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Detoxicated's Games of Divinity

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Author Topic: Ye Gods 3: Actual Lite OOC [21/30]  (Read 71338 times)

Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #495 on: May 07, 2016, 01:38:16 pm »

If it doesn't do anything mechanically, it is just flavor and thus free. You don't need a 1x trait for it.
What if it causes things to happen which otherwise wouldn't?
Having a bloodthirsty weapon does make them lean heavily towards evil.

This is a very significant aspect, and one where it helps to know it at a glance.

Edit: Well, I'll be specific.
Is there anything gods would find abominable with the existence of blood drinkers?
Would the gods slap on a cost to it, to discourage the existence of blood drinkers?

Well yeah. You could just make them absolutely evil to start with for free, so why should this flavor be any different?
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Rolepgeek

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #496 on: May 07, 2016, 02:12:37 pm »

If it doesn't do anything mechanically, it is just flavor and thus free. You don't need a 1x trait for it.
What if it causes things to happen which otherwise wouldn't?
Having a bloodthirsty weapon does make them lean heavily towards evil.

This is a very significant aspect, and one where it helps to know it at a glance.

Edit: Well, I'll be specific.
Is there anything gods would find abominable with the existence of blood drinkers?
Would the gods slap on a cost to it, to discourage the existence of blood drinkers?
Flavor can cause things to happen that otherwise wouldn't. That's half the point of flavor.  We're trying to keep trait numbers down, don't forget.

Also, the sphere 'weapons' is combat-related. Doesn't matter how you're tied to them, they are tools of war and violence. That is what makea them weapons. A swordsmith is as tied to the duel as the siege engineer is to the siege. Combat related doesn't mean a combatant, it means combat related.

Also, Happy Demon, I don't know what to tell you. Your only other option seems to be to wait until the influence quests start, because the limitations you are imposing on yourself right now make it impossible to make the Droplets exactly how you want them. And as a note, I don't think you ever described them in detail in the IC, so the only retcon would be an OOC one.
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Andres

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #497 on: May 07, 2016, 06:57:36 pm »

So even a maximized combat angel cannot harm gods and dies in one hit from them?
No on the former counter and not necessarily on the latter. A combat angel with +5 Combat can harm a god if it rolls a 6. A combat angel can survive a hit from a god if it was made by a Health god, the god rolls three 1's, and the combat angel successfully rolls its regeneration roll.

The point was that angels simply don't compare to gods in any meaningful fashion. It's supposed to be reminiscent of trying to kill Cthulhu in Call of Cthulhu. Technically you can kinda sorta kill him but it's very difficult and utterly pointless to do so.

This seems pretty blatant to the way you always like to field angels  ::). Not a bit fan of it.
That's fine. I'm sure that other people have made better mechanics systems for angels.
« Last Edit: May 07, 2016, 07:08:40 pm by Andres »
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Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #498 on: May 07, 2016, 07:43:02 pm »

So even a maximized combat angel cannot harm gods and dies in one hit from them?
No on the former counter and not necessarily on the latter. A combat angel with +5 Combat can harm a god if it rolls a 6. A combat angel can survive a hit from a god if it was made by a Health god, the god rolls three 1's, and the combat angel successfully rolls its regeneration roll.

The point was that angels simply don't compare to gods in any meaningful fashion. It's supposed to be reminiscent of trying to kill Cthulhu in Call of Cthulhu. Technically you can kinda sorta kill him but it's very difficult and utterly pointless to do so.

This seems pretty blatant to the way you always like to field angels  ::). Not a bit fan of it.
That's fine. I'm sure that other people have made better mechanics systems for angels.

Aww, is someone still angry about getting curb-stomped by a certain Archangel? Repeatedly? :P.

And I honestly prefer the current system to yours  :-\.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #499 on: May 07, 2016, 08:14:04 pm »

Aww, is someone still angry about getting curb-stomped by a certain Archangel? Repeatedly? :P.
No? That was like a year ago. And that's kind of insulting.

The current model is based on what I perceive to be the general feel of the other players - namely that gods should be better than angels (of course, this perception is rather subjective on my part) - as well as the pervading ruleset that magic is so lesser to divine ability as to be incomparable, which can be extrapolated to an extent to angels. In short, I did the best I could.

And I honestly prefer the current system to yours  :-\.
We have a system for angels? I've checked the OP and the latest Council Resolutions and I'm not seeing any rules regarding angels.
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Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #500 on: May 07, 2016, 09:36:24 pm »

Aww, is someone still angry about getting curb-stomped by a certain Archangel? Repeatedly? :P.
No? That was like a year ago. And that's kind of insulting.

The current model is based on what I perceive to be the general feel of the other players - namely that gods should be better than angels (of course, this perception is rather subjective on my part) - as well as the pervading ruleset that magic is so lesser to divine ability as to be incomparable, which can be extrapolated to an extent to angels. In short, I did the best I could.

And I honestly prefer the current system to yours  :-\.
We have a system for angels? I've checked the OP and the latest Council Resolutions and I'm not seeing any rules regarding angels.

Generally, I think the magic being comparatively weak is "Lets not give every individual the power of a god" kinda thing . And no, we have no rule explicitly relating to Angels, though the current trait system does a fine enough job in making them.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #501 on: May 07, 2016, 09:40:05 pm »

i still think the current trait system is ridiculously imbalanced when it comes to small numbers of creatures, but I can't think of a solution that's palatable to the group, doesn't add excessive complexity, and maintains creative freedom. The ideas I've had are:

1. Somehow restrict the numbers of creatures make in a single action to defined increments, e.g. 1, 100, 250
2. Creating some sort of additional scaling based on the number of traits being applied to a creature (to drive the costs of single, multi-trait creatures up faster)
3. Restricting the number of traits that can be applied to a set of creatures being created under the current rules, which doesn't do anything but force the creation of an actual ruleset for single creature creations
« Last Edit: May 07, 2016, 09:42:52 pm by KingMurdoc »
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #502 on: May 07, 2016, 10:43:50 pm »

i still think the current trait system is ridiculously imbalanced when it comes to small numbers of creatures, but I can't think of a solution that's palatable to the group, doesn't add excessive complexity, and maintains creative freedom. The ideas I've had are:

1. Somehow restrict the numbers of creatures make in a single action to defined increments, e.g. 1, 100, 250
2. Creating some sort of additional scaling based on the number of traits being applied to a creature (to drive the costs of single, multi-trait creatures up faster)
3. Restricting the number of traits that can be applied to a set of creatures being created under the current rules, which doesn't do anything but force the creation of an actual ruleset for single creature creations
That's alright. I thought of one. Trait that multiplies base cost by fifty (or a hundred?) and gives resurrective immortality/makes it hard to kill rather than grievously wound but reduces all other trait multipliers by half their difference from x1. (x3 becomes x2, x0.6 becomes x0.8) Might need to make some traits change their costs a bit, mind, particularly the scaling, I think, and things like Not Alive, but still. Seems fair, might need balancing.
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Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #503 on: May 07, 2016, 11:22:11 pm »

i still think the current trait system is ridiculously imbalanced when it comes to small numbers of creatures, but I can't think of a solution that's palatable to the group, doesn't add excessive complexity, and maintains creative freedom. The ideas I've had are:

1. Somehow restrict the numbers of creatures make in a single action to defined increments, e.g. 1, 100, 250
2. Creating some sort of additional scaling based on the number of traits being applied to a creature (to drive the costs of single, multi-trait creatures up faster)
3. Restricting the number of traits that can be applied to a set of creatures being created under the current rules, which doesn't do anything but force the creation of an actual ruleset for single creature creations

1. Makes it impossible to make anything but sets of 1000 etc. For example, someone who wants to "Make 4/5/6E of [Race]" can't do that anymore, forcing you to spend in incriments of ~4.
2. More then multiplying? Like what? This will effect weaker creatures too, making them much more expensive.
3. Keep large amounts of creatures with large amounts of traits from being made, even if most are ineffective, cheap, or even negative. It also greatly restricts what can be made at this point :-/.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #504 on: May 07, 2016, 11:51:50 pm »

Which is exactly why I didn't propose any of those.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #505 on: May 08, 2016, 01:32:42 am »

By weaker creatures, do you mean creatures with majority-negative traits? Because it's not hard to say that it only scales up with positive traits, and nobody thus get had made 'weak' creatures anyway.
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Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #506 on: May 08, 2016, 01:59:39 am »

By weaker creatures, do you mean creatures with majority-negative traits? Because it's not hard to say that it only scales up with positive traits, and nobody thus get had made 'weak' creatures anyway.

No, I don't. I mean "Weaker than Titan". With this, something like the Elephant things would cost an absurd amount despite being a pretty reasonable race.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #507 on: May 08, 2016, 02:18:28 am »

What, with their single trait?

What sort of scaling system are you imagining using here, exactly?
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Stirk

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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #508 on: May 08, 2016, 02:23:11 am »

What, with their single trait?

What sort of scaling system are you imagining using here, exactly?

No, not that one. The other one.
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Re: Ye Gods 3: Actual Lite OOC [21/30]
« Reply #509 on: May 08, 2016, 02:23:40 am »

I honestly cannot think of a single rule that would reasonably make titans cost a nontrivial amount of essence that wouldn't fuck something else up, so if someone else has one, please do speak up. The current state of things has obviously failed to balance out this edge case (see: the fact that only one titan that has been attempted thus far cost an amount of essence over 1) but there's not really a solid way to make titans cost a lot without overly restricting/overpricing the creation of sentients.
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