Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Jun 25, 2008 1:09 am 
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Forsooth wrote:
Lazy in that I want to play a game rather than work another job? Absolutely. I'm not much of an Achiever type.

Lazy in terms of being inactive during playtime? Certainly not! But I see the obligation of a tribunal (or any player organization) as creating and responding to roleplay. The more maintenance tasks they have in defending their home, the less they can do that.


Forssoth, you do not understand, no-one is accusing anyone here for being LAZY, and if you noticed, I avoided even the use of the word, cause as you said, it associates with work etc. However, like in EVERY game that exists, one that puts more effort has more chances to win against his rival. It's that simple.


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PostPosted: Wed Jun 25, 2008 1:16 am 
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Defending a city is roleplay-required for tribunals in general. There's a limit to how careless you can be about it without breaking character.

It's true that if a significant number of players enjoy equipping and enchanting NPCs, my objection is without merit. I find it hard to believe, but people are different. But if people are only suffering through for the tactical advantage, then doing away with the tactical advantage improves game enjoyment.

Is this any different from the other prep tasks that clutter the game? Not really, though I consider enchanting one of the least enjoyable. But since the possibility of addressing this one was raised, I was happy to encourage change.


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PostPosted: Wed Jun 25, 2008 1:21 am 
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Then you also support the removal of the enchant weapon/armor spells, the removal of brew/scribe skills, the removal of herbalism skill and so forth?

Because these things give HUGE advantages to the attack/defense roleplay that is required from any cabal/tribunal and most independent characters.

Make a different thread asking for all these to be removed. Because they all fall under the same category as the ability to equip law NPCs.


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PostPosted: Wed Jun 25, 2008 1:24 am 
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Uh, no they don't. It's one thing to use your ability to boost players and quite another to use to it boost NPCs you can control.

Just thought I'd clear that up.


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PostPosted: Wed Jun 25, 2008 1:25 am 
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Sorcs get to equip their charmies!

Necros equip their undead!

:o :o :o

OHNOEZ!


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PostPosted: Wed Jun 25, 2008 1:29 am 
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You're not seriously going there, are you?

I am just clarifying a difference between the things you mentioned, you can't place them in the same category, nor can you place NPCs that are part of a class in the same category as law NPCs.

What I think about the issue at hand isn't really relevant, I don't care much, it just irks me to see someone skewing facts to fit his own argument. You can't possibly compare someone brewing or enchanting for himself with someone enchanting and equipping a law NPC, you can't even compare someone enchanting and equipping a charmee to a law NPC, two completely different situations.


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PostPosted: Wed Jun 25, 2008 1:37 am 
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D-A, you already pointed out that I've called for Enchant Armor/Weapon to be reduced in power. Not destroyed, of course. A little prep work is fine, even fun, especially when there's real tactical choice or adventure involved. I just object to the sheer amount of busy work necessary to participate in plots and groups. I put equipping and enchanting for tribunal NPCs in the "busy work" category; I'd never do it just for fun.

We're not going to agree on this, so this will be my final post in this thread.


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PostPosted: Wed Jun 25, 2008 1:41 am 
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Snuffles, for Forsooth there is absolutely NO difference I think. And tribunal law NPCs become part of your character anyway the very moment you join a tribunal. Just like charm person is part of the sorc class.

Apart from that, equipping NPCs just adds to tactics. If all law NPCs are just the same, with the same balanced EQ, without ways to change that, not many tactics can be used. You are given that law NPC and you are going to use it.

As it is now, you can give a law NPC some enchanted big damage weapon with reach like a battlespear and place it behind your char if you are a tank yourself. You keep the law NPC alive and it deals damage. Or you can do the opposite. Give the NPC a wakizashi/epee and a shield, place it in front while buffed up and you will be behind it dealing the damage. These are just two basic examples, the tactics that can be used are limited only by your imagination.

I don't see how limiting the available tactics given to tribunal members really helps the game.

EDIT: Forsooth made a post while I was writing this that proves my point of view anyway. We agree that we disagree on how we view all things that include preparation. I like preparation, it's the mother of all tactics in my book. He doesn't at all. I can't blame him for that, I just don't want things to be lowered to his standards because "he'd never do it just for fun".


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PostPosted: Wed Jun 25, 2008 2:08 am 
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When I think about it, the ability to equip law NPCs isn't so horrible, but to avoid abuse I would limit the number of NPCs you can equip.


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PostPosted: Wed Jun 25, 2008 2:11 am 
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I have asked Jardek also and he couldn't reply to me.

What exactly is this abuse that you all speak about?


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