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Westenev

Westenev

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I'm still waiting for a demonspawn chronicles DLC, where we strip down in raw onion leotards, join the demons and kill all of the major dwarven cast.


(If you can't tell, I'm #teamelf)


EDIT: I just had a thought - what if Azi's "perks" had downsides, similar to the Fallout New Vegas traits. For example, the "Heavy Handed" trait increases your base unarmed damage, but lowers your crits - meaning you fight harder, but more "fair" (no below the belt hits for maximum damage).

This could apply to Azi's traits too - for example, Action Boy/Girl might mean a person MUST jump into a quest if and when it is offered, and is attributed to a more excitable personality (ie. a shounen hero).

I think this would give the trait system a little more flavour, and would mean you would pick traits that fit your character rather than what looks best.

I could try rambling off a few more perk changes, but I fear this might be a "go home, you're drunk" moment.
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09-Jun-2018 08:22:34 - Last edited on 09-Jun-2018 10:14:24 by Westenev

NotFishing

NotFishing

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I hate perks that give give downsides. The entire reasoning behind implementing perks in the first place is that they're meant to be an advantage. If a perk weakens you, that is counter-productive to what the perk is supposed to be about.

I also don't see the need for a perk system as is. Why add more complexity that doesn't need to be there?
Beneath the gold, the Bitter Steel.

09-Jun-2018 10:36:34 - Last edited on 09-Jun-2018 10:37:09 by NotFishing

Westenev

Westenev

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I think perks are meant to create a system of limitation - specialising certain characters so other characters can fill other roles. It means all characters will have a place in the story, regardless of their writing skill or activity. When we need something done that's outside of our area of expertise, we would defer to another character and let them have the limelight.

Personally, I would prefer a return to focusing on "Personality" instead, something perks and traits are supposed to represent. From what I understand, George and Inferi loathe the concept.

At the moment, some perks are just better than others to the point where you're at a disadvantage if you don't metagame and pick "action boy", even if it doesn't fit your character. Downsides would hopefully balance things out, and add more flavour to a character and with an extra challenge for the roleplayer.
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09-Jun-2018 10:48:45 - Last edited on 09-Jun-2018 10:51:16 by Westenev

NotFishing

NotFishing

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Westenev said :
I think perks are meant to create a system of limitation - specialising certain characters so other characters can fill other roles. It means all characters will have a place in the story, regardless of their writing skill or activity. When we need something done that's outside of our area of expertise, we would defer to another character and let them have the limelight.


But we don't need perks for that. Most of us have been roleplaying long enough that we understand the necessity of giving our characters certain limitations and flaws.

Westenev said :

At the moment, some perks are just better than others to the point where you're at a disadvantage if you don't metagame and pick "action boy", even if it doesn't fit your character. Downsides would hopefully balance things out, and add more flavour to a character and with an extra challenge for the roleplayer.


Then you get into a situation where "Action Boy" does fit your character, but you don't like the downside so you are discouraged from choosing it.

The solution should be to nerf the OP perks, or get rid of the perk system entirely, not making everything more complicated.
Beneath the gold, the Bitter Steel.

09-Jun-2018 14:38:29

Inferi

Inferi

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NotFishing said :
I'm just going to keep passive aggressively bumping my thread until more people join.


#same

NotFishing said :
Westenev said :
I think perks are meant to create a system of limitation - specialising certain characters so other characters can fill other roles. It means all characters will have a place in the story, regardless of their writing skill or activity. When we need something done that's outside of our area of expertise, we would defer to another character and let them have the limelight.


But we don't need perks for that. Most of us have been roleplaying long enough that we understand the necessity of giving our characters certain limitations and flaws.


This. If I'm creating a character, I already know what role I want them to fill, and what they're supposed to be both with merits and flaws. It feels, in may situations, like having a perk system limits this, and sticks me in a situation where the character doesn't feel the same way that they might otherwise.

Perks, to me, feel like aggressive hand-holding and, although I know it's been said multiple times, complexity that isn't really necessary. That, however, is just my opinion. Unlike a stat system here, they can function just fine, and I won't deny that I just don't like them.
Done in by the dubious doings of destiny.

09-Jun-2018 16:00:45

Azi Demonica

Azi Demonica

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Inferi, p2791
Hm, Impurity and TLL don’t have stat systems. Impurity was totally renovated, unless I forgot to remove some older posts. I will check the later pages and see what I forgot to remove.

As for Perks, well, they were meant to be like optional bonuses per character. It also limits the power of the Game Master, as I’d be forced to consider certain qualities. Perks also create progression, which I felt is important, but maybe, instead of Perks, the user learning things is all that’s needed.



West, p2792
Historically, plate armour was cheaper than mail. Two days was all that’s needed to create a breastplate, but several months for a single mail shirt. Of course, full plate armour was extremely expensive, about the equivalent of several hundred thousand dollars in today’s currency.

Slayers/Hunters are not meant to replace roguish classes, but I’d definitely be able to see why they would. One reason I’m not into rogue classes is that they are redundant. The phrase “robber knight” is historic; there really were knights who sometimes robbed people, stole land, killed landowners, and sometimes even assassinated their own lords and ransacked their manors. You don't need to be a rogue to steal, waylay, ransack, or murder victims, after all.



NotFishing, p2792
Go Solaire!

noob knight (that’s what I am, tho XD)

Ha, the first giv gives me an idea: lightsabers that are actually magic batons or something.



About Wake Up,
Waiting for Inferi to post. After Matriarch Zerasar is dealt with, and Annie and London escape Area 51, the first phase of the RP will be over. Or indeed, we could even stop there, and leave it alone for a while.

09-Jun-2018 20:52:04 - Last edited on 09-Jun-2018 20:54:43 by Azi Demonica

Azi Demonica

Azi Demonica

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George, p2792
OK, so stats just aren’t the way to go. I think common sense is the best tool to use anyways.

Perks are pretty cool. I think Perks as a reward for completing missions is better than choosing them right off the bat. Also, I think most of the Perks I made are basically useless most of the time, so I think quality over quantity is a must. I’ll have to find a way how to make them more useful.



Inferi said :
I'm probably just the only one who has no desire to read through multiple posts of perks to realize that I want them all and then spend another hour trying to figure out which ones I want more than others.
XD oh my, that’s quite the problem! Sometimes, making a decision can be hard. I think I can simplify Perks by making a Perk not a single feat, but like a group or series of abilities. I’ll see what I can think of.

Oh dear, multiple users have a problem with my Perks. I must recreate them somehow. I think, as I’ve just said, incorporating a Perk as a series of things could work better. That way, there’s less options, more reliability, and more adaptability, making Perks more useful broadly speaking.

09-Jun-2018 20:52:14

Azi Demonica

Azi Demonica

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West, p2795
That’s a good idea, actually. Most of my Perks had no downsides at all, but I think a downside is a good feat to implement. I will keep this in mind for sure, see what I can work with.

NotFishing, p2795, about Perks
Those are good points, too. The main reason I had Perks was to give more flavour, ideas, and mechanics to a RP, make it more interactive. However, perhaps storytelling in itself is all that’s needed?

But ya, Action Boy/Girl is a rather overpowered Perk, seeing as it allows you to do more things at will, and activity is what creates power.



Hm, maybe Perks can be replaced by something else entirely. As users said, complexity isn’t needed, and ya’ll have been role-playing so long, much longer than me, that you can all understand your characters perfectly.

I will think of something, just give me some time.



Also, I am ready to role-play in Reclamation of Dormoor and Trails! Will try to post in Layers of Strange later tonight, but will be busy today.

09-Jun-2018 20:52:44

Westenev

Westenev

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*shrug* What you call agressive hand holding is what I would call an idea. I am not in favour of trimming ideas in favour of reworking them, because they tend to leave a hole the content creator can't refill. This tends to be the true problem with using a gutted stat system for use in a thread, in my opinion.

I feel it would be a better idea to rework rather than simply butcher the work.
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09-Jun-2018 20:57:48

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