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Nameless
10-18-2000, 11:14 AM
I posted this topic for those wonderful skotos people to allow players and story tellers alike to put in their ideas and opinions on combat and magic to better game play for us.

But before I begin I would like to qoute what a friend once told me :"We eat to exist not exist to eat". Magic and combat are here just to spice up Roleplaying and we are not here just to kill each other , this is not a shoot em up game or a hack and slash campaign. Please put only those suggestions that you might think would better role palying and not destroy it by giving players too much power.

I have been playing a while with three characters (one of which is raving lunatic) and I have noticed that combat (dueling ) is quite alright there appears to be a technique to it . There seems to be three types of stances (guard ,rest and dodge) . I suggest a fourth stance :Attack. An attack stance over extends all your attacks to do more damage foregoing most of your defensive maneuvers. This allows you to do greater damage but you tire easily and take more when hit. Also there shoul be the advance and retreat maneuver ( Advancing appears to do nothing at the moment) Retreat should give you breathing space, allowing you to rest until your opponent or you advances , no strike whatsoever should hit while you are away from your opponent.

In the case of magic I have developed a way of dividing groups of mages untraditionally. Unlike most games where mages are grouped according to speciality of magic type or sphere or whatever, I grouped my mages according to the way they cast their spells.

In my world there are five major mage groups these are as follows:

1) The "Castrato" (castrated ones) use voice and song to focus magical energy their spells usually focus on mind influencing but is restricted on spells affecting the spirit and spirit world. Their members are mostly male and they hold the most power but due to the rather unique initiation process they are effeminate. They organize themselves in groups called choirs and bands.

2) The "Illuminati" (enlightened) their focus is items and chants .Usually books and charms are held in an intricate ritual performed with repeatitive chants are done to activate a spell. Consequently their spells mostly focus on curses and the spirit realm and are inefficient in combat as most of their spells take a lot of time to perform but they are experienced artificers and are credited with the creation of a few of the most powerful artifacts in history. The members are exclusively female and are similar to witches of lore. They organize themselves in groups called covens.

3)the "Militantes " are war mages. They focus their attention on winning battles. Their magic is strong and fast but requires much from the caster. Unlike other mages they borrow their power from something (life forces of captured slaves, bottled spirits, magic drained from an item, etc. ) as well as add some of their lifeforce to produce spell effects. This taxes the mage and thus motivates the group to assault others so that they may fuel their spells. Their focus tends to be weapons and they must be motivated by desire for something (usually power, greed , money, bloodlust, etc.). Though they are powerful per se they will never lead because of the dissent that exists within their ranks( their selfishness blinds them from the bigger picture). They are organized like an army with ranks and regiments, platoons ,companies so on and so forth.

4) The "carnivora" . the flesh eaters are indeed the strangest of them all. Their power stems from life forces. Life forces which they drain or rechannel. Their focus is usually the act of eating raw flesh (animal ,plant, human or otherwise) and their items are made from body parts (bones, skin, blood , you name it). They are the most secretive and enigmatic and weild the greatest power. It is rumored that their leaders are immortal thanks to their dark power. They are organized in groups called packs with a leader called an alpha.

5) The "Geomancer" . the shamans are the most benevolent of all mages. Their power focuses on healing and regeneration and are deficient in offensive magic. They despise those who seek to defile the earth. Though they may appear weak they are closely - knit are will help each other without hesitation.
They have little in way of organization though they are lead by twelve enigmatic figures called the council of trees.

Lobo
10-18-2000, 06:19 PM
It would also be nice to have some type of unarmed combat system, for those of us who have to protect ourselves and dont have a sword handy (and also for those always fun bar-room brawls, cause lets face it, whats the point of beer if you cant have a drunken brawl? http://www.skotos.net/ubb/wink.gif )

Saurus
10-18-2000, 09:28 PM
I don't think we need a unarmed combat system. There's already a ton of combat-verbs like punch and kick, and of course, bite. Just use those verbs and RP it.

Rhian the Fey
10-19-2000, 08:33 AM
There is a small problem with the use of kick and punch verbs as a means of full-blown rp combat...namely, there's no feedback.
When you kick, it doesn't say how hard you kick, or how much you injure your opponent, or if you miss completely.
This may seem like nothing -obviously, an intelligent and determined roleplayer could circumvent these defiencies to have a fun and entertaining rp session...
...except, let's be honest here, people like to win. And using the current kick, punch, and bite verbs for combat is a lot like playing a game of cops and robbers. People shout "Bang! You're dead!" but everyone keeps playing anyways (I'll be the first to admit there are some exceptions to this generalization, but for the most part it holds true.)

Somehow bar room brawls just aren't as satisfying unless you stumble out with a broken nose. You just can't capture the heart-pumping, bottle-swinging, chair-cracking excitement of a real slugfest with "kick rhian." "You kick Rhian."

Some may say that adding too many combat elements will sour the rp atmosphere, and I agree, but some good-natured buttkicking would be fun and quite IC for a great many of the characters I've met. So while it may be quite a ways down the programming queue, I think a brawling code would be *great*.

Sure, it would have to be completely non-lethal, but it could be done right on the spot, without any of that legal "dueling" nonsense <G>. After all, when someone insults your mother, you don't want to have to wait a week for the Chamberlain's permission, and you don't want to wake up in the Winter Watch's holding cells for spilling a man's blood. You just want to crack some heads and get back to your drink. http://www.skotos.net/ubb/smile.gif

I've dribbled on long enough, though. I'll wander back over later to actually throw some *gasp* new ideas on the frying pan, but until then,

Warm winds and fair journeys,
R'hian

Lobo
10-19-2000, 11:36 AM
My little fight with Andrew, Felix, and Philo is good evidence of "overdoing" my capabilities. A system of combat would be nice so at least its fair for everyone and we could actually have something to RP off of.

Besides, dueling should be used only for SERIOUS conflicts. Brawling would provide a way of settling arguments without having to risk someone dying. And to be honest, some of us here look more likely to think with our fists then our heads (including me from time to time http://www.skotos.net/ubb/wink.gif )

LadySilverwolf
10-19-2000, 11:00 PM
actually there is an advance and retreat command for dueling...

retire and approach

try it... works wonders.

Darren Brimhall
11-17-2000, 07:49 PM
How about the use of combat and magic found in D&D, or at least allow them to be used as reference.
Being a Combat mage sounds interesting, and being able to used the spells I know from D&D would help, especially if I only had to type 'MS' for Magic Missle--of course I haft to aim it.
And one more thing; is it possible to have skills in more than one field of magic while playing this game?

Darren Brimhall

Erica
11-19-2000, 10:31 AM
I also must side with wanting some sort of brawling non lethal type system, though I'm quite content to RP it out as well.

I've had moments where I've considered outright attacking a few PCs and NPCs for a variety of reasons, but the lack of uncertainty in how they would respond usually keeps me quiet, while on the other hand I've hit other players and NPCs to spice up the moment, I've been blessed enough to have responsible and responding results.. in those cases I'm glad there was no "damage" inflicted etc, because it was meant only to heighten the moment.

Anyone remember when I slapped Victor for his insult? This is a primary example. http://www.skotos.net/ubb/smile.gif

Brings me to a moot point though.. can we have one without the other some of the time?
Inquiring minds want to know..

Darren Brimhall
11-19-2000, 05:02 PM
In digging thru my Anime collection and assorted other memorbilia, I suggest the use of a Stand in combat.
The Stand is a physical manifestation of ones psionic (or in this case magical) power that can be launched from and directed by it's caster--and can take damage which can be transfered to the caster. A Stand can come in many forms (humanoid or otherwise), and oddly enough isn't restricted to humanoids (human, elf, dwarf, troll, ect,ect),or only one per person.
This comes from the anime OAV series Jo-Jo's Bizarre Adventure which I have in it's original Japanese version. Many of you who game on the PlayStation my have herd of this as a fighting game, which is based on the OAV, so you have a very good ideal of what I'm talking about.
Further info on the OAV can be found in issue 56 of Protoculture Addicts magazine, but as the author of that article states, there is suprisingly little known about the series in North America. What I know comes from a aquaintance thru a now defunct anime club we were with, who was a big fan of the series when he lived in Japan.

Darren Brimhall