Shattered Kingdoms

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 Post subject: Re: Heroes
PostPosted: Tue Mar 01, 2011 3:21 pm 
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Joined: Tue Dec 28, 2010 9:53 am
Posts: 128
Shhhhhhhhhhh, for whatever your god's sake don't tell D!


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 Post subject: Re: Heroes
PostPosted: Tue Mar 01, 2011 4:09 pm 
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Baldric wrote:
I think everyone should be immune to fatigue. I don't even understand why fatigue exists in the first place.


Because Dulrik hates you.


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 Post subject: Re: Heroes
PostPosted: Wed Mar 02, 2011 4:54 am 
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Baldric wrote:
Well, I didn't know that, but the point still stands that the vast majority of buffs come with no drawbacks.


I think it's rather lame as well. I think the age of cool downs needs to come to SK.


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 Post subject: Re: Heroes
PostPosted: Wed Mar 02, 2011 7:49 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Chem wrote:
Baldric wrote:
Well, I didn't know that, but the point still stands that the vast majority of buffs come with no drawbacks.


I think it's rather lame as well. I think the age of cool downs needs to come to SK.

They come with drawbacks: They're limited. You have to brew potions/gather herbs and then carry those items around, whether it be heal, stone skin, resist elements, ironguard, protection, armor, shield, spirit aura, so on and so forth; Once you use those potions, you have to get more. I think that's enough of a drawback personally.

OR you have to have the spell held: Stone skin, resist elements, ironguard, protection, armor, shield, spirit aura, all of these buffs, if cast, have to be held, and many of them are caster only.

Except two spells, which are not caster-only and don't have to be held. What are these spells, you ask? Why, giant strength and haste: Dulrik put in fatigue because if there wasn't a drawback to these spells that can be cast and are also not held, then people would have them 24/7 (This was also put in when haste was changed from "double attacks and a year drain" to what it is now) because before the change trib members and everyone else who cared ran around with giant strength 24/7.


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 Post subject: Re: Heroes
PostPosted: Wed Mar 02, 2011 9:11 am 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Oh. That makes sense.


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 Post subject: Re: Heroes
PostPosted: Wed Mar 02, 2011 11:42 am 
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Joined: Fri Aug 01, 2008 5:52 am
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Location: In my head
SK Character: Phreya, Kouin, Nosephthyki
jhorleb wrote:
And as for some actual beneftis conferred by being a hero, how about some (not all) of the following ideas:
* Heroes accumulate mentor points at 2x rate relative to other characters
* Heroes' physical stats do not decrease at age ticks
* Hereos are immune to fatigue (I know, potentially imbalancing)
* Heros get a scripted item that, at the outset, they get to choose 2 of 10 possible powers (e.g., mirror image, ironguard, resist elements, spell ward, giant strength, haste, sanctuary, etc. etc.)
* Heroes get to write their own help files (this was a really cool benefit of old heroes and should still be possible I imagine)

pudgy


I love the first idea, it both benefits those who are heroes and encourages more RP interaction as a Hero showing the youth how it's done basically. In theory I like the idea of not reducing physical stats, but this seems like it would only be a big benefit to fighter class heroes. Not that it wouldn't encourage more fighters to play to age death, but at the same time I would like to see either an equivalent option for casters or not this one.

No fatigue? I don't really know. Maybe instead of no fatigue at all it just doesn't stack? I have no clue if this is even possible.

Love the idea of getting to pick your powers.

And of course being all about the history the notion of getting your own helpfile is pretty badass to me. Although I want to say that some of the more recent heroes were given that opportunity? Maybe. I could be wrong.


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 Post subject: Re: Heroes
PostPosted: Thu Mar 03, 2011 3:30 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: DC
Change heroes to one per alignment.

Have the hero hand-changing process have a simple path: one IC year, the challenger for the hero title fields all responses to a challenge for the hero flag if it's unheld. If it's held by someone, that person has one year to accept the challenge or they forfeit it. If there's no challenge accepted, it changes hands with mild ceremony. If there's a challenge, then do your fanfare event. Make jhorleb's suggestions come to fruition.

In the words of John Hodgman, you're welcome.


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 Post subject: Re: Heroes
PostPosted: Thu Mar 03, 2011 3:33 am 
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Location: Los Angeles, CA
Thats kinda how the old hero system works with the whole challenge thing, I like that style.


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 Post subject: Re: Heroes
PostPosted: Thu Mar 03, 2011 3:55 am 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
Sakhul wrote:
There's a huge benefit to heroes that all of you seem to be disregarding. Electing one gives us a bonanza and everyone loves bonanzas.

Bonanzaaaaaaaaar!!!!!!!!!11111111111~~

Also, only true heroes win competitions without collecting a single token. 8)


Expanding on this, I bet it could also be automated.

Give each class a Hero location (where they'd get the amulet or whatever). When a challenge is accepted, let that stream of messengers tell everyone that the Mercenary Hero title has been challenged. Meet at X location to witness the spectacle. Have it turn bonanza bonus on for 24 hours after the flag is either retained or changes hands.

Fix'd.


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 Post subject: Re: Heroes
PostPosted: Thu Mar 03, 2011 12:22 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I have had plenty of ideas in the past and some have resurfaced in this thread. Some of the ideas here I cannot accomplish. Some can be. I started work today on some brand new areas to sort of tie together the entirety of the Hero competition so that it can be more automated, more player controlled, and more IMM friendly. I'll try incorporating or relocating the various components of what have been very successful Hero competitions into this area. I had planned to do all of this last year, but never had the necessary kind of backing in the Hero roster that I assumed would be doing the heavy lifting of the building required.

I've got a good share of ideas already assembled. I'm hoping to create a good system for players to get the opportunity to compete more often.

Tragonis wrote:
Would making a global rp every week be that difficult? I am not sure how large the pantheon is these days, but I doubt it should be that hard. Leading an orc war party into Exile, an immortal presenting himself to the mortals for their own amusement, a grand quest of sorts, a scavanger hunt, set up battles, an NPC coming around for story time, the seven plagues unleashed, hero events, etc. I do not believe these events have to be so grand that they will be remembered for years to come, nor have great impact. So long they are interesting enough to bring players online, and together for some fun.

Agreed. I'll do my part of taking one week/end a month to do something small.
jhorleb wrote:
And as for some actual beneftis conferred by being a hero, how about some (not all) of the following ideas:
* Heroes accumulate mentor points at 2x rate relative to other characters
* Heroes' physical stats do not decrease at age ticks
* Hereos are immune to fatigue (I know, potentially imbalancing)
* Heros get a scripted item that, at the outset, they get to choose 2 of 10 possible powers (e.g., mirror image, ironguard, resist elements, spell ward, giant strength, haste, sanctuary, etc. etc.)
* Heroes get to write their own help files (this was a really cool benefit of old heroes and should still be possible I imagine)

pudgy

Help files I can do. The rest is not likely to be anything I can accomplish. Perhaps fatigue or scripted item, but I think that the existing amulets are fine enough. I'd rather build different things that go along with being Hero that don't give any kind of advantage. The areas I'm building will focus on that.

Anyone want to help?

I'll need descriptions for rooms mostly, but I also need someone to write a decent IC rulebook and to kind of take point on helping that rulebook to match up with what is realistic for building purposes. I can't guarantee a quick turnaround, but I have mapped out dozens of rooms in one morning. :D


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