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Post by DC_Desperado on Jun 2, 2010 9:47:05 GMT -5
With so nudging by lurid, I have decided to post the beta to the next After Chronicles. Please keep in mind that this is a beta version and some things are still missing. Things that are incomplete: 1.) After Chronicles History. 2.) Class descriptions. 3.) Armory. 4.) Additional rules and suggestions. Even with these things missing I do hope that this gives you a little more insight of whats to come. DC_Desperado Attachments:
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Aug 11, 2010 16:11:23 GMT -5
Well DC has been hosting a story recently and it includes guns. I know that guns and systems to control them have in the past been difficult to pin down so that they aren't completely broken which is why I feel it deserves to be said that DC has done an admirable job thus far with them. They still need some fine tuning but so far they impact battle without total domination (unless you were my character in which case he pretty well failed to hold his own but that might have had something to do with a measly 4 hp to start.... yea not my best idea). I'll leave it to DC to post specifics when he feels the world is ready for them but he still deserves a pat on the back for it. Nice Head Shot DC!
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Post by Lurid Sorcerer on Aug 11, 2010 18:17:29 GMT -5
I was surprised that he had a new gun system considering we already had one: kalarsys.exofire.net/documents/Kalarsys-Firearms.htmlNot to say that there's anything wrong with the way DC did it. I'm just saying there was already a system and no one gave any feedback on it. Ever.
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Post by DC_Desperado on Aug 12, 2010 0:55:30 GMT -5
To be completely honest, the gun system that im using is 80% the system that Lurid posted above. All i did was modify the dmg modifiers for the session. So saying that I have a "new" system and its completely original is not true and I do not deserve all the credit for the system.
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Post by Lurid Sorcerer on Aug 12, 2010 8:20:52 GMT -5
Yeah, when I went back and actually read it I realized that was the case. :-p
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Aug 12, 2010 19:15:45 GMT -5
And here I am yet again playing the ballad of the uninformed..... I really need to start reading more. Oh well live and learn I suppose. Nice Head Shot Lurid!
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Post by DC_Desperado on Aug 15, 2010 18:52:26 GMT -5
Just letting everyone know to be on the look out for the next installment of TAC. Looks like the freelancers are going to be reworked and you might find some other surprises as well. So stay tuned to your locale kalarsys message board.
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Sept 16, 2010 18:35:21 GMT -5
Howdy-do and all that other fluff and stuff. While wandering the dark desolate wasetland-pit that is my mind I came across a few thoughts and ideas pertaining to the TAC book. Now I know that there will already be revisions in the new addition and that much of what I'm reading is dated but hear me out.
First up is the Ranger class. They have 2 different skills to chose from the first is "Aiming". "Aiming" gives a bonus to Acc. +1 for every level, but appears to do so with no cost. This is horrible as it more or less means you take one action and get to hit most of the time and with a bow it also means you get extra DAM as well since (as I understand it) all DAM from bows come from Acc. I belive it should be instead used like "Double Handing" is for the Artorians where it cost Ether starting at 6 and scaling down to 1.
Still on the Rangers, "Multi-shot" is the other skill available to them and I feel is icredibly under powered. As it is a Ranger with this skill lower than 3 is just a guy with a weapon and also makes "Aiming" (even with the revision listed above) better for a Ranger at all times through out the game with all weapons. I would also like to point out that every other skill (except for "Pickpocketing" for Theives) has some bonus or skill that sets them apart even at level 1. Therefore I suggest the following revision: Multi-shot: Level 1: can fire two arrows at a single target. Level 2: can fire two arrows at up to two targets.* Level 3: can fire two arrows at up to two targets.** Level 4: can fire three arrows at a single target. Level 5: can fire three arrows at up to two targets.* Level 6: can fire three arrows at up to two targets.** * Secondary target is shot at with half Acc. ** Secondary targets is shot at with full Acc.
Now onto Theives. As metioned above have the only other skill that doesn't give a bonus at level 1 "Pickpocketing". First I feel that The roll should be DEX vs CON instead of CON vs CON, because it is about how nimble and stealthy a theif is compared to how aware their mark is. Second I don't see why having a level in a skill of any kind reduces a roll for a target, as it is it is the only skill that does this and I feel it should give a bonus to the Theif instead of reducing the roll of their mark. Next I think that a bonus is due even at level 1 and here-to-fore suggest the following revision: Pickpocket: Level 1: +1 to DEX. 2 in 6 get what you want. Level 2: +2 to DEX. Level 3: +2 to DEX. 3 in 6 Level 4: +3 to DEX. Level 5: +3 to DEX. 4 in 6 Level 6: +4 to DEX.
Moving on to Necromancers. They have the skill to raise and command the dead. One of their weapon proficiencies is Traps and they can place these traps within a body and then set said traps off at their leisure. As they are at Level 4 it says "Small traps can be used." looking further this does not mean poisons or explosives can be used as the next two levels they become available in that order. I don't think what traps one can use should be governed by the mystical ability to raise and command the dead. It should be dictated by your skill in the weapon proficiency. Next I suggest to replace the above skill in traps that how well you can "heal" the dead puppet be used instead or perhaps how many traps you can succsessfully set in a body. Thus I suggest the following revision: Necromancy: Level 1: 6 Ep/day to maintain. All stats reduced. Level 2: 5 Ep/day. 5 stats reduced. Level 3: 4 Ep/day. 4 stats reduced. +1 to number of traps. Level 4: 3 Ep/day. 3 stats reduced. 3 Ep to heal one Hp of body. Level 5: 2 Ep/day. 2 stats reduced. 2 Ep to heal one Hp of body Level 6: 1 Ep/day. 1 stat reduced. +2 to number of traps. full combat ability.
Next is the Tactician. As it is they don't really have a reliable skill. "Tactics" allows a player to find weaknesses in the enemy formation. To be honest I feel that it is not going to be used and it puts extra load on the TS when it is. I feel instead that they should have a completly different ability. I propose "Scan" to allow them to see an enemy's strenghths and weaknesses so that those can be targeted more effectively by other more combat oriented players. The following is how it would be set up: Scan: Level 1: +1 to INT. Cost 6 Ep. Level 2: +2 to INT. Cost 5 Ep. Level 3: +3 to INT. Cost 4 Ep. Level 4: +4 to INT. Cost 3 Ep. Level 5: +5 to INT. Cost 2 Ep. Level 6: +6 to INT. Cost 1 Ep. Scan allows a Tactician to see and analize an enemy's strengths and weaknesses. These include weapons, armor, enchantments, elemental affinity and weakness, and class (but not a particular skill). Ether= INT+CON.
And then I have one question for DC. What was Ether for the Contractors?
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Post by DC_Desperado on Sept 16, 2010 20:01:42 GMT -5
Perilaxis, I am impressed with the amount of thought that was put into these suggestions. However there are a few things that i would like to say...
1.) Aiming for rangers does cost EP to use... its only at level one that there is no charge. 2.) Due to extensive data, Multishot will not be able to target to separate targets. Some of the data was gained in the story i was talespinning and LTPwn was pretty much raping everything with the multishot ability. Of course I have already taken into consideration that everyone stats were excessively high. However a player with multishot should not be able to out damage a target more than a doublehanding player with equal perameters. In short multishot WAS the ultimate combat skill. So it was nerfed down to make it not only effective but fair. 3.) I understand that pickpockecting is about nimbleness. However without being able to steady your mind, then you cannot steady your hand. Also When playing Kalarsys i've noticed that almost every "ability/advantage" has always severed as a supplimenter, but which i ment that the ability level raises a governing stat. which in the end leads to there being a need for excessive amounts of dice. So I wanted to break that chain. By having pickpocketing be CON vs. CON it shows a battle of the minds. Being a master pickpocket doesn't always mean having the nimblest of hands, it can also mean your ability to not be noticed as a threat even while you are right in front of your target. So the better you are the less likely you will be recognized as a threat. Thus leading to the decrease of your targets CON. 4.) I'm not to sure about necromancy, that, along with contractors, have proven to be a very complex character class to get working right. And I shall take your suggestions into heavy consideration. 5.)The Tacticians do need a way to use their Ether so I do think something along those lines would work. ^_^ 6.) Contractors EP... not set in stone but im leaning towards First Chosen stat+CON.
I hope that this sheds a little more light on things.
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Sept 16, 2010 21:15:07 GMT -5
Perilaxis, I am impressed with the amount of thought that was put into these suggestions. You make it sound like I don't think very often. I do think I just get so caught up in the vision the I lose sight of well everything else really. Okay then so Ltpwn was raping shit with all the multi-shot goings on fair enough to nerf it but to not give them a real skill until they are half way to max level with it? I think that might be a bit much. as for the Theif skill now it makes sense I still feel that even at level one they should get something but I can live with the CON vs CON now that it's been explained fully. As for the Necromancers, I understand that those are complex but a mystical ability deciding what you can do to a dead body in terms of what was listed a a weapon prof. just doesn't sit well, so I thank you in taking something I suggested into consideration (particularly since that isn't very often I come up with something good). Contractors Ep, as first chosen stat and CON does make a lot of sense and it was the first thought I had too. TTFN.
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Sept 17, 2010 8:30:39 GMT -5
Kill me for the double post if you must and flog me for bringing up another argument about "Multi-shot" if needed but I still feel (regardless of how rapetastic it is) that it is criplingly under powered.
Looking at it again this morning and that includes going over why it was nerfed in the first place I just can't let this one go. As it is I'll call attention to it being completly useless until level 3. Ex.:
I'm a Level 1 Ranger with "Multi-shot" and a bow. I use "Multi-shot" level 1 and shoot 1 arrow.
He's a Level 1 Theif. He can't really use "Multi-shot" but he has a bow. For reasons I can't comprehend he can use "Multi-shot" level 2 and shoot one arrow. I'm sad that I can't use a bow to commit suicide because of how utterly useless I am.
If that weren't bad enough it takes 50 exp (assuming you spent the point during Char. creation to get a level 1) just to actually have a skill (at level 3) and then another 110 exp to get up to another arrow (if you happen to need a calculator like I did to figure this out 110 is more than double 50). At 10 exp a session average it will take a player 5 sessions til he has a useful skill and after that there's really no point in trying to level further in the skill because your stats will suffer irreperably and the next two levels give you absolutly nothing for it (just to be clear that amounts to 70 exp that is pretty well wasted). So after 12 sessions you have a Level 5 charcter who now because of your stats is about as useless as he was at the begining of the game, Can still only fire two arrows that most enemies won't be hurt by even if they do hit, and everything goes downhill from here.
If we can't adjust "Multi-shot" so that it isn't producing suicide watch Characters by virtue of it not being to powerful then we need to find a skill to replace it entirely. Thus after some thought I propose the following: Multi-shot: Level 1: can shoot two arrows.* Level 2: can shoot two arrows. Level 3: can shoot three arrows.** Level 4: can shoot three arrows. Level 5: can shoot two arrows at up to two targets.*** Level 6: can shoot two arrows at up to two targets.**** * second arrow has half Acc. **third arrow has half Acc. *** second arrow has half Acc and half DAM. **** second arrow has half DAM.
And if that is rejected: Speed-shot: Level 1: +1 to DAM. Cost 6 Ep. Level 2: +2 to DAM. Cost 5 Ep. Level 3: +3 to DAM. Cost 4 Ep. Level 4: +3 to DAM. Cost 3 Ep. Interrupt effect* cost one action and 6 Ep. Level 5: +4 to DAM. Cost 2 Ep. Interrupt effect* cost one action and 5 Ep. Level 6: +4 to DAM. Cost 1 Ep. Interrupt effect** cost one action and 5 Ep. * No DAM modifier from "Speed-shot" skill. Acc is half. Must already have an arrow knocked. ** No DAM modifier from "Speed-shot" skill. Full Acc if arrow already knocked. Can reload and fire with half Acc.
Well tell me what you think.
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Post by DC_Desperado on Sept 17, 2010 13:45:11 GMT -5
I can understand your dismay with multishot. However it is the way it is for a reason... I can however modify what is currently there slightly but when you take a look at all the classes availiable you can see where each one have a special part of the game that pertain only to it.
Artorians: Excels in melee... Artorians play the role of the basic soldier type player. They are the only classes that have Profs that directly effect a melee weapon.
Eidolons: Spyre's Diciples... Besides a wide array of magic at their disposol, it is up to the player how these magics take form.
Freelancers: Jack of all trades... The only class that can "multi-class" but can never achieve mastery.
Mages: Magic as a science... Also with a wide array of spells, mages magic is of a sigular construct but has higher dmg potential.
Necromancers: plays with bodies... Only class that uses the dead to do its bidding..
Ranger: masters of distant combat... only class with profs that directly effect ranged weapons.
Thief:-enough said-... only class that is overly capable of obtaining certain items.
Zenshou: The beasts within... Only class that can change form...
this is just a small list but i think it gets the point by... Rangers, which is the class in question, is the ONLY class that have the chance of hitting THREE times. thats THREE acc rolls and THREE dmg rolls. No other class has that oppertunity... I know that its a rigerous process but in the end it will bare fruit. Perilaxis your normally the type that looks at the end and not the path to it, so this way of thinking is new... I will try to make things a little more accomidate your ranger needs... however... im not promising to much... but thank you for the info and ideas.... ohhhhhh the ideas.... *drool*
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Sept 17, 2010 13:51:08 GMT -5
Um.... glad I could help.... please stop drooling it's digusting and there are no tities around here to excuse such behavior...
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Oct 15, 2010 21:36:23 GMT -5
okay okay.... I know "another Double post Perilaxis?". We have all played the Final Fantsy series of games, and a few others that have healing potions, and items that boosted strengths reduced weakness and even cause bad things to happen to our enemies, now I know such Instant fixes would be shot down rather quickly so I'm not going to sponser or suggest those... BUT even in our own (maybe not personal but still) history humans have been using plants, particular types of dirts and stones, even refined metals or smaller animals in both mysticism and healing, and in many cases several of those actually did give energy and promote healing so I propose adding a list of items (plants in particular) that when mixed or even on there own could hasten healing, show visions, and so on. We already have magic animals that are beyond the norm so why not some plants too. Herblore would be able to identify plants and their properties, and Alchemy would be able to mix ingredients to make potent elixers. of course nothing would be instant healing like magic would but it might give first aid and survival a bit of help, would help add a certain level of realism, and would be rather fun.
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Lt. Pwnage
Level 6
In decisive moments, one's true character is exposed for the world to see.
Posts: 50
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Post by Lt. Pwnage on Nov 11, 2010 9:04:08 GMT -5
Conveniently Fallout: New Vegas came out, that maybe Peril's potions could work like Stimpaks in Hardcore mode.
It causes regen over so many turns Example: Minor Healing Potion heals 1 hp over 3 turns/mins.....Something like that or Energy Potion heals 1 ep over 3 turns/mins.....Something like that
Those are my thoughts
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