Jump to content

[Amendment] Necro Combat Petsmart


Aehkaj

Recommended Posts

Holy peak.

Link to post
Share on other sites

On 5/28/2025 at 9:03 AM, Rhettthecoldone said:

I don’t disagree with any of this at all. It is simply that if this amendment passes, combative spells will basically never be able to be casted due to people trying to individually attack you. As you have to then drop the charging spell immediately to say a single word to defend yourself. This honestly just makes necromancers more dependent on their summons because combative casting would be much harder to perform.


Necromancer's have always in technicality been reliant on their summons.
Nothing is stopping you from commanding your giant bear-sized golem to DEFEND at the start of an encounter, because it will perform that action until told otherwise, while giving your other summon an Attack command.

You start any fight, as a necromancer - in a 3V1, just because you might tell both to attack, doesn't mean YOU HAVE TO.
 

Link to post
Share on other sites

Text is more digestable and the 2018 force fed bloat (with sneak ins) is gone, bless.  Probably the best thing to happen to the magic since femurlord.

Link to post
Share on other sites

1 minute ago, Skelepathic said:

Azdrazi try not to hate necromancers challenge, impossible

 

 

 

No I just hate myself, and worthless broken lore

Link to post
Share on other sites

On 5/28/2025 at 10:15 AM, PrimnyaQuorum said:

you cannot say this, and then proceed to agree with me. this is not asioth dude

actually asioth often tries to make sense of false-equivalencies through a conceptual strategy that integrates two opposing ideas, which is how azdromoth is capabable of representing the concept of determinism (Fate) but also a non-deterministic one (Conviction) but understanding this would require you to engage with a lore's culture instead of just its combative abilities. I suggest you begin by writing an amendment to create an ability that would allow you to double action away from magic stacking instead of calling a fellow necro player a coward for trying to balance a combat pet mechanic.

 

i think necros can maybe use some minor form of spells while commanding, however the darkening ability i often find to be extremely powerful, especially in its ranged capacity

Link to post
Share on other sites

now i get the meme post, trying to distract from the fact. ones again a proverbial tourniquet is beeing applyed to the neck. when i asume the problem lays in a difrent place all together. any chance we can get a peak behind why this is being done like slowly strangling out combat pets or is there abuse.... is it to powerfull in a crp setting. or is it over correcting due to power stacking?  

 

Got to admite I am not really onboard with the, I think its supose to be a full action so it is. Last i checked my oculus keeps them in check. I tell them to do some thing the do it. I dont exert mana or life force in any sense of the word to command them. If I am missing that part of the lore please do tell still trying to wrap my head around all of the necro lore pieces. but this seems like a cheap I say so amendment with no real back bone or reason why. 

Link to post
Share on other sites

23 minutes ago, nepir said:

now i get the meme post, trying to distract from the fact. ones again a proverbial tourniquet is beeing applyed to the neck. when i asume the problem lays in a difrent place all together. any chance we can get a peak behind why this is being done like slowly strangling out combat pets or is there abuse.... is it to powerfull in a crp setting. or is it over correcting due to power stacking?  

 

Got to admite I am not really onboard with the, I think its supose to be a full action so it is. Last i checked my oculus keeps them in check. I tell them to do some thing the do it. I dont exert mana or life force in any sense of the word to command them. If I am missing that part of the lore please do tell still trying to wrap my head around all of the necro lore pieces. but this seems like a cheap I say so amendment with no real back bone or reason why. 

 

Necro as it is is riddled with bad faith, loop holes, and mechanics that are so outdated and vague at times that it needs fixing. I posted all 4 amendments strictly because the last few months and probably even longer have been filled with actual cases of the lore being abused and filled with bad faith most commonly involving reanimations.

 

Link to post
Share on other sites

I do not envy your task of trying to balance necromancy or whatever current forms dark necromantic magic takes. 

 

The history of this server is marred by various cycles of necromancy either being repressed into obscurity and hidden (or coveted amongst a select few) or so broken and powerful that it is impossible for all but the most powerful of creatures/beings on the server to realistically deal with even a small number of necromancers. 

 

Tell me is there anything on the server that actively counters necromancy at this time? Perhaps part of your answer lies there as well as attempting to rework things from this side of the fence?

 

Then again you also risk just developing another arms race of magic. Each "side" jousting for the upper hand in an endless cycle of nonsense. 

 

Either way no solution will be perfect, and without careful management it will over time, either slip back into obscurity once more or slip back into being incredibly powerful, undoing everything of which you seek to achieve here. This is coming from someone whom has seen it reach the point it was so powerful it threatened the entire realm on no less than four seperate occasions in different lands. 

 

Of course careful consideration must be given as ultimately these are the building blocks of which possibly many people have built their whole character's around. Cutting and changing it comes with the added risk that you may jeopardise part of what made those players characters interesting to begin with.

 

Not that magic alone should define a character... the quality of roleplay should always take precedent over whatever current old guff of lore text submission says you can do.

Link to post
Share on other sites

16 minutes ago, Blundermore said:

I do not envy your task of trying to balance necromancy or whatever current forms dark necromantic magic takes. 

 

The history of this server is marred by various cycles of necromancy either being repressed into obscurity and hidden (or coveted amongst a select few) or so broken and powerful that it is impossible for all but the most powerful of creatures/beings on the server to realistically deal with even a small number of necromancers. 

 

Tell me is there anything on the server that actively counters necromancy at this time? Perhaps part of your answer lies there as well as attempting to rework things from this side of the fence?

 

Then again you also risk just developing another arms race of magic. Each "side" jousting for the upper hand in an endless cycle of nonsense. 

 

Either way no solution will be perfect, and without careful management it will over time, either slip back into obscurity once more or slip back into being incredibly powerful, undoing everything of which you seek to achieve here. This is coming from someone whom has seen it reach the point it was so powerful it threatened the entire realm on no less than four seperate occasions in different lands. 

 

Of course careful consideration must be given as ultimately these are the building blocks of which possibly many people have built their whole character's around. Cutting and changing it comes with the added risk that you may jeopardise part of what made those players characters interesting to begin with.

 

Not that magic alone should define a character... the quality of roleplay should always take precedent over whatever current old guff of lore text submission says you can do.

 

Absolutely, although poor and highly outdated writing is that. Even if everything Ive proposed in any of my amendments passes, itll only fix a very small amount of the issues with the lore.

Nothing I've posted amendment wise would ruin necromancy into obscurity and none of it would make it ascend back to its ultra power state its seen in the past. Its patching issues with the writing or mechanics that simply dont fit with the modern midnset of what gets a piece a big green checkmark.

 

As for magic with characterisation and this being roleplay, you're right but as it is Necromancy falls short even of that. I can't fix that, player writing can, I'm just here for the funny redlines that help balance lore.

 

 

 

Link to post
Share on other sites

14 hours ago, Aehkaj said:

 

Necro as it is is riddled with bad faith, loop holes, and mechanics that are so outdated and vague at times that it needs fixing. I posted all 4 amendments strictly because the last few months and probably even longer have been filled with actual cases of the lore being abused and filled with bad faith most commonly involving reanimations.

 

see this i can understand and makes a lot of sens to alter the lore when its beeing abused. for me its always been why hit every one if there is a small group that does the abusing but how this is writen I asume its a constandly returning issue and then this makes a lot more sens. 

 

13 hours ago, Aehkaj said:

 

Absolutely, although poor and highly outdated writing is that. Even if everything Ive proposed in any of my amendments passes, itll only fix a very small amount of the issues with the lore.

Nothing I've posted amendment wise would ruin necromancy into obscurity and none of it would make it ascend back to its ultra power state its seen in the past. Its patching issues with the writing or mechanics that simply dont fit with the modern midnset of what gets a piece a big green checkmark.

 

As for magic with characterisation and this being roleplay, you're right but as it is Necromancy falls short even of that. I can't fix that, player writing can, I'm just here for the funny redlines that help balance lore.

 

 

 

Maybe the issue also lays in the two sides of the coin that necromancy precents. in my own view it needs 2 sections A: rp / crp section and B: a player event section. melding them together. were in one on one combat you have the rp / crp to be used and the "event section" that can be used for larger plans. for exemple to set up a player event radius were the can dubble up on power. This might also invite the covens that exist now to be more in the picture. So people dont stumble up on a necromancer get in a fight and thats that but can seek them out in a location and give the holy knights and othere undead hunters some thing to go at. but grand necromancers more freedom as the are now on there home turf. giving the neromancer its fantasy army but in the same breath making it so people dont have to deal with a horde or army walking past them on the road. Afcourse if a city wants a proper fight. with ST sign off the can march there happy ass to a city and have a full blown battle. ST beeing the mediater between RO and Necro to keep both sides in check. [Mainly the necro]

 

This is some thing i came up with a half awake so appolgies if its dificult to read.

Link to post
Share on other sites

Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...