Hidden 2 yrs ago Post by Scarifar
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Scarifar Presto~!

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Where is the sheet, btw? I may have never recorded the link lost the link to it.
Hidden 2 yrs ago Post by Muttonhawk
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Where is the sheet, btw? I may have never recorded the link lost the link to it.


Right here, boyo.

https://docs.google.com/spreadsheets/d/1b7-wNsRXRE7roq2eZMGUSkGQJ9iYiYHTHgpC4TauGJw/edit#gid=485124924

Might be good to stick this in the OP as well. Or one of the character thread posts. Either works.
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Hidden 2 yrs ago Post by Kho
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It's in the FAQs :)
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Hidden 2 yrs ago Post by Kho
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@Muttonhawk I admit I didn't actually look at the levels when writing up the latest turn post - just Might and Free Points - so if your character levelled this turn that may not be reflected in the post even if it is in the stats file.
Hidden 2 yrs ago Post by BBeast
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Zephyrean Pantheon - L3 - 50 MP - 8 FP

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Don't think this escaped my notice.

Interesting indeed.
Hidden 2 yrs ago Post by Lauder
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Now, with this new found might, I shall await for the battle to begin and for the badassery to to truly come to fruition!
Hidden 2 yrs ago Post by Kho
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So, I was just thinking about this, given my recent comments regarding MP inflation. Would Might invested by a higher level god be more powerful than Might expended by a lower level god? A higher level god can do more things without Might, so when they invest Might it suggests that they're doing something that's powerful relative to their level. Thus, a 10 MP weapon created by a Level 1 god would not be equal to a 10 MP weapon created by a Level 10 god - if that makes sense.
I think this is hinted at (or maybe stated explicitly, can't remember) in the OP. But it brings up issues - how would this difference measured? Even if it makes sense, is it workable at all?
Hidden 2 yrs ago Post by Double Capybara
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@Kho That feels like an incentive for players to powerplay and spend might on levels and holy sites instead of creation.
Hidden 2 yrs ago Post by Muttonhawk
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@Kho On top of Capy's valid concern, that would also require tagging creations with the level of the god at the time. That kind of extra record keeping would probably be confusing and difficult.

I've always assumed that the higher level gods can do more powerful things in a fuzzy and ill-defined way. However, I don't see a big advantage in adding a mechanical deal to it. The only time I would prefer to see raw levels being taken into account is in a tie-breaker between clashing actions by equally invested gods.
Hidden 2 yrs ago Post by Kho
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That's fair enough. I thought it could be a way of getting around the whole 'They made a 10 Might weapon. Well, I'm gonna make a 20 Might weapon.' 'Oh, damn, 20 Might weapon! I'm gonna make a 30 Might weapon!' as it would make the system less straightforward than pure Might or pure levels. But I agree that it would overcomplicate things if we try to define that all in some way. Fuzzy and ill-defined is best in this case.
Hidden 2 yrs ago Post by Muttonhawk
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Yeah, it's a fair attempt, but if the thing to counteract the might inflation is something that can be bought with might, it's not doing much to help.

Honestly, I think we're doing most of this by narrative feel anyway.
Hidden 2 yrs ago 2 yrs ago Post by Double Capybara
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That's fair enough. I thought it could be a way of getting around the whole 'They made a 10 Might weapon. Well, I'm gonna make a 20 Might weapon.' 'Oh, damn, 20 Might weapon! I'm gonna make a 30 Might weapon!' as it would make the system less straightforward than pure Might or pure levels. But I agree that it would overcomplicate things if we try to define that all in some way. Fuzzy and ill-defined is best in this case.


Weapon inflation is a self-solving problem. I kinda suffer a similar effect of it with the Divas, like for example, making Chronicle (8 might) instead of adding that might to the Holy Site I was making on that turn has a clear effect on my might expendability. Since I had to numbercrush a bit so I can guarantee that I can get the Mind domain ASAP, the effect of that 4 might per turn was clear to me when I made her, and it isn't nice number-wise, even if absolutely necessary for a better story.

With that in mind I can only imagine what a 10 to 20 might weapon could do in the long term to a player, especially since it provides less narrative possibilities than an avatar. Anything like a 15 or 20 might weapon not only it hinders the future might of the player, but it also isolates the player from the ongoing narrative.

And anyway, the people with the strongest weapons are also people whose characters are also in relative isolation (Logos and Niciel). I don't count Zephyrion's staff as the same as the other two because it was mostly a larger investment on Vetros, maybe Niciel's staff could have a similar effect.

Edit: The whole decision of making a 10 might weapon rests on the balance between the other options. For me for example, it would go like (Make 10 might weapon) vs (Invest in new lands, new species, new concepts) vs (Invest in might per turn generation). For the last turns I have mostly gone with the middle option, I will go a bit with the last one now because I need level 14 to have the Mind Domain, still, I numbercrushed hard to guarantee I can still keep adding a load of new things every turn instead of just banking on might.

Basically, do you think if Lugi was still around, Slough would have even spent 10 might on a weapon instead of bringing in new creatures/biomes? The way to stop a possible weapons race is by making that middle option more valuable in face of the others, and surely powering up might value per level isn't the way to do it, on the contrary, I few like it makes one less likely to spend on there, since in 4 levels or so one can make it all for free.
Hidden 2 yrs ago 2 yrs ago Post by Kho
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Hidden 2 yrs ago 2 yrs ago Post by Cyclone
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Clarifications Concerning Fate's Might Pot


In light of Fate's Might Pot now having nearly 40 MP invested in it (18 of which were mine ) I felt that it was necessary to discuss what should be done with it.

We GMs have decided that as it was put forth as more of a mechanism to prevent the hoarding of MP rather than as a punishment for such, players that lose MP to the pot can determine what is done with it.

In my case, I'm thinking something along the lines of Zephyrion's power escaping from his two holy sites as something like the Winds of Change from Warhammer. (In fact, I might just outright rip off Warhammer here). Basically these tides of magic would ebb and flow around Galbar and Zeph's planet Caelum, and beings could draw upon them as sources of power for other magic or harness the winds themselves as pure change magic. Post pending; that's just an example of one thing that you could do. Alternatives might be using your spillover MP to create a new biome or some sort of monster.

As in for the question of MP that is just abandoned to the pot, that's gonna remain at GM discretion. On that topic, I would invite discussion and suggestions concerning what might be a good use of the pool in Fate's Might Pot. Even if I were to use all 18 of Zeph's spillover for something (and I might leave some in), that's more than 20 Might left over that we could do things with.
Hidden 2 yrs ago Post by poog the pig
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@Cyclone Give it all to Lifprasil.

Hidden 2 yrs ago Post by Lauder
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IM GONNA KILL ME SOME KNIGHTS!

Hidden 2 yrs ago Post by Vec
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@Kho I made a mistake and counted double the might for ull when i was editing his stuff, it should be 22 not 31, as well as 7 FP, not 8. Edit that in pls nd soz for the mix-up.
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Hidden 2 yrs ago Post by Muttonhawk
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You know what I just realised? Mammon's tunnels are still around. Those dwarves are likely to run into a forgotten beast one of these days >:D. The name works both in the Dwarf Fortress context and in our universe!
Hidden 2 yrs ago Post by Antarctic Termite
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You know what I just realised? Mammon's Heartworm's tunnels are still around. Those dwarves are likely to run into a forgotten beast one of these days >:D


Fixed that for you!

Not sure if this makes things any better, though.
Hidden 2 yrs ago Post by WrongEndoftheRainbow
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I can't wait for the 12 foot NGINX PUDDING FORGOTTEN BEAST, with a terrifying 6 pairs of wings, scaly, pudding skin, breath of fire, and toxic water blood.
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