Recent comments

  • Convocation Attunement   11 years 13 weeks ago

    A Shek-Pvar is attuned to a convocational "element" during the first three years of study. There is no further need for attunement. This simply sets the character's relationship with the various convocational principles and helps to determine how difficult certain types of spells are going to be for the character. An brand new Peleahn mage can learn and cast an Odivshe spell straight out of the box provided he had some method of learning the spell and (due to his likely skill level and the difficulty of casting an oppositional spell) got extremely lucky.

    In short a mage attunes as an apprentice and then if they work really really hard and have the necessary talent, they might be able to "unattune" thereby becoming a grey mage.

  • Convocation Attunement   11 years 13 weeks ago

    A Shek-Pvar is attuned to a convocational "element" during the first three years of study. There is no further need for attunement. This simply sets the character's relationship with the various convocational principles and helps to determine how difficult certain types of spells are going to be for the character. An brand new Peleahn mage can learn and cast an Odivshe spell straight out of the box provided he had some method of learning the spell and (due to his likely skill level and the difficulty of casting an oppositional spell) got extremely lucky.

    In short a mage attunes as an apprentice and then if they work really really hard and have the necessary talent, they might be able to "unattune" thereby becoming a grey mage.

  • Orb Of Elisme   11 years 13 weeks ago

    yup, and the description even goes so far as to mention what an MS does. The MS reference should be deleted to avoid confusion. The duration of this spell I imagine is not usually the issue. It's more a matter of it hitting something and going boom :) Of course, as in all things, as a GM one could certainly create a greater range/duration for the spell on CS. Better yet, have the player's Shek-Pvar research a new version of the spell with a greater range. :)

  • Orb Of Elisme   11 years 13 weeks ago

    yup, and the description even goes so far as to mention what an MS does. The MS reference should be deleted to avoid confusion. The duration of this spell I imagine is not usually the issue. It's more a matter of it hitting something and going boom :) Of course, as in all things, as a GM one could certainly create a greater range/duration for the spell on CS. Better yet, have the player's Shek-Pvar research a new version of the spell with a greater range. :)

  • Orb Of Elisme   11 years 13 weeks ago

    The reason I ask is because it is one of the few spells where a critical success is not documented as increasing duration.

  • Orb Of Elisme   11 years 13 weeks ago

    The reason I ask is because it is one of the few spells where a critical success is not documented as increasing duration.

  • Orb Of Elisme   11 years 13 weeks ago
    Orb

    no. A critical success doesn't make the Orb last longer.

  • Orb Of Elisme   11 years 13 weeks ago
    Orb

    no. A critical success doesn't make the Orb last longer.

  • Siem   11 years 14 weeks ago

    Severin

    I’ve always taken the view that Siem is simply a god. He can, from that perspective have a sindarin aspect and a khuzan aspect. They need not look the same.

    He has (according to HMR and IIRC Gods of Hârn) a couple of ‘demi-god’ servants one of whom, Sereniel, looks khuzan. Both species are ‘nature lovers’. Geology is as natural as ecology. I can see religious disputes over which aspect of Siem is the most important. Sindarin will stress the importance of growing and living things. The khuzdul will point out that without the great body of Kethira, the basic minerals and earth, there would be no growing and living things.

    Neil

    - "Pardon me for living, I'm sure."
    - NO-ONE GETS PARDONED FOR LIVING.

    -- (Terry Pratchett, Mort)

  • Siem   11 years 14 weeks ago

    Severin

    I’ve always taken the view that Siem is simply a god. He can, from that perspective have a sindarin aspect and a khuzan aspect. They need not look the same.

    He has (according to HMR and IIRC Gods of Hârn) a couple of ‘demi-god’ servants one of whom, Sereniel, looks khuzan. Both species are ‘nature lovers’. Geology is as natural as ecology. I can see religious disputes over which aspect of Siem is the most important. Sindarin will stress the importance of growing and living things. The khuzdul will point out that without the great body of Kethira, the basic minerals and earth, there would be no growing and living things.

    Neil

    - "Pardon me for living, I'm sure."
    - NO-ONE GETS PARDONED FOR LIVING.

    -- (Terry Pratchett, Mort)

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    I can't deny that 'best practices' for FG include reducing the size of your shared files to eveyone's general advantage. FG2 is much much better in this regard than its previous incarnation. Its still not perfect but it doesn't generally crash.

    Varying upload rates from house machines creates some problems with timing. They have an obscurement layer that you can carve away to reveal the map underneath - that feels a little pioneerish. Still its come a long way in terms of stability - it hasn't crashed on me since the new version over a year ago now.

    I'd happily set up a test drive with people if they'd like.

    Sigurd

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    I can't deny that 'best practices' for FG include reducing the size of your shared files to eveyone's general advantage. FG2 is much much better in this regard than its previous incarnation. Its still not perfect but it doesn't generally crash.

    Varying upload rates from house machines creates some problems with timing. They have an obscurement layer that you can carve away to reveal the map underneath - that feels a little pioneerish. Still its come a long way in terms of stability - it hasn't crashed on me since the new version over a year ago now.

    I'd happily set up a test drive with people if they'd like.

    Sigurd

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    The principal reason why I never switched from Screen Monkey to Fantasy Grounds, despite the fact that I was given some free licences (to explore the possibilty of content development and endorsement) is that FG had a tendency to crash when I loaded a 'big map'. If this is no longer the case, then FG is very interesting... What I remember of the interface is that it was well... pretty, intuitive and functional...

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    The principal reason why I never switched from Screen Monkey to Fantasy Grounds, despite the fact that I was given some free licences (to explore the possibilty of content development and endorsement) is that FG had a tendency to crash when I loaded a 'big map'. If this is no longer the case, then FG is very interesting... What I remember of the interface is that it was well... pretty, intuitive and functional...

  • More Meat and More Meeting   11 years 14 weeks ago

    Thanks oh Spawner of foulness..

  • More Meat and More Meeting   11 years 14 weeks ago
  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Using computers to support the GM and players while using complex rules, thus allowing rules to be crafted to be 'more realistic' and take more variables into account has occurred to me in the past, but it has two serious flaws, IMV.

    The first is one of proportion. I'll try to illustrate it by asking "what is your chance of getting a strike with a single bowling ball on your first try? 13%? 15%? Which is it closer to? My point is that, in real life, we really have no precise view of how likely many things are. Why calculate the chances of successfully striking an opponent in combat or of crafting a good pottery bowl in a game when the chances of such things in what we are accustomed to term 'real life' are so approximate?

    The second point is one of flexibility. If we code in a VTT that automates an 'attack', we immediately limit ourselves in terms of what an 'attack' can entail. What if I wish to try something a little bit 'out of the box'? With PnP RPG rules I can usually extemporise something - usually based on (but not identical to) the rules already in place. When the rules are coded in, such scope for improvisation is hampered by the fact that the rules themselves are so complex.

    As a result of these issues and other preferences, then, I really don't want the rules for *actual play* to be computerised. In general, what I want is something that produces realistic *outcomes* rather than a blow-by-blow simulation of each limb movement. 'Behind the scenes' stuff, like weather and the workings of the economy, on the other hand, are a different kettle of fish...

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Using computers to support the GM and players while using complex rules, thus allowing rules to be crafted to be 'more realistic' and take more variables into account has occurred to me in the past, but it has two serious flaws, IMV.

    The first is one of proportion. I'll try to illustrate it by asking "what is your chance of getting a strike with a single bowling ball on your first try? 13%? 15%? Which is it closer to? My point is that, in real life, we really have no precise view of how likely many things are. Why calculate the chances of successfully striking an opponent in combat or of crafting a good pottery bowl in a game when the chances of such things in what we are accustomed to term 'real life' are so approximate?

    The second point is one of flexibility. If we code in a VTT that automates an 'attack', we immediately limit ourselves in terms of what an 'attack' can entail. What if I wish to try something a little bit 'out of the box'? With PnP RPG rules I can usually extemporise something - usually based on (but not identical to) the rules already in place. When the rules are coded in, such scope for improvisation is hampered by the fact that the rules themselves are so complex.

    As a result of these issues and other preferences, then, I really don't want the rules for *actual play* to be computerised. In general, what I want is something that produces realistic *outcomes* rather than a blow-by-blow simulation of each limb movement. 'Behind the scenes' stuff, like weather and the workings of the economy, on the other hand, are a different kettle of fish...

  • More Meat and More Meeting   11 years 14 weeks ago

    Hi,
    Will the last chat be available also?

  • Scenario Idea 1: Tyána's Shade   11 years 14 weeks ago

    Hi,
    The numbers on the map could be a little bigger.

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Its not really conservative so much as traditional.

    Have you played any VTT?

    I think the element I don't want to lose is the rolling of the dice. In FG everything still uses the pen & paper tables but the dice are a pretty direct x replacement. IF you need to roll a 20 sider for a rule you pick one up off the table and roll it for all to see.

    If you automate the roll into 'you attacked'..... it changes the game. The dice make the strategy more transparent. So if you climb the hill to higher ground and surround your opponent on two sides the DM says "Add 4 to your roll" (or whatever). It helps to have the knowledge of the effects of your strategy.

    Some things are automated. There's a great mod called "the Box" that hides certain roll results from the player. If you are rolling to detect a secret door you might have to roll into the "the Box" and you will never see your results but the DM will. Stops the problem where a thief rolls a really poor detection roll and second guesses the process. The DM says "you dont find any traps" the player can't look at the numbers to second guess the results.

    Sigurd

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Its not really conservative so much as traditional.

    Have you played any VTT?

    I think the element I don't want to lose is the rolling of the dice. In FG everything still uses the pen & paper tables but the dice are a pretty direct x replacement. IF you need to roll a 20 sider for a rule you pick one up off the table and roll it for all to see.

    If you automate the roll into 'you attacked'..... it changes the game. The dice make the strategy more transparent. So if you climb the hill to higher ground and surround your opponent on two sides the DM says "Add 4 to your roll" (or whatever). It helps to have the knowledge of the effects of your strategy.

    Some things are automated. There's a great mod called "the Box" that hides certain roll results from the player. If you are rolling to detect a secret door you might have to roll into the "the Box" and you will never see your results but the DM will. Stops the problem where a thief rolls a really poor detection roll and second guesses the process. The DM says "you dont find any traps" the player can't look at the numbers to second guess the results.

    Sigurd

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Obviously the consensus is conservative. Does this extend to mundane mechanics? For example, would you have players and GM literally rolling dice and consulting tables? Is this different from the combatants telling the computer their choices of combat options and clicking a button to resolve the round? If so, how? Would the latter not both offer the opportunity for more complex underlying mechanics and reduce the time required?

  • An RPG designed specifically for online play?   11 years 14 weeks ago

    Obviously the consensus is conservative. Does this extend to mundane mechanics? For example, would you have players and GM literally rolling dice and consulting tables? Is this different from the combatants telling the computer their choices of combat options and clicking a button to resolve the round? If so, how? Would the latter not both offer the opportunity for more complex underlying mechanics and reduce the time required?

  • Scenario Idea 1: Tyána's Shade   11 years 14 weeks ago

    A new/old Kelestia adventure, Great.
    Lets see lots more.
    Thanks


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