Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 18

Author Topic: Elementry: Turn 14: Stop Punching The Stag  (Read 15491 times)

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #180 on: April 10, 2014, 07:44:57 pm »

Writing it up, still quite a bit to go (most notably writing up and attempting to balance all the spells to some degree). I *should* be done within a few hours though.
EDIT: The spells are done. I always feel annoyed writing these up, so much balance issues. I don't want to make them too weak (and ruin people's ideas of the spells they wanted), and I don't want to make them too strong (and have them stronger then what everyone else would get or trivialize enemies).
« Last Edit: April 10, 2014, 08:13:31 pm by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #181 on: April 10, 2014, 08:38:34 pm »

True. We're all trying to make big fancy spells but at the end of the day you can't really make an '= win' spell and expect the game to stay fun.

Also, if you have three of your strong element in a spell, does it bump up the power/cooldown even further?
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #182 on: April 10, 2014, 09:12:24 pm »

Nope, having a three strong-element spell is (without any skills saying otherwise) the same as a two strong-element spell.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #183 on: April 10, 2014, 09:17:59 pm »

If I had fire as my strong element, made a 3-fire spell, and set it to strike a specific target only by design, how much fire could I get?

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #184 on: April 10, 2014, 09:31:01 pm »

Quite a bit. It really depends on what type of spell you want it to be. Would it require you spending ten turns meditating while eating a fire reagent, then exploding violently? Would it be a touch spell? Bolt that causes intense fire after hitting? Would it be a flamethrower? A beam of fire that homes in on the target? Point targeted (eg. Without a visible attack connecting it to you)?

Each of those on the list would create a less powerful spell as it goes down the list.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #185 on: April 10, 2014, 09:33:23 pm »

Nope, having a three strong-element spell is (without any skills saying otherwise) the same as a two strong-element spell.
Yes... What is this 'Skills' thing you mention?
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #186 on: April 10, 2014, 09:47:29 pm »

Nope, having a three strong-element spell is (without any skills saying otherwise) the same as a two strong-element spell.
Yes... What is this 'Skills' thing you mention?
Nothing that anyone has yet. If the game lasts long enough people will start to get them though. I didn't add any at the start due to the difficulty of balancing as well as the desire to keep the game as simple as possible at the start (something that my previous rulesets for this game lacked). (Perhaps it would simply have been best to say no to your question instead of raising more questions of it its own).
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #187 on: April 10, 2014, 10:12:52 pm »

Turn 10: A Guardian Awakens
Hmm, this guy is immune to both fire and water? Alright, let's prepare for this.
After saying this Cromwell, sits down and prepares some spells for the upcoming combat.

Russ meanwhile takes this opportunity to climb all the way up the stairs and after a few moments deliberation, picks a tree to animate. His hands move in mystic signs and countersigns to cast Wood Golem, and after a few moments part of a nearby tree begins to detach.
What pulls itself free is a tall rather spindly wooden figure in the shape of a man. After a few moments delay it puts its hands to the bark of its parent tree and closes its eyelids. The tree seems to be shrinking slightly where his hands are, while the golem grows larger. Looking significantly more impressive the golem takes its hands off the trunk and faces Russ.
Protect myself and my allies.
The golem slowly nods its head in acceptance and understanding.

Bertram takes a more aggressive approach.
Hmm. Well, let's try this. Shoot with that death fire bolt!
To his confusion, no death fire bolt comes. It takes him a moment to realize that if he doesn’t explicitly name the elements used (and ideally name the spell as well), nothing will happen.
Trying again he casts Entropic Flame, and the bolt flies outwards, dissipating harmlessly against the crystal casing surrounding the orb. Drats.


Well, that sounds like fun.
Ren says as he walks over to the mouth of the staircase. He summons up energy, and casts Stasis Shard, and a small shard of metal condenses from energy a few feet from him at the entrance to the staircase. After a few moments it is slowly pulled down by gravity and falls on the floor.
((The floor gains a Stasis Shard ))
((Being summoned and not made of physical metal, the Stasis Shard will only last 5 more turns maximum (till the end of turn 15), as well as not being listed in your inventory))
Ven rolls up his sleeves and yells, - Oy, Orb-guardian-thingy! Wakey-wakey or I'ma start the stabby-stabby!
The orb completely ignores him.

Joe walks over to the orb, and attempts to pick it up, only to find that he is completely unable to move it at all. He tries very hard, but his attempts are all foiled completely. That is, until he walks to the side of the orb nearest to the circle in yet another attempt to pick the orb up.

Quite suddenly, his attempt to pick it up succeeds beyond his expectations, and he flings the orb high up into the air, where it stays for a few moments. The crystal casing falls off the orb, and the intense barren heat in the room turns into a sudden instant liquid cold.
Water and ice spew out of the orb, and in moments a large elemental creature in the shape of a deer touches lightly down between Joe and the magic circle. The deer is a beautiful creature. It body is made of clear water, and its horns of pure crystalline ice. The orb is in the center of it, and you can see icy veins branching through its body, pulsing as magic flows from the orb to the rest of its body. It opens its eyes, and they seem to burn with an infinite immortal malevolence.
-----
((I assume that you want this spell to be constantly centered on you as opposed to being cast at a set location, but if I am wrong, I will change it))
((I really like the idea of one of your fingers being a literal finger of death (in that none of your other fingers can use the spell). If you have any problem with this at all (or would like to choose a different finger for your finger of death), obviously this too can be changed))
((Note that you are materializing the metal, not actually opening a plane filled with knives (since almost certainly no such planes exist (and if they do you lack access to them))
-----
Spoiler: Ren; Harbingerjm (click to show/hide)
Spoiler: Russ Vergensford; Tack (click to show/hide)
« Last Edit: April 10, 2014, 10:27:44 pm by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #188 on: April 10, 2014, 10:17:30 pm »

((Both of my spells are exactly as I wanted. Except, could I change Finger of Death over to the left hand? Still on Index Finger.))

Channel my power, to be stronger for when the fight begins.
((We can do this, right?))
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #189 on: April 10, 2014, 10:23:02 pm »

((Both of my spells are exactly as I wanted. Except, could I change Finger of Death over to the left hand? Still on Index Finger.))

Channel my power, to be stronger for when the fight begins.
((We can do this, right?))
Finger of death edited.

But no, you can't channel your power. It would be possible to make a spell that would make your next [element here] spell more powerful, or make a any spell cast next turn more powerful, or have a contingency that would let you get an effective second spellcast when you start the fight. That said, you can't do any of those without a spell that lets you do so.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #190 on: April 10, 2014, 10:30:57 pm »

Coolio.

Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #191 on: April 10, 2014, 10:41:37 pm »

Russ gives a satisfied nod, and then returns to the depths of the gazebo.
He follows the wall to the side of the gazebo opposite the stairs and attempts to cast Artesian Bore, before activating the guardian


[Wood Golem = 3 Turns]
Spoiler: Russ Vergensford (click to show/hide)

Spoiler: Non-Golem Spells (click to show/hide)
Spoiler: Golem Almanac (click to show/hide)
« Last Edit: April 13, 2014, 02:00:13 am by Tack »
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #192 on: April 11, 2014, 05:04:08 am »

((Are we in Fight Mode now?))

Begin summoning Earthshaker.

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: Elementry: Turn 9.3: Still Alive
« Reply #193 on: April 11, 2014, 08:24:02 am »

He summons up energy, and casts Stasis Shard, and a small shard of metal condenses from energy a few feet from him at the entrance to the staircase. After a few moments it is slowly pulled down by gravity and falls on the floor.
Oh dear. That is much less static than I thought. Welp.

Ren continues up the stairs a bit, keeping the door at the base in view, then casts Time Grasp (Order/Order/Air), using it to pick up the Shard and hold it in the doorway- ready to stab the water thingy if it comes this way (passive stabbing if it charges through, active if it tries to split up and go around the shard or something).
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe

Avis-Mergulus

  • Bay Watcher
  • This adorable animal can't work.
    • View Profile
Re: Elementry: Turn 10: A Guardian Awakens
« Reply #194 on: April 11, 2014, 11:29:47 am »

-Well, well, fuck!

Ven moves out of Ren's line of fire and casts Timewarp Cloak (Order/Order/Air)

Spoiler: Things Ven Flynn Knows (click to show/hide)
« Last Edit: April 11, 2014, 12:10:43 pm by Avis-Mergulus »
Logged
“See this Payam!” cried the gods, “He deceives us! He cruelly abuses our lustful hearts!”
Pages: 1 ... 11 12 [13] 14 15 ... 18