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Posted: Mon Dec 03, 2007 9:44 pm
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Posted: Mon Dec 03, 2007 10:18 pm
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Posted: Tue Dec 04, 2007 5:39 pm
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Posted: Tue Dec 04, 2007 6:13 pm
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I'll give feedback on all three of your points, Fargore. I will use your numbers so you know which I'm giving feedback about.
1. I think item creation should be the first thing you get from an organization. But just curious, would this include spells or would spell making be a different category?
2. I think it's a good idea to have sect quests. The sect could get some points for each quest done to spend on a new ability. For example: A sect could spend 2 points to be able to gain the ability _________. Some abilities might even be able to help the group. For example, one ability could be that everyone in the sect gains regen 1, or gets +1 magic, etc.
3. For item building, I think it should go this way. Each person can make 1 nonexpendable item and about 3 expendable items. Once they run out of their points to make stuff, they would have to do a sect quest to gain more points. Also, depending on if the item is expendable or not could determine how much items you would need to make, how expensive the items are, and how long it would take to be finish being made.
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Posted: Tue Dec 04, 2007 6:26 pm
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Posted: Thu Dec 06, 2007 9:16 pm
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Ok I was going to post all the organization stats tonight but it’s getting too late and I have training tomorrow. I will almost definitely post the rest tomorrow night. For now here is what I have. Note that Tokens are going to be changed so that you can only normally use one + one more for every point you spend one Tokens (anyone can get this), thus the Token creators ability for holding more of them. As you can see the number of skills is not even. If one is short feel free to make suggestions so I can add them.
When you do quests for organizations you get 2CP that can be spent on normal or org abilities. For every 4CP (or 2 quests) you complete you gain one rank in the org. This way you are not stuck with the one abilities that the org gives but instead get to choose what you get and it keeps the same structure and advancement as the rest of the guild.
Council: holds the key of order. Equip Defense and protection based. Item: Council badge: E1, nullify one normal attack each round Make: defense items
Skills Protect: CP1, prevent 2 damage of any type to any other character per a combat per a CP in this skill. Potion +2: CP1, +2 slots on potion belt, can only be purchased once. Throw Weapon: CP2, use an equipped item that only has bonus to attack, gain 3x its normal bonus for one attack, the item is not usable for the rest of this combat. Guardian: CP 4, any damage reduction available to the character (combat die for defense, abilities and ext.) using this skill can be transferred over to another party member each round of combat. The type of damage reduced does not change.
Church of the Divine Mother: Holds the key of faith. Buff and Support based. Item: Spell Heal Make: potions
Skills Buff Support: CP1, at the beginning of combat increase any stat (excluding life and equip) for any one other character by the number of points you have in this ability till end of combat. Transfer Life: CP2, every round you can transfer any amount of life you wish to any number of players. The life you transfer must still be available at the end of the round (you cannot transfer life you would have lost during that round of combat) and you cannot reduce your own life to less than 1. Divine shield: CP 2, for every one MP you use place a divine shield charge on any one other character. The charge will completely stop all damage dealt to the character from the next source of damage.
Token Creators: Holds the summoner key. Token and Creation based. Item: Mist Beast Token (Die c 3/3) Make: tokens
Skills Quick Clone: CP 1, duplicate a token out on the field under your control for one round (ability can be used one time per a quest per a point in ability) Sacrifice Creature: CP4, destroy a token you have out to gain its CP worth of MP and AP mixed anyway you choose. Convert: CP 1, turn a monster you defeated into a token, the total CP worth of monsters that can be transformed this way per a quest is equal to your CP in this ability. Loyalty: CP 6, all tokens under your control can block normal attacks aimed against you once a round (per a token). Token Belt: CP 1, you may carry to more tokens. Only purchasable once.
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Posted: Fri Dec 07, 2007 8:36 pm
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Posted: Fri Dec 07, 2007 8:43 pm
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Posted: Fri Dec 07, 2007 8:54 pm
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Posted: Fri Dec 07, 2007 9:50 pm
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Posted: Fri Dec 07, 2007 10:53 pm
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Posted: Sat Dec 08, 2007 5:22 am
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If you could only have a limited number of tokens now, can we change the fact that you can only have one of each token?
That seems fair doesn't it?
I mean, if you are going to limit the amount, then you should allow some more flexibility in the choosing of tokens then.
Thats just my opinon anyway, and if they are going under the knife, then perhaps other changes can be made as well.
I know I'm not supposed to post here, but I thought this was important enough to bring to your attention.
OTHER NOTES: Convert: You might want to make it able to covert 2cp for every 1cp put into it, because really, it won't even be servicable as an ability untill atleast 6cp are put into it... That alot of CP just for that too... I mean, if quests didn't take 1-2months, then it might be ok, but it has only a little bit of bang for alot of buck if you know what I'm saying.
Throw Weapon: Since its the Guardians, a defensive group, make it Throw Item: deals damage equal to x2 Equip value. Unusable for rest of combat (If weapon, do x3 damage). That way, it's more versitile for the Sheild defender type. They can throw the shield captian america style!
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Posted: Sat Dec 08, 2007 9:11 am
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You have made some good points, Gerbo. I think Fargore isn't limiting the number, but I think the ability Token Belt is going to allow players to hold multiple tokens of the same type.
I do agree with Gerbo that 1 CP per 1 CP might be too little. Most of the monsters, like imp and goblin patroller, have 6 cp. Those are two of the weakest monsters and the would require that skill to have 6 cp spent on it, which is 3 quests. Each quest takes about 1-2 months, sometimes longer or shorter. So in about half a year you'll be able to take a goblin patroller or an imp as a token. Fargore, you might want to change the ability to:
Convert: CP 1, turn a monster you defeated into a token, the total CP worth of monsters that can be transformed this way per a quest is equal to double of your CP in this ability.
This would allow a person to be able to take a imp or a goblin patroller with only 3 cp used in this ability instead of 6 cp, making it more possible for this ability to be useful.
Here are some abilities that are like throw weapon, since everybody isn't a pure going to have a weapon to throw around:
Throw Shield: CP2, use an equipped item that only has bonus to defense, deal damage x2 of the normal bonus to selected target, the item is not usable for the rest of this combat.
Throw Magical Item: CP2, use an equipped item that only has a bonus to magic, deal magic damage x2 of the normal bonus to selected target, the item is not usable for the rest of the round.
Throw Potion: CP3, use a potion, deal damage equal to the amount it would heal or deal damage x2 of the normal bonus to selected target, the potion is unable to be used for drinking for the rest of the quest after it is used for this.
Throw Combat Die: CP2, use an equipped item that only has a bonus to combat, deal damage x2 of the normal bonus to selected target, the item is not usable for the rest of the round.
Throwing Life Away: CP2, use an equipped item that only has a bonus to life, deal damage x2 of the normal bonus to selected target, the item is not usable for the rest of the round. You cannot use this ability if you would be dropped to 0 life after the item is unequipped.
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Posted: Sat Dec 08, 2007 11:20 am
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Posted: Sat Dec 08, 2007 7:08 pm
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