same as free? This needs to be a free RP >.< Lite. Lite. One sentence posts! XDD

Thulemiz got angry, got up, and bashed Zeph on the head. 'Don't do that, muppet.' He then created a big citadel with lots of minions and commanded them to invade Mark's territories. 'Go with my blessings, minions!'


Shet, I count four sentences. This is going to be harder than I expected.
Hidden 7 yrs ago Post by Kho
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Looking through the free section, some of these RPs have paragraphs. Some even have TWO. I have been hoodwinked, they fooled me into thinking that the free section is one-sentence heaven!
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Hidden 7 yrs ago Post by Antarctic Termite
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Lambda finished her training there, and bowed to the impromptu dojo as she left. The paper screens forming its walls had been woven here by Remph, and were a shadow of the Remph temple further in the multicoloured tropical jungle of Julia. She was always welcome. All Pronobii were.

Recombinance was hanging from a weaponstand 'outside'. She stepped past it and did some more calisthenics, not yet exhausted- but then, no one was watching, so she could probably call it a day. Eventually the huge reptilian tyrant waiting under the canopy snapping at silky things bothered her with its crooning, and she went to comfort it with a cluck of the tongue.

Fighting had changed since her loss. With only one hand with which to strike, Lambda could no longer punch without also dropping her guard; she was unbalanced and side-heavy. The Remphs had taught her to make up for it with the use of her legs. With Jvan's blessing, she was gaining ground rapidly.
coming soon!


For reference, this excerpt is one thousand characters.

Enjoy your teaser.
Hidden 7 yrs ago 7 yrs ago Post by BBeast
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Without accounting for Holy Sites, a player receives Level+3 Might per Turn. Over two Turns they gain 2*Level+6 Might. If we are encouraging spending in Divinus Lite, then they should spend most of that. Since it takes 2*Level Might spent to Level up, a player should reliably level up every 2 Turns or less unless they save for a Holy Site (after which they'll Level up faster).

Also, I've devised a system for determining the rewards from Hero quests. A quest starts out granting zero Khookies/Prestige. You then add to the reward some amount based on the risks faced by the Hero and consequences suffered. You also add amounts based on time taken and roleplaying elements such as collaboration. These criteria need to be as close to objective as reasonably possible, to minimise GM oversight.

For example:

The amount of Khookies/Prestige granted for completing a quest is increased by the following factors.
Risk factor
(Risk factors do not stack; take the highest value one only if multiple apply.)
- The Hero risked mild harm. (1 Khookies)
- The Hero suffered mild harm. (2 Khookies)
- The Hero risked moderate harm. (4 Khookies)
- The Hero suffered moderate harm. (8 Khookies)
- The Hero risked severe harm. (6 Khookies)
- The Hero suffered severe harm. (12 Khookies)
<<Definitions of mild, moderate and severe harm here. 'Harm' is to be defined quite broadly. Severity is to be judged by how much of a setback it is and what the probability of that setback is. Mild would probably be things the Hero could easily recover from. Severe would be permanent (or potentially permanent) and significant losses.>>
If no risk factors apply, a Hero can not gain any Khookies from the quest.

Other factors
- The Hero collaborated with characters from other players to complete the quest. (+5 Khookies)
- The quest took more than one post of continued effort to complete. (+2 Khookies)
- The quest took more than one Turn of continued effort to complete. (+8 Khookies)


Costs can be adjusted and new factors added. This is just a sample.

Note that this system will likely provide different rewards for different Heroes. If the quest is to 'Protect a village from a horde of Ashlings', then a powerful combat Hero like Ventus might receive little or no reward from such a quest, while a less strong Hero like Belvast could receive significant rewards for the quest.

Also, where we say that a quest can be completed multiple times, add in the phrase "if it makes sense to do so." Quests such as 'Protect a village from a horde of Ashlings' or 'Convert a group of people to Chirality' makes sense to be repeated. A quest like 'Kill Grot' or 'Gather Death's Shards under the World Mountain' can only be completed once.

Also, I support the idea raised by Termite of changing the name of Khookies to Prestige. With the quest system, this makes extra sense. Of course, if Kho is running the place, he might be inclined to keep the pun.

P.S. I have been assuming that Might spent carries over Turns when it comes to levelling up. It would be counter-productive not to.

Also, remember in your expenditure tables that gaining Portfolios and Domains also does not count. I think we should also omit Might spent to Level Up Heroes from the list of activities which contribute to your Level.
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