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  • Old Guild Username: DarkGrey
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10 yrs ago
Current Acquire child.
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Atalanta snorted. "And I hope that wasn't just some kind of shitty pick up line," she scoffed, glancing around the area, "because all work and no play makes Jack a dull, dull boy." She smirked, catching a glimpse of white and black between the green foliage. That was probably their target, no?

"Think I see it," the huntress informed, taking aim at two trees and firing off her grapnels, sending her flying at the last place she saw the snake.

However.

"What the FUU-"

*CRASH!*

It seemed that the Grimm had decided to knock down Atalanta's trees, dislodging her anchors and sending her quite far off course.

*BAM!*

"...Hiya," Atalanta said bluntly, landing what seemed to be the ruins they had been looking for. There were others there, of course. Priscilla's boyfriend, some black-clad girl, someone in a white dress, and a bluenette.
Either a toast sandwich or that one really crappy sandwich VK linked to me before.

I'll post tomorrow. Tired.
I'm talking in terms of world map/locations. So sure, fire off the ideas mate.

For some reason, I imagined something a lot like this (high, connected cities with monster-filled wilds below)
Anyone could literally just say 'Yup, I got super rare armor X from Y shop/Z monster on my first try'. If, for example, you want the coolest looking armor straight from the start, there'd be nothing stopping you. It's just that you'd have your shit-tier DR while some munchkin is running around with beginner gear.

I never said it was a good idea. I honestly prefer the Elder Scrolls way of handling armor (AKA, the one you suggested), but I suggested it to eliminate shenanigans like the aforementioned example from occurring.

SPEAKING OF BOSSES!

Did we ever decide on what exactly the game world would look like?
I've GM'd a few times before, so I can put it together, I suppose. If no one else wants.

I might open up an Etherpad so we can all take a look at the OOC-in-progress, if I get it.

As for name....

yeahIgotnothing

Here's an odd suggestion: All equipment is aesthetic only (disregarding enchantments/upgrades from skills). Damage reduction is based off a skill/stat.
We got our game plan? We got our game plan.
>Start fight
>Tail whip
>"weeeee"
>Ruins
>"hai gaiz"
*shrug* Doesn't particularly matter to me. Sure. *tosses class charts out the window*

Hopefully that doesn't end up with the problem of having everyone turn into a jack-of-all-trades with their all maxed out stats.

Figuring out the actual skills a player can use in the first placd would be advisable as well. Don't want to end up like SAO with it's 5 variations of a single activity (looking at you, various weapon forging skill variations), or certain other RPGs with their entirely useless skills that serve no purpose whatsoever other than 'flavor'
My alternative suggestion was doing what Skyrim and Mass Effect did (that is, breaking down the classes into playstyle categories and then stuffing a metric shitload (or in ME's case, one) of specific classes in those categories).

Besides, I imagine that within that first format, it'd be pissoff easy to evolve your class (at least into the first tier)

But yeah, my Combat, Guile, Magic, Hybrid category format seems to be more along the lines of what you seem to want.
I'mma tryin' to get me posts up fer me arpees.

EDIT: Do we run or no?
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