Lord Duvors

Eurobricks Dukes
  • Content Count

    2809
  • Joined

  • Last visited

1 Follower

About Lord Duvors

  • Birthday May 11

Spam Prevention

  • What is favorite LEGO theme? (we need this info to prevent spam)
    Castle
  • Which LEGO set did you recently purchase or build?
    None, currently in a bit of a slump.

Profile Information

  • Gender
    Male
  • Location
    The good ol' USA, as run by everyone who doesn't know how.
  • Interests
    Being insane, LEGO.

Extra

  • Country
    U.S.A.

Recent Profile Visitors

1943 profile views
  1. Lord Duvors

    Heroica RPG 2.0

    But the work of categorizing spells by proficiency has already been done, and considering there are only ten spells in the entire game it doesn't seem overwhelming at all. You seem to think that each proficiency is going to have new spells added to it over the course of the game, but frankly I don't see that happening. Or maybe you think that people plan to add a spell list for each proficiency and are fighting to stop that, but that's definitely never going to happen so I don't see why anyone would think that. Or maybe you think something else entirely? I don't know! I honestly can't tell what problem you're trying to solve with these suggested changes because so far nothing you've suggested removing has actually proved to be a problem. And where have I suggested otherwise? I don't want spellcasters to immediately gain access to the most powerful magic in the game, what I want is for magic to have enough of an effect when you get it for it to feel fun and worthwhile. I admit that attacking and healing with spells feels bad at the moment, but that's partly due to all examples of play so far being at low levels. That being said it must be mentioned that spells do less damage then weapons overall. However, another thing to keep in mind is that even if they don't do as much damage overall spells can still do things that weapons can't do by default, such as attack multiple targets or do damage over time (damage that completely bypasses any potential poison resistance I may add). And Healing Light and Purging Font can be used at range, whereas their equivalent items can't. Okay, firstly you're assuming the existence of items that don't exist yet, and a lot of them. Secondly the items that do exist that do the same things as spells don't actually work the same way as said spells. Thirdly, what's stopping a magic user from just picking up said items and using them themselves? You haven't actually given non-magical characters anything they can do that spellcasters can't. Okay, going back and looking at the thread I can only see one place where you vaguely alluded to what you're describing above. I did either miss it or forget about it though. Sorry However, I have to point out that what you've outlined in your post is a demonstration of the exact thing I'm objecting to in the post you quote. To remind you: I'll come back to this later, but for now I'm going to dissect the system you've outlined above. As you've chosen a damage spell as your example, let us compare it to Elemental Evocation. Firstly, you haven't given the damage of your hypothetical spell a type so I'm going to assume it's untyped. This is automatically better then the current spell for reasons that should be obvious. Secondly, you've stated that a spellcaster with a ten in arcana can deal a maximum of ten damage to a single target, whereas Elemental Evocation needs to overcome a DC of one to accomplish the same thus lowering the total possible damage to nine. HOWEVER, you have also said in several places that spells have a chance to fail, since we can't apply verses-armor-plus-skill to all spells then spells in your system must have to beat a DC, thus rendering your statements regarding the maximum damage of spells incorrect. However, as you haven't supplied a DC for spells in your system I can't actually compare it to what we already have. Of course it could be that DC's in your system only apply to utility spells and attack spells use armor-plus-skill instead, but that seems needlessly complicated. Thirdly, your suggestion fails to bring up the automatic successes a weapon adds to it's attacks. A person carrying a plus-one weapon and possessing a ten in it's corresponding proficiency has a potential total damage of eleven, and those automatic successes can go up to four. Now your suggestion states that spells can do up to ten damage to a single target (which is close enough in damage to not be a big deal) but unfortunately we've already demonstrated that that can't be correct and have no basis for providing an accurate number. Fourthly, if I understand your suggestion correctly then a character needs a Nature skill of five (that's fifteen points) in order to attack multiple targets with a single spell. This is on top of whatever points one has put into Arcana. In your second example you have five in both proficiencies (that comes to thirty points) allowing you to attack two targets. Now, in the current system spending twenty-eight points in Arcana would allow me to potentially deal six damage to one target, four to two targets, or two to three. Now again, since I don't have the DC's for your spell system I can't actually compare this to your numbers accurately. Now I'm going to make the assumption that, in your system, increasing your nature skill to ten will allow you to hit three targets with a spell (this is a bit of a stretch but it seems consistent with what you've already suggested). Now that costs fifty-five points. However, none of this affects your damage so you also have to level up your Arcana to match. Now, if you upgrade your Arcana to ten (maxing out it's effectiveness) for another fifty-five points that brings to total points spent on magic to 110. At this point your character can do ten damage minus DC to three characters. Meanwhile in the other system, for fifty-five points total I can deal nine damage to one target, seven to two, five to three, and three to nine. You might be doing more damage than me depending on what DC you have to beat, and your untyped attacks will go through elemental armors that would severely reduce my damage, but I'm still capable of hitting more targets and none of it it cost me any more than it cost some guy with a gun to hit one target harder then a spell ever could in either system. I suppose your way has it's advantages, but honestly I'd rather not face the doubled grind for a slight advantage over the previous system in some areas. Yes, but I don't think you've accomplished that. As if said before, nothing else in the game works they way your suggested system does. It so obviously different from the way everything else is designed (and interacts with everything else so weirdly) that I feel it would just come off as jarring and dissonant if it was inserted into the game. But what if I don't want to blast fireballs at people? What if I want to use only support spells and fight using a staff? I'd rather not feel pressured by the game's design to have to use a specific spell when I don't want to even if I'm not explicitly required to in the rules. Also, I apologize if I didn't understand you the first time you said this, but you weren't exactly clear and you made it seem that players would be required by the rules to take an attack spell before any others.
  2. Lord Duvors

    Heroica RPG 2.0

    How is this any different from the current system? Why does magic need an equivalent to weapon proficiencies? Are you trying to deal with the issue of magic requiring lots of investment for little initial reward? If that's the case then why reduce all magic to one proficiency rather than dividing it between different ones the way weapons are? So now a person has to invest in two different skills to make their spells better instead of just one? That just seems like adding an extra drain on people's available skill points for no real reason. Especially as nothing else in the game works that way. On the contrary, it's the fact that magic can do a host of things other than damage while still having the option to do damage on top of that that's the problem. If you take the time to read my post you'll see that the thing I'm taking issue with is the fact that you seem to be suggesting alternatives to using magic that don't actually posses enough versatility to compete properly. In fact it seems like you're the one more focused on attack magic considering your insistence on magic having an equivalent to weapon proficiencies. You do understand that this isn't possible under the current system, right? I've actually been considering bringing up the idea of reassigning points as a specific response to this. Also, you seem to be missing the point of the argument; a person can choose to simply not use magic under the current system and they'd still be fine. The problem I see with your system is that you've simultaneously made magic so good that people will feel obliged to take it in order to compete, while also making it annoying and difficult to use by adding unnecessary bars to actual effectiveness. Under the current system six points is enough to make spells reasonably effective (this is still more than weapons and other proficiencies but that's beside the point). Whereas under yours that only applies to damage spells, which are directly competing with artillery weapons, and make it so you have to spend even more points to get the same effectiveness out of utility spells. Again, nothing else in the game works like this. You can accomplish anything in the game with a single proficiency (plus static modifiers if applicable), having one subsystem that requires you to have two or even three proficiencies just doesn't fit the design of the game. A magic user still has more options then a guy with just a gun and some potions. Magic users can teleport people, heal at range, summon allies, create illusions and so forth. And a magic user can still have a gun and some potions that are just as good as the other guy's. Ultimately the issue is that a magic user can do everything everyone else can and more. And they only way you've come up with to balance that is to increase the already painful skill tax even further. How is this any different from the current system? How the hell is this a good thing? If I only want magic for one spell then why should I be forced to start with a spell I don't want and then spend extra in order to get the one I actually do? That just seems frustrating and unnecessary. Yes, I explicitly mention that in the post you're quoting: The difference is I view being reliant on random loot to make a build viable as a negative. Meanwhile, at lower levels when Plasma Potions and Nanite Filters are generally more effective than their equivalent spells players don't have the money to make a healing build entirely reliant on those items viable.
  3. Lord Duvors

    Heroica RPG 2.0

    But requiring characters to take lots of things in order to make a build viable will just discourage them from taking it in the first place. People already are taking issue with that fact that you need at least two levels in a single skill to even cast spells. Why would they want to take levels in two, possibly three, skills in order to make a magic build viable? If anything it seems that what most people want is less investment in magic. I personally am fine with the level of investment necessary now, my main gripe is that the initial rewards of said investment don't seem particularly worthwhile. What? I though it was clear from my post that I didn't want everyone to be forced to have magic. In fact I see the inability to properly opt out of the system and the absence of any competitive alternative to magic as a problem. To use your example, you say that someone could just use an Artillery weapon and use healing items, but a magic user could also do that just as well as a non magic user and still have spells in addition to that. There's also the point that artillery weapons aren't really as versatile as spells (can you teleport someone with an artillery weapon? What about healing them or removing adverse status effects?) and can't hit anything right next to the wielder. And healing items, while they may heal more then the lowest-level spells, can only be used on one person at a time (and only if that person is directly adjacent to the user) and once used go away forever (making the character's healing capabilities heavily dependent on enemy drops and having money to burn at the marketplace). This last point is in contrast to spells, whose uses are only limited per battle (or if we adopt your system, not limited at all).
  4. Lord Duvors

    Heroica RPG 2.0

    But why though? You're suggesting a radical change to the rules (one that gets rid of something I really like I may add) but I don't see the reason for it. There doesn't seem to be any problems with the system that this would actually solve, and the problems that do exist are completely unaddressed. Ultimately it seems as if you're creating solutions to problems that don't actually exist. Also, I'd like to point out that under the system you've described any spell caster can cast any spell as often as they want with the only real restriction being how many spell they know. Unless you want everyone to be playing a magical character without any mundanes then that's a major balance issue.
  5. Lord Duvors

    Heroica RPG 2.0

    To be honest the idea of adding more things to the character sheet is one of the reasons I've not talked about abilities much. The other, and the one that looms larger in my mind, is bloat. Even if you start out with relatively few abilities to begin with as time goes on people will add more and more abilities and the number of abilities will grow increasingly hard to keep track of and to balance against each other. In fact I'm worried about some abilities never being used simply due to being buried in a mountain of other, better options. It's sort of hard to categorize my ideas for abilities because they're sort of all over the place, which is sort of why I would want them separate from spells. The thing is most of the ideas I've had are pretty bad and I'm not sure about them.
  6. Lord Duvors

    Heroica RPG 2.0

    So sorry for not speaking sooner, I tend to get a little burnt out at the end of these things and this was no different. I don't really have much to say about the party right now. While I had some frustrations other people have more-or-less stated them for me, though I have a few I feel I should talk about at some point. I enjoyed the grid system even though melee is clearly awful as things currently stand. On the subject of proficiencies, I like them a lot they are. I feel that keeping them somewhat vague is actually a good thing as it allows people to use them in ways that would not be immediately obvious (though still constrained by the nature of the proficiency, Enson's use of medicine to effectively hit Jek harder is an example of this) whereas making them adhere to a more rigid definition may make them less useful. I have other thoughts on proficiencies but I'll save that for a more detailed breakdown of the rules later. As for that timing issue, I personally didn't have any problems. In fact the way @Endgame kept having the entire party move at once without waiting for everyone confirm they were ready to move on caught me off guard several times and made it feel as if we were being moved along at someone else's pace. It's not that it was bad so much as that I wasn't used to it. And quite frankly issues with the time it takes to complete a quest were always present in the first game and will continue to be present in this one. That's just the nature of the medium and there's nothing that can be done about it. One thing I'd like to bring up though is that while a player being unable to post is easy to deal with a MM not being able to post will immediately cause the game to grind to a halt. In that past QM's would sometimes have other people run battles when they couldn't, but that only works for combat. I fell that this time around it might be worthwhile for MM's to consider having someone on hand who could move the story forward in their absence. A sort of understudy MM if you will. Now to address some of the things @samurai-turtle has brought up: B- I don't really have much to say other then I agree with most people that we should keep the square grid over a hexagonal one. The existence of a grid already adds a bar to becoming a MM that wasn't there in the last game, so keeping it a simple as possible will help to mitigate that. @joeshmoe554, I think the reason you're having problems with the grid system is that you're thinking of the squares as being only connected along the sides and not the corners, whereas everyone else is thinking to them being connected at both. C- I have to object to the idea of having a weight stat for weapons for the same reason everyone else does, it's too complicated. Quite frankly there doesn't seem to be any need for it. As for the distinction between different types of weapons, outside of melee it's entirely arbitrary. Realistically all ranged weapons should be artillery without the restriction against attacking enemies within one square, but sometimes absolute realism has to be sacrificed in the name of balance and tactical sophistication. People will still assign different types of weapons to different ranges based on how they perceive said weapons (throwing knives and pistols will generally be Short Range, rifles and harpoons will tend to be Long Range etcetera etcetera) but the way the system is set up now allows for, say, halberds that are Short Range weapons due to their reach or pistols that are Long Range due to having a longer barrel. The ability for players to define exactly what their weapons are gives them a great deal of creative freedom and I enjoy that aspect very much. D- I see two issues with the spell system as of now. First is that it's possible for spells to have no effect even if they succeed (something I've already mentioned), and that entry-level spells are terrible. The simple fact is that a character with two in any magic skill can't really do much. For reference, if Enson with his two in Religion tried to cast a Healing Light spell It can heal a grand total of one vitality at maximum. I have no problem with with entry-level spells not doing a lot, but spending the necessary points to get up to two in a magic skill and then having so little as the most you can do feels bad. @KotZ, I really don't see the point in having 'schools' of magic because the way the system is designed right now kind of does that already, as the kind of spell skills you have determine what spells you can cast. @Goliath, I really don't like that idea for several reasons. Firstly, you seem to be suggesting replacing all spellcasting skills with arcana. I dislike this as I feel that having different skills for different sets of spells is more evocative and allows for more distinction between different types of spellcasters. Making all spells use a single skill sort of just makes that skill seem extremely bland and generic, whereas having different skills allows one to look at anther character's stats and say 'ah, this guy has a high nature skill and lots of nature spells, so I'm guessing they're some kind of druid-y person' and things like that. The alternative possibility is that you're suggesting that Arcana be used in addition to other magic skills which is arguably worse. And the idea of adding Skill to Arcana for utility spells is unnecessarily complicated and makes Skill far too good as it's already responsible for four other things (Initative, protecting yourself from damage, protecting others from damage, and how good the Energy weapons you can use are). There's also the fact that none of these suggestions actually address the actual problems with the system. @joeshmoe554, I am emphatically against turning spells into abilities. I don't feel up to explaining it all right now, but right now I'll say this. Firstly all the ideas I've had for abilities are a lot more freeform in design then spells are and ofter either modify the ways spells work or interact with them in unique ways. And secondly that I feel that magic needs to work differently from mundane skills, to have a different texture so to speak, in order for it to feel unique.
  7. Lord Duvors

    Heroica RPG 2.0

    Hello?
  8. Lord Duvors

    Heroica RPG 2.0 - Mission #0: Last Of Its Kind

    Enson sighed in relief, relaxing a little now that he saw the creature was doing fine. He sat there for a moment, watching as the creature continued to stare at him. Just watching him. Enson shook his head, a slight smile on his face. "Oh very well, hold still." he said as he gently lifted the creature by it's midsection and hoisted it into his arms. "There," he said, "is that what you wanted?"
  9. Lord Duvors

    Heroica RPG 2.0

    I'm not talking about that, I'm referring to the bit at the end of the Dice Pool section in the rules that states 'For some checks, multiple players may contribute dice into a single pool, however the maximum standard dice pool is ten.' I bring this up for two reasons. One, the way it's worded and it's placement seem to imply that this statement applies to all forms of checks and that it constitutes multiple players making the same check and contributing their combined successes into a single number. The Rally and Defend actions seem to be different things entirely. Two, it gives that impression that such combined checks may allow players to exceed the standard dice pool. However this is vague due to poor formatting and lack of clarification.
  10. Lord Duvors

    Heroica RPG 2.0

    @Endgame, a quick question. How does multiple characters pooling their dice into a single check work? It's mentioned in the rules but it's not elaborated on very deeply.
  11. Lord Duvors

    Heroica RPG 2.0 - Mission #0: Last Of Its Kind

    Enson sat cross-legged in front of the creature, studying it. "I don't know Kleeck," he said "honestly you might be one of the better informed people here on that subject." He sat silently for a moment watching the Sabrillo flopping about. He shook his head. "Look, how about you help me have a look at this creature. Make sure it hasn't hurt itself getting out of that incubator and suchlike." Enson will spend two skill points to increase his Medicine to two. He will then attempt a Medicine check on the Sabarillo to determine it's overall health.
  12. Lord Duvors

    Heroica RPG 2.0 - Mission #0: Last Of Its Kind

    "Hmm? Oh! Sorry, I didn't notice that at first. Yes, umm..." Enson picked up the weapon, shifting it from hand to hand experimentally. "Well apart from me the only person here who'd want this is Igaz, and he already has an abundance of weapons." He gripped the Pike like a quarterstaff an made a few practice strikes into the air. "Honestly I'd like to keep this for myself." he said "It's just that I'm a bit unsure I should do that, given that I've already given myself this." He held the Insignia Armor in one of his other hands. "I can give the armor to someone else if you all feel it's unfair for me to have both."
  13. Lord Duvors

    Heroica RPG 2.0

    @Endgame, why wasn't the Captain's Plasma Pike amongst the loot? It's listed as part of her drops but I don't see it anywhere.
  14. Lord Duvors

    Heroica RPG 2.0 - Mission #0: Last Of Its Kind

    "Yelana, why would they want to hide not being human? It's not like anyone would care. In all honesty the most probable reason for installing such systems into their armor is to destroy any evidence of their presence in case of death, or to prevent enemies from acquiring their equipment. Remember, these are stealth operatives after all." He lifted up the armor he was holding to examine it more carefully. "Admittedly these aren't the most effective devices in that regard, but they still destroy enough to maintain some degree of plausible deniability. The Cydonian leaders could easily claim this as a false flag attack and there wouldn't be enough evidence to refute it. As for why they'd want to hide their appearance," he continued, lowering the armor than refocusing his gaze on Yelana, "that's easy, fear. By hiding their appearance and preventing the populace from seeing who they are they prevent the populace from seeing them as people. Instead they become inhuman and intimidating objects to those they oppress. There's also the fact that the protection and anonymity granted by full body armor will help to make the soldiers themselves more confident in their abilities." "You're welcome. And Kayarr did say he'd already scanned to make sure there weren't any more assassins lurking about." "Well, whatever mechanisms were responsible for the destruction of the corpse seem to have been destroyed in the blast. Though I'll have to have someone look over this later to confirm that. Oh, and you're welcome."
  15. Lord Duvors

    Heroica RPG 2.0 - Mission #0: Last Of Its Kind

    Enson looked glumly at the scorch marks on the floor where the Cydonian agents had been. "How futile." he sighed, "How utterly futile." He nudged one of the fallen objects with his shoe before bending over to pick it up. "Oh well," he said, "no sense in letting this go to waste." Enson will distribute the items thusly: Ten Credits to all agents. An Energy Cell each to Kleeck and Yelana. A Nanite Filter each to Igaz, Dunola, and Tester-Three. A Plasma Potion each to Kleeck, Enson, and Tester-Three. The Insignia Armor to Enson. The Cloaking Generator to Dunola. "There," he said as he finished handing the items out, "does that seem reasonable or do you disagree with my division of the spoils?"