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Author Topic: West Side, Embers of the Past Turn 2 Revision Phase  (Read 5261 times)

m1895

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #45 on: April 03, 2020, 03:05:10 pm »


Quote from: Unified Votebox
Magic User Name Votes
Romulus: (0)
Magi/Magus: (1) Tric
Spellwright Initiates: (4) Madman, Glass, NG1999, m1895


Formal Lore Decision
Lore:
Telerin, Land of Pride: (4) Madman, Glass, TricMagic, m1895

Current Name:
Telerin, Land of Pride: (2) Madman, m1895
The Silver Tree: (3) Glass, NG1999, TricMagic


Designs

Shields: (1) Glass
Structural Grasp: (4) Glass, NG1999, Madman, m1895
Song of Iron: (2) Madman, m1895
Fire Enhancement: (2) NG1999, TricMagic
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Glass

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #46 on: April 03, 2020, 03:24:43 pm »

Quote from: Unified Votebox
Magic User Name Votes
Romulus: (0)
Magi/Magus: (1) Tric
Spellwright Initiates: (4) Madman, Glass, NG1999, m1895


Formal Lore Decision
Lore:
Telerin, Land of Pride: (4) Madman, Glass, TricMagic, m1895

Current Name:
Telerin, Land of Pride: (2) Madman, m1895
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic


Designs

Shields: (0)
Structural Grasp: (4) Glass, NG1999, Madman, m1895
Song of Iron: (3) Madman, m1895, Glass
Fire Enhancement: (2) NG1999, TricMagic
I moved my design vote, guys.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #47 on: April 03, 2020, 03:38:09 pm »

I kinda feel the Song of Iron is going to be more difficult than you think. Given it requires us to be able to forge iron in the first place as written. And can be used to actually create steel instead.

Jumping to steel so quickly seems a bit strange. The chances of that design failing to produce a magic seems a bit high.
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Madman198237

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #48 on: April 03, 2020, 03:42:17 pm »

I kinda feel the Song of Iron is going to be more difficult than you think. Given it requires us to be able to forge iron in the first place as written. And can be used to actually create steel instead.

Jumping to steel so quickly seems a bit strange. The chances of that design failing to produce a magic seems a bit high.

All forged iron is technically steel. All you have to do to reach STEEL is learn to control the amount of carbon in the alloy; which is not actually useful until and unless you learn how to properly remove impurities from the iron in order to avoid the addition of carbon making it *too* hard.

So, yes, this could theoretically be used to make steel, but so could ANY proposal that made it easier to use iron.

Yes, the spell proposed in my proposal will likely be harder than the spell in yours. My design overall will, in my judgement at least, be easier or at least more valuable at the same difficulty because it is more focused and does fewer extraneous things.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #49 on: April 03, 2020, 03:54:18 pm »

Imma delete the name with no votes because I got confused and thought we were naming one person, it simply doesn’t ,are sense and it has no votes, so I’m removing Romulus from the name pool
Quote from: Unified Votebox
Magic User Name Votes
Magi/Magus: (1) Tric
Spellwright Initiates: (4) Madman, Glass, NG1999, m1895


Formal Lore Decision
Lore:
Telerin, Land of Pride: (4) Madman, Glass, TricMagic, m1895

Current Name:
Telerin, Land of Pride: (2) Madman, m1895
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic


Designs

Structural Grasp: (4) Glass, NG1999, Madman, m1895
Song of Iron: (3) Madman, m1895, Glass
Fire Enhancement: (2) NG1999, TricMagic
Since Shields has o votes, I will remove it as well
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #50 on: April 03, 2020, 04:17:03 pm »


Yes, the spell proposed in my proposal will likely be harder than the spell in yours. My design overall will, in my judgement at least, be easier or at least more valuable at the same difficulty because it is more focused and does fewer extraneous things.

Mine is focused too, on Magic Smiths. The spell is what makes them Magic Smiths, as without it, they'd just be regular smiths.
The last sentence just notes they can learn other spells should they be of use, and they won't be doing combat, but crafting.



For people to read.

Quote from: Keeper of Knowledge, From Discord
Song of Iron is reasonable. Fire Enhancement is a bit sparse, but reasonable too. Though remember that simultaneous designs cannot utilize the others experience. They are separate until the results are posted.

So getting Magic Smiths with the Spell is in fact reasonable. Song of Iron is too, but getting a faction to produce our gear that can use magic would help down the line in making Enchanted Weapons easier. Song of Iron is mostly for producing iron gear.

SA is a spell these Magic Smiths, should they roll well, use to make sure their tools are usable, so no bad batches in our gear.



K. So Song of Iron, other than it's current purpose, could be used to control flames making a firebender. Not sure what else.

Fire Enhancement increases the heat of a flame, in accordance with mana. So, Power would be possible, reaching white-hot levels if it was incorporated into a very strong fire spell. It also opens up a fire spell as a revision of Arcane Bolt, creating a variant that forms a ball of flames taking advantage of setting mana alight. Fireball in other words.
« Last Edit: April 03, 2020, 05:51:40 pm by TricMagic »
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Madman198237

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #51 on: April 03, 2020, 09:41:55 pm »

Here's a possible unit to design at some point before the game starts, as a light skirmish cavalry type deal.

Quote
Scilari Auxiliaries
In ancient days, the distant region of Scilari provided our great people with soldiers as tribute. These soldiers filled roles that were at the time considered unfit for "proper" soldiers to fill. Cavalry were not generally used by our soldiers, as taking horses onboard ship is not an easy task, nor can you carry many horses aboard a ship. Archer, mage, and infantryman were the preferred roles for our own soldiery, as both were useful in every situation our armies could find themselves. However, in the open field, cavalry was, and is, a powerful weapon, and Scilari from their open plains were one of our chief sources of cavalry.

Scilari is no more, and those ancient days are gone. Horses, however, still roam across a few regions of our homeland, and we still need cavalry. And in these days, we realize that cavalry, archer, infantry, or mage, to serve our people is what matters. So a few of our people have taken up the role of cavalry again. They fashion javelins out of light spearheads of whatever material is available, and wear our linothorax-style cloth armor. They also wield a spear, though they mostly skirmish with the enemy and harass their formations during battle, before chasing down the enemy fleeing the field or covering friendly retreats. A padded helmet and oval-shaped shield complete their equipment and give them moderate protection.


And I reiterate, please vote for Telerin as a name instead of "The Silver Tree". Unless somebody writes some lore for that, we don't even have a special tree. And if "The Silver Tree" wins and nobody writes a piece of lore for why we're called "the silver tree" instead of a normal fantasy name, I will literally just write some lore that turns us into Gondor, seven stars, seven stones, and one off-white tree included!
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chubby2man

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Re: West Side, Embers of the Past Turn 1 Design Phase
« Reply #52 on: April 06, 2020, 08:04:33 pm »

Quote from: Unified Votebox
Magic User Name Votes
Magi/Magus: (1) Tric
Spellwright Initiates: (5) Madman, Glass, NG1999, m1895, C2M


Formal Lore Decision
Lore:
Telerin, Land of Pride: (5) Madman, Glass, TricMagic, m1895, C2M

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic


Designs

Structural Grasp: (5) Glass, NG1999, Madman, m1895, C2M
Song of Iron: (4) Madman, m1895, Glass, C2M
Fire Enhancement: (2) NG1999, TricMagic
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Jilladilla

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #53 on: April 12, 2020, 10:32:20 pm »

A reminder that the Nation name vote is still going on.

Design Results
Quote from: Structural Grasp
A basic magic which uses mana going into an object to map it. It only takes a little, but returns plenty of
information, and can be scaled up to scan a building, or the earth around you. Good for Enhancement, as you
know how much to put in without causing the weapon to break afterward. Likewise can be used to prevent
ambushes and/or find the enemy's weight on the earth/object.
Note that basic magi can only scan small objects like weapons or gear. But the effect can be scaled up based on the user's ability with the spell.

[Normal] 1 + 1 = Utter Failure

Let me tell you the story of one of the Spellwrights, Ionos. Ionos was the developer of the Structural Grasp spell. It was a thing of wonder, with but a touch, Ionos could achieve total and perfect understanding of whatever it was he touched... But Ionos's mind was consumed by Pride and Ambition, and he reached for the ruins of ages past... Some say that in that very instant he gained Total Clarity of the workings of old... And that it overwhelmed his mind, so great were our Ancestor's Skills. Ionos is now a mere shadow of before, his shattered mind placing him below even small children in mental capability...

PRE-GAME SNAKE EYES REROLL!  2 + 3 = Below Average

Thankfully, while Ionos didn't teach anyone his magic, he did keep notes, and while the spell we put together from said notes isn't as Grand as Ionos's, it still functions. Granted, while the Structural Grasp works at mapping an item and depositing the knowledge in the casters mind, it does not grant inherent understanding. In addition, it seems to have difficulty grasping onto magics placed upon an object, giving vague impressions instead of the precise knowledge it normally does; though mayhaps these flaws are for the best, considering Ionos's fate....

The Spell is [Common]

------------------------------------------------------------------------------------------------------------

Quote from: Song of Iron
Remade and inspired by the myths of what we could do so long ago, this is an enchantment worked onto a forge or firepit. Fueled by the energy of the flames and activated by the song, this spell causes the fire to bend, ever so slightly, to the smith's will. Metal worked in such a forge finds itself just a bit easier to shape, the products just a bit less likely to break. In such forges, we are capable of producing iron without needing the backbreaking work of hours to hammer it into wrought iron first. The fire seems to slowly, but steadily, leech the impurities out all on its own.

Because the enchantment is fueled by the fire, these forges tend to require a bit more fuel than your average smithy to actually heat up and stay hot, but the tradeoff is that the enchantment does not require a magic user to continually refresh it and restore it.

We aren't sure why it requires a song instead of a perfectly reasonable command word, but we're pretty sure the smith-turned-Spellwright who invented it was just a little more obsessed with the myths he was taking inspiration from than he was perhaps letting on.

[Hard] 4 + 2 - 1 = 5 = Below Average

Our first foray into Permanent Enchantment, Ironsmithing, and Basic Pyromancy was wrought with difficulty, but not without fruit. First and foremost, sadly, we failed at permanently Enchanting the forges, while siphoning the flames to fuel the enchantment worked, the one prototype that seemed to be perpetual was too cold to cook food with, nevermind smelt metal. In addition, those with a less intense siphoning enchantment but compensated with excessive fuel seemed to eventually, well, 'go senile' in that they seem to lose track of what they're meant to do; one left nothing but Pure Slag, another left the coal intact, yet a third somehow managed to turn the charcoal back into typical wood. And we aren't mentioning the many that simply exploded or forgot where they were suppose to siphon heat from. Irregardless, we do have working forges, and though they'll need maintenance from a Spellwright, they're self-sufficient enough to not need constant magical supervision/recalibration/recharging.

The iron itself isn't that special, indeed, it's inferior to our finest bronze, and most distressing it appears to be less receptive to magical enchantment... Still, even with the forges needing magical attention, the ore is much more plentiful, and as such equipping massive numbers of soldiers in iron should be a more reasonable proposition than using bronze. It may not be the revolution some hoped for, but a foundation to reclaiming our lost glory it still is.
In unrelated, but still mildly odd news, is that Ionos had a tendency to stick around the forge that eventually became the one that we decided was best, and absolutely refused to approach any of the ones that eventually exploded....


Spoiler: Armory (click to show/hide)


You've made good time, Scholars, time still remains for some minor work before our armies march forwards to reclaim our birthright! You have 2 Revisions.
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Madman198237

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #54 on: April 12, 2020, 11:37:42 pm »

Quote
Archers
A simple and logical improvement on the use of the sling, the bow is capable of shooting a sharper projectile further, at greater speed, and with greater accuracy. Now of course we don't use mere hunting bows, that would be a sorry waste of arrows. We use actual war bows. These are, admittedly the same wooden self bows as before, but just about large enough and with just enough power to fire an actually lethal arrow, using iron arrowheads for great killing power. We're not training archers from youth, at least not yet, so we can't make use of (and thus don't need to engineer) the precise science and art of shaping a really powerful bow so it doesn't explode. In order to make available the maximum number of such troops, other than their bows they are equipped with a chopping knife usually used for woodcutting that is presently masquerading as a serviceable dagger, a small wooden shield, and our basic cloth armor that protects the torso somewhat against arrows or other missiles.

Sometime tomorrow I'll put some thought into a second revision.

EDIT: Simplified and removed mentions of extraneous items. Clarified type of bow.
« Last Edit: April 13, 2020, 11:38:53 pm by Madman198237 »
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #55 on: April 13, 2020, 08:37:06 am »

Reinforcement: Harden

Through the use of Structural Grasp on an object, that object can be improved by filling it with mana. Be it by making it sharper, harder, more durable, etc. This is Enhancement Magic, and for now we can increase an object's hardness very quickly, knowing the structure of an object and how to fill it, which makes the process much faster. It will also prevent said objects from breaking, since we know how to fill each object.

We can also use this to Reinforce something beyond it's breaking point, giving us a method of breaking down walls and doors regardless of their strength. Results may vary though in if it would crumble or explode however, so it's generally smart to go with other methods until we understand more about Reinforcement.



Something to get started on permanent enhancement. This revision is mostly using the SG spell to improve Harden, which will allow our Spellwrights to improve multiple objects far faster than they currently can.



Magical Grasp

A spell in which the user cycles mana through a target to learn of any magical effects on said target. The user uses their hand to circulate mana through it, and slowly gathers the information in such a way that it won't overwhelm them. This is a derivative of Structural Grasp, though without the ability to read the structure of objects, being focused on magic alone. It's more meant as a construction type spell, rather than a combat one, allowing for study of Enchantments and Enhancements, and to be able to note and fix any issues in their structures.

This spell can be considered part o a triangle, with SG granting physical notes, and MG magical notes. The last part is of course Spell Structure on an object, and the two spells will greatly support the development of Permanent Enchantments.

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Madman198237

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #56 on: April 13, 2020, 11:15:13 pm »

Quote
Structural Grasp, Physical
A more focused attempt at accomplishing what Structural Grasp's primary purpose was, this modification abandons any attempt to sense magic and instead simply focuses on processing physical information about a structure. It also does not reach for an entire building at once, instead "scanning" only as far as the caster wants to, or more likely is capable of. This allows us to try once more at granting some amount of understanding of what is going on in the structure being scanned, things like finding compromised sections of a building and load-bearing elements, and so on.

Quote
Enduring Song of Iron
A concerted effort is made to investigate the problems behind Song of Iron requiring either a massively overkill amount of heat to remain intact for long periods of time or steadily losing the power that binds it together and then falling apart piece by piece. The goal is to produce knowledge useful to future endeavors to provide lasting enchantments that draw on energy from their environment, so we're going to try and make the enchantment last for more than a season without any maintenance whatsoever. We expect that we should probably be able to render the enchantment a little more efficient with its conversion between heat and mana stored in the spell, after all, it's only our first attempt. Finally, an attempt is made to produce a slight alteration to the spell, so that heat can be absorbed while the spell isn't in use. If the enchantment can be recharged while the forge isn't being used for metalworking, then the fact that not as much heat can be absorbed from a working fire doesn't matter---we can simply spend a bit more fuel to keep enchantments running for longer.


EDIT:

Quote
Revisions (x2)
Structural Grasp, Physical: (1) Madman
Enduring Song of Iron: (1) Madman

Formal Lore Decision
Lore:
Telerin, Land of Pride: (5) Madman, Glass, TricMagic, m1895, C2M

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic

Let's get this rolling, I think this phase would be ideal for just exploring magic a bit before we really hammer out some improvements next turn.

EDIT2: also we need to do something about the gridlock, added in the Lore section of the previous votebox
« Last Edit: April 19, 2020, 02:31:01 pm by Madman198237 »
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m1895

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #57 on: April 19, 2020, 02:32:21 pm »


Quote
Revisions (x2)
Structural Grasp, Physical: (2) Madman,  m1895
Enduring Song of Iron: (2) Madman, m1895

Formal Lore Decision
Lore:
Telerin, Land of Pride: (5) Madman, Glass, TricMagic, m1895, C2M

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #58 on: April 19, 2020, 03:29:24 pm »

Quote
Revisions (x2)
Reinforcement: Harden: ()
Magical Grasp: (1) TricMagic
Structural Grasp, Physical: (3) Madman,  m1895 , TricMagic
Enduring Song of Iron: (2) Madman, m1895

Formal Lore Decision
Lore:
Telerin, Land of Pride: (5) Madman, Glass, TricMagic, m1895, C2M

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic

I'll point out we should learn what is wrong with it magically, cause it seems that simply adding more fuel is a good way to burn things to the ground. There seems to be an issue with location for some reason? Given that Ionos had a tendency to stick around the forge that eventually became the one that we decided was best, and absolutely refused to approach any of the ones that eventually exploded.... It seems to be a factor of magic somehow. Maybe once we have a better Grasp on the Magical side of things.

Magical Grasp lets us see magic's side of things, and Physical Grasp the material side of things. Magical Grasp lets us learn why Enchantments broke down, look at them as they break down, and make sure they won't break down by checking when we apply them. Physical Grasp is focused on materials and the why and how of their makeup, and is good for physical projects. So we have both the magical and physical sides covered by the spells on turn 1.
« Last Edit: April 19, 2020, 04:46:37 pm by TricMagic »
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #59 on: April 19, 2020, 09:27:20 pm »

Quote
Revisions (x2)
Reinforcement: Harden: ()
Magical Grasp: (2) TricMagic, NG1999
Structural Grasp, Physical: (4) Madman,  m1895 , TricMagic, NG1999
Enduring Song of Iron: (2) Madman, m1895

Formal Lore Decision
Lore:
Telerin, Land of Pride: (6) Madman, Glass, TricMagic, m1895, C2M, NG1999

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic
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