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GDPR 014

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Everything posted by GDPR 014

  1. An appraiser looks the hymn over, "Well, it's dried blood; that can't be good. It could be cursed or enchanted with some foul sorceries. I'd recommend not buying it."
  2. Good try your first lore submission, but I think this might be s little too much.
  3. I think you have a nice attempt for your first time submitting lore. you might be better off writing a culture for snow dwelling dwarves ?
  4. I TOTALLY read all of it so I can tell you that this lore is BAD okay maybe not probably not because it adds more depth to being a Naztherak while staying within its respective theme
  5. its just so BAD i say this as a big lie
  6. I hate dark hollows, and I don't get why deep swords make permanent wounds unless healed by ascended. Nice nod to berserk I just don't see how it makes sense
  7. Dragon flame needs to specify that it doesn't instantly melt someone. I can see it being easily abused.
  8. I like it but I feel like there's a lot of fluff, which is fine i guess
  9. "Unfortunate." An alchemist grunts.
  10. There needs to be a synergy between holy and medical roleplay. It sucks for someone who is operating on a dude and then some holy mage walks up like: which ultimately wastes one side's time (which they spent putting into trying to fix someone who got stabbed in the side), because some holy man can give the dude a glowy prostate exam and pat them on the head after. It's unintuitive and breeds the mentality that most consequences can be taken away because of holy magic. At least with alchemy there requires recovery time and there's a chance of dying of exhaustion if too much is consumed. If it was made so holy magic could stabilize wounds or clot blood, and then medical rp needs to ensue to fully fix the person, that'd be fantastic. This is just my two cents though, so take it as you will. Qouters tear my reply apart. also when someone refuses holy healing ic or gets mad when they see holy magic. please dont get salty ooc mister/misses holy mage
  11. This is very chad. It "heals" the character, but for a big consequence. Some of you might not know the lore it's from, but that's alright. Divine healing needs to be roleplayed right, and have more consequence. It works in D&D and whatever else because there are these special things called "Spellslots", and Dungeons and Dragons is heavy on the combat, more so than LoTC. It'd be stupid if you couldn't heal in combat because believe it or not, unless you have an AC of some ungodly minmaxed number, you're going to take BIG damage. In LoTC, you got a little more control over what your character is doing, moving x, y, z, block, whatever. It's much easier to avoid blows because your means to dodge isn't based off some number. There's -- and yeah, something really stupid that's about to come out of my words -- a little more finesse, and much more room to dodge because of some attempt at simulating "realism" on a fantasy mineman server. Should heals be decimated and make holy mages obsolete? No, but if anything, there ought to be some consequences that makes a holyman contemplate whether the heal is worth it at that time. I wanna touch on "Spellslots" though. Pretty much, mana points. When you use say "Cure wounds", it will burn up a spell slot of that level and will be regained after x thing. Even a high level cleric needs to be considerate about their heals, and before someone says "Well Paladin's got lay on hands!", it still requires a recharge that's pretty big, and while Lay on Hands is really powerful, it requires x amount of healing points to cure certain things. If Holy Magic here had mana points, that could work, but then we also need to revamp all magic to make that possible and god don't kill me with that work load. But yeah, that's why healing works in most other settings -- muh precious MP that I got to decide and if I'm out of MP, what am I going to have in my back pocket? Holy magic's healing isn't as bad as people scream about, but there are some things that need to be changed. That's just my two cents, quoters pick my corpse apart. Here, for reference on Lay on Hands, and yeah -- I'm too tired to screenshot my handbook: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  12. "Heed my words, Struggler. Soon a rain of blood, the likes of which you cannot imagine, shall fall down upon you. It will be a storm of death, but take head, Struggler. Struggle, endure, contend, for that alone is the sword of one who defies death. Do not forget these words". - Skull Knight Consequences are essential in roleplay. This is a collaborative story, and characters who deal with consequences and the **** creek of roleblay are all the more interesting. Death should hold consequence, and while people might not want to PK, it should be reasonable that they will be barred from certain groups/activities if they decide to come back. Take Mordskov, for example. For people who didn't want to PK, there was a 2 death you're out rule. If you died twice, you were gone. No more involvement with the event. Mordskov was one of the best events due to the intensity of the situation. If no one died, if there everyone kept coming back and faced adversity like it was a joke, what do you think would happen? It would make the event way less interesting and intense, and overall feel meh. Think about it, if you know you're going to be fine no matter what, there's no excitement. There's no risk or reward for making it out to live the next day. Barring someone from this Thulean Event, while it may seem shitty, is somewhat understandable. I am not invested in this situation, nor do I know much about it. I'm just throwing my two cents in. Though, I do wonder. How will you deal with the possibility of Thulean Druids rampaging and disconnecting each other, given disconnection is something you pick up.
  13. did you forget to define how long runes take to charge up/use, as well as left out charge and uses? Or am I blind rn
  14. its cool that an inventor in the 1400s (Da Vinci) made a mechanical knight that can do various functions, which functioned off gears, ropes & pulleys and was effectively modelled after the human body. This automaton was able to move on its own, wave, turn its head, sit down, and lift its visor without assistance. http://www.allonrobots.com/leonardo-da-vinci.html Arguments that this is too high tech in a fantasy world where arcanepunk seems to be the answer to everything is laughable. That link has a functioning automaton, while not as complex as the lore's automatons (which isn't incredibly mechanically complex save for a few parts), there is still a middle ground between the two. It's fantasy, let nonmagical, fantasy automatons be possible, as it will cover more range than magical constructs. Golems, Atronachs, and Animii will effectively have a far reach compared to Golems, Atronachs, and <Insert Dark Creature #34>. Of course, while they may have a far reach, an entire robot nation will not be as likely due to limits on making humanoid automatons. If players are interested in animii, said players will gravitate towards them, otherwise seeing and interacting with them might not be as frequent one might assume. I will now show you this: https://www.lordofthecraft.net/forums/forum/717-recently-outdated-lore/ Currently, the LT has shelved 12 creatures: Dreadknights, Sorvians, Phantoms, Sprites, Paleknights, Keepers, Augurs, Muyakelgs, Trolls, Satyrs, Ivojur, and Cervituars. Lorebloat argument is invalid for this thing. It's unique, playable to where someone will not easily get bored of the creature (leading to activity), and has its place on LoTC. Give it a chance.
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