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Post by Emmarie on Nov 8, 2010 17:45:46 GMT -5
Suggestions for quests, loot, treasure, skills.... let me know.
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Post by fenix on Jul 20, 2011 22:41:14 GMT -5
1) Harpoon rifle- a full sized rifle that is able to fire a proper harpoon. 2)Spear gun- a smaller version of the harpoon rifle it is able to fire small scale spears and bolts. 3) Song of the Elves- Enchanted and blessed by elf monks this bow doubles as a blade along its outside length. It is able to inflict festering wounds on demons and things of dark alignments. 4) Elemental Blade Whip- A shortsword that is able to extend from 5 feet up to 15 feet in the form of a whip. It is able to be enchanted with a single element of your choice and this cannot be changed. Make the choice wisely. 5)Tattoo of Resurrection- A 1 time use tattoo once it is used it will bring back one from the dead over a 24 hour period. (time negotiable) Cannot regrow limbs with this. Once used the tattoo will fade from the skin.
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Post by Evan Scar on Jul 21, 2011 21:46:21 GMT -5
1. More adventures. 2. Sidestep and other such " full damage evasion" maneuvers usable once per adventure, rather than per combat. 3. A static event - something to give everyone purpose that they can build adventures/missions on. Rather than just "we go plundering for loot" it's "we have to go here and do this, because it effects this overall event as a whole". 4. Warrior School!
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Post by Coran Rain on Jul 22, 2011 8:49:56 GMT -5
Muahahaha I am already planning a mighty long static event with a partner! More info to come on that. Hooray for me! And, this static event will bring more adventures weekly if accepted by Pam and Jake <3. I also agree with the sidestep and other things once per adventure.
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alex
Recruit
Posts: 16
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Post by alex on Jul 22, 2011 9:34:40 GMT -5
I like the sidestep and evasion abilities as is, with little hp we get, their really the only true means of defense and there are quite a few situations where they can be made useless.
1. More hp buff skills, like die hard that are natural and don't need any condition to be activated.
2. Monk skills being lowered normal die attacks with status effects. ie: a 1d attack that stuns. ect, would of course have saving throws and slightly improved self healing skills. Say this because monks are suppose to be in tune with their bodies and know the body well. These would also of course be used as monk primary only.
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Post by Evan Scar on Jul 22, 2011 23:14:59 GMT -5
Quote from Alex: "I like the sidestep and evasion abilities as is, with little hp we get, their really the only true means of defense and there are quite a few situations where they can be made useless.
1. More hp buff skills, like die hard that are natural and don't need any condition to be activated."
I have to disagree, and here's why: As a DM, if EVERY attack is something that bypasses Defense, then there's no point for Defense.
If I wanted to damage, say, Alex for example.. I'd have to do one of two things (without making attacks bypass Defenses, which I dislike). 1. Have SO many enemies on the board, that he'd get attacked multiple times (because if you only have a couple and they ALL just beat him down, then that's a shitty move on the part of a DM). 2. Have a monster with SO many HPs that the fight lasts enough rounds that all your defense moves are used up. Characters can easy do 200hp worth of damage within 3 rounds. Sidestep, Parry, Fighter's Defense.. that's at least 3 rounds in which the character is certain not to take much, if any damage. Most fights I've procced last 3-4. With high +def enhancers (which more characters have at higher levels), that can equate to three rounds or so of taking little to no damage at all, even if they're attacked every round.
I wouldn't mind more HPs or +HP skills, but "sorry, your monster's special move was just sidestepped and completeled ignored LIKE A BOSS" every single time is annoying to try and run, thinking up challenging encounters.
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Post by Akito Takano on Jul 23, 2011 11:13:11 GMT -5
Not to sound like a prick but by that logic Evan mun, what's the point in having defenses at all? Just scrap skills altogether. Monsters have some of the same skills so that's a 2-way street. Once per combat isn't every single time. When you have a defense that is even limited to once per combat you still have to think about when is the best time to use it cause you only get to use it ONCE. So, of course they're going to use it on the big boss with the special move. And if its once per adventure, that's just going to make it even more true they'll wait to use it on your super special boss move. Just my two cents.
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alex
Recruit
Posts: 16
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Post by alex on Jul 23, 2011 13:40:11 GMT -5
Another suggestion I have is that Battle Harden be made into just a native +5 hp, like Die hard.
The evasions arn't the problem. There are many ways to by pass full damage evasions and things like parry and fighters defense and do damage without much effort on the foes side aside from what you've just suggested. They've been used actually a few times by others rather by accident or intended, I don't know. But a concern that I do have is HP.
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Post by Evan Scar on Jul 24, 2011 19:11:20 GMT -5
Not to sound like a prick but by that logic Evan mun, what's the point in having defenses at all? Just scrap skills altogether. Monsters have some of the same skills so that's a 2-way street. Once per combat isn't every single time. When you have a defense that is even limited to once per combat you still have to think about when is the best time to use it cause you only get to use it ONCE. So, of course they're going to use it on the big boss with the special move. And if its once per adventure, that's just going to make it even more true they'll wait to use it on your super special boss move. Just my two cents. But, if they way to use it on the super special boss move, which is fine, they at least took damage in the encounter's beforehand. I would MUCH rather someone have to actually think about when and where to use their skills, and sometime have to say "well, that big ass ogre back there is doing something with that box of explosives. I'd better go ahead and take this 6 damage from this goblin stabbing me and let my defense enhancers handle it, and actually save a skill for later". I've actually DMed a few adventures now, and it's difficult to provide a challenge without making a fight SO HARD that it kills any without +3-5 Def and plenty of skills.
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Post by Arabelle Scar on Jul 24, 2011 19:19:49 GMT -5
I agree with Evan mun. I've DMed in RaS a number of times, and I cannot tell you how difficult, frustrating and down right off putting it is, spending an afternoon building an adventure, only for everyone to come away with no DMG - that is, if they're lucky enough to be above Mel'yn rank. While I understand that death in RaS is a real thing, its really disheartening to put time, and effort into Adventures that are just a cake walk for every with more than 5 skills.
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Post by Emmarie on Jul 29, 2011 0:58:24 GMT -5
What you have to do is give your baddies skills that cancel out people's skills. Such as giving them a +5 defense to cancel out the +5 attack, or making them have attacks that can't be sidestepped such as massive damage attacks that are area of effects. Also, as Evan has suggested to me a few times, hold adventures for levels, so don't bring along someone that has skills and items like crazy and save that for a really difficult adventure.
Skills, magic items, and all that was not supposed to make things a cake walk. That was never the intention. The intention was for people to be able to build their character into something special and unique using skills and such. If we are having major issues with people being way too powerful and adventures not being fun for the GM's or participants anymore....we seriously need to have a discussion to change some things, figure out how to "fix" this issue, and maybe even have a meeting of the minds so we can make sure we are all still having fun.
We certainly do not need to get players even more powerful than they already are.... to those offering suggestions to make players even more powerful. I find it challenging for me to make my baddies something special, one has to be creative.
Also, don't forget that there are numerous null magic areas in Eldon Heath. There may be spots, areas, rooms, entire regions that have NO magic at all. That negates a lot of skills, items, and various abilities.... you could have the one area where the boss is located, be null magic. Means your boss can't have magic stuff either but it would definitely make things interesting.
And remember you are the GM.... what the GM says, goes. If you rule that someone's evade wouldn't logically work, or someone's defense is not applicable then that is the ruling.
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Post by Coran Rain on Jul 29, 2011 9:28:57 GMT -5
Item ideas:
Helm of Insight - +2 to insight Ring of underwater breathing - 10 uses, lasts ten minutes. Gives wearer the ability to breath underwater. Boots of Trackless step - These boots give you the ability to move without leaving a trace to follow [foot prints, scent, ect.] Helm of True Seeing - Gives wearer the gift of true seeing
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Post by Evan Scar on Jul 29, 2011 11:44:16 GMT -5
Skills, magic items, and all that was not supposed to make things a cake walk. That was never the intention. The intention was for people to be able to build their character into something special and unique using skills and such. If we are having major issues with people being way too powerful and adventures not being fun for the GM's or participants anymore....we seriously need to have a discussion to change some things, figure out how to "fix" this issue, and maybe even have a meeting of the minds so we can make sure we are all still having fun. I agree with your philosiphy. I don't want to nerf characters, and take their skills and whatnot away. The reason I suggested up the Once Per Adventure thing, was so that people had to be smart about when to use their defensive skills, and not just use them to give a big middle-finger to every encounter, every attack they receive. I've created a particularly difficult adventure I plan to try. See how it goes there. It's my way of experimenting and testing out counters to abilities.
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Post by Coran Rain on Jul 29, 2011 11:53:31 GMT -5
Another suggestion.
For those of us who have selected the Artisan Crafting skill, it says they can only have one type of craft. Why not add levels to the skill? Like, for each gemstone you gain, you can take another crafting skill. Because Coran knows how to do more than just make weapons outside of RaS. Its not like I actually make hella money as it is >.> LOL
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Post by William Alexander Von'Dire on Jul 29, 2011 17:25:12 GMT -5
We have heard quite a few comments on the side of GM's and people that throw missions saying that the skills by players often times so outmatch the baddies you can create that it makes the whole thing one big moot point. I have yet to hear of an equal amount of players saying they do not want a restriction on their skills allowed during an advneture or a mission. So with this in mind, tomorrow is my first day off in a long time, but I will get on the phone with Pam, and we will hash this out. So be on the look out for this to be added to the weekend update letter.
I hope we can have this posted by tomorrow, but I promise something by no later than sunday.
Jake
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