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Messages - Sheer Gluttony

#16
General Discussion /
January 02, 2013, 10:45:40 AM
Rather than adressing the "grind" as has always been done and seems ineffective in meeting peoples desires, I believe a change to the death system would make more sense, even if only a temporary trial.  The issue so far as I can see isn't that people totally hate questing, its that they hate the feeling of hitting the same lower level, less interesting quests over and over each time they die to something.  This is understandable, I mean why would your former yotal badass get run through by an orc and decide the only way to gain magical powers back is by constantly spamming goblins to death in a rocky style training montage.  There is in my opinion a simple solution.

Either:

A) Cut exp loss to 1/5 OR make it so you lose gold/supplies instead as they are smashed/stolen?

B) Make it so dying results in increased withering as you soul weakens from near death experience allowing the curse to grow.

C) My personal favourite, make it so fuguing and being wounded makes you, you know, wounded.  Set certain considerable penalties on pc's from when they respawn due to their grievous wounds, something that will make them weaker in combat for the time it takes to recover.  This discourages quest spamming to get back to optimal performance and encourages RP'ing injury, giving you time to do other stuff, and for those who want to go and "grind" quests, make it so these wounds can be healed at a much faster rate from an exp or gold cost.
#17
Suggestions /
January 02, 2013, 10:12:24 AM
I do not really think people reaching level 10 is all that unbalancing really, yes I agree it should be hard, but for almost every class but sorceror and rogue, a level 10 character is almost indistinguishable from level nine.  By lowering the level cap you simply make it easier for certain classes to dominate, especially with supplies.  Imagine the odd level 9 wizard with cloudkill when the average level is five.  The way I see it, things are pretty balanced as it is and it is extremely rare, and an application is needed to justify the truly exceptional levels of 11/12.  Really the difference in levels is generally not all that key.
#18
Suggestions /
December 27, 2012, 02:59:15 PM
I like Guttersnipes idea, a small cache belonging to a smuggler which you can steal from in various ways would be a nice addition.  A few bandit NPC's who begin as unhostile but if they detect you sneaking will turn hostile?  Perhaps a few alternatives to evade them such as tumble checks around, sneaking past, bluffing them/persuading them with false intelligence.  As a rogue who invested in neither trap or stealth skills it would be nice to see some kind of challenge involving speech craft.
#19
Off-topic Discussion /
December 23, 2012, 06:13:00 PM
As you celebrate, spare a prayer for the big man up there, I am of course talking about santa.  All these Christmases are grinding down his holiday cheer.

http://www.youtube.com/watch?v=z_GTQe20rzY
#20
Suggestions /
November 28, 2012, 12:04:44 PM
I quite like VP's idea for a competitive rewards system, it might actually promote more active conflict of interests between the too and certainly makes it more involving.  Perhaps a system akin to the Muster bounties but for monsters as the Aberdenn are meant to be protectors of the village from such threats.  An Aberdenn huntsman that will set bounties on particularly powerful monsters that randomly spawn in the mists.  For example "Gather a group to find and defeat Glorborlax the Ogre who has been pillaging our farms" culminating in favour for aberdenn pc's and exp or some thematic reward for others.
#21
Suggestions /
November 19, 2012, 09:21:38 PM
Quote from: NecropolisV;312909oh and once you release the undead they should not be controllable anymore, they shouldn't be hostile to the creator, but the creator can no longer control them if he releases them.. that sounds more fair

That's not really logical, if they are released from control and left as rampant sentinels then they should be VERY hostile to the creator, if a necromancer released undead from his will and control they aren't exactly going to be happy with him for enslaving their souls and binding them into corpses etc.
#22
Screen Shots & Obituaries /
November 19, 2012, 04:35:47 PM
RIP, Pahahahaha.
#23
Suggestions /
November 16, 2012, 04:20:08 PM
I think this is a very good idea, I suppose I'd also suggest rather than have summons simply disappear if you go over the points cap, have them turn on the creator or something similar maybe.
#24
Screen Shots & Obituaries / "Lean" Leonard Schaltz
February 09, 2013, 01:45:13 AM
Playing this character was a hell of a ride, beginning just as a thought at 3 am in the morning before the Ill Companions prelude the next day, I decided to roll with it and make a fat, coin counting, washed up mercenary.  I can't say I had many real goals with this PC when I conceived him, other than support the Ill Companions interests and be a tad shady, though over time as all the real leaders and good eggs died, he ended up thrust into the mantle of decision making.

A refreshing change of pace and I had a lot of fun with Leonard, from starting random brawls from his rather extreme prejudices to negotiating dozens of different deals to try and attain some respect and prosperity for the Ill Companions.  

Big props to the many DM's who took time to run events for the Companions and were kind enough to let me on their quests, and also to the various players who hung out and schemed with me, far too many to name.  

I'll put up my vast collection of screenshots at a later date when I am not so tired or rushed for time!

Adios for now EFU.
#25
Introductions and Group Management / Ill Companions
December 11, 2012, 05:58:21 PM
Thought i'd toss this up here to rouse up some interest amongst those of you who are currently looking for a concept or a new direction to take with a character.  There seems to be a few misconceptions about the group from an OOC perspective so I'll be as clear as possible.

Essentially as you may have noted from in game propaganda and meetings, the Ill Companions are a band of highly withered individuals who withered away on the streets of old port, abandoned and infected, until Gustavo Hep united enough of these destitute to form a rag tag band of people from all walks of life turned to mercenary work to provide for their families or themselves.  

The faction is primarily neutral to good in alignment, centered around the idea of raising enough gold to cure all members of the company, combatant and civilian alike so that one day they may win the respect of Mistlocke and settle down to normal lives.  A simple sounding task, but one with huge room for development and PC drive to flourish.  The faction has already faced many difficulties and will no doubt face many more in the weeks ahead, but it will certainly be an interesting ride.  

Essentially, if you were ever looking to play a burned out mercenary, a crusader in need of a cause, a generous priest, a out of luck merchant or any number of other such concepts, now is the time.  The faction is currently down on numbers for a variety of reasons and it would be great to see the ranks swollen once more.

A few key points:
 
  • Although this is a faction run by a DM, it does -not- require an application to join, simply find a PC in the faction and you can request to join at their discretion.
  • Redye your equipment to our stylish colour scheme and look fresh.
  • A badass headquarters in the form of our new inn, complete with resting space, meeting tables and drinks!
  • The chance to be part of a plot which will without a doubt affect the future of Mistlocke.
  • Companion bromance and friends to rock out with.
  • Super special bonus prizes for those who contribute to the faction goals!
If you're interested in learning more find an Ill Companion in game, drop by our channel #Sick or PM me on IRC via the username D_I.
#26
Suggestions / Addiction
December 08, 2012, 06:25:43 PM
Not sure if this applies to all addictive substances, but I noticed today that with booze, you have to fail the fort save and take the drunk penalties to remove the addiction penalty.  It seems to me that simply drinking alcohol should really count as taking your "fix" and you should not need to become drunk to counter it.