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Author Topic: The Westlands RTD: Turn 42: Final "Turn". Game ended.  (Read 152857 times)

Draignean

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #390 on: April 13, 2011, 02:01:05 am »

Quote
I can cast earth golems, no? Or can I only make them, but not give any life.
You can only make them. If you want them to move, you have to either move them yourself, but then you can't move, or get them something with a soul in it.

Just remember that the soul taken might not be very friendly if you've killed it. If it isn't, you'll have to have a necromancer mess around with it.

Why do you need the soul?

You have your Golem that Runs on Soulpower, he goes on until he springs a leak.
You have your Golem that is animated directly by the caster and is his avatat.

Why can't you have a rechargable golem where it runs off of charge given by the creator, when its power runs out it just deactivates. It wouldn't have the intelligence of an ensouled golem, but you might be able to get it to obey simply commands like "Stand here. Clobber anything that isn't me and moves."

Blood resevoir? X Hp for X turns of life?
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TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #391 on: April 13, 2011, 02:02:41 am »

Why do you need the soul?

You have your Golem that Runs on Soulpower, he goes on until he springs a leak.
You have your Golem that is animated directly by the caster and is his avatat.

Why can't you have a rechargable golem where it runs off of charge given by the creator, when its power runs out it just deactivates. It wouldn't have the intelligence of an ensouled golem, but you might be able to get it to obey simply commands like "Stand here. Clobber anything that isn't me and moves."

Blood resevoir? X Hp for X turns of life?
hmm rechargable golems...
also: would I be able to enchant them with a shield?  :D
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wolfchild

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #392 on: April 13, 2011, 02:04:16 am »

(I have no idea what a Cheddarius is other than that it's a bad thing to do, given the context. >.>)

Look at a preveous RTD in which CHedarius was a healer, he ended up rollign badly and harming the party way too often, this is now known as the chedarius
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IronyOwl

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #393 on: April 13, 2011, 02:08:25 am »

Alright, cool. Would there be any way to craft a more powerful golem/item by assembling each component separately?


you'll have to have a necromancer mess around with it.
Now where can we get one of those? :D

So, I will instead make it -2 with any unskilled penalties from either schools.
Curses.


(I have no idea what a Cheddarius is other than that it's a bad thing to do, given the context. >.>)
(same thing here :P)
Oh man, you guys are missing out.

I'd recommend reading Arcanum Octet II, which is where it happened, but if you're too lazy I can recount it for you. For now just imagine a healer with my luck at soulstone creation. Yeeeaaaahhhh...


Hmm. You could make IO some soul golems.
I appreciate the thought, but stuffing my good, evilness, sanity, or other such qualities into golems is the start of a divine myth, not a valid combat strategy.
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TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #394 on: April 13, 2011, 02:10:20 am »

lol
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Tarran

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #395 on: April 13, 2011, 02:12:22 am »

I'm not unskilled in either of the schools  :P so that would be fine, right?  :D
Aside from the -2 penalty. I meant you have a -2 penalty PLUS any unskilled penalties from either school. Meaning casting a dual-school spell with no skill in either is a -4 penalty.

...So if I wanted to try a trivial spell for that +1 bonus, how much HP would it be possible to restore?
Very little. Maybe 1-3 HP, at best.

(I have no idea what a Cheddarius is other than that it's a bad thing to do, given the context. >.>)
(same thing here :P)
...My god you guys. I can't believe you.

http://www.bay12forums.com/smf/index.php?topic=50593.msg1194108#msg1194108

Why do you need the soul?
Because something needs to power the golem, and something needs to be smart enough to move.

Why can't you have a rechargable golem where it runs off of charge given by the creator, when its power runs out it just deactivates. It wouldn't have the intelligence of an ensouled golem, but you might be able to get it to obey simply commands like "Stand here. Clobber anything that isn't me and moves."
Because there needs to be some sort of intelligence. No intelligence=no understanding=no thoughts=no movement.

Also, the power needed needs a soul to be in connection with the golem. Charges, even if you tried, wouldn't last long.

also: would I be able to enchant them with a shield?  :D
Yes. Just remember things may get wonky if you do so.

Also, remind me never to make a magic based RTD EVER AGAIN. Warblegarble.

Also2: Draignean, I'm still waiting with bated breath about your magic RTD.

PPE: THREE REPLIES. THREE.

Look at a preveous RTD in which CHedarius was a healer, he ended up rollign badly and harming the party way too often, this is now known as the chedarius
Correct.

Alright, cool. Would there be any way to craft a more powerful golem/item by assembling each component separately?
Yep. You can enchant each piece separately.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

SeriousConcentrate

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #396 on: April 13, 2011, 02:15:41 am »

Might as well go for trivial then since Darin ain't hurt THAT badly and I need to level the skill before I start trying to heal major wounds.
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TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #397 on: April 13, 2011, 02:19:33 am »

oh boy.
I don't wanna dual cast  :D
hmmm


changing action
Make rock spikes and throw them at the bats (through magic, not my hand, unless otherwise would be better)
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Draignean

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #398 on: April 13, 2011, 02:20:57 am »


Why can't you have a rechargable golem where it runs off of charge given by the creator, when its power runs out it just deactivates. It wouldn't have the intelligence of an ensouled golem, but you might be able to get it to obey simply commands like "Stand here. Clobber anything that isn't me and moves."
Because there needs to be some sort of intelligence. No intelligence=no understanding=no thoughts=no movement.

Also, the power needed needs a soul to be in connection with the golem. Charges, even if you tried, wouldn't last long.

also: would I be able to enchant them with a shield?  :D
Yes. Just remember things may get wonky if you do so.

Also, remind me never to make a magic based RTD EVER AGAIN. Warblegarble.

Also2: Draignean, I'm still waiting with bated breath about your magic RTD.

Also2: Draignean, I'm still waiting with bated breath about your magic RTD.

I'm still waiting with bated breath about your magic RTD.

your magic RTD.

What magi- OH CRAP.

Out of sight, out of mind.

I've got the map around here somewhere, I'll update relatively soon and you get to see my crappy pixel art.


PS.

Also, remind me never to make a magic based RTD EVER AGAIN. Warblegarble.

Science can be just as bad, then you've got a perfectly reasonable, well thought out, and plausible concept that would repeatedly smash wrenches into your game's nuts. And you can't just say that magic doesn't work that way.
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---
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TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #399 on: April 13, 2011, 02:24:16 am »

Science can be just as bad, then you've got a perfectly reasonable, well thought out, and plausible concept that would repeatedly smash wrenches into your game's nuts. And you can't just say that magic doesn't work that way.
*whistles*
I like to twist rules in any way possible...

my Roll to Hack - wow, folks are really trying to do various things.
for whoever doesn't know: Korea got nuked  :P don't ask me how until the game ends. Or darvi explains.
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Tarran

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #400 on: April 13, 2011, 02:25:38 am »

What magi- OH CRAP.

Out of sight, out of mind.

I've got the map around here somewhere, I'll update relatively soon and you get to see my crappy pixel art.
Yay!
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #401 on: April 13, 2011, 02:27:23 am »

What magi- OH CRAP.

Out of sight, out of mind.

I've got the map around here somewhere, I'll update relatively soon and you get to see my crappy pixel art.
Yay!
I'm reserving a spot there too!
(I need more reasons to stay on the internet  :P)
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HmH

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #402 on: April 13, 2011, 02:31:55 am »

Get up and help Nat yank the bolt out. Pick up the ninja rock.

IronyOwl

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #403 on: April 13, 2011, 02:34:29 am »

Also, we really don't want to be obsoleting a dedicated healer, so changing action.

Surround myself with a difficult (-1 penalty) kinetic shield.


Quote
Also, remind me never to make a magic based RTD EVER AGAIN. Warblegarble.
For the RTD I'm still planning, I basically decided to make it entirely the players' problem by making it incredibly open-ended. There's a specific way you go about it, but figuring out "How/Can I do X?" will be their job. :P

Quote
PPE: THREE REPLIES. THREE.
If it's any consolation, I do this to all my GMs. :P

Quote
Yep. You can enchant each piece separately.
Ooooooooooooh. How's that work? Could I, say, have a sword with a separate enchantment on the hilt, pommel, and blade? Would they be enchanted before or after being assembled? Would they all still be offensive sword-enchants because they're part of the sword, or would the non-blade bits have to/be able to take different benefits because they're not directly involved? Could I make, say, a triple-flame sword or a quadruple-shield breastplate this way?

What about golems? Could I spend the necromancy HP cost on each piece separately, healing myself between castings, or just enchant each part of the golem with some sort of benefit? Does the necromancy revival cost apply to meat golems? What about non-meat golems?
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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.

TolyK

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Re: The Westlands RTD: Turn 7: Nat and Nathan Shenanigans. Finally, ComBat.
« Reply #404 on: April 13, 2011, 02:37:22 am »

woah, that's almost as many questions as I ask  :P

Quote
Also, remind me never to make a magic based RTD EVER AGAIN. Warblegarble.
For the RTD I'm still planning, I basically decided to make it entirely the players' problem by making it incredibly open-ended. There's a specific way you go about it, but figuring out "How/Can I do X?" will be their job. :P
I MUST SIGN UP!!!!
Quote
Quote
PPE: THREE REPLIES. THREE.
If it's any consolation, I do this to all my GMs. :P
Same here :P
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