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Post by Kriita Thalocke on Jun 15, 2012 13:43:13 GMT -5
Now that the endurance tests roll par has been raised and will's negating effect lowered, I do think the malus from failing endurance should be adjusted. With this I offcourse mean to be made smaller. because right now it is rather...heavy. For even a bit of malus effects the battle hugely and now if you got any malus that goes over your will's soaking, your just going to get more malus and are next to useless in the event.
Also the magic system I think is not really balanced. With high costs for the spells, steep price for the points to the skill and reduced will. The magic users come close useless after one or two spells. And this is attempted spells. So basically you do not make a spell really. But you will suffer penalty.
I would suggest that to the magic system. Since it has the limit amount as what you need to succeed, that you roll focus only after you have successfully casted a spell. That way I think it would reflect the casting of a spell. For I do not think failing to make up a spell is costing as much as actually doing the spell. This way the system does not need to be modified too heavily, but would make the casters bit more usefull in the long run.
To the endurance, I would suggest it to be lessed to 2 or so. Not much more.
That for this time!
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Post by Kriita Thalocke on Jun 15, 2012 16:38:53 GMT -5
More risen questions!
First would be this new armor stat. First off all why is it a stat? I would understand it in a guild where you wear your own armor so you can define it better. But in retinue we have uniforms which are in a way pretty tied to your position in the field.
So as suggestion, why not make them tied to your chosen arctype? Like the shield is. That would make more sense.
Second is about ranged and this friendly fire. I have not seen it in any rules so I do not know if it is just a moments idea or what. But to leave the failure or success of an arrow to odd or even number is...odd. Because it totally negates the ranged skill. Why invest points to it to be good when eventually your success will be defined by a coin flip? Isn't this whole system made to even it out?
I would suggest this to be changed to like that if you roll 1-5 in your base roll, you will do friendly fire. Then the skill factor would be added. Rather than leaving it to blind luck. Since arrows fly pretty damm fast and if aimed well. They hit the target accurately.
Other possibility would be that if targeting an enemy engaged in melee with a friendly person. Then ranged action could possibly aim one turn to take off the friendly fire factor, or shoot straight away and risk friendly fire.
These are my thoughts for now again!
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Post by Willym Garrenson on Jun 15, 2012 16:44:12 GMT -5
In fear of repeating some of Kriita's feedback.
A trained archer having 50/50 to hit friend or foe in melee. Is generous from a very realistic viewpoint. Seeing as the enemy is highly obscurred.
My suggestion is to raise the difficulty of the shot rather then a plain 50/50(odd or even). And then have misses to that difficulty be friendly fire.
This way the archer is rolling less die (literally) And can choose to take the chance of a hard shot (implying difficulty) rather then rolling a die. As if the archer nomatter the skll is just tossing a blind axe into a swordfest.
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Post by Parthenia Sheldon on Jun 15, 2012 17:00:30 GMT -5
Hmm if priest is holy, but not healer, should there not be more damage option? It is a little hard to stand and look, not sure if you dare to cast a smite, as the lost of holy points goes fast (Opala was out in first round) Leave the batttlefield a little empty for healers, very fast.
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Post by Shonn Bayerleyn on Jun 15, 2012 18:26:32 GMT -5
Now that the endurance tests roll par has been raised and will's negating effect lowered, I do think the malus from failing endurance should be adjusted. With this I offcourse mean to be made smaller. because right now it is rather...heavy. For even a bit of malus effects the battle hugely and now if you got any malus that goes over your will's soaking, your just going to get more malus and are next to useless in the event. The Endurance is to stay as it is, I've simply "silently" changed the fact that is not rolled every round of combat and spellcasting but more seldomly. It smoothens with a roll less the system. Also the magic system I think is not really balanced. With high costs for the spells, steep price for the points to the skill and reduced will. The magic users come close useless after one or two spells. And this is attempted spells. So basically you do not make a spell really. But you will suffer penalty. I would suggest that to the magic system. Since it has the limit amount as what you need to succeed, that you roll focus only after you have successfully casted a spell. That way I think it would reflect the casting of a spell. For I do not think failing to make up a spell is costing as much as actually doing the spell. This way the system does not need to be modified too heavily, but would make the casters bit more usefull in the long run. The Magic System as well is mostly fine. I am looking at it - and I can think of some tweak eventually - but meanwhile Spells are very powerful, they also drain quickly off. The top spells for your skill are naturally hard, this is the best you can do and required the top of your energy. There is the Almost Ensured Spellcast on purpose here if you want to diminish by a lot the possibilities to fail. So if you have Skill4 you can cast a Spell of level 4 but that's your pinnacle, so comes in hardly. As I said there could be some issues but I'd rather keep spellcasting a powerful tool, but not to be abused. First would be this new armor stat. First off all why is it a stat? I would understand it in a guild where you wear your own armor so you can define it better. But in retinue we have uniforms which are in a way pretty tied to your position in the field. Thought to tie it to the Archetype but in the end would come down to factoring in extra stat points for some Archetypes - thus making an imbalance. Second is about ranged and this friendly fire. I have not seen it in any rules so I do not know if it is just a moments idea or what. But to leave the failure or success of an arrow to odd or even number is...odd. Because it totally negates the ranged skill. Why invest points to it to be good when eventually your success will be defined by a coin flip? Isn't this whole system made to even it out? I would suggest this to be changed to like that if you roll 1-5 in your base roll, you will do friendly fire. Then the skill factor would be added. Rather than leaving it to blind luck. Since arrows fly pretty damm fast and if aimed well. They hit the target accurately. Other possibility would be that if targeting an enemy engaged in melee with a friendly person. Then ranged action could possibly aim one turn to take off the friendly fire factor, or shoot straight away and risk friendly fire. Indeed that was an attempt to see how it worked out, and far from sure it will be scripted in stone. Here your suggestion to have the natural roll of 1-5 to be friendly fire - combined with Will factoring in the "friend" as line of sight hinderer / cover - something to take in account instead. So probably Friendly Fire on 1-5 natural roll and having a more difficult test because the target is covered partially can be perfectly done.
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Post by Shonn Bayerleyn on Jun 15, 2012 18:33:18 GMT -5
Hmm if priest is holy, but not healer, should there not be more damage option? It is a little hard to stand and look, not sure if you dare to cast a smite, as the lost of holy points goes fast (Opala was out in first round) Leave the batttlefield a little empty for healers, very fast. Opala wanted to play a Mage or a Warlock probably. There are spheres of proficiency overall, if I'd let a Priest heal, support, and at the same dish the same damage as a Mage, I've a problem. And probably mages would not be happy either. It is correct that a Priest has means to harm, but they are neither cheap and neither efficient. The Priest has ample supporting tools, from healing up HPs, to adding up HPs with Shields, to negate the Malus of wounds and endurance tests failed plus other situational / utility spells. If an arrow is a bullet, Magic overall is the artillery, but its ammo are less in amount. A mage with 5 skill, a Fire Mage, can easily dish out plenty of damage in a row - and in the Rescue Mission Bait event, let's say if Kenina would not have rolled 1 on the Fireball, that was probably a 5 to 15 HP damage total spread about the orcs. But even a measly Shield from a Priest, can easily give out a 2-3 HPs shield ... which sorry, for some characters is almost doubling up their HPs pratically. Opala stood all the time and pretty much silent - probably pissed OOC I would take as a bet - but she could have helped Danaron in the end to walk off for example; Rped through a scene of being impotent to cast anymore, etc.
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Post by Parthenia Sheldon on Jun 15, 2012 18:40:55 GMT -5
Well i do mostly heal, even its a bit of troubles to see who should have what, as one healer and 3 melee, is impossible when it all last and take one round, shield, refreshment and so. It can also still easy drain my points, not to be able to do much in the end, but atleast my dice was a bit more lucky this time. But even with the refreshment, i can go out of points after just 5 rounds, that would suck big time. Well i did take a point more in focus, but with the last event (not todays) That would not have mattered anything.
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Post by Kriita Thalocke on Jun 16, 2012 9:39:16 GMT -5
M'kay.
Lets try to keep the whole thing simple.
I still do not agree with the armor thing, since it makes no sense at all. For all I know, I am fighting buttnaked even if I got plate armor, just because I have to spend DP on it which allready now is hard enough to distrbute so that it makes sense. Armor is armor, not a trained atribute like strenght or agility. Any skill involving armor is connected to other things like avoidance, ability to move and so on.
Other thing is the magic. I understand what you are going with it, but the costs are still way too high considering the randomness of the rolls. And the penalty of not casted spell is no offence, ridicilous. Since you...fail to make a spell, what do you use?
And my view is based on the cost of the points in this system versus what can be done with 4 in whatever magic skill. Every single point in that magic skill is -very- important and right now they get chipped off in a fight like they'd be useless rocks. The costs are too high.
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Post by Kriita Thalocke on Jun 17, 2012 7:46:49 GMT -5
Now that my brains are still working and all, I got a suggestion to the story telling in over all.
This I am thinking from the view point that eventually when the system becomes more familiar and refined, some of us might wish to hold events on their own. Right now it is pretty much only Shonn that runs these events and we just partake, but this cannot go on forever.
So, my suggestion is mostly to the procedure of especially fights. For when one person leads them, they might stay in some certain form. But if we add more people with more views and who are just testing the whole thing, we might get chaos. That is why I am suggesting that for the fights especially we use a certain order of things. Could be just as simple as Phases for "Moving", "Magic", "Ranged", "Melee". In having such order it could be easier for people to understand when to emote and roll. Then after these phases we get the summary of the happenings that does not get so easily lost. Also, if they are allways in same order, people can be more ready and catch what is going on faster.
I know this would stiffen it abit, but would also remove the confusion as who is allowed to do what and when. And fasten the whole event by smoothing and clearing what is happening.
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Post by Shonn Bayerleyn on Jun 19, 2012 11:10:25 GMT -5
I know Kriita - and I have something in the vague works.
Overall the first step is always the "declaration" of your doings - before the doings actually happens (or not - in accord to the rolling.)
Then I am thinking if to use a "melee - ranged - etc" cycle or a target base cycle.
But rest assured I have on the "to do" list a session in the Playbook about the Round Protocol.
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Post by Kriita Thalocke on Jun 19, 2012 12:57:29 GMT -5
Aight.
Was just thinking that the declaring action and them going for the phases makes it...messy. I mean make it clear that on one round you can move once(if not tied) and do one action, Melee, Ranged, Magic. And declaring action at the each phase.
Then if the emotes are like kept in /raid, it gives people more interaction too than just rolling. Meaning your declared action will be the emote and happen at its respective phase.
For movement I do think should be bit free'er especially for lighter armored and usually not engaged soldiers.
So thaats just how I see it.
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