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Gladuos

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Everything posted by Gladuos

  1. Or rather you fall back on your classic 180 maneuver and change what you meant so it better suits your argument. You seem to have misunderstood what I said too.
  2. I think whether or not holy healing magic is fine in a fantasy server is a little different from racism or sexism, guy. You're fighting the straw man. It's subjective, there's no proving sh*t and it's more subtle than what you think it is. In my opinion, holy magic healing is fine. You're picking the extreme on the other spectrum.
  3. I actually don't know where to start, everything you say is basically the exact opposite of what I believe is the right thing to do. And it comes down to subjective opinions on what is good and what is bad, I didn't say anything you advocate for is evil, just terrible imo. Every single time. I don't know how it gets in your head, it's so foreign to me. The point is I don't want to discuss it with you because you're the type of person who will go on for hours and hours because you're so set in your ways. It actually does piss me off, yeah. You're acting very smug.
  4. And that's a good way to ignore my extremely valid points as well, sir. I'm telling you that you're full of sh*t, and everything you're trying to say to "disprove" mine seems like delusion. You're an advocate for the devil, is there ever any instance where you don't pick the awful side?
  5. @ChonGojDragonski I'm not gonna make a huge analytical response to everything you've said and turn it against you in the same petty manner as you have, but you seem a pretty big advocate against holy healing. That's fine, you're allowed to not use it. Don't force other people to suffer your """""""""""""quality""""""""""""" roleplay though, it won't be fun for anyone but you. I'm sure that's what you're after though.
  6. I recall once during my basic af studies of US law, you have rights up until it infringes on the rights of another person. Knowing this, I'd say everyone has the right to enjoy their RP here on this server, and if you can't enjoy things without forcing harsh consequences on RP (and thus taking away their enjoyment), you should probably check yourself. Not to say people should be allowed to "lahdeedah" and ignore all RP because they can have things fixed, but rather you making it a sweeping across the board nerf on magic healing just because of those instances is rather unfair. Some people would rather not be mutilated, or turned unplayable just because there's no real method of fixing things. That's just not the kind of RP they enjoy, so perhaps don't be selfish and let them enjoy their time here, guys? Healing magic is fine in literally every other medium of fantasy, so why is LotC the exception? Even in combat it can be fine, if there are ample methods of disrupting the process. (Like hitting the healer as they will take quite some time and energy to do things). ****, Dungeons and Dragons has healing in combat all the time and that's fine by everyone afaik.
  7. I honestly don't understand this fad. The LotC community always has specific things of the week they want to hyper focus on and criticize unnecessarily. There's literally nothing wrong with it, and healing magic is fine in any other medium. I can't help but feel the problem lies in the players themselves, such as people who get angry when others don't conform to their grimdark consequence RP. Let people do what they enjoy, that's what we're here for. Don't drive more people away.
  8. As much as ya'll love your consequence roleplay, I have to say holy healing is a necessity. Sometimes people would resort to doing bullshit stuff like removing all limbs, gouging out eyeballs, removing ears, scarring, and leaving someone a mutilated, unplayable mess. Implying mundane anything, even alchemy, can deal with that in an extensive manner is ludicrous. It just can't. Before anyone mentions regen potion, no. Some people don't want to be retarded murderers just to bring back a finger. Furthermore, I don't think your arguments are very valid for arguing holy magic as a bad thing. You can make up a false debate towards anything in the format you've chosen. Izkuthii and illusions are bad because you can shapeshift or disguise yourself into any form you please. This removes the consequences of having to formulate your own costume to get by through roleplay. This detracts from the real non-magical masters of disguise on this server. It needs to be nerfed because it has little to no consequence for being able to look in any fashion that you please. Evocations are bad because it lets you create fire when you could otherwise create fire through plenty of wood, tinder, and flint and steel. Being able to evoke anything from nothing is bad because it has no consequence of having to collect that element before using it. This detracts from the elementalist non-mages who like to throw rocks at people and create bonfires. smh Nerf all evocations and illusions/izkuthii. In case you couldn't tell, that was entirely satire and I can't help but believe this is a well constructed attempt to lash at holy magics when in reality it's just the function of the magic. It's MEANT to be good for healing, and it's a good thing because some people would rather have fun than deal with the ultra harsh consequences forced on them by other players. LotC is full of murder hobos, after all. If anything, all this would do is encourage people to die of wounds more often so that they just resurrect. Healing RP isn't all that fun for the victim, so tbh having something that deals with it quickly seems like a good thing. If you're worried about consequences of holy magic healing, make it so that it has a detrimental effect on the patient. Something like exhaustion or unconsciousness for taking a lot out of the body to heal itself rapidly, as orchestrated by holy magics. *shrug
  9. Why does this warrant greater attention and its own lore post over just submitting in the creature index?
  10. An elderly ginger tree lord creaks as his wrinkled visage scans the parchment. The halfman gives a subtle chortle, brow creasing and cracked fingers closing the tome. "So yer righ', brotheh. Ah won' deny ya tha', but don' forget we people an' 'umans are separate from Nature. We will foreveh be a disturbance, an' so neveh forget tha' through all ya ambition... It is only in service where it won't become a bligh' teh t'is world."
  11. I'm not ashamed, I mentioned it in the post as well! Fact is it works. :J
  12. Then you're fine to take it or leave it. The guide is just a guide, after all. Time in emotes are variable, but the point is to give an idea that very little time passes per emote, and that you can only pull off a few things. Like the actions I mentioned in my system. Plus, the problems you have with 6 seconds don't matter if they use this guide. There's only one action per emote, and people can always react if something's coming their way once. Edit: I might've been unclear when writing the guide anyway. I moreso meant to say 6 seconds pass per round... Or the time it takes everyone to emote once. @_Lackless_ As stated in the post, there's no rule against going past a 5 emote charged spell, but I discourage people from doing this against other players. It tends to cause annoyance and anger with some people. EditER: Also it was a meme, you'd die of exhaustion before reaching Vegeta tier blast. *wheeze
  13. Agree to disagree then, I don't prefer rolling for every interaction. Combat can be done by common sense and chatting instead, which I find a lot more authentic personally.
  14. Like I said, players may use rolling for said instances where the outcome is uncertain. However, I'd recommend just compromising and flowing with the roleplay over rolling if you can help it. Roleplay > Rollplay.
  15. You have learned well, my son.
  16. >When the wizard reaches critical mass at 20 emotes charging a spell (don't do this btw)
  17. [[EDIT/FOREWARNING: This guide is beginning to age, so I implore anyone reading to please check the relevant server rules or lores before taking anything in this guide as fact. Thanks 👍]] [Obligatory Epic Combat Music] Introduction: I’ve noticed lately that many people are disillusioned with combat RP, or tend to call it a mess. I’d definitely agree, so I’m writing this to act as a guideline should anyone choose to use it. This post will be a number of suggestions that’ll hopefully convince you to give combat RP another chance, as I feel it can be very entertaining if done right. I personally employ the following guidelines when doing combat RP, and am an avid magic user. Considering I’ve been doing this since Aegis, I believe there are quite a few things I can teach. Everything below is completely optional, and feel free to do some tinkering to best suit your individual RP. Regardless, thanks in advance for reading! [Copyright Wizards of the Coast] Combat: There are ways I like to split up how a combat encounter should go. As a personal fan of dungeons and dragons, I’ve incorporated several things which you might find familiar. Keep in mind, every combat is different and you’re completely free to change things up to keep pace with the other players around you. I just like using the system here as a default, should you want something to fall back on. Combat is split up into instances I like to call ‘rounds’, wherein all players emote at least once before continuing from the first player again. It normally varies, but I consider each ‘round’ to consist of about 6 seconds. Put more simply, one emote lasts for roughly 6 seconds. In a round, wait for everyone to emote once before continuing with another of your own, starting another round. As for the emote itself, I split it up into 3 sections. Main action, reaction, and movement. Main actions are anything that would take up the most work or concentration in an emote. This can be something such as pulling a lever, thrusting a blade, drawing an item, focusing on a spell, or even activating an enchantment. Things will often require more than one emote to do, requiring consecutive rounds using the main action to work towards. For example, spells usually take multiple emotes to complete, and thus the main action is expended each time to work towards that final goal. A recurve bow might take 3 emotes to knock an arrow, take aim, and shoot. A heavier weapon such as a maul might take an initial emote to rear back in preparation for a strike, and then another emote to send it towards the opponent. Reactions consist of actions made in response to something another character is doing against you. Something which could count is lifting your shield to block an incoming swing from a sword, only to use your main action to thrust your sword back at him as a counter attack. Another example would be trying to dodge an incoming boulder cast at you by a wizard, or leaping out of the way of hazards. Usually the latter will take up more energy and time, thus invalidating the potential to use your main action, so keep things like that in mind! Also you can’t really use up a ‘reaction’ unless there’s something to actually respond to. Movement is much more intuitive than the last two sections. It’s just a character’s ability to traverse the environment around them. For an average fellow, I like to put them at about 4 blocks maximum in the course of a single emote. This can be slower or faster depending on the character’s situation, or abilities. A druidic shapeshifter might be able to move much faster because their animal is fast, or a person might be on a mount such as a horse, thus having the higher movement speed. Movement can be useful in situations such as when a warrior has to step up to an opponent and then use their main action to cut at them with a blade. Speaking can be done somewhat freely during a ‘round’ too. Just be certain it’s few enough words to fit within the short time that would be involved (usually 6 seconds). It may be difficult to speak fluently if you’re already highly focused on some other task at hand. The situation is king, and so are your brains. When it comes to determining how long something will take, or how many emotes, try to use logic. If you think some condition affecting your character might impede them from moving, taking a main action, or reacting, then simply opt out of it if it seems fair (such as not moving because you’re being grappled). When it comes to RP fights, you have to be reasonable and willing to compromise with other players. There’s more about this in the ‘courtesy’ section. [Fireball by erlanarya] Magic: Onto the most loved and hated (usually hated) topic of combat RP: magic. Magic can be used quite effectively in combat, and in a fair manner if done properly. This is done by primarily understanding time and effort in spellcasting, then subsequently RPing in a way which impacts the conflict. Anyone can use my following proposition for magic in combat, if they wish. Though unofficial, it relates to the tier system. That shouldn’t matter however, since this guide is also unofficial. I like to split up mana pools by a number of ‘units’ of power according to your current tier. A mage’s total units should equal twice their current tier. So if you’re a T1 mage, you have 2 units of power, if you’re a tier 2, 4 units, and so on. How powerful a spell is is described in tiers such as a tier 1 powered water splash or tier 4 powered illusion. How many tiers a spell equates to is how many units it will expend from your overall mana pool. In the prior situation, a tier 4 illusion would cost 4 units of power. This all means a mage can only cast two of their most powerful spells before being completely incapacitated (I’m talking unconscious or too tired to move significantly). The number of emotes required to cast a spell are usually more than one. Typically any mage requires their initial ‘connection’ emote, followed by whatever charging emotes proceed it to do their spell. Whenever at tier 5 strength, I like to roleplay that a spell requires at least 1 emote per tier of power it holds, with a minimum of 2 needed. Meaning, a tier 5 spell requires at least 5 emotes to cast, and a tier 1 would require 2. This system works well for RPing time and effort when the mage only has one tier 5 magic. However, it gets a little confusing if you’re not tier 5, or have different tiered magics. So remember, this is just a guideline and feel free to use whatever logic makes sense for your individual spell. I’d suggest that it takes 5 emotes for your most potent spell, and at minimum 2 for your weakest ones. Also, don’t cast your most powerful spell more than twice before reaching maximum fatigue. Magic is a powerful thing to use while in combat, so be mindful to always RP the consequences of fatigue. Finally, casting a spell normally requires consistent focus to do correctly. It’ll expend all your main actions until the correct number of emotes have been achieved, and inhibit your other options. As you’re having to focus on a spell, your movement might as well be halved to indicate walking (2 blocks). Except for simple talking and walking, there aren’t many things you can do when charging a spell. I heavily discourage anyone from trying to charge spells past the standard 5 emotes, approximately. Though there isn’t any rule against charging a spell for 10 emotes and blasting an entire area of people, it should be avoided for the sake of courtesy. [Photo by Paul Keely] Courtesy: Onto the most important section of accomplishing a fair combat RP: Knowing how to compromise with one another, and keeping your priorities straight! Everyone should know that the most crucial thing is to keep a professional, level head no matter what. Remember that we’re all here to have fun, and build an amazing story together via an interactive roleplay medium. When in a fight and considering your emotes, sometimes you might feel unsure. Whether it’s something you’re trying to do, or something your opponent RPed, it’s always good to try PMing them to ask questions. These questions can be, “Do you think this would make sense?” or along the lines of, “Is it okay if my character tried doing this?” to ensure the both of you are on the same page with what’s going on in your RP. Now, I say to PM the other player because it keeps the overall smoothness of the RP intact. When you go into LOOC to talk about something that involves no one else, you clutter the chat and invite the possibility for an on-going out of character conversation. That may be good and needed sometimes, if it involves multiple characters, but I would try to avoid using LOOC as much as you can. In the worst case scenario, it has a tendency to devolve things into bickering between players. So go for the PM first! There are times when, despite trying to communicate, that the players just aren’t sure for the outcome of an interaction. This is where I like to utilize the rolling system. It may not be for everyone, and lots of people prefer to solely use roleplay. That’s fair, and one should never use rolling to determine every interaction of a combat, but it has its uses. If the result of something truly is uncertain, a contest of rolls may be needed to figure it out. Do your best not to fall back on this too much though! Don’t forget to use vocabulary such as ‘attempts’ or ‘tries’ when writing out your emotes. I know this is one of the simplest things to remember, but sometimes people just don’t. It’s awful to try RPing for your opponent, so be mindful with how you word things. A willingness to lose is key for any combat RP. I’ve seen fights go on and on for hours with the most ridiculous emotes before just because the players were OOCly desperate to win. This is a bad thing to do. Not only does it promote animosity, but it results in messy fights that will never end. All players, especially the aggressors, should know that the server is about having fun for everyone. There’s nothing wrong with being a graceful loser, as often times failure results in more entertaining roleplay! So go out there and lose, people. It’s for the best, and you might even have fun. [The Alchemist by Miles Pinkney] Tips: Sometimes a conflict will become overwhelming because there are too many people. It’s easy to be flavorful with your emotes and refer to someone as a “redheaded elf” or “short bald man”, but they might not notice this in the heat of the moment. To counter this, if you’re a VIP, I suggest using the bold formatting to highlight a character’s name in your emote. So if you’re trying to stab Richard, his name is bold and easily catches his eye. Another option is to take fighting partners while in conflict. If it’s 3 isolated instances of 1 vs. 1 instead of 6 going at it in a chaotic mess, it’s much easier to understand what’s going on. Just like everything in this guide, this isn’t needed and it’s likely you’ll end up breaking apart somewhere in the combat anyway. It’s just a nice way to keep things semi-orderly for a while. Some magics have specific lore for how many emotes, and how exhausting certain spells are. It’s best to use that as the standard instead of defaulting to my systems above! If it’s non-specific, you may use my system. In the worst case scenario where all players are bickering in LOOC, and no RP is happening, don’t be a stranger to voiding the entire thing. It’s easy to get very aggressive and angry, but I want to remind everyone that most times combat is highly irrelevant. Putting things into perspective, sometimes the roleplay just isn’t worth all the hate and anger. Do a modreq if needed, but it’s always an option to suggest voiding as well so everyone can just move on. Examples of RP: -An ideal ‘round’ of combat between Richard, Sigmund, and Vanessa: -Now an ideal, and small example of a novice mage trying to cast a tier 3 firebolt at a pesky brigand: Conclusion: So when all’s said and done, this piece can be summarized in a few short words. Be reasonable with your actions in combat, give everyone a chance to emote, be responsible with how you RP magic, and remember to stay courteous with one another. There are numerous ways you can improve everyone’s combat experience, and not all of them are included in this post. I welcome all of you to attempt finding them. Feel free to use this guide as something to help you find a standard for combat roleplay, and don’t be scared of changing things around. It’s only a guide, not a set-in-stone rulebook. I hope you’ve found this useful, and please spread it around if you think it’ll help others too! I can only wish I’ve managed to improve at least one person’s time on this server through this guide, created by my long time spent here. Remember, LotC is a collective story-telling medium and we’re all here to have fun. Combat shouldn’t be an exception. Thanks for reading!
  18. Anyone willing to play a spriggan character? I created one IRP earlier today, so PM me on discord or here if you're interested. Muchas gracias, amigos.

    1. BathRugMan
    2. Restless

      Restless

      Id love a second muse to play.

    3. Gladuos

      Gladuos

      Heck guys, I found someone to play it already but I'll be sure to keep ya'll in mind should I get to making another one.

  19. Edits have been made in attempts to meet the LT's standard. Read the primer placed at the beginning for a short summary. Ready for review again. Thanks!
  20. I am in support of this. The only problem I'm seeing are the possible fears of it becoming too widespread of a magic by being freely teachable, but I personally have no issue with that. The magic has been pretty exclusive, and anyone wanting it to remain exclusive seems only interested in themselves. No offense.
  21. Can you relax please, this lore isn't waging war against your style of life. I'd much rather not go back and forth with you about this or go on and on about these trivial points. Call it a difference of opinion, but I don't think my lore is bad.
  22. Reread the lore and comments above, it doesn't seem like you looked closely. People CAN know you're reincarnated in-character. It gives things a new persona couldn't such as vague memories and IC interactions through Ascended or Aeriel. Furthermore, I initially wrote this lore without the need of an application, but it was denied due to the LT's fear of it being abused. This is a quick and easy way to remedy that issue. Applications aren't hard, people.
  23. -May inherit similar traits, mannerisms, or ideals as their past lives but memories will always be vague. No recollection of faces, words, important details, etcetera may be recovered even with the aid of magic. Cannot have a large amount of memories either, only a select few (meaning around 3 maximum). I gotchu, fam.
  24. The point is they can retain some things a new persona can't, like the vague recollections from past lives. As well as being able to be confirmed IC by Aeriel or Ascended as a true reincarnation. I tried submitting this without requiring an application last time, but the LT denied it for fear of the lore being abused. So here we are.
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