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Posted: Sat Oct 20, 2007 7:19 pm
Is there something you want that isn't here, or maybe a neat idea you've got?
Then come on and tell us(me) about it!
*If there's a race you want to add, then it's acceptable for you to come up with something! Type up a little lore! It'll be put in a lot quicker that way too. >W>
* Want an area? The towns and forest not doing it for you? Tell us!(me)
*Is there a weapon or skill I didn't put in that you would like? Tell us!(me)
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Posted: Sun Jan 06, 2008 12:40 am
Wind and Nature Spirits need love too.
Maybe they could give stronger wind & nature spells respectively?
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Posted: Wed Jan 16, 2008 1:35 pm
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Posted: Wed Jan 16, 2008 6:18 pm
Like, you know how if you worship the fire spirit you get stronger fire spells? Same deal maybe, but with wind & nature spells and their respective spirits. Right now if you worship them you get nothing.
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Posted: Wed Jan 16, 2008 7:44 pm
That's a good point, I'll add those in.
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Posted: Wed Jan 16, 2008 7:53 pm
Question, how many spirits can you get benefits from, tops? One, two, or more?
And when are we getting werewolves? D=
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Posted: Wed Jan 16, 2008 8:14 pm
I'd say two, it'd be hard to worship more than two.
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Posted: Thu Jan 17, 2008 5:47 pm
And could we get a Q & A forum maybe?
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Posted: Thu Jan 17, 2008 6:06 pm
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Posted: Thu Jan 17, 2008 7:20 pm
Oh, and maybe a distinction between 'Support' combat and 'Skills'.
For example, 'Forging' is really more a skill anyone can learn with time instead of something you have to be born with like 'Beast-Tounge'.
I'd say 'Summoning', 'Forging', 'Healing Magic' and 'Hand to Hand' are 'skills' you can learn.
'Beast-tounge', 'tree-tounge', 'sharp eyes', 'quick feet' and 'strength' are more natural born talents..
I mean, you can be strong and still be able to make yourself a spear, not one or the other. New category maybe?
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Posted: Thu Jan 17, 2008 7:38 pm
I think I need to be more specific with a lot of things. XD
I'm getting rid of forging, thats not going to help you much during combat. Doesn't meant they can't do it now though.
As for the rest, I think I'm with you on that, I'm unsure how to re-categorizers.
The Main skills would stay the same, but for things like 'quick feet' and 'strength' were supposed to mean you had abilities beyond the norm in those respects. However they weren't the same as swinging a sword, but certainly helped in combat.
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Posted: Thu Jan 17, 2008 7:42 pm
Yeah, exactly, that you have to be born with the ability to be able to dodge like a ninja or something. Quick Feet and Strength would be in the Talent Section.
Just make 'Skills' a seperate category in the profile, and add a list somewhere of all the skills you can have and let them pick only one.
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Posted: Fri Jan 18, 2008 6:28 pm
I think I have another idea, just to keep things a bit more condensed and neat.
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Posted: Sun Jan 20, 2008 5:48 pm
We might need something like the Harry Potter Clause, which basically says that although magic can do a lot, it can’t do everything. An example is what’s stopping someone from going, “Character B turned her attention swiftly onto Character F’s head, driving only a small amount of her magical power to compress just one tiny vein in his brain.” Instant stroke, F dies. So, my first suggestion, no insta-kill spells. >_>
Healing Magic vs Doctors. I mean, with healing magic it kinda eliminates the need for any branch of medical studies at all. So, therefore my suggestion is healing magic should only extend to healing more minor things like broken noses, cuts, even very nasty ones. Yanno, flesh wounds that would heal on their own time anyway. Deeper conditions or even the common cold would need to be medically treated. The world has a way of keeping balance and a species that can make themselves permanently healthy really doesn’t work out in the grand scheme, especially if you believe in natural selection.
So magic, rather than just being ‘magic’ would work best as more of a force that comes from within the body to manipulate other matter. It has its limits just like everything else certain things it just can’t do. Because it comes from the body you lose either energy or chi or chakra or whatever the more spells you cast. Loosing energy would cause the characters to become tired, loosing some other thing would just mean you can’t cast anything else until it regenerates. I’ll leave this up to you Grey. Of course, with the chi/chakra/whateveryouwannacallit there’d be a problem with people not being sure how long it takes. Maybe a small spell wouldn’t even make a dent, quick regeneration, middle class spells you can cast a certain number before you have to stop using magic for (x) amount of posts for it to regenerate and major spells another (x) amount of no-magic posts after just one, with those of the water element having a slightly different rule. Once again, left to you.
(I just realised my Dragon-post in the Q&A should'a gone here...)
edit: Most attack spells fall into the middle-range.
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Posted: Sun Jan 20, 2008 6:42 pm
That's a given.
Thats what I'm thinking, also If the character is impaled by an arrow then it would have to removed before it was healed.
My thinking is that magic is the exchange of will and effort to create a desired effect. I might be taking that from wiccan stuff but I liked that idea. When performing it, it's not just some "I'mma cast dis spells." It takes concentration and energy, if you cast a butt load of tiny spells, you'd get tired. If you cast mid-level spells you'd get tired pretty soon. If you cast a couple high level ones, you'd be resting for a while. Like that.
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