Does anyone want to do a PbP arena to mess around(read: munchkin) and see how certain stuff works out?
I want to see if my time mage is feasible to level up.
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Does anyone want to do a PbP arena to mess around(read: munchkin) and see how certain stuff works out?
I want to see if my time mage is feasible to level up.
Yea, sure.
I wouldn't mind throwing some characters in for level 30 epic combat. Would let me play around with some stuff.
Also, how much HP would your TM have?
edity: oh, 880.
Yeah, I has a plan.
We should do a story. Like we all start out as noobs in a coliseum at level 1 and we just keep fighting until we gain freedom (L25 limit break) and attack the master of the coliseum. just so it's fun to read as well.
We would go up one by one, and also in groups to fight other groups/large creatures (aka bosses).
Or a Mortal Kombat approach:
A hyper-intelligent pan-demensional being, known as M.O.U.S.E. (REFERENCES!), uses it's supernatural powers to abduct monsters and warriors from across the planes of existance, forcing them to fight for survival, so that M.O.U.S.E.'s computer programs may analyze their skills and create the Ultimate Warrior from their corresponding strengths and weaknesses.
The Arena is monitered by M.O.U.S.E.'s lacky, the Gamemaster (our referee and resident DM). The Gamemaster controls aspects of the Kombatants daily lives. He regulates food, the arenas, and the composition of the holding cells.
M.O.U.S.E. only monitors the proceedings, building a being that it can use to defeat chaos in the multi-verse.
I'm just reading through the pdf and I only have one major complaint. The table of contents gives the wrong pages for each section. For example in the table of contents it says that The World starts at pg 129, when it actually starts at pg 134. I apologize if this has been brought up before.
Nevermind, it's just the actual page number and when you started counting pages are different.
I'd be up for an arena, I'm not too great a optimizing, but I'd love the chance to throw round some higher level builds. Although, if an arena-type game is run, could we run multiple characters in it. They wouldn't help each other out, but I wanna test loads of characters out.
Rawr, your story is waaaaaayyy too complicated. but if you DM it then go for it. i don't know anything about mortal kombat.
nobody better do a time mage. :smalltongue:
oh ok. yeah, that makes sense.
what should the difficulty be at? a monster our level+3?
I was figuring that there would be different "tiers" like in Wrestling and MMA and UFC and stuff.
Lightweight- Noob (1-5)
Middleweight- Explorer (6-10)
Heavyweight- Adventurer (11-15)
Super Heavy Weight- Champion (16-20)
Megaweight- Hero (21-25)
Ultraweight- Demigod (26-29)
Titanweight- Deity (30+)
ok, so at least for my dm-ing, once your level hits the lowest level of a tier, then you're in that tier.
and you'll face a random monster whose level is randomly chosen.
you should create the topic cause im still a little foggy on the plot. i want to play naow :P
meh, i'm too bored to wait. I stole Creed's thunder. It's mine bwahahaha :belkar:
here's the IC and OOC topics.
IC: http://www.giantitp.com/forums/showthread.php?t=179644
OoC: http://www.giantitp.com/forums/showthread.php?t=179648
you don't need to pm the character sheets. just post in OoC and if there's anything strange, we can just discuss it there.
My thunder.... it's... gone!
Adell is an impressive thief. Stealing thunder has a pretty high DC.
It's true, what can I say? I have incredible dice.
So, Dust, what exactly is going to be in the update besides general fixes?
Also, I'm wondering what you think of my Str/Dex analysis on post 270. I know you said earlier that it's okay to have a dump stat, but in a game I'm playing with some friends I'm seeing a serious difference in the capabilities of a strength based character vs a dex based character.
Hehe. Decided to steal the level 30 arena idea. As soon as enough people get on it I plan to have them fight chaos.......so far we have a gambler. A gambler whos an example of a level 30.
Hm.......question. Does a dark knight who becomes a paladin lose the huge weapon ability?
I share the belief that, as it stands right now, strength-based heroes are at a distinct disadvantage. I tried to provide other non-damage reasons why STR would be on par with DEX, such as lifting and breaking and throwing and whatnot, and also how some weapons had properties (Ranged and Huge, for example) that were simply BETTER than others but unusable by most DEX-based classes, but obviously this wasn't enough.
The reason that the book was released with this very obvious problem is pretty simple - I don't really know how to fix it.
For both flavor and canon reasons, DEX should be every bit as valuable as STR when it comes to raw numerical firepower in combat. When it comes to actual game design, though....well, let's just say I'm still browsing through lots of 3.5 homebrew for bouncers, bruisers, and other professional toughguys, looking for inspiration. :smalltongue:
Fallen paladins and redeemed dark knights don't change their weapon or armor types; just their HP, MP, spells, abilities, and possibly their limit breaks if the GM feels this is appropriate. You don't suddenly forget how to throw a good right hook just because you're fighting for truth and justice and the Ivalician way! Likewise, falling to the dark side doesn't also force a sudden change of dress code. (Okay, well it DOES, but we're talking pastels, not plate.)
Also, I think Time Mages really need a re-work. Some of their spells are just ridiculous, and Mind over Matter and Telekinesis seem exceptionally powerful together.
Lol, just because I found a good combination doesn't mean time mages should be nerfed.
And without those kind of combinations, time mages basically cast haste and slow and stop and stuff. Thus making them entirely pointless.
I think mind over matter and telekinesis are meant to be taken together.
Which spells should be nerfed anyways? Their L5 spells?
Otherwise, black mages should be nerfed too.
And blue mages who pump VIT and blood price should be nerfed too.
And fighters who take trauma and put auto-poison on their weapons.
And freelancers with job change.
That's what I said.
This has absolutely nothing to do with what you posted.
They have better damage potential than black mages with their spells. Haste is incredible anyway. The combinations basically give them incredible physical combat to boot.Quote:
And without those kind of combinations, time mages basically cast haste and slow and stop and stuff. Thus making them entirely pointless.
Of course they are. That doesn't make it any less powerful.Quote:
I think mind over matter and telekinesis are meant to be taken together.
Among others. Look at comet and compare it to similar level black magic. Same with meteor and Flare Star.Quote:
Which spells should be nerfed anyways? Their L5 spells?
Black magic isn't as powerful as time magic right now. Black mages can super-specialize in one element for massive damage, but then they become useless against enemies with immunities (there are ways around this, but typically bosses are immune). Time mages never risk immunities, and it seems black mages need to be exceptionally optimized to compete with them. If black mages are being made under the assumption that they should be optimized to compete with any time mage, then I think that is a design flaw.Quote:
Otherwise, black mages should be nerfed too.
Blood price is incredibly incredibly situational since it only works against one group of enemies.Quote:
And blue mages who pump VIT and blood price should be nerfed too.
Another problem, but not really related to time mages. This can easily be fixed by making it so trauma can only be taken once.Quote:
And fighters who take trauma and put auto-poison on their weapons.
Only late game after they suffered at the begining. I think that's fair enough.Quote:
And freelancers with job change.
Also, I said they need a re-work, not a complete nerf. I mean look at their quasar spell compared to Meteo. Costs 60% of the mp and does 40% of the damage (comparatively, scourge costs around 40% of the cost of scathe and does half the damage.) Haste is also probably also the best positive status effect. Spells like quarter are also near-useless.
Edit: On an unrelated note, I think a blade's piercing strike should be 1/combat. 1/session doesn't seem to be on the same level as other weapon properties.
It is in my experience that people who enjoy playing the game play as what are referred to by my close friends as "LEC" or, Low Expectation Classes, such as bards.
That's what I play. Alot.
Thus, optimizers and folks who enjoy pwning for no reason would play a Time Mage.
People who want to take apart the game piece by piece for a really interesting character would play a Thief specked for combat.
See what I'm saying?
Except an unoptimized time mage is even more superior to an unoptimized black mage since the TM wouldn't have to worry about taking advantage of elemental types.
Well, Comet is probably weaker than the L3 -aga spells because of weaknesses. Not playing weaknesses with a blak mage seems stupid when black mages are supposed to have some intelligence.
And black mages do get Ultima. so yeah.
I was trying to play an interesting character. I wanted to make a swordmage, but that turned into a black mage using Into the Fray and basically the same as the time mage.
To make a thief uberpwn, just take feint and then assassin's kiss ten times.
Feint to lower EVA to zero and then add on 10 to the damage tier of whatever weapon you're using.
And I don't see how 45 eva is a good reward for freelancers. Because then they essentially can't get hit. I bet there are a lot of overpowered combinations that can be generated with a freelancer.
Besides, in late game, almost every character is overpowered.