@ValentineX: Currently, reaching the next level will require 20 experience points, as shown by "Experience: 0/20" in your character info. Also, please post your character info in every post you make so Rithaniel can more easily make sure your gold, mana, equipment, etc., are always accurate and accounted for.
As for Ophelia's Mythic form, there's nothing wrong with it, but how leveling up usually works is that each time you level up, the Game Master will provide a few leveled-up versions of your character, and you choose one. You can choose Ophelia's path, but her specific stats and abilities will be created by Rithaniel, so it's unlikely that the particular form you posted for Ophelia will be available to you.
Rith, I'm sorry I've been busy with school I'm currently writing my Vega write-up, so hopefully he'll be ready to go soon. It's unfortunate to have to start from the beginning again, but I think it will help give me a fresh eye on RPGing.
You guys should combine together and get like two other DMs to work with you then the work load will be much lighter by like 75%. Just give certain RPers to certain DMs cause no confusion and post everything in one post by the Head DM. If you do it like that you could do one even two posts a day.
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
I could be convinced to take on a qualified assistant, if they're willing to put in the time and don't mind seeing how arbitrary and made-up-on-the-spot everything in Kardia is behind the curtain.
A good GM is one who CAN make up awesome on the spot. No matter how well you plan your little games and stories, the PCs will take the wrong path every time.
That is true creative conflicts does tend to arise in projects like this especially between two great DMs that's why if you two got together you need at middle DM to see both sides and make the best to decision that's why I say 3 DOs, two main DMs and a SubDM to solve conflicts. Since each of you do about 12-18 of these a day that's about 700-1000 words a day and can become really taxing but if you break that up 3 ways that 175-300 words a day which would take 40 minutes to an hour to complete.
I just want to add that Artifacts should be permanent to a degree I understand you can't have 200 foot titans walking around destroying whole towns but trinkets and Myr like artifacts should be okay and works with the flavor of artifacts in opposed to pulling an Artifact out of your ass out of no where to solve a problem we all can't be Urza.
Private Mod Note
():
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
I think of it as more of a game mechanic butting against creative flavor. Sure, flavor wise artifacts you create are permanent, but you don't want to entice players or incentivise them to sit around and just make artifacts over and over in the relative safety of a city. You want them to go out and explore and do things reactively. Also artifacts would be much more powerful than other spells if they were permanent. PCs would have little incentive to cast non artifact spells because they get to keep the artifacts so those instants/sorceries would be an inefficent use of mana.
Socrates: In terms of Kardia, I think it would be easier to progress Vega and Skyhand's story if you assumed that Vega would be given a nominal amount of gold from the two guys he murdered (Even though they went to the nether). However, if you feel like assigning a small task, do so since this is your game. I just don't want to inconvenience you.
I think of it as more of a game mechanic butting against creative flavor. Sure, flavor wise artifacts you create are permanent, but you don't want to entice players or incentivise them to sit around and just make artifacts over and over in the relative safety of a city. You want them to go out and explore and do things reactively. Also artifacts would be much more powerful than other spells if they were permanent. PCs would have little incentive to cast non artifact spells because they get to keep the artifacts so those instants/sorceries would be an inefficent use of mana.
That's why like in reality and in magic it should require metal, and sometimes other gems or jewels PLUS mana to create artifacts that are permanent.
Example if you wanted to create a permanent Brightsteel Colosuss you would need something like this.
10 Tons of Dark Steel.
An Master Artificer Kit
A Darksteel Factory
10 Workers
20,000 gold
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():
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
In my mind, if you had acquired those things inside the story, the giant artifact colossus you make would indeed be an item. It would be critiqued for flavor and balance to see if the creation worked, but you would have bought 10 tons of darksteel, hired workers, rented a masters artificial kit and a darksteel factory. The act of acquiring that much material and high quality tools is the same as acquiring a giant colossus.
In my mind, if you had acquired those things inside the story, the giant artifact colossus you make would indeed be an item. It would be critiqued for flavor and balance to see if the creation worked, but you would have bought 10 tons of darksteel, hired workers, rented a masters artificial kit and a darksteel factory. The act of acquiring that much material and high quality tools is the same as acquiring a giant colossus.
And depending no what sphere you're on aquired proper zoning and construction liscenses and dodged various crime lords attempting to subvert your work :cool2:.
Having a crafted artifact that takes that much work as an item is a different story than having all your artifacts you make be permanent assuming you buy some ignots of tin beforehand.
That's why like in reality and in magic it should require metal, and sometimes other gems or jewels PLUS mana to create artifacts that are permanent.
Example if you wanted to create a permanent Brightsteel Colosuss you would need something like this.
10 Tons of Dark Steel.
An Master Artificer Kit
A Darksteel Factory
10 Workers
20,000 gold
Except this is an RPG,so having a permanent artifact is still more valuable than the work you put in, because you can make the gold back, that is what quests are for anyway.
Take that automotaun you tried to create last turn, if they let you keep it, while it might not be that much of an issue now, it wouldn't take to many tap and untaps before you had a decent size creature. With a decent size creature, you'd complete early level quests more easily, and with easier completed quests you'd easily make back the money you spent to make it and as well as xp. Quite simply, no matter how you slice it making player created artifacts permanent eventually leads to it creating an unfair advantage.
However if either Dm's wanted to make artifacts more carry able then I would recommend putting a clock on them dependent on your level.(i.e if your at level 1 and your create an artifact and don't use it immediately it stays with you for 1 round,flavorfully representing a novice artificer hastily constructing a contraption.) thus encouraging artificers to still adventure because they need to gain xp in order to make their artifacts last longer and yet still never giving them too high an advantage even at future levels (for example in the case of say a level 10 character making a Brightsteel Colosuss, they'd have it to wreck havoc for ten rounds, but come the time those 10 rounds are up it goes back into the aether just like everything else)
.....but any artifacts I use in this game I pretty much use immediately so I don't really care that much one way or the other. The current system is fine with me, and we can buy actual artifacts (ie weapons/clothes) in Kardia for more permanent upgrades anyway...just playing devils advocate for second there.
@Folza: Yeah, it would be easier, but a had a little story about those guys and you went and killed them without taking the time to investigate so no gold for you! HAHAHAHA! If you sold something you'd probably have enough, also, is a thing to consider, though I think I saw you might have already posted?
@Rith: I don't know if it's so much our DM styles clashing as the fact that you might actually be TOO creative for anything but running one of these. So far I'm doing alright solo again, but if you're open to it and I end up needing it, we can talk. I'm going to check your version of the formula out and might - MIGHT - break my nothing-but-Kardia rule for it. Don't be offended if I don't, though, it's a time thing not an interest thing.
On the Topic of Permanents: I can't speak for Destent at all, but my game has built-in ways to have permanent allies and objects already. Though, and in looking at this now I realize it's odd and I might change it since it hasn't come up yet, artificers don't get perma-stuff while warriors, of all types, do. But also, I am inclined to say that any class, regardless of the abilities I have planned for that class, can in theory do something like this provided they make it clear that is their intention, fulfill what would probably be a lengthy quest, and are willing to get my approval on the design.
EDIT: Oh wait, no, it totally was already built in for artificers, if the make the right choices.
Except this is an RPG,so having a permanent artifact is still more valuable than the work you put in, because you can make the gold back, that is what quests are for anyway.
Take that automotaun you tried to create last turn, if they let you keep it, while it might not be that much of an issue now, it wouldn't take to many tap and untaps before you had a decent size creature. With a decent size creature, you'd complete early level quests more easily, and with easier completed quests you'd easily make back the money you spent to make it and as well as xp. Quite simply, no matter how you slice it making player created artifacts permanent eventually leads to it creating an unfair advantage.
However if either Dm's wanted to make artifacts more carry able then I would recommend putting a clock on them dependent on your level.(i.e if your at level 1 and your create an artifact and don't use it immediately it stays with you for 1 round,flavorfully representing a novice artificer hastily constructing a contraption.) thus encouraging artificers to still adventure because they need to gain xp in order to make their artifacts last longer and yet still never giving them too high an advantage even at future levels (for example in the case of say a level 10 character making a Brightsteel Colosuss, they'd have it to wreck havoc for ten rounds, but come the time those 10 rounds are up it goes back into the aether just like everything else)
.....but any artifacts I use in this game I pretty much use immediately so I don't really care that much one way or the other. The current system is fine with me, and we can buy actual artifacts (ie weapons/clothes) in Kardia for more permanent upgrades anyway...just playing devils advocate for second there.
Being an Artificer is being able to create permanent creations for the most part I understand what you are saying and it makes sense and I would not really have to much of a problem except when it comes to Master and Expert level creations that are permanent they would require a mana upkeep every so often but they should be permanent. It would be crazy if you made a necklace and it just out of nowhere got weak and broke. As an Artificer I want to create artifacts before anything and all things requires gold to get the correct parts and tools. So if you run out of gold you can't make permanent artifacts which limit just how many you make and since most likely My Artifacts would just take the place of what you would have as weapons.
My suggestions
Manna Upkeep per three rounds it limits how many permanent artifacts you can take and actually pushes you to make the best artifact you can.
Permanent Artifact limit two per level.
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():
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
That's who I was reminded of as well. I'm never sure how to approach charcacters like that, either.
I'm not going to be able to do a Destent update tonight. Though, would anyone object to me readjusting the updates to "every other day", because that's what seems to be most comfortable to me.
Private Mod Note
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@ValentineX: Currently, reaching the next level will require 20 experience points, as shown by "Experience: 0/20" in your character info. Also, please post your character info in every post you make so Rithaniel can more easily make sure your gold, mana, equipment, etc., are always accurate and accounted for.
As for Ophelia's Mythic form, there's nothing wrong with it, but how leveling up usually works is that each time you level up, the Game Master will provide a few leveled-up versions of your character, and you choose one. You can choose Ophelia's path, but her specific stats and abilities will be created by Rithaniel, so it's unlikely that the particular form you posted for Ophelia will be available to you.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Emille, Seven-Sting Dancer Shalin Nariya
On the bright side, welcome back Socrates. Is everything IRL doing better?
Also, Maginon not returning?
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Emille, Seven-Sting Dancer Shalin Nariya
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Also, you think Kardia is improvised a lot? You should see behind the scenes of Destent.
kekeke
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
I just want to add that Artifacts should be permanent to a degree I understand you can't have 200 foot titans walking around destroying whole towns but trinkets and Myr like artifacts should be okay and works with the flavor of artifacts in opposed to pulling an Artifact out of your ass out of no where to solve a problem we all can't be Urza.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
That's why like in reality and in magic it should require metal, and sometimes other gems or jewels PLUS mana to create artifacts that are permanent.
Example if you wanted to create a permanent Brightsteel Colosuss you would need something like this.
10 Tons of Dark Steel.
An Master Artificer Kit
A Darksteel Factory
10 Workers
20,000 gold
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
And depending no what sphere you're on aquired proper zoning and construction liscenses and dodged various crime lords attempting to subvert your work :cool2:.
Having a crafted artifact that takes that much work as an item is a different story than having all your artifacts you make be permanent assuming you buy some ignots of tin beforehand.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Except this is an RPG,so having a permanent artifact is still more valuable than the work you put in, because you can make the gold back, that is what quests are for anyway.
Take that automotaun you tried to create last turn, if they let you keep it, while it might not be that much of an issue now, it wouldn't take to many tap and untaps before you had a decent size creature. With a decent size creature, you'd complete early level quests more easily, and with easier completed quests you'd easily make back the money you spent to make it and as well as xp. Quite simply, no matter how you slice it making player created artifacts permanent eventually leads to it creating an unfair advantage.
However if either Dm's wanted to make artifacts more carry able then I would recommend putting a clock on them dependent on your level.(i.e if your at level 1 and your create an artifact and don't use it immediately it stays with you for 1 round,flavorfully representing a novice artificer hastily constructing a contraption.) thus encouraging artificers to still adventure because they need to gain xp in order to make their artifacts last longer and yet still never giving them too high an advantage even at future levels (for example in the case of say a level 10 character making a Brightsteel Colosuss, they'd have it to wreck havoc for ten rounds, but come the time those 10 rounds are up it goes back into the aether just like everything else)
.....but any artifacts I use in this game I pretty much use immediately so I don't really care that much one way or the other. The current system is fine with me, and we can buy actual artifacts (ie weapons/clothes) in Kardia for more permanent upgrades anyway...just playing devils advocate for second there.
@Rith: I don't know if it's so much our DM styles clashing as the fact that you might actually be TOO creative for anything but running one of these. So far I'm doing alright solo again, but if you're open to it and I end up needing it, we can talk. I'm going to check your version of the formula out and might - MIGHT - break my nothing-but-Kardia rule for it. Don't be offended if I don't, though, it's a time thing not an interest thing.
On the Topic of Permanents: I can't speak for Destent at all, but my game has built-in ways to have permanent allies and objects already. Though, and in looking at this now I realize it's odd and I might change it since it hasn't come up yet, artificers don't get perma-stuff while warriors, of all types, do. But also, I am inclined to say that any class, regardless of the abilities I have planned for that class, can in theory do something like this provided they make it clear that is their intention, fulfill what would probably be a lengthy quest, and are willing to get my approval on the design.
EDIT: Oh wait, no, it totally was already built in for artificers, if the make the right choices.
Being an Artificer is being able to create permanent creations for the most part I understand what you are saying and it makes sense and I would not really have to much of a problem except when it comes to Master and Expert level creations that are permanent they would require a mana upkeep every so often but they should be permanent. It would be crazy if you made a necklace and it just out of nowhere got weak and broke. As an Artificer I want to create artifacts before anything and all things requires gold to get the correct parts and tools. So if you run out of gold you can't make permanent artifacts which limit just how many you make and since most likely My Artifacts would just take the place of what you would have as weapons.
My suggestions
Manna Upkeep per three rounds it limits how many permanent artifacts you can take and actually pushes you to make the best artifact you can.
Permanent Artifact limit two per level.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
I'm not going to be able to do a Destent update tonight. Though, would anyone object to me readjusting the updates to "every other day", because that's what seems to be most comfortable to me.