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Posted: Fri Sep 18, 2009 12:12 am
I'm a Human Fey-Dark-Lock
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Posted: Fri Sep 18, 2009 1:36 pm
CaelenVasius CaelenVasius: Halaiden, Kalashtar Cleric Serpent: Shadar-Kai Swordmage Hiranour: Gnome Rogue Assistance: Human Fey-Pact Warlock Samurai: ? Or has it been posted somewhere and Im missing it? EDIT: Added Assistance's race it's the second post on the first page..l. though I'll admit I haven't had time to update it.
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Bound Birdie Vice Captain
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Posted: Sat Sep 19, 2009 12:07 pm
A rogue, huh? Looks like it was a good thing I chose aegis of shielding. Rogues generally don't function well if their or their target's positioning is messed-up.
By the way, I'm thinking of spending my 10k on a vehicle. In this case, an ornithopter from AV. It's 3.4k and is a 2x2 square flying machine. That cool with you?
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Posted: Sat Sep 19, 2009 8:23 pm
Just testing something, hold...
Color tests At-Will Power Encounter Power Daily Power Item Power
Personal Effect - Effect that only affects me Friendly Effect - Effect that affects a party member; if a specific member, the name of the character will be used. Enemy Effect - Effect that affects an enemy (usually the one attacked)
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Posted: Sat Sep 19, 2009 10:07 pm
More Tests:
Feral Mauling Daily • Beast Form, Implement, Primal Standard Action - Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier damage, and the target takes a -2 penalty to attack rolls (save ends). Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
ATTACK ROLL +16
DAMAGE ROLL +12 physical. The target takes a -2 penalty to attack rolls (save ends).
+12 physical. The target takes a -2 penalty to attack rolls until the end of your next turn.
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Posted: Sat Sep 19, 2009 11:50 pm
Aztec Feathered Serpent A rogue, huh? Looks like it was a good thing I chose aegis of shielding. Rogues generally don't function well if their or their target's positioning is messed-up. By the way, I'm thinking of spending my 10k on a vehicle. In this case, an ornithopter from AV. It's 3.4k and is a 2x2 square flying machine. That cool with you? sure! I'm sure some people will thank you when they don't have to walk. Do you have the AV on adobe or something though so that I can have a screen shot of it? @ CaelenVasius: Have you read how I wanted the game mechanics to go? (it's in the thread that the game will be in) I would prefer if you only put things that effect your allies in bright colors so that they are easier to pick out from all the text. Also I have a color coded language system (not posted I'm in the process of stealing it from gamming guru >.<) He's says that it's much simpler then stating what language your speaking every single time, and being that Fortitiude is so diverse there will be many diffrent langauges spoken.
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Bound Birdie Vice Captain
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Posted: Sun Sep 20, 2009 11:37 am
All effects are in bright colors; my first post in the set shows that.
Effects that affect allies will be a bright blue. Effects that affect only the character using them (i.e. me) will be dark blue, just to pick them out. Effects that effect enemies will be a medium pink, also to just pick them out.
In either case, any time there is an effect other than damage done to the targets labeled, it will be in a different color and the target of the effect will be plainly seen. I only say "the target does this" for now since I don't have any targets, and these are just tests.
For example, if I use Trephas' Grasping Claws, when I describe the power's effects, it will not say "the target is slowed", it will say "Human Mage 2 is slowed" (or whatever the target may be labeled as).
Or let's say I used Halaiden's Lance of Faith power. The effects listed after the damage won't say "and one ally Halaiden can see gains a +2 power bonus to his or her next attack roll against the target", it would say "[Assistance's character] gains a +2 power bonus to his next attack roll against Human Mage 2".
I think it's easiest this way, as it highlights all possible effects, each with it's own unique color.
The green, red, grey, and gold colors will only be used for power names, to say what kind of power it is. You can see examples in the two powers I posted already (for testing purposes).
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Posted: Sun Sep 20, 2009 11:46 am
As for languages, I find angle brackets encircling the name of the language works fine.
TREPHAS: How can such a large commune of people survive in such a land as this? It is barren, save for the grass! Blast you, Guardsman, you know who I am!
I've used it in maptools before, since while it does have a whispering system, it as of yet lacks a chat function to represent languages.
Plus, since you had stated in the mechanics thread (yes, I did read it, which is why I had come up with the color labels...I was content with leaving it all black) that you want us to complete our entire turns in one post (which I have qualms against, but that's another post entirely) all these color codes can become confusing, and in generla lengthen the time it takes to make a reply. (For my powers, I have them typed out in BBCode in a word-doc, so I just copy-paste what I need)
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Posted: Sun Sep 20, 2009 11:52 am
I wish amazon would deliver my phb & phb 2 already
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Posted: Sun Sep 20, 2009 12:06 pm
CaelenVasius All effects are in bright colors; my first post in the set shows that. Effects that affect allies will be a bright blue. Effects that affect only the character using them (i.e. me) will be dark blue, just to pick them out. Effects that effect enemies will be a medium pink, also to just pick them out. In either case, any time there is an effect other than damage done to the targets labeled, it will be in a different color and the target of the effect will be plainly seen. I only say "the target does this" for now since I don't have any targets, and these are just tests. For example, if I use Trephas' Grasping Claws, when I describe the power's effects, it will not say "the target is slowed", it will say "Human Mage 2 is slowed" (or whatever the target may be labeled as). Or let's say I used Halaiden's Lance of Faith power. The effects listed after the damage won't say "and one ally Halaiden can see gains a +2 power bonus to his or her next attack roll against the target", it would say "[Assistance's character] gains a +2 power bonus to his next attack roll against Human Mage 2". I think it's easiest this way, as it highlights all possible effects, each with it's own unique color. The green, red, grey, and gold colors will only be used for power names, to say what kind of power it is. You can see examples in the two powers I posted already (for testing purposes). Umm please look over the format I have already posted for everyone to use the skeleton that just states free stander move. I personally could care less whether or not it an at will or a daily as a player that is your own responsibility to keep track of. there reason ONLY the effects that attributed to your ALLIES are in a color is because that's what's most important for everyone to see. If everything you do is in a color then it doesn't help us differentiate what is important. I know you have never played post by post before and I think you're over complicating it. Please use the skeleton I set up. I did do it for a reason and with the help of many pbp players in the d&d guild and I'm confident in there advice. Languages will all be dark colors and it is quite a bit easier to tell speech form an beniftical effect okay?
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Bound Birdie Vice Captain
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Posted: Sun Sep 20, 2009 12:27 pm
So do you count effects that are primarily monster-based but also affect players as well to be one that qualifies for highlighted text? Example would be Trephas' Pounce, which makes the target grant combat advantage to the next creature that attacks it. Truly it is a power that affects monsters, not allies, but it has allied effects.
And yes, I do believe that if all effects were in colors, it would still help, because 1) the bulk of the text is still in neutral black 2) they're differing colors, saying what affects whom.
And about the free/standard/move format, there are times when "following actions" (as they have been dubbed, for they come after in the format you're suggesting) are either dependent on the preceeding action (If the attack hits, I won't move, but if it doesn't, I'll move here) that can potentially over-complicate posts with lots of if-then situations, or would want to be taken in different orders...I may want to move before I attack; it's not mentioned in your skeleton format how situations such as those are to be governed, it merely appears that one must take those actions in that order. This is what bothers me.
As you said, and as I have said, I have never played by post before, in all my years, and in said years I've discovered and invented many tactics that are dependent on flowing action. Don't assume that I know how exactly you want the mechanics to be governed, because so far all I've seen is a basic outline of how things are to work, with a connotation that that is the only way to do it.
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Posted: Sun Sep 20, 2009 12:59 pm
granting combat advantage is something that it would be beneficial for people to know because it effects there to hit so it would be fine to put that in a bright color. But I do think your thinking I'm a bit more strict on the skeleton that I'm actually mean to be. You can put what your doing in any order that's most beneficial for your turn in the round. So if you move after you attack then just place it afterward. Also if you don't move you don't have to include it in the skeleton I just want to be sure that people let me know there standard/minors anything that effects the game mechanic and there reason I would like them to be labeled is just because of the feats and whatnot you can take making loading a weapon a free action or something else to that effect.
I just have never used so many colors for powers and really believe it would make it much more complicated then you think in practice... I don't want people to have to remember "okay so this is an item power... what color does that have to be?" where as with languages you won't probably speak more then 4 so you'll only have to remember those four and even if by chance you do foreget there will be alist on the front page.
I recommended you joining the d&d guild. I think you will find that post by post isn't nearly as confusing as your making it out to be. Or at the very lest you will be more likely to believe someone more experianced.
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Bound Birdie Vice Captain
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Posted: Sun Sep 20, 2009 1:08 pm
I read a few post by post campaigns to see how it went
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Posted: Sun Sep 20, 2009 1:36 pm
I did see you lurking in the guild >.< It will be nice when your able to join some of the campaigns. You should join the "everlasting struggle of good and evil" we've been recruiting for a long time and it's a great concept, being able to battle against other characters instead of mere monsters with only four attacks >.<
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Bound Birdie Vice Captain
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