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Messages - HerDarkMajesties

#1
General Discussion /
December 28, 2014, 01:18:31 AM
Quests are already harder in this setting by far than they were in EfU:M. There's been quite a lot of difficult spice lately too. This leads to lots of deaths, and lots of quest spamming in order to regain those lost levels. When you do these quests frequently enough, it becomes harder and harder to put in the effort to deploy good roleplay. This leads on to the MMOization, as DM's notice people just aren't putting in that effort. Which leads to DM's spicing them in order to induce some roleplay out of the players. Which in turns leads to death. Which leads to more quest grinding. And it quickly becomes a rather vicious circle I think.

Coupled with a much diminished tendency for DM's to liberally reward good RP / Plotting with XP and loot, it is tending to lead people to prefer spending a lot of time spamming quests in an attempt to get to their comfort level of XP and Supply, whilst not seeing plotting and conflict as a viable way to any material rewards.

The only sufficiently rewarding system in place right now seems to be the bounty system. Aggressively pursuing people who do cause conflict is by far the most rewarding occupation. While this is very much in-keeping with what one expects from a wealthy police state setting, it is still somewhat hampering to effective storytelling - and seems to teach new players that the path to riches and success is by not rocking the boat, and ganging up on those who do break from the norm.

Ultimately: players will only do what they're rewarded well for doing. If a player earns five times the XP he or she would get from another mindless run through Sahuagin for a decent bit of intrigue, they'll want to do that sort of thing more often. Arranging the assassination of political rivals / Catching notorious criminals / even writing an incendiary pamphlet on the forums should engender heftier rewards - especially if its done by a player known to shy away from such things normally - and perhaps a bit of custom loot in some circumstances.

Making progress on active DM plots should also ideally come with larger bonuses. I've found myself getting sprinkled with 20xp hits when making small contributions to such, and 200xp for earthshattering serverwide events that resulted in serious consequences. These numbers don't seem consummate with the gravity of what is going on. If people see this and think 'I could be earning three times as much exploring those abandoned duergar halls, and face much less danger', they would hardly be wrong, and may start to see DM plots and their attendant events as merely unrewarding things which will only increase their characters chance of dying.

In summary: The answer to this isn't quest take caps, or further reducing the already meagre rewards for questing - this are a recipe for misery. Merely greater DM attention and more liberal rewards for the behaviour they crave is all that is required.
#2
Suggestions /
December 26, 2014, 01:20:16 AM
Sorcerer Perk: Disciple of the Many Eyed

They called you mad. Physikers and physicians alike could not account for your erratic and bemusing cries of blindness. It wasn't until you took up the scalpel and released your Inner Eye in a bloody torrent that you at last felt at ease. At long last your eyes are all open - but now you must contend that others find yours a most unsettling gaze.

Level 1:
Opening The Third Eye (Your Character Description should include a notation of the third eye in your forehead)
Access to Beholder Summoning Theme
+5 Spot / Search
See Invis 1 / day

Level 5:
Eyeball Flame Ray Unlimited Uses / Day
Eyeball Negative Ray Unlimited Uses / Day
Eyeball Frost Ray Unlimited Uses / Day
Clairaudience / Clairvoyance 3 / Day
Additional +5 Spot

Level 8:
Beholder Eye Rays One Use / Day
Permanent See Invisibility
#3
Suggestions /
December 25, 2014, 11:56:25 PM
Sorcerer Perk: Starpact

As a child you were always fascinated with the stars. When The Darkening came, and their radiance bathed the world, you sensed a fundamental change - in them, and you. The voyeuristic bargain has now reversed, for in dreams and waking moments you sense -them- peering at -you-. They draw you close now, whispering profane knowledge into your very mind. Your mind strains as you come to understand that it is you who is the inescapable subject of study and maddening adoration.


Level 1:
-1 Wisdom
Access to Aberrant Summoning Theme
Faint Green Glow
+2 to Astronomy, +3 Spot / Search

Level 5:
-2 Wisdom
Bonus Feat: Slippery Mind
Wielded Weapon gains OnHit: Confusion, DC14, 10% / 4 Rounds

Level 8
-4 Wisdom

Feeblemind 1 / day
Strong Green Glow
Ensorcelled in The Star's Radiance (You intuit a way to open a rift to The Far Realm, bathing in its aberrant twilight. This will fundamentally alter your character, perhaps fatally)


If you decide to go ahead with this one, I don't mind mocking up a quick randomized Table of Results for the Radiance Ritual and PMing it to the DM that intends to implement it.
#4
General Discussion /
November 14, 2014, 01:23:07 AM
Start of the Industrial Revolution, minus gunpowder / plus magic and with coal substituted by baublium.

IR political thinking is certainly very appropriate. It might be better to avoid words like Communism or Fascism though.

But having firebrand union bosses / aspiring politician PCs screaming about the plight of the worker and rallying voters to nationalize the workmill / redistribute the new industrialist class's wealth would be neat for example.
#5
Suggestions /
November 05, 2014, 07:28:33 PM
Quote from: PanamaLane;413792I also think letting people go has become somewhat of an OOC courtesy, but this is problematic because its always one sided. Team "law" for lack of a better term does not let people go often (and certainly not monsters ever)

This is I feel the point of playing extremely strong monstrous PC's. It's a survival challenge. Indeed, perhaps the most successful monstrous PCs are the ones that manage to become such a threat / nuisance that the rest of the server 'has' to band together to deal with them.

Anyway: I can't decide if this post was made as a legitimate suggestion, or just as an avenue for some players to vent frustrations over recent events that should be done so more privately / productively. If it's a legitimate suggestion though, rules do already exist and Howl's post here pretty well covers dealing with hostage situations.
#6
Suggestions /
September 27, 2014, 02:12:10 PM
If I remember correctly, having Blur active provides you with +1 equivalent weapons when polymorphed. For a stop-gap you might just want to cast an extended version of that before polymorphing / stock up on potions of it for fighting monsters with DR.
#7
Suggestions /
September 13, 2014, 09:31:33 AM
RwG! You should know better than most the amusing things that can happen when you treat 'potion brewers' as nameless, walking magical liquid receptacles.

I don't tend to see a problem here though. Those feats are tools intended to be used to further your goals:

Maybe you take them as an Agent to sell at-cost potions to ensure the Auxiliary are always the best stocked force in Sanctuary / more easily draw in new recruits.

Or maybe you're a merchant with political aspirations who offers modest discounts below the market norm for anyone that flashes you their Guild Badge, in order to encourage more players to engage in the Guilds system.

Or possibly you're only interested in using it apolitically as an effective source of wealth. The potions and wands themselves might be merely an avenue to those mountains of gold, which you would then want to use to further your characters goals and aspirations.

Then there's recent instances of how the player market has been manipulated amazingly. I will agree that mafiaesque protection rackets tend to peter out all too quickly, but  the 'Samantha Embargo' player initiative was one of my favourite ideas of recent while. Being able to hit players where it really hurts (in the potion sack), and opening up opportunities for smugglers and the like was only possible because the consumables economy is so player driven now.

None of that would be possible if all of this was given over to NPC's. So even with the system as it is now, it's always going to be better than the alternative.

However suggestion posts are about constructive responses, so:

Potion Recipes

I'd envision something similar to the bard song book, where you can find sheets to add to your 'recipe book' or 'artificers designs' that will allow you to brew certain potions / craft certain wands at a slight discount over the usual price. They might be found in explorables, as DM loot, or on scripted quests. Such a system would:

Give potion magnate merchant PC's an excuse to take themselves (and their coins) outside the Shield in search of competitive advantages over others.

Allow established merchants with many recipes to potentially corner the market with lower prices than anyone else can offer.

Open up all sorts of shady shenanigans. Since that fresh out of the portal level 5 PC can no longer compete with the Scrouge McDuckian stranglehold established brewers may have over the market with their cheaper recipes, it will force them to make some difficult choices in how to establish their business. Do they hire some shady rogue to steal the recipes of the competition? Bully them into raising their prices to a level that can be competed against? Descend into Lower to hawk their trade there instead? Perhaps they might even be forced to offer to work for them in exchange for a chance to learn their secrets.

Lots of possibilities.
#8
Screen Shots & Obituaries /
September 01, 2014, 07:49:31 AM



EfU's anti-cyb0r technology is awesome to behold.
#9
Suggestions /
August 15, 2014, 12:48:17 PM
Way too powerful suggestions. Ascetics have big disadvantages for not using magic but get nice bonuses that the stance would compliment. The suggestions below are way too strong. - H

Ascetic Stances:

Weave Sunderer

Shadowshield VFX
Gloves gain OnHit: Dispel Magic DC16
Gloves gain +2 AB Bonus
+2 Str / Con / Wis
+4 Dex
+5 Hide / Move Silently
80% Concealement
Hide in Plain Sight for Duration of the Stance
Immunity: Spells by Level (Level 2 or Lower)
Worn clothing gains 20 Spell Resistance for duration of Stance


Mithril Soul

White Eyes VFX
+2 to Str, Dex
+4 to Con / Wis
+4 Universal Saves
Immunity: Death Magic
Immunity: Fear
Immunity: Level / Ability Drain
Immunity: Critical Hits
100% Immunity Negative Energy Damage
Gloves Gain 1d8 Positive Energy Damage
Gloves Gain +2 AB
Worn Clothing gains +4 Armor AC for duration of Stance
50% Damage Immunity to Bludgeoning, Piercing, Slashing, Magical
+1 Regeneration


Bulwark Against The Ineffable

+2 Str, Dex, Con, Wis
+2 Universal Saves
+4 Will Saves
Gloves Gain +1d8 Magical Damage vs. Aberration
Gloves Gain +3 AB vs. Aberration
+4 Deflection AC Bonus vs. Aberration
Worn Cloth Gains +4 Armor AC vs. Aberrations for duration of the Stance
+3 Natural AC Armor Bonus vs. Aberrations
Immunity: Mind Affecting Spells
40% Damage Immunity to Slashing, Piercing, Bludgeoning
75% Damage Immunity to Magical



Boundless Wind

Mist VFX
Haste
Freedom of Movement
+20% Movement Speed Bonus
+4 Dex, +2 Str, +2 Wis, +2 Con
Immunity: Critical Hit
Immunity: Knockdown
Immunity: Paralysis
Worn Cloth gains +4 Armor AC for duration of the Stance
50% Damage Immunity to Slashing, Piercing, Bludgeoning
Gloves gain OnHit: Daze (DC18 25% / 3 Rounds)
Gloves gain +1d8 Sonic Damage Bonus
Gloves gain +2 AB
Wounding Whispers (Level 10) for duration of Stance


Ki Devourer

+2 Str, Dex, Con, Wis
Gloves Gain OnHit: Cast Spell Enervation (Level 5)
Gloves gain +1d8 Negative Energy Damage Bonus
Gloves gain +2 AB Bonus
Immunity: Sneak Attack
Immunity: Paralysis
Immunity: Level / Ability Drain
Immunity: Critical Hits
100% Immunity Negative Energy
Worn Clothing gains +4 AC for Duration of Stance
Worn Clothing gains OnHit: Cast Spell: Negative Energy Burst (Level 5) for Duration of Stance
Worn Clothing gains 16 SR for duration of Stance
75% Immunity Bludgeoning
60% Immunity Slashing
40% Immunity Piercing
Gloves Gain Vampiric Regeneration (+3) for Duration of Stance


Immovable Against The Tide

Stoneskin VFX
+10 Con
+4 Str
+2 Wis
+2 Universal Saves
Immunity: Critical Hits
Immunity: Death Magic
Immunity: Poison
Immunity: Fear
+10 Discipline
+10 Concentration
Worn Clothing Gains +2 [Soak 5 Damage] for Duration of Stance
75% Slashing Immunity
75% Bludgeoning Immunity
75% Piercing Immunity
75% Fire / Cold / Acid / Electrical / Magical / Sonic / Negative Immunity
Regeneration +1
Gloves gain +2 AB
Gloves gain OnHit: Slow (DC18 25% / 3 Rounds)
Gloves gain +1d6 Bludgeoning Damage
-25% Movement Speed Decrease
#10
Suggestions /
August 15, 2014, 11:38:17 AM
Iron Belly

+4 Saves vs. Poison
+2 Deflection AC vs. Vermin
-1 Dex


Yuan-ti's Fang

Gloves gain OnHit: Poison DC 16, 1d2 Con
-2 Con


Gloom Wanderer


15% Concealment
Ultravision (3) and Darkness (3) cast on player at activation
Blindness for 1 turn at the end of the stance


Pheonix Rising

Red Eyes VFX
+1 Fire Damage on Gauntlets
Gloves gain OnHit Cast Spell: Flare
10% Fire Immunity
50% Cold Vulnerability


Dream Stalker (Evil Only)

Shadowshield VFX
Gloves gain OnHit: Sleep (DC16) 25% / 3 Rounds


Tyrants Grasp

Gloves gain OnHit: Doom (DC 16) 10% / 4 rounds
-2 Will
-4 Saves vs. Fear


Pincers Edge

Gloves gain Keen property
-2 Bludgeoning Damage


Fleet Foot

+5% Movement Speed Increase
+1 Reflex save
-2 Fort
#11
Bug Reports /
August 04, 2014, 03:15:05 PM
I was sure this had been bug reported in the past. I can't seem to find any other thread though.

As far as I know, it's been an ongoing issue with the quest since it was created.
#12
Suggestions /
June 04, 2014, 10:54:19 AM
The tougher the quest, the more substantial the reward should be. That's not to say it should always be supplies though.

There are some bragging rights involved in defeating certain terrifying creatures. Perhaps there could be more to it however.

Sinister Enclave back in EfU:M is a good example of a quest that gave reasons for lots of different kinds of characters to invest supplies into beating it. You had the prospect of nice Netherese gear for loot hounds. A tough array of NPC's for people looking for a challenge. Lots and lots of lore snippets that encouraged scholars to return again and again to learn it all.

With EfU:R being less loot and supply bloated, I can see why this quest doesn't end with piles upon piles of potions and gear. An overhaul of the story/lore aspects of it might be neat though. There's lot of secrets about the Sand Caverns and the history of the creatures within that I'm sure people might be interested to brave this quest for a small chance to learn.
#13
Screen Shots & Obituaries /
April 13, 2014, 09:55:08 AM
I just got a few glamour shots of Tomber.




#14
Suggestions /
April 10, 2014, 07:56:39 AM
You wouldn't ever know if the other person had gotten a DM beforehand or not. Maybe it's perfectly IC for the victim to pull out a weapon in a fist-fight scenario for example - but they couldn't, because they wouldn't be certain a DM is there to respond.

A policy of always requiring DMs in NPC areas to ensure the proper reactions and responses to fluid pvp situations is good policy IMO.
#15
General Discussion /
April 09, 2014, 10:11:06 PM
I can do Friday or Saturday, no problem.