Everything posted by Retech
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The Back Room
I'm sticking pressure into air, because void was supposed to be mysterioso and stuff. :shades: ---- Now to wait for a moderator to unlock that thread. :S
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The Back Room
You could go with air. It certainly has pressures and stuff. I was thinking of void as a rarer form of magic, accessed through a quest or something.
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The Back Room
Are there any 1k+ threads on the forum? Regeneration is definitely overpowered. It's not really a distinction between fun and competitive, but everyone should start out roughly equal. I only gave the unique quality (aka level boost) to give people the chance to start in one direction.
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The Back Room
:wink: I can either start a new thread, or we could wait for Doom to unlock the old one. If we're using the old one, please look at the second post in the thread for things.
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The Back Room
Icu, I take it that you want to start with some sort of illusion magic? Keep in mind that magic from the beginning is rather basic. --- I meant the fact that you could regenerate and had fancy suits, even when you're starting at the dirt poor bottom wrung of society. :P
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The Back Room
Err Edel, you might wanna revise that. :)
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The Back Room
I've never really used d20. I figure that average, everday activities should be easy, while climbing on the tops of buildings would definitely have a fail rate. Does anyone know where Doom is, so she can unlock the Dungeoneering thread? ------ Necromancy is a school of magic, so you could get "Touch of death" or something, which would give you very basic "death" magics, if you will. Keep in mind that within the city, you might find it hard to find someone who would teach you that, except in the criminal underworld.
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The Back Room
Welcome to the remake of Dungeoneering! :lol: The setting of the world is a medieval-fantasy kinda time period. This means all your favorite killing devices like the axe, mace, sword, bow, quarterstaff, and others are in style! Here's a nice little information thingy to fill out to help me out: Username: Character name: Description (it's actually really helpful to choose a distinctive trait!): History (please remember that you are starting in a recently destroyed farming community, sooooo yah): Unique quality (see below): Now everyone usually has something special about them. Many of the great wizards and sorcerers of our time had a talent for controlling the elements, which usually led to a quick rise to power. These traits won't be hugely determative and after the first few levels, you'll practically forget about them, but it gives you a start. [insert basic element here] talent - Gives extremely basic ability to use said element. (Spark a fire, create some water, etc) This might cause a teacher to go "ZOMG" and encourages them to take you on as a student in that particular field. It is quite possible to learn magic and find a teacher without this, but it is generally harder. Or Choose a combat related skill to start with 1.0 levels in (Swordsmanship, Archery, Combat Medic, etc)
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Napoleonic Hegemony
Dusty, could you please give us updates on the war? Like when the battles happen and stuff. Doesn't need to be detailed, but a rough summary would be nice.
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The Back Room
Okay, I don't really understand Nex's post at all. Basically, I was saying that you would learn different kinds of magic over time, rather than just learn it in one generic blob. For example, maybe one kind of magic would be weaving the arcane energy in the enviroment, allowing zero stamina drain and unlimited spam uses, but it would be weaker. By comparison, there might be another kind of way of using magic where you would take control of the energy directly and force it around, making you quickly tired, but its blasts would be stronger. That way, going to learn from a teacher wouldn't be just getting a lump sum of exp. I will be making an opening post, that if we're going with Rocco's idea, can edit into Archi's opening post. :thumbup: ^ Basically fixing the issues of the old Dungeoneering. Extremely powerful spells being spammed, even higher expectations for the spells, and magic being the only way to go.
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Napoleonic Hegemony
Breaking news: Ming China invades Siberia with a million soldiers.
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The Back Room
I will have to start figuring out a magic system before we begin. I expect that people will only be able to concentrate on one school of magic (two possibly), but that things will be more versatile. The rarer and more exotic magic types will either be forbidden (meaning you'd have to do some searching) or have few teachers (probaly charging more, or be...nuttier) Of course, keep in mind you're poor peasants that might not be able to afford a half-decent weapon, so having lots of schools of magic would be incredibly expensive for you. Perhaps you'd have to learn with a crazy nutjob who tried one too many magical tricks, rather than a school of magic.
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The Back Room
Well the city isn't that big. Considering that all the characters will begin poor, they'll basically be forced into one area by societal constraints. Magic will sap stamina, yes. I am planning different schools of magic and stuff, so that they have advantages and disadvantages. Keep making suggestions and discussion please. Helps shape the game. :thumbup:
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The Back Room
I was thinking that the super effects of magic needed to be toned down, but perhaps it could be made more consistent as well. I will be taking steps to limit the spamming of magic though. Maybe you could get tired or something. The reason magic had to fail a lot was because everyone was trying a lot of crazy stuff. :P
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The Back Room
I was thinking that magic is more of something to be trained in than a natural gift. Reading arcane tomes and stuff. Doesn't mean you'll have to actually spend actions reading, but ya know, you wouldn't magically figure out how to incinerate a building in most instances. It might even be easier to gain street smarts. For example, climbing up the side of the wall compared to flying on a magical cloud or something.
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The Back Room
I was wondering if anyone would be interested in a remake of the original Dungeoneering. The world would be generic fantasy, with adventurers and magicians as comparatively common things. Everyone would merely be a farm-boy/girl who had travelled from their farms to the city after their homes were destroyed by a group of marauding goblins. It's really just a rough sketch of an idea right now, but I figured out that in the last Dungeoneering, when everyone become powerful mages with the snap of a finger, it didn't allow anyone to diversify. So my plan is to make magic weaker, so that you could be an archer or a person who runs around and whacks things. All the human players will be linked by the fact that all of their houses were destroyed by the goblins and that they lived relatively near each other. Aside from the usual dungeon crawl, there would be things in the city happening, like fires and crime. Thoughts?
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Napoleonic Hegemony
Does anyone have a map to Asia and the middle east for this time period? All those random colors are confusing me. :P
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Napoleonic Hegemony
I meant that some people STARTED with two armies. ----- Weren't the Tuzers half the cost of line infantry?
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Napoleonic Hegemony
Some people have far flung lands that need defending, so they got a smaller secondary army for those. For example, I got an army of Siberia, even though I did not purchase it.
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Napoleonic Hegemony
That's rather expensive. Don't you want to build up a land army? Land reforms begin. They'll just be ongoing, but it should be a decent rate. Catherine recommends that they bring beads and food from Russia, trading it for furs and seal skin. She figures that the beads are basically worthless for Russians but trading would have a higher output than enslaving them, as they would feel that they were getting something for it. Otherwise, as long as each action has a purpose and isn't atrocious, they can go ahead making huge profits on furs.
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Delta V
There lays the problem. The human player is supposed to be equal to any other human with the same training, equipment, experiences, etc. There are plenty of times when the average person should've died in Dungeoneering, but instead the moderator gave you a second chance. If we do that in Hegemony, it just wouldn't work.
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Delta V
Instead of spending time hiring that one person, you could hire a group of one thousand mercenaries to do everything the one person could do, and better.
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Napoleonic Hegemony
- Napoleonic Hegemony
Can I choose which two of them succeeded? I tell the wealthy that a healthy and vibrant serf class could only benefit them. Since before, the nobles were taking large sums from the already poor peasants, making a peasant revolt a likely result. Now, the nobles are making just as much money and retain just as much power, but the serfs won't nearly be as oppressed, meaning that the likelyhood of revolution would be a far cry of where it was before. As compensation to the nobles and bourgeoisie, their most talented sons will be sent to the top military school, in preparation for officership in the army that Russia will be raising within a few years. Also, half of the land in Alaska (the two provinces that were settled) are divided among the nobles and bourgeoise, in some ratio so that the more powerful ones get more land, but not so much that the others feel bad. Is this acceptable to them?- Delta V
Agree with the first thing. Disagree with the importance of Dungeoneering player. Hegemony should be able to move Dungeoneering around, but it should basically be impossible to do the opposite. - Napoleonic Hegemony
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