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Author Topic: Colonial Gods [OOC] [9/??]  (Read 8103 times)

Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #75 on: February 03, 2016, 03:26:25 am »

Ah, another god game, interest peaked.
Spoiler: Character Sheet (click to show/hide)
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #76 on: February 03, 2016, 09:02:01 am »

What does the Locality aspect of your amphitheater do Roboson? Is that to instill loyalty to those who tend to it? Or some more nefarious thing, like instilling it on those that use it?
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Roboson

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Re: Colonial Gods [OOC] [9/??]
« Reply #77 on: February 03, 2016, 10:33:33 am »

I would hardly call that "nefarious." It is a shrine to my god after all. It is so those who use it follow the proper rituals and prayer to my god. To do otherwise would offend death, which would be quite bad for our people.
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #78 on: February 03, 2016, 10:41:12 am »

Eh, might as well do a pricecheck. Lets us work out ideas.

€€€ Pricecheck.
Spoiler: Tower of Vigilance (click to show/hide)
Oh, and I very much intend to have my god be physically participating in it's construction (if accepted, but hey, I'm feeling lucky).
« Last Edit: February 03, 2016, 10:45:20 am by Happy Demon »
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #79 on: February 03, 2016, 10:54:41 am »

Well, trying to brainwash whoever uses the shrine would certainly be quite nefarious. Trying to make sure your rituals are followed is somewhat less so, doing it by temporarily brainwashing whoever is at the shrine does ratchet back up a few notches on the "Hey wait..." scale though. At the least, for me, it raises a few questions about what happens to people once they leave the shrine, and how their mind reacts to the sudden flip flopping of loyalties as they enter in leave. In the end though, I guess it depends on how it works? If you're limited to only brainwashing a single pop point at a time (presumably those who work there and whoever is attending the burial) I suppose there can't be that much harm in it. Perhaps my objection to the action is simply an over reaction anyway, I suppose, as the god of trickery, the forced loyalty does leave a bit more distaste in my mouth then it normally would, and so long as you're not like "I brainwash everyone lel" it should be finnnneeee.....
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Roboson

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Re: Colonial Gods [OOC] [9/??]
« Reply #80 on: February 03, 2016, 10:57:56 am »

Perhaps we need an explanation of the in-game mechanics of the loyalty trait. Because you certainly have much more offensive interpretation of my action than that was intended.
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #81 on: February 03, 2016, 11:06:20 am »

Perhaps we need an explanation of the in-game mechanics of the loyalty trait. Because you certainly have much more offensive interpretation of my action than that was intended.
Eh, loyalty can be either good or bad, just depends on who explains it.

It could be purpose or slavery.
One is a clear task in life, what most people seek, and are happy do dedicate themselves to.
The other, well... slavery.
In this system, I think it could be either. It just depends on how the players portray it.

As for a location with such an effect, that's going to cause problems, as that's harder to spin as good.
There's a difference between a place that makes you gain purpose, and one that makes you obedient.

But then again, I'm not even sure what I'm talking about anymore.
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #82 on: February 03, 2016, 11:26:10 am »

Also we'll we're asking questions about traits, how big are the + stat traits? Like, is a human with +1 strength weight lifter strength? Or can he like, throw around wagons and such? Pick up houses? What do? Also do the costs on them increase in a linear fashion? So +2=4E +3=6E ect?
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #83 on: February 03, 2016, 11:51:39 am »

Also we'll we're asking questions about traits, how big are the + stat traits? Like, is a human with +1 strength weight lifter strength? Or can he like, throw around wagons and such? Pick up houses? What do? Also do the costs on them increase in a linear fashion? So +2=4E +3=6E ect?
Seeing as -1 gets 0.5, 0 gets 1, and +1 gets 2, I'd say it's multiplied x2 every time.
If so, it'd be +2=4, +3=8, +4=16, etc.
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #84 on: February 03, 2016, 11:53:44 am »

I'm not sure I follow. +0 gets 1? And - doesn't have to be connected in any way... It's a separate trait? If it worked like that couldn't you curse someone with infinitely negative strength for free?
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #85 on: February 03, 2016, 12:14:29 pm »

I'm not sure I follow. +0 gets 1? And - doesn't have to be connected in any way... It's a separate trait? If it worked like that couldn't you curse someone with infinitely negative strength for free?
Strength +1 [2]
Strength -1 [0.5]
Having no modification doesn't change the cost, but lowering by 1 halves the cost, and raising by 1 doubles the cost. Therefore I say each point over 1 is double the cost.
Cursing someone that way is different. These traits count for creation, so you could give them lower strength to afford more power elsewhere (lots of magical power, but a frail body).
When cursing someone, lowering their stats is an advantage, and therefore cost more (it's a curse after all), so lowering their stats would cost more.
Cursing a strength 2 Agent to strength 1 would cost X, but lowering the same Agent to strength 0, aka. normal strength, would cost double X.
Of course, I think good effects make the curse cost less. So if you have a curse that makes the mind weak but strengthens the body, that wouldn't cost as much as just weakening the mind.
This could potentially be abused... if it wasn't for the game having a GM, and as such, it will only be a curse if it meets certain criteria.

Of course, I'm mostly just talking from how I would've done it, micelus is the GM, so I guess we'll have to wait and see what he has to say about it.
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Salsacookies

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Re: Colonial Gods [OOC] [9/??]
« Reply #86 on: February 03, 2016, 12:23:26 pm »

v
« Last Edit: February 03, 2016, 02:41:42 pm by Salsacookies »
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #87 on: February 03, 2016, 12:35:28 pm »

Having no modification doesn't change the cost, but lowering by 1 halves the cost, and raising by 1 doubles the cost. Therefore I say each point over 1 is double the cost.

I don't necessarily think that this follows. There's no "base one" here to halve and double.

Edit: Actually I see where the confusion is perhaps coming from... The rules say
Quote
The base cost of a creation is multiplied by the trait cost to produce the final cost.
But there's no like, showing what a base cost even is. If it is just a flat one, then I think we've been handling this wrong at the start. The sword would cost 24 essence with that? Maybe? Or something? And the trinket rules make a reference to "base traits" but then those aren't explain in the rules....

Maybe I'm terribly misunderstanding something, but I sorta feel the more I look at them that the rules don't actually explain how things work very well. I had assumed it was just a simple add all the costs up, but the rules themselves say that's not the case several times, but never explain how it actually works if it's not that...
« Last Edit: February 03, 2016, 12:45:09 pm by Criptfeind »
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Roboson

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Re: Colonial Gods [OOC] [9/??]
« Reply #88 on: February 03, 2016, 12:47:21 pm »

I got my agent price checked yesterday via PM because I had questions about the traits. It is the right price. You can use that to check and see if your price also checks out using the same system.
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #89 on: February 03, 2016, 12:48:39 pm »

Having no modification doesn't change the cost, but lowering by 1 halves the cost, and raising by 1 doubles the cost. Therefore I say each point over 1 is double the cost.

I don't necessarily think that this follows. There's no "base one" here to halve and double.
Yes, it's default. An Agent with Strength 0, has default strength of the race you made the Agent of.
Because it works in a system of multiplication, every default stat has a value of [1], and doesn't cause any change in the cost of the agent itself.
This makes them safe to ignore, but they're still there, just as 000 010 is just 10, because the zeroes before are safe to ignore.

Strength +1: [2] Higher strength.
Strength ±0: [1] Default strength.
Strength -1: [0.5] Lower strength.

But everyone has [Stat] ±0 on every stat by default, therefore we usually only make note of it when we change it.
« Last Edit: February 03, 2016, 12:50:40 pm by Happy Demon »
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