As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
Thanks,
Shamrock
I'd probably join. I can't think of anything specific that I really want. I'm sure you can think of something good.
As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
Thanks,
Shamrock
I'll join. I think I'd like Dragons in their somehow, and goblins/orcs/minataurs something like that as a race.
As for magic, I'm not picky on what magic their is, although if you want me to help design one that's difficult to exploit majorly, I'm certainly willing to help.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
Thanks,
Shamrock
Hm....
Yes. I want one.
I'd like the usual fantasy races (humans, elves, and dwarves) with a side of minotaurs, giants, greenskins (orcs and goblins), trolls, lizardmen a la Trandoshans, catmen a la Khajiit, and halflings.
Minotaurs - Strong, average intelligence, slow. Giants - incredibly strong, incredibly stupid, fairly slow. Orcs - fairly strong, fairly dumb, not slow. Goblins - physically weak, average intelligence, very quick. Trolls - weaker and smarter than giants, stronger and dumber than minotaurs. Lizardmen - somewhat strong, very good natural defenses. Possibly poisonous. Catmen - incredibly quick and nimble, fairly weak physically. Quite sneaky. Halflings - not very strong, but fairly fast and fairly smart.
As for magic: something MM can't exploit. Try a mana/magicka system that regens by a certain amount every day with a set cap that increases as you level up.
As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
Thanks,
Shamrock
Hm....
Yes. I want one.
I'd like the usual fantasy races (humans, elves, and dwarves) with a side of minotaurs, giants, greenskins (orcs and goblins), trolls, lizardmen a la Trandoshans, catmen a la Khajiit, and halflings.
Minotaurs - Strong, average intelligence, slow. Giants - incredibly strong, incredibly stupid, fairly slow. Orcs - fairly strong, fairly dumb, not slow. Goblins - physically weak, average intelligence, very quick. Trolls - weaker and smarter than giants, stronger and dumber than minotaurs. Lizardmen - somewhat strong, very good natural defenses. Possibly poisonous. Catmen - incredibly quick and nimble, fairly weak physically. Quite sneaky. Halflings - not very strong, but fairly fast and fairly smart.
As for magic: something MM can't exploit. Try a mana/magicka system that regens by a certain amount every day with a set cap that increases as you level up.
Good.
Hmmm, I'm not sure about Lizardmen and Catmen, but I will consider them. The rest of them are practically certain.
For magic, I'm thinking of having a system quite like that. Essentially, you have a certain number of Mana, to be invested in as many spells as you like. You could get three very powerful spells, or a dozen minor ones. When you use a spell, you lose that amount of Mana. Mana regenerates by a certain amount every day, as you suggested. If you're not in battle and not using magic, Mana returns quite fast. If you are in battle but not using magic, Mana returns slowly. If you are using magic, it does not return.
As you may have gathered from the title, I am considering starting a GM-style Roleplay. I cannot specify any details, or even confirm that it will be going ahead at this point, but I'd like to start planning.
First off, would you join a GM-Style Roleplay? I know there is interest, but I'd like to get a rough number of how many people are currently able to invest time in one and are planning on being able to do so in the near future.
Secondly, what do you want to see in one? You can post anything, from races and magic types to the type of point system you'd like. I'll leave it a couple of days, then post a poll with several options of my own design, and some incorporating suggestions.
Thanks,
Shamrock
I'll join. I think I'd like Dragons in their somehow, and goblins/orcs/minataurs something like that as a race.
As for magic, I'm not picky on what magic their is, although if you want me to help design one that's difficult to exploit majorly, I'm certainly willing to help.
There will probably be dragons, though they may not be that involved at times.
I'm thinking of having a Mana system, where you have a certain number of points as you level up. You could have a few powerful spells or lots of weak ones. See my reply to LegoBuilder for more precise stuff.
I'd like the usual fantasy races (humans, elves, and dwarves) with a side of minotaurs, giants, greenskins (orcs and goblins), trolls, lizardmen a la Trandoshans, catmen a la Khajiit, and halflings.
Minotaurs - Strong, average intelligence, slow. Giants - incredibly strong, incredibly stupid, fairly slow. Orcs - fairly strong, fairly dumb, not slow. Goblins - physically weak, average intelligence, very quick. Trolls - weaker and smarter than giants, stronger and dumber than minotaurs. Lizardmen - somewhat strong, very good natural defenses. Possibly poisonous. Catmen - incredibly quick and nimble, fairly weak physically. Quite sneaky. Halflings - not very strong, but fairly fast and fairly smart.
As for magic: something MM can't exploit. Try a mana/magicka system that regens by a certain amount every day with a set cap that increases as you level up.
Good.
Hmmm, I'm not sure about Lizardmen and Catmen, but I will consider them. The rest of them are practically certain.
For magic, I'm thinking of having a system quite like that. Essentially, you have a certain number of Mana, to be invested in as many spells as you like. You could get three very powerful spells, or a dozen minor ones. When you use a spell, you lose that amount of Mana. Mana regenerates by a certain amount every day, as you suggested. If you're not in battle and not using magic, Mana returns quite fast. If you are in battle but not using magic, Mana returns slowly. If you are using magic, it does not return.
The Races I like, definetely.
For the Magic. . . Looks pretty good. Now, if I'm understanding this correctly (You have x, z, and y for spells, and you have e amount of mana. e is equal to x y and z), I'm thinking you should have two Mana Limits: One for the number of spells in your arsenal, and a second for how many spells you can cast.
In addition, I think in one of your rule posts, you should write down a Tier system to help you make your spell list, something like this: Tier 1: Minor FireBall, Transfiguring rock into a weapon, 1 mana Tier 2: More powerful Fire Ball, summoning Liquid Nitrogen, Reading Minds, 2 mana Tier 3: Explosion, Soul Tap, Teleport, 3 mana
Without a Tier list, we have to ask for EVERY spell, and it's more difficult to get a feel for where spells belong until later in the game.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Hmmm, I'm not sure about Lizardmen and Catmen, but I will consider them. The rest of them are practically certain.
For magic, I'm thinking of having a system quite like that. Essentially, you have a certain number of Mana, to be invested in as many spells as you like. You could get three very powerful spells, or a dozen minor ones. When you use a spell, you lose that amount of Mana. Mana regenerates by a certain amount every day, as you suggested. If you're not in battle and not using magic, Mana returns quite fast. If you are in battle but not using magic, Mana returns slowly. If you are using magic, it does not return.
The Races I like, definetely.
For the Magic. . . Looks pretty good. Now, if I'm understanding this correctly (You have x, z, and y for spells, and you have e amount of mana. e is equal to x y and z), I'm thinking you should have two Mana Limits: One for the number of spells in your arsenal, and a second for how many spells you can cast.
In addition, I think in one of your rule posts, you should write down a Tier system to help you make your spell list, something like this: Tier 1: Minor FireBall, Transfiguring rock into a weapon, 1 mana Tier 2: More powerful Fire Ball, summoning Liquid Nitrogen, Reading Minds, 2 mana Tier 3: Explosion, Soul Tap, Teleport, 3 mana
Without a Tier list, we have to ask for EVERY spell, and it's more difficult to get a feel for where spells belong until later in the game.
Or just have a limit of one spell per turn. And give each spell a unique mana cost to keep things simpler. A Tier system would inevitably lead to the unfair placement of a few spells. Perhaps a 'school' system should be instituted as well, limiting mages to a few types of spells that they know well or a lot of spells that they aren't very good at. As they level up in that 'school' (things like Elemental [split into the different elements], Summoning, Enchantment, Defensive, etc.) they gain access to more powerful spells of that type.
For example, a summoner could go from small animal (dog) to weak undead (skeleton) to larger animal (bear) to more powerful undead (draugr) to golem to powerful undead (undead magic user) to summoned ally (hero of old).
An elemental mage who specializes in fire magic could go from weak flames/heat waves to fireball to continuous flames to powerful fireball to some sort of combustion spell to explosions to firestorms.
For the Magic. . . Looks pretty good. Now, if I'm understanding this correctly (You have x, z, and y for spells, and you have e amount of mana. e is equal to x y and z), I'm thinking you should have two Mana Limits: One for the number of spells in your arsenal, and a second for how many spells you can cast.
In addition, I think in one of your rule posts, you should write down a Tier system to help you make your spell list, something like this: Tier 1: Minor FireBall, Transfiguring rock into a weapon, 1 mana Tier 2: More powerful Fire Ball, summoning Liquid Nitrogen, Reading Minds, 2 mana Tier 3: Explosion, Soul Tap, Teleport, 3 mana
Without a Tier list, we have to ask for EVERY spell, and it's more difficult to get a feel for where spells belong until later in the game.
Or just have a limit of one spell per turn. And give each spell a unique mana cost to keep things simpler. A Tier system would inevitably lead to the unfair placement of a few spells. Perhaps a 'school' system should be instituted as well, limiting mages to a few types of spells that they know well or a lot of spells that they aren't very good at. As they level up in that 'school' (things like Elemental [split into the different elements], Summoning, Enchantment, Defensive, etc.) they gain access to more powerful spells of that type.
For example, a summoner could go from small animal (dog) to weak undead (skeleton) to larger animal (bear) to more powerful undead (draugr) to golem to powerful undead (undead magic user) to summoned ally (hero of old).
An elemental mage who specializes in fire magic could go from weak flames/heat waves to fireball to continuous flames to powerful fireball to some sort of combustion spell to explosions to firestorms.
While It seems like the one spell per turn thing might work, I'm not sure about the schools. While their isn't really anything unpractical about the School Idea, most of what you're suggesting would make magic OP in offense, and nobody has a good defense. Let's look at the examples you have: For a Summoner, once you get to Larger Animals, then no defense is going to be good against you. Medieval people fought Bears with very specialized tactics and weaponry. Flame magic is typically treated like napalm, which can't really be blocked, and so on. Also, their is no defensive spells on either side.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Or just have a limit of one spell per turn. And give each spell a unique mana cost to keep things simpler. A Tier system would inevitably lead to the unfair placement of a few spells. Perhaps a 'school' system should be instituted as well, limiting mages to a few types of spells that they know well or a lot of spells that they aren't very good at. As they level up in that 'school' (things like Elemental [split into the different elements], Summoning, Enchantment, Defensive, etc.) they gain access to more powerful spells of that type.
For example, a summoner could go from small animal (dog) to weak undead (skeleton) to larger animal (bear) to more powerful undead (draugr) to golem to powerful undead (undead magic user) to summoned ally (hero of old).
An elemental mage who specializes in fire magic could go from weak flames/heat waves to fireball to continuous flames to powerful fireball to some sort of combustion spell to explosions to firestorms.
While It seems like the one spell per turn thing might work, I'm not sure about the schools. While their isn't really anything unpractical about the School Idea, most of what you're suggesting would make magic OP in offense, and nobody has a good defense. Let's look at the examples you have: For a Summoner, once you get to Larger Animals, then no defense is going to be good against you. Medieval people fought Bears with very specialized tactics and weaponry. Flame magic is typically treated like napalm, which can't really be blocked, and so on. Also, their is no defensive spells on either side.
I would like to point out that medieval people did not have magical abilities or items, like presumably most of the characters in the RP would, in one way or another.
While It seems like the one spell per turn thing might work, I'm not sure about the schools. While their isn't really anything unpractical about the School Idea, most of what you're suggesting would make magic OP in offense, and nobody has a good defense. Let's look at the examples you have: For a Summoner, once you get to Larger Animals, then no defense is going to be good against you. Medieval people fought Bears with very specialized tactics and weaponry. Flame magic is typically treated like napalm, which can't really be blocked, and so on. Also, their is no defensive spells on either side.
I would like to point out that medieval people did not have magical abilities or items, like presumably most of the characters in the RP would, in one way or another.
Yes, but that means Wizards either have an effective enough magic to destroy several NPC's before they reach them, or they need to multi-class so they have some defense against enemy melee. And then they still have no defense against enemy archers and other wizards.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Right, so, what I'm currently thinking after reading the conversation is this:
There are two types of magic: basic and advanced.
All magic-users are obligated to have the basic spells, such as shields and lifting objects, as you have to understand those in order to improve.
Advanced magic is the point where you choose. There are many Schools, as LegoBuilder suggested. These are Fire, Water, Earth and Air. There are Lesser Schools, each belonging to one of the four, such as ice magic under Water, and plant magic under Earth.
Due to this, all wizards are capable of shielding people and objects, but one wizard might be able to summon terrible blasts of fire, while others might freeze an enemy to the ground.
I would like to point out that medieval people did not have magical abilities or items, like presumably most of the characters in the RP would, in one way or another.
Yes, but that means Wizards either have an effective enough magic to destroy several NPC's before they reach them, or they need to multi-class so they have some defense against enemy melee. And then they still have no defense against enemy archers and other wizards.
I'm just saying that any wizard worth his salt could definitely beat a bear pretty easily.
Right, so, what I'm currently thinking after reading the conversation is this:
There are two types of magic: basic and advanced.
All magic-users are obligated to have the basic spells, such as shields and lifting objects, as you have to understand those in order to improve.
Advanced magic is the point where you choose. There are many Schools, as LegoBuilder suggested. These are Fire, Water, Earth and Air. There are Lesser Schools, each belonging to one of the four, such as ice magic under Water, and plant magic under Earth.
Due to this, all wizards are capable of shielding people and objects, but one wizard might be able to summon terrible blasts of fire, while others might freeze an enemy to the ground.
Sounds good. Just a quick question: are their multiple Lesser Schools for each Greater school, or is their eight schools all together?
Otherwise, I like what you thought off.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Right, so, what I'm currently thinking after reading the conversation is this:
There are two types of magic: basic and advanced.
All magic-users are obligated to have the basic spells, such as shields and lifting objects, as you have to understand those in order to improve.
Advanced magic is the point where you choose. There are many Schools, as LegoBuilder suggested. These are Fire, Water, Earth and Air. There are Lesser Schools, each belonging to one of the four, such as ice magic under Water, and plant magic under Earth.
Due to this, all wizards are capable of shielding people and objects, but one wizard might be able to summon terrible blasts of fire, while others might freeze an enemy to the ground.
OK, I just reread this and, well,
What are the limits on the schools you can create? Because, as with another GM style Roleplay that was thinking of adding in something similar, I noted that you could do something like a Dragon School where you can shoot fire blasts, fly, create extremely powerful dragon shields and hypnotize people (depending on the type of dragons in this worlds, some may not apply). Another thing, Darkness, or Shadow. Sounds like a reasonable School to me. While I think you should allow this, someone might decide Darkness can Shadow Travel, is near invisible in Shadow, can Summon Darkness and can turn weak-minded beings (NPC's) into Shadow Creatures they control, maybe more other awesome abilities. Actually, if you allow that Darkness School, I might make a character to use it, that sounds really awesome.
No problems with having a bunch, just suggesting to make some definition of what a School could be.
I'll start thinking of what School I want, if the Darkness thing doesn't work out.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.