Avatar of BBeast
  • Last Seen: 1 yr ago
  • Old Guild Username: BBeast
  • Joined: 12 yrs ago
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    1. BBeast 12 yrs ago

Status

Recent Statuses

7 yrs ago
Current I'm now a professional physicist. Isn't that awesome?
6 likes
8 yrs ago
Exams are done! I'm free!
2 likes
8 yrs ago
"Life is complex - it has real and imaginary parts."
2 likes
9 yrs ago
Science doesn't rest
9 yrs ago
Reason Reified, Lord Logiker, Sciencomancer Superbus

Bio

I am a Roleplayer with an interest in science fiction and fantasy, with a preference for Casual. I have been roleplaying for several years, and have even taken a stab at running a few RPs.

Outside the Guild, I am an Australian science student, gamer, musician and roleplayer (that's right, IRL too).


Most Recent Posts

@Frettzo, understood, Frettzo. We know you've got a lot to deal with in real life. We wish you well, and we hope to see you around occasionally.
Quick Reference

For easy reference, here are some (mostly numerical) rules you might need to refer to regularly. This is not a replacement for reading the First Post.

Errata

Additional rules that have been accumulated over the course of the RP, recovered from the far reaches of the OOC.
@Muttonhawk

If we cap rebuilding at 2x the original cost, then the repayment time is 4 Turns. If you keep accumulating Might, you would have enough Might to upgrade that Holy Site to double that cost after 2 more Turns. Without some other cap, this strategy allows exponential growth with a doubling time of 6 Turns.

(For comparison, a 3x cap makes the repayment time 3 Turns. Anything more makes the repayment time 2-and-a-bit Turns.)

If we put a time limit on how often you can repair a Holy Site, then it would need to be longer than 6 Turns to be effective at minimising abuse.

However, we also need to remember the original purpose of repairing Holy Sites- not to upgrade them, but to fix them if some IC event destroys them. If we make the time limit too long, then it can interfere with this process. If we tie repairing Holy Sites to the creating new Holy Sites timer, this would also interfere with the ability of a character to legitimately repair a destroyed Holy Site.

If our concern is people abusing the system to gain more power, I have a fairly robust and simple solution. Cap the amount by which a Holy Site can be upgraded/repaired to 2x the original cost, measured against when the Holy Site was first built. This prevents the exponential growth scenario, isn't too overpowered so as to not encourage it too much, while still allowing people some room to renovate existing Holy Sites and repair them whenever necessary.
@Muttonhawk I've done some maths.

Let us consider just the repayment time for rebuilding an existing Holy Site, not the added complexity of having Might left to make more Holy Sites. Suppose the original Holy Site was worth x Might. You tear down the Holy Site and replace it with one worth y Might. You thus have y less Might, and your MPT is now y/2 rather than x/2. You break even once you reach Turn t, given by
t x/2=t y/2 - y

t = 2 y / (y-x)

For large y, this approaches 2, as for the repayment time of a new Holy Site.

For Capy's scenario with Arpeggio, an 8 Might Holy Site rebuilt for 32 Might, the repayment time will be 2 and 2/3 turns. For the Citadel, a 5 Might Holy Site, to break even within 3 Turns requires spending 15 Might. Spending 10 Might sees me break even in 4 Turns.

(Although, I need to consider things very carefully, since if I don't spend too much Might this Turn, I can finish Teknall's major project this Turn. Or I can wait until next Turn and not stress too much. But then I won't have the result of the project until later.)
Actually I talked about this topic with Kho, considering I did rebuild my HS last turn and I do plan on getting my third one on the next. At the time there were no objections, but I see how it might be seen as overpowered.


Tell me more about that. The post where you did that didn't say exactly how much Might you spent on upgrading Arpeggio or the mechanical effects of that.

P.S. Although, cross-checking the stats sheet and your other Holy Sites, I infer that 32 Might was spent on the upgrade (which is all the Might spent in that post), and that replaced the existing Holy Site cost.

I am interested in any rulings the past GMs have made regarding the rules, though. I'm trying to aggregate them all into a central location.
It has come to my attention that there were written specific rules regarding repairing destroyed Holy Sites.

A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.


When repairing Teknall's half of the Celestial Citadel, I just spent 1 Might to fix it and kept the original Might Cost (5). While one could argue that the Citadel hadn't been completely destroyed, one could also argue that it had been destroyed, and would thus be subject to this rule.

Does repairing a Holy Site count as creating a new one for the purposes of time limits etc.? Should I change the Might spent? If repairing Holy Sites isn't affected by the time limit, would I get retroactive Might because the repair took place last Turn? (It's a good chance to upgrade it, so that the Might-per-turn is a whole number)
In Mahz's Dev Journal 9 yrs ago Forum: News
@Vec if I remember the contents of this thread correctly, adding users to a 'players' group for each RP has been suggested before, as part of the more advanced GM tools, but I'd imagine that is a long way off. That system would be a prerequisite to what you are asking. Otherwise, as @NuttsnBolts said, the closest thing we have is Subscriptions sending notifications whenever a new post is made. Sending an extra notification via the Subscriptions system might be superfluous.

Although, perhaps it could still be used. Regular Subscriptions notifications just get bundled up into 'unread posts'. You already get additional notifications if someone in a subscribed thread quotes or mentions you. So a possible feature is: When a GM/Co-GM makes a post, perhaps they could have the option to flag it as an announcement, which tells the Subscriptions system to send an additional notification to ensure that people checking their notifications notice that an announcement has been made and it doesn't get lost among other posts.

Although, that might be more effort than its worth to implement, especially if it's really just a patch until a more advanced system can be put into place.
@IrishAngelQueen
Unlike gods, demigods are purely physical beings, although as their level and power increases, it may result in a change to their form
The Rules

Demigods cannot, by default, change their form to whatever they wish at will. A small number of predetermined forms is acceptable (for example, Lifprasil/Vesamera, or Athanasios' human, stag and human-stag forms), although shapechanging to arbitrary forms requires some specific magic or Portfolio.

@Cyclone Do Zephyrion's wiki page.
@WrongEndoftheRainbow, no problem. Use my map as a template for the changes that need to happen (plus the other things mentioned).
It might be worth keeping the Howling Gap labelled, even now that Basheer is free and the mountain pass no longer howls nearly so much.


Where exactly in the Ironhearts was that, again?
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