Shattered Kingdoms

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This is a good idea.
Yes 63%  63%  [ 15 ]
No 13%  13%  [ 3 ]
Wert 25%  25%  [ 6 ]
Total votes : 24
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 Post subject: idea: spirit disorientation
PostPosted: Thu Oct 28, 2010 10:06 am 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Would it be impossible or outside the realm of possibility to consider making spirit disorientation scale with character level? I understand that death is supposed to "matter" but if I can't even carry my clothes for half an hour as a newbie, what is my incentive to play?

The length of SD seems a bit excessive for low-level characters, and/or new players with limited access to mods.


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PostPosted: Thu Oct 28, 2010 10:16 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
It'd be fine with me as long as it maxes out around level 30. Generally, only new players are going to die often at lower levels than that.


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PostPosted: Thu Oct 28, 2010 10:33 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
If it were to scale, should it not be universal? The Gods pity the weak, and punish the strong for their failure to make use of the life they have been granted.

Personally, I think it's fine as is, and the death system does not need a wimp, at least not without a severe buff to SD for anyone past mentor.
EDIT: (And a buff to SD for anyone past mentor would make too many people QQ)

I'll call this a wert.


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PostPosted: Thu Oct 28, 2010 10:35 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
But think of the newbies!!!


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PostPosted: Thu Oct 28, 2010 10:50 am 
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Joined: Sat May 24, 2008 11:20 pm
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Location: Edmonton, Alberta
Help a newb, screw a GM!


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PostPosted: Thu Oct 28, 2010 10:54 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Oh, well yeah, I was thinking it should never go above the current max.


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PostPosted: Thu Oct 28, 2010 11:06 am 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
No, I'm not at all for increasing the max. I don't think I said anything about that anywhere. Just talking about lessening the current time for low-level characters.


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PostPosted: Thu Oct 28, 2010 11:16 am 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Spirit disorientation is silly and should be reworked to affect combat mechanics instead of stats directly. There's nothing more annoying than being unable to fully recover from a death because, haha, your stats are low.


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PostPosted: Thu Oct 28, 2010 11:54 am 
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Joined: Sat May 24, 2008 11:20 pm
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Location: Edmonton, Alberta
evena wrote:
No, I'm not at all for increasing the max. I don't think I said anything about that anywhere. Just talking about lessening the current time for low-level characters.


You are talking about just out-right wimping spirit disorientation for low-level characters without any repercussions for high-level characters.

Sorry to break it to you, but even I can tell that will never happen.

It's fine as is, but if low-level characters get a wimp, then high-level will have to suffer for it in the name of balance.


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PostPosted: Thu Oct 28, 2010 11:58 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
If there is a game-balance issue here, someone is going to have to explain it to me.

All I'm proposing is that a character who has had less time to gather money, stat points, stat boosts, resources, allies and abilities spends less time [REDACTED] by the SD timer. I'm not asking for SD to effect them differently. I'm just asking not to punish newbies for as long as a GM character.


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