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Topics - Dredi

#1
Occasionally, small pieces of parchment, sketched with all sorts of images and depictions might find themselves cirulating around the well. While they may not last long under the beating sun of Pra'raj, the Wyld's winds and the coming and going of its people, some people may spot it while it lasts.

Hung upon a box marked "PEP'S HOUSE, DO NOT TOUCH MY STUFF!" outside the Krak des Roses, a small sketch has been pinned.

The Mummers Mercy

Scratched in sharp lines of quill ink, this simple sketch depicts a torn and battered jesters outfit with different tones being used to depict what would be differing colours in just grey and black ink. The outfit itself is strung up on the hilt of a sword driven into the ground with a tiny shield resting against it.

The sketch is drawn to embody the aftermath of a bettlefield, though no other figures are depicted, the blade and shield are similarly worn with nicks and cracks across their surface, though far from the scale of tears and rips that criss-cross the surface of the evicerated clothing.

Strangely, the ink on this sketch has right slightly and it smells distinctly of rose wine, with a stain of the alcohol covering much of the paper's surface.

A simple mark of the artist "T.S" rests at the bottom of the paper, which, unlike the rest of the sketch, is in pristine and unmarked ink which has not run fom exposure to the alcohol like the rest of the sketch, indicating it was added later, after the wine had dried.


#2
Suggestions / Custom items - Paintbrush
March 29, 2024, 10:10:49 PM
Pretty minor thing which will effect basically noone!

This thing weighs 3 pounds and is counted as a medium weapon, this means if you equip it as a small sized creature, (Gnome/Halfling) then its technically held against your shoulder, like a person would a greatsword which weirdly puts it poking through your hand, rather than being properly held.

Would we be able to make it into a small or tiny sized item? (and maybe reduce the weight while we're at it)
#3
I dont think this has been changed since its introduction pre-opening of the college.

Some items are bugged: Consumables, like potions are charged at GP as well as LP, often at a higher rate than normal stores

Some the the items are charged extremely high for what they are (60~ Dig sites worth of LP for a helmet that has +6 to skills across 4 skills, or 20+ Digsites of LP for a jacket which provides considerably less stats than much more accessible College gear)

Its worth noting at current you appear to get about ~25 LP per item handed in (Though there seems to be a small amount of variation) and higher value items, or ones from more challenging digsites dont appear to impact the amount of LP you receive - With items in the store often costing in the thousands of LP.
#4
Fairly simple.

Looting can be a bit of a nightmare if you already have items in your kit as going one over the limit means effectively being unable to move.

Would we consider removing the pack limit effect while inside a quest area? This would make looting considerably less of a challenge once groups begin to get more well stocked.

#5
Suggestions / Furniture: Set Rotation:0
July 23, 2023, 12:32:27 PM
So one of the more annoying elements of setting furniture down is often getting them to be square with the room.

One thing that would help immensely with this is if you could set their rotation to 0, which should be at a right angle with the rest of the room. Then, the +90 degree command can move it around to whichever angle you need.

Thanks!
#6
Suggestions / Chaav's laugh - Saving Throw
July 21, 2023, 07:33:50 PM
When you cast Chaav's laugh any evil targets within range need to make a saving throw or suffer the spells negative effects.

Would it be possible to remove the visibility of this saving throw from the caster? Otherwise it can be used as a means to - even unintentionally - metagame the alignment of other players.

Would it also possible to add an effect to the completed casting, like the Balagarns Iron horn circular AOE effect? - Just something so other players can more easily recognise that a spell has been cast? - That, or an enforced emote, for the character releasing a laugh?
#7
Suggestions / Ladders!
July 16, 2023, 12:06:02 PM
At present ladders only work on non-designated climbing spots, up and down terrain edges - something which is extremely uncommon this chapter.

Would we consider allowing ladders to work up and down desiignated vertical climbing zones?
#8
With our shift to longer server up times it can sometimes be 2-3 days to get a single point. Would it be possible to shift this onto a 24 hour timer instead, to account for the longer server up times?
#9
Suggestions / Shield Other: Duration
July 06, 2023, 09:54:43 AM
Present position:
Shield other duration is 2 rounds / level, upped to 3 rounds per level if you have either protection domain or GSF Abjuration.

My thoughts trying to use it (at relatively low levels):
Given this is a 3rd level spell slot for clerics (2nd for paladins and Astro) this is a really short duration for the spell. At level 6 you get a little over a minute which wont last for most than a single early game encounter within a QA such as Ghuuls in the gutters.

I understand that there may be concerns surrouding balance for the spell which is why it was reduced from its original duration of Hour/Level to its current place, but as an already fairly niche spell I feel this change has perhaps gone too far to the point the spell is simply not a viable use of resources.

Would we be willing to consider a slight increase to the duration of the spell? - Something like Turn / 2 Levels would increase the duration by a little over double of its base but you would still need to dedicate either feats into extend spell (and higher level spell slots that come with it), GSF Abjuration or Protection Domain - or multiple castings to keep a single vulnerable or risk taking target safer which feels like a fairer reward for the investment.

If there is concerns over it being a form of crit immunity or making it too difficult to kill a single target you could also look at it from another direction, perhaps capping the maximum damage that can be redirected or the percentage of damage which is redirected might be another way to reduce the spells impact without breaking things.

If there is perhaps felt to be too little risk to the person casting the spell (since they can go off and stand in a corner, self healing as long as its in the same zone) perhaps requiring them to be within a certain range of each other might be another avenue.

What is the consensus on this one?
#10
Suggestions / Sending System Bribes
March 07, 2023, 11:04:55 PM
Fairly simple.

If a player is unable to use the sending system due to low charisma, consider allowing the player to (Where it is administered by NPC's like the Ashfolk) to pay a premium to make a sending, a payment of say, 25-30 Dinars, over the usual 12.

Not super impactful, but would seem fair thematically
#11
A Theory on Fate and Fatidical Manipulation

By Abelle Enorre

Penned IY 7787


OOC Easyread:
[hide]
A Theory on Fate and Fatidical Manipulation

By Abelle Enorre

Penned IY 7787
[/hide]

#12
Bug Reports / Anti Venom
October 19, 2022, 05:58:19 PM
From the wiki:
Will also give the Ironguts buff to target on DC 20 and Lesser Restoration for DC 30

When you meet the DC it will give you the message to say you have treated the targets symptoms and fortified them against more, but they dont actually get the benefits.
#13
Bug Reports / Sorceror Mesmerizer Perk: Dominate Person
February 03, 2022, 04:43:02 PM
Pretty simple on this one.

WIKI Lists Mesmeriser as having Charm person / Dominate person work regardless of racial type (though races with immunities are still immune) - Dominate person does not however gain this benefit and does not work on non humanoid targets.

Charm person functions correctly in line with this.
#14
Suggestions / Gloves of the Fat-Fingered Rogue
January 03, 2022, 05:59:20 PM
These are..way too common.

I think they're meant to be a rare drop from the elite/named NPC loot table but it seems somehow they are in the Tenement Orcs Loot table because you seem to get one from that quest nearly every time its run.

Would we be able to take a look at that and maybe  reduce its rates from that specific quest?
#15
Tolinar Mistbourne


That was absolutely wild and I loved every minute of it. Honestly, a huge shoutout to the DM to for making that a truely memorable death, even if the entire thing did come out of nowhere. - Sorry I dont have screenshots for you all, I'm rubbish at taking them :<

Dont let your Memes be Dreams.


The first concept for the Lore-Dwarf came from a theorycrafting session with Ciorba to figure out how much lore you could reasonably accumulate on a single character. Unfortunately it turned out that the best way to do this was to do a GSF: Divination Bardic Dwarf, which was far from an ideal meta build and probably would struggle to even survive.

So I made it anyway. 

Mechanically, Tolinar's build was absolutely trash, he couldn't really do anything except support very well -- and he wasn't even particularly good at that. I had insisted on wanting Tolinar to be reliant on medium armor when concepting the character - the idea of an Old, Bardic Dwarf striding into battle and fighting things head on really appealed to me, unfortunately the requirement for 18 charisma (for that sweet level 4 spell slot) quickly made it apparant that this was.. not a good idea and Tolinar, forced to accept his aging body reluctantly took on a more backline role.

And yet he survived some really incredibly deadly stuff - Goblin Hell, The Seige and Death of the Pallid Prince and more secretly, sealing the breach left behind by the weapon's release in 94, witnessing the death of Thorna Uld, the daughter of the last shaper of Uld.


So, Who Was Tolinar?
Tolinar started life in the Burgage as a refugee from 94, a dwarf who fled when the silverspire erupted (An Event Tolinar would refer to as the "Rise of the Black Mountain") and getting caught in the ash cloud that descended before being able to ecape the ring. Tolinar lost everything that day, family, friends and his home. Destitute, he was forced to little ticker.

Life there was awful, in the time of the red-jacks, Tolinar was fined and taxed most of his life savings by the reds in support of the knaves and the count, forcing him to relocate to the ponds for a time, where he fell in with a bunch of elves headed by Gilthalas Wealdrath.

What became more apparent for Tolinar as time went on however, is that he was dying - a fact only a scant few picked up on. His coughing, which started out rather mild and subtle soon became a racking, breath stealing cough, the ash he had breathed in during the fallout from the black mountain was killing him now too, having scarred his lungs it steadily became more and more difficult to breathe and (the plan was) that Tolinar would likely die without major medical intervention within a few months - something that Tolinar, having lost pretty much everything he knew and loved -  was trying to come to terms with: His own mortality.

So, he ran the rings, a notoriously dangerous thing and, with the elves of Wealdrath and his kin, Khazau'ur at his side, made it decently far into them, before the elves found what they were seeking and the ringrunning group began to disintegrate from there.

Tolinar Returned more recently to ticker square, in the last few months of his ailing health as realisations struck him and the truth of the matter began to set in. He was going to die, but who was going to remember him?
Tolinar's experience as a diviner and a seer for the ancestors led him to a number of conclusions but above all else he valued memory and being remembered, themes core to the Ancestors and remembering those that had come before. Some choice interactions with Adrian Velstra and Menfred Japes led Tolinar to believe that for all he had done and seen that he himself would soon be forgotten, just another name lost to the passage of time.

So, Tolinar devised a plan, one that would both help people and try to secure his place in history: Take up the mantle of ticker square, restore the harbour and, eventually, prepare for an exodus of tickerfolk to a haven in the deeper rings, a plan heavily stylized off one of the ancestors who's memory he revered,  Old Thane Greer. So while it was without doubt that he did legitimately care about the people of little ticker, the truth was that there was a certain selfish intent to his actions.

Unfortunately -- or perhaps fortunately, in the end this never came to pass. With what Tolinar saw as a an awful miscarriage of justice resulting in the death of the wizard Mundus he got into an altercation with a glitt retainer and was summerily executed on the grounds of little ticker. In the end, he died much sooner than even he expected, but his spirit was cast on to the ancestors to the sound of righteous dwarves chanting his name which is more than he could ever have asked for.

So ends the story of Tolinar Mistbourne. Time to move onto the next one eh?

(The Words of the Ancestors is here: https://www.efupw.com/forums/index.php?topic=702869.0 should anyone like to read it :) )



Ah. But you want to see loot, dont you?

[hide][/hide]
#16
Bug Reports / Quest - The Frozen Inferno
December 28, 2021, 12:49:46 AM
I think the gold reward from this quest may be bugged.

Having completed it recently with 6 people, thw quest closure gave out exactly 200 gold to the person who closed the quest.  (I believe this to be abug as I'd expect a closure which requests gold to be a multiple of the number of people present, (I.e 5x 100, or 5x 150) but 200 is both very low and does not readily divide by 6.)

Additionally, one of the items from this quest "Black Iron Helm" has a description unsuitable for it (It marks it as a skull masque made of yellowed bone)
#17
Suggestions / Chaos Summon Creature
December 24, 2021, 12:12:38 PM
Spell level: bard 3; cleric 3; druid 3; ranger 3; sorcerer/wizard 3

Innate level: 3
School: conjuration
Components: verbal, somatic
Range: short (8 meters)
Area of effect: point
Duration: EFU Summoning Duration
Save: none
Spell resistance: no

Description: The caster summons a 4th tier creature from a random summoning theme, ignoring the effects of their base theme or any conjuration foci (including increased summoning strength modifiers) except from conjuration circles.

-------

So the idea is, its a level 3 only spell (There does not need to be lower, or higher level variants) It gives you +1, but the downside is random theme
The probability of getting a particular theme does not need to be equal either and could lean towards say, evil themes (Given evil *wants* to be summoned) or Slaadi (given its chaos theme) but that could be at dm discretion.

Thoughts?
#18
Bug Reports / Bard Song Bug (Song of the Oak)
December 05, 2021, 12:26:12 AM
(65) Song of the Oak should provide its usual buffs when used, slightly increased buffs while in sunlight, however one element of the buffs - The temporary HP - seems to be being granted to hostiles in the areas of effect as well as teammates. As far as I can tell, no other buffs from the bard song (+ab, + positive damage, regen etc) are provided to NPC's.

The temporary HP should onl;y be granted while in sunlight, I've not had opportunity to test if NPC's are getting it in darkness as well.
#19
Suggestions / Candles
August 28, 2021, 12:10:53 PM
Small QOL Change.

Candles are a really fun mood setter, but they last so little time (less than one IG hour) they often vanish during any given scene rather awkwardly.

Suggestion: Candles are now interactable (currently cannot be clicked on) and have 1 hp, so can be easily destroyed. Candles now last until destroyed, or until they have burnt for 6 full IG Hours.
Candles no longer auto-spawn when dropped to the ground as an item (This interaction is buggy as heck and stops them being moved between character inventories, or into boxes)
#20
Suggestions / Loremaster/ Educated: Bard / Rogue Perks
August 09, 2021, 10:06:14 PM
So the main perk I'm addressing here is: - Perk: Gain XP for translating ancient texts.

I have a feeling that this perk was balanced with last chapter in mind as the exp gains are..extremely low and by level 8 they stop entirely.

So far I've maybe managed to get maybe 50 exp from this perk? Translating the page of something at about dc 30 nets you about 7 exp. Lower than that it nets you around 3 per page.

Would it be possible to make this a little more viable, especially after level 8 where the exp just seems to stop completely? - If there are balance concerns, perhaps the perk bonus could be considered for some other bonus instead, like the ability to reroll lore checks to translate?

Thanks