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Author Topic: Colonial Gods [OOC] [9/??]  (Read 8091 times)

Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #105 on: February 03, 2016, 07:02:37 pm »

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Re: Colonial Gods [OOC] [9/??]
« Reply #106 on: February 03, 2016, 07:21:46 pm »

ding ding ding
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Lucus Casius

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Re: Colonial Gods [OOC] [9/??]
« Reply #107 on: February 03, 2016, 08:12:24 pm »

Well, I have my post mostly written.  Given other actions in the game, though, I'd like to request that micelus remove the Celebrations sphere from my god.  Otherwise I fear my only recourse would be to destroy all the taverns, brothels, etc built by the Jester in a fit of petty, godly spite for DARING TO INTRUDE UPON HIS DOMAIN.

I mean, this IS a god game.  Petty and spiteful is how to play them, right?

Edit:  But yeah, if the Jester is being taken in a festivities direction, I should probably remove the celebrations part from mine so as to avoid overlap.
« Last Edit: February 03, 2016, 08:33:03 pm by Lucus Casius »
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Rolepgeek

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Re: Colonial Gods [OOC] [9/??]
« Reply #108 on: February 03, 2016, 11:48:59 pm »

I'd still like to post before the next turn happens, just need to get some price checks first.

Also been really busy lately :/ Or at least tired
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #109 on: February 04, 2016, 04:09:58 am »

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

Accepted.

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).

I have edited the base artifact cost to 2E and decreased the discount to 25% some consideration. This will not affect current artifacts.

[Strength+1][Extravision] [Pop Effect +?] (1*2*1.8*?)=?EE+3I

Pop Effect +1 [2]: Increases the number of pops the artifact can affect at a time.

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.

This was actually how I was initially planning to do this. As it stands, curses are just extremely cheap. You are of course, free to try curse as many people as you wish. If players wish to go with this system, then I will revert to it instead of going with the current system of non-mechanical consequences.

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...

You're partly right, I thought I deleted those references to base traits. Lemme go through the OP again. I also seem to have forgotten to clarify on a blessing's base cost, which is 1E.

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.

Edit: Also thus far every action has been made with the assumption of addition and not multiplication and the GM has said nothing.

I may not have gone through with checking the maths just yet, mainly because I'm waiting for other people to post before I go through the turn.

Are traits additive or multiplicative prior to multiplying by base cost?

Multiplicative. That first trait I have on top of the list is an exception.

Apologies about the doublepost, but on reading the actions and the listed costs, thought I should dig this up again.

I'm not actually sure where people applying the E cost comes from, either?  Traits are just multiplied by base cost, aren't they?  So, since agents have a 50% cost, and their base cost is 2I...

Let's assume an agent with a trait that costs 2, a trait that costs 1.5, and a trait that costs 3.  The total cost of the agent should be (2 Base * (2 * 1.5 * 3))/2, or 9I total.  Unless you somehow apply 5E to the agent, increasing the base cost (and thus increasing the final cost).

I'm a bit confused about the price checking thing.  Where has he posted those?  Until I see some actual evidence, I'm with Happy Demon on calling BS.
Okay, looking through the Stolen Seer's Tome o' Information, it seems to go like this:

The agent itself costs 2 Idols, and will cost an additional Idol for every 5 Essence used in creation.
However, traits have a 50% cost when applied to an Agent, meaning they start with an initial [0.5].
This means that the agent with said traits would cost:
0.5*2*1.5*3=4.5E
And because the Essence cost doesn't exceed 5 Essence, it still only costs 2 Idols.

You seem to have confused the Letters I and E somewhere.

Edit: The Agent will have a 50% chance of costing 4 Essence and 2 Idols.
And a 50% chance of costing 5 Essence and 2 Idols.

Wait, doesn't that mean it has a 50% chance of costing 3 Idols instead of 2 Idols?
micelus, clarify.

I'm tempted to go with Schrodinger's idol but I'll just round down in such cases.

"Traits
The base cost of a creation is multiplied by the trait cost to produce the final cost. If necessary (which is more than likely) a new trait may be suggested and will be pricechecked. Please mark posts with "$$$" when pricechecks are required."

"All traits given to an Agent have a 50% discount but have a base cost of 2I "

As agents have a Base cost of 2I, we multiply that by the trait cost.  I'm not seeing anything suggesting traits add a value based on E, unless the base cost uses E.  So using a separate action to add traits to an agent AFTER creation might use E?  But that's to add traits to a population unit, and agents may be considered distinct enough not to count for that purpose.  Not sure.

There should be a 1E cost attached to the agent's costs, oops.

EDIT: Er, to clarify, can infinite traits be applied to one action which then all multiplicatively apply to the whole thing? If I tried to make a +1 Speed, -1 Strength ring, for instance, would that be (2 * 0.5 * 0.5) = 0.5E, or ([2 + 0.5] * 0.5) = 1.25E, or something else?
4. I don't see why you multiplied 0.5 twice if you used the +1Speed and -1Strength traits, but you could theoretically dump a large amount of negative traits to get the cost to near 0. Theoretically.
This appears to (indirectly) clarify that trait costs are applied multiplicatively and that multiple traits may be applied to a single blessing/artifact/etc, since that's the only way negative traits could reduce cost.

It's possible stats of the same kind are additive before being multiplied in, but I'd lean more towards +4 Cha costing 16, not 6.

Also the second 0.5 was for the discount for applying traits to an artifact. Or... are the traits themselves halved for that? Couldn't be, because then half the traits would reduce the cost rather than increase it.

Hmm, GM slip-up. Yes, you're perfectly right.
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #110 on: February 04, 2016, 08:53:17 am »

Okay, so, to be clear, we're going with the multiplicative way of doing it then? (And, thus, presumably everyone actions are wrong and need to be redone) And also with this artifact change it now means that artifacts (effectively) cost 50% more then blessings? (might as well make the artifact cost 1.5 and take out the discount to simplify the math in that case...)
« Last Edit: February 04, 2016, 08:56:08 am by Criptfeind »
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Happy Demon

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Re: Colonial Gods [OOC] [9/??]
« Reply #111 on: February 04, 2016, 09:09:51 am »

So, am I to assume I was on the boat with the other gods?
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IronyOwl

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Re: Colonial Gods [OOC] [9/??]
« Reply #112 on: February 04, 2016, 07:28:19 pm »

$$$

Pricechecks:

-Increased reproduction rate (as in, the wielder breeds faster/more successfully/more readily)
-Increased growth or reproduction applied to things the wielder is working on (as in, crops the farmer is growing are larger/faster/more nutritious; also ideally the fish the fisherman is catching do the same over time, but not necessary if it doesn't work out)

Is it possible to make a trait whose effects are dependent on other traits, like "+1 Speed per Strength" or "Boosts morale of surrounding mortals based on Charisma?"

Could we get some ideas on what the +X stats (Strength, Speed) do and at what scale, or is it just kind of a fuzzy common sense thing?


I put a placeholder turn up just so that if you're ready to run the turn we can get moving, though I suspect with everyone's action problems that's not too likely.
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adwarf

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Re: Colonial Gods [OOC] [9/??]
« Reply #113 on: February 04, 2016, 07:56:47 pm »

Price check for the traits on the Stone Artifact so I can properly format,

Store Information, and Show Information I guess for the effects?
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #114 on: February 04, 2016, 10:11:02 pm »

So, am I to assume I was on the boat with the other gods?
Yes.

Okay, so, to be clear, we're going with the multiplicative way of doing it then? (And, thus, presumably everyone actions are wrong and need to be redone) And also with this artifact change it now means that artifacts (effectively) cost 50% more then blessings? (might as well make the artifact cost 1.5 and take out the discount to simplify the math in that case...)

You have a point.

Dealing with the action problems now.


EDIT: It occurs to me, that I really should have thought this trait system out before posting it. Constant multiplication is rather broken and outright confusing. Were I to follow my current system, the costs of the posted artifacts/agents would be as follows.

[$$$]
Mordric sat on a rock on the edge of the island, watching the waves crash up against the shore as the sun went down. Sighing theatrically he murmured to himself "Ahhhh.... Such a boring place. Too bad when prudence overcomes adventure fun dies!"

Springing upward he turns and watches the mortals working on the start of their town, watching them labor to raise the walls and lay the foundations of their buildings.

"Ahhhh.... But fun certainly won't die. Mortals can't live on stout labor and bread alone after all!" With a renewed spring in his step Mordric strode back into town, it was time to spread some mirth.

As the colony is set up Mordric takes hand in making sure that the budding town has it's fair share of entertainment. Establishing alehouses and gambling dens, whorehouses and plazas where street performers can act. Anything that he thinks could cause people to relax and carouse! On them all he places his Icon. The dens of entertainment shall be his temples, the entertainers and servers his priesthood, and the message to the budding colony is clear! Drink and be merry at the Temples of the Jester! Relaxation is a prayer and laughter is a hymen, spend your hard earned money on this god, worship a god with something fun! From a drink to a show to a fuck! - 1 A???

Though it all Mordric would lay his blessings upon the icons he bestowed onto the buildings. If the icon is in plain sight those within the buildings for shorter periods of time (so, not those who actually work and live in them) would find their worries eased and their burdens weighing less upon them. Perhaps not enough to truly bring happiness to a person with bad problems or depression but making these places the ideal areas to relax after a days work. ((Effectively a trinket for a population unit, the proprietors of entertainment, that gives them a trait that raises the moral of others? I'm not 100% sure how all the systems work as of yet, so hopefully I'm doing this right.)) (Trinket 1E)+([Moral Booster][1.5]/2)=1.75E+1A Moral Booster effect trinket

Icon: 1.5+1.5=3E+1A

Spoiler: Hamilton (click to show/hide)
Spoiler: Sword of Silver (click to show/hide)
Spoiler: Ceremonial Shrine (click to show/hide)
Spoiler: Redroot (click to show/hide)

I'm going to put this game on hold for a few days until I have time to fix the system. Will likely make traits additive instead of multiplicative. All current actions will be free due to GM incompetence.
« Last Edit: February 04, 2016, 10:37:25 pm by micelus »
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Rolepgeek

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Re: Colonial Gods [OOC] [9/??]
« Reply #115 on: February 04, 2016, 11:07:47 pm »

Wishing I'd put an action in now. :/
 Oh well...
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #116 on: February 04, 2016, 11:16:45 pm »

On second thought, all actions free (as in Essence and with a 10E limit) this turn so that its fair for everyone.
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IronyOwl

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Re: Colonial Gods [OOC] [9/??]
« Reply #117 on: February 04, 2016, 11:54:57 pm »

10E per action or total this turn? :x
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #118 on: February 05, 2016, 12:55:33 am »

Total.

Yeah, My GM skills are more than a bit rusty.
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Inanna is my husbando

IronyOwl

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Re: Colonial Gods [OOC] [9/??]
« Reply #119 on: February 05, 2016, 12:58:35 am »

When in doubt, murder everyone lunge ahead anyway. :P
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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