(Disclaimer: I'm not the best DTGer or the best at putting words tactfully. I also have trouble writing long parts of text at once, so it may be a little fragmented or incoherent.)
~
Personally I dislike this ideaology. I would prefer (especially in DTG) something along the lines of 'reward you for doing y' rather than 'punish you for not doing y'. I think that people with less time on their hands/they are willing to expend on DTG would dislike the presence tons of posts that could potentially affect them. You would need to be reading EVERY post or otherwise roll the die and hope that no-one has restricted your action somehow. This is based just off the examples you gave however.
The thing/s I really dislike are entities that punish you for attacking them (see: City of Opportunity in Terraria session) or have absolute invincibility. If an entity has very obvious counterplay, in exchange for being powerful, (see: Nihilumbra, also in the Terraria session) THAT is where I think the magic is.
/opinions
/probablymisunderstoodsomething
EDIT: To be clear, I agree with Tazz above, I just don't want to have reading other posts compulsorary or my options severely restricted.
Well I did once make cells grow up for reducing their dodge chance(one meaningful debuff because the dodge chance of those cells was too much big).
I made a lot of alchemies with complex systems but they ended up not being useful.
I made a very complex post to explain how I got the soul of the lord nooopelemental(first by proxy creating so much nope it makes a dimension then sending a proxy to fight the lord until it dies by absorbing his dimension then using wish and trap the soul).
Basically I did a lot of "mechanical exploration" but since I am extremely annoying and unreadable and insane and unfriendly you do not think to the fact I did tried a lot of things other than damaging people(up to the point that I did damaged people more rarely than I did other things)
And the leveling system I am making is going to work the following way:
I start with 1 regular HP and 5 defenses.
Those defenses are alchemies and they protect as much as 1 player hp each if they are made from level 0 alchemies(which is the default set of defenses)
but one defense made from a level 5 alchemy is as hard to damage as two hp at once and in a general way a defense made from a level 5N alchemy is as hard to damage as N+1 HP(which means that if I get 5 level 15 alchemies as defenses then they are each as solid as 4 player hp meaning that I have the equivalent of 20 player hp but if I had 5 level 25 alchemies I would be as resistant as someone with 30 player hp)
I also would have a rudisplork value which would start at one and have a maximum of 5(and I would gain one rudisplork per turn up to the maximum).
Every ten lost defenses(or three lost defenses when at max rudisplork) the maximum rudisplork would increase of one.
When I would have the maximum rudisplork I would be able to spend all my rudisplork in order to interpret in more favorable way the rules(so for example with something like 40 rudisplork I could interpret the rules about bosses to tell I only need to make a one charge action and to have an ally doing the same because it is never written than bosses need multiple 50 charge action(it is only written they need multiple charged actions because the GM through it was obvious that it meant multiple 50 charge actions(But obviously a 2 charge boss would be pitiful)))
The more rudisplork I have the more favorable can be the rule interpretations(of course it always stays subject to gm interpretation).
When at max rudisplork I would be harder to harm(proportionally to the rudisplork so with five rudisplork I would be barely harder to harm but when at 100 rudisplork(which would take at least 100 turns) then it would start being not trivial to harm me(but still easier to damage than an alpha godmodder no matter how much rudisplork I have)) but when I would lose a defense the corresponding alchemy would be destroyed forever.
Of course if you understood that wall of text you can either kill me with a spoon or remove your own eyes and ban me or become a cultist of the great puppy.
@Toast
I see your side of things, and unfortunately there's really no easy solution other than asking people to organize their posts better so all you need to do is a quick skim of their actions and entities lists from the last EotB. As far as counterplay goes, while I wouldn't have control over that obviously, I'd say it'd be easy to encourage counterplay by making summons easier for 'balanced' entities. Take my iron boots for example:
Iron Boots, Item +Anchored: The wearer cannot be pushed, pulled, dragged, thrown, and is immune to any effects caused by wind. Also provides a passive +5 charge bonus to actions involving pulling other objects. -Heavy: While worn, the wearer cannot fly or swim, and automatically sinks into soft hazards.
Wearable: By some juju, removing the boots and putting them back into your inventory causes them to not weigh you down anymore. Go figure.
Those Iron Boots could be summoned immediately because they're Heavy. If someone wanted to make my life hard they could try and drown me with my own boots or throw me in quicksand. Whereas, if I attempted to summon Iron Boots that weren'tHeavy it may take a few charges or I might not be allowed to summon them. What I think we ought to shoot for in this conversation is the ability to get to the point where Tazz can skim the posts with mechanics in mind and read the roleplay for those that are attacking or are obviously trying a risky play. Yes, asking players to check everyone's inventory may be a problem for some during EotBs, but (correct me if I'm wrong) it's also a lot on Tazz to read every half-page RP to check for quality and decide on an appropriate damage boost. I'm just thinking about how to reduce bottleneck in the turn flow, basically.
Also sorry, squirrel sniper guy (can't remember who that was and too lazy to go look right now), not picking on you. <3
Why not benefit everyone for their style of play instead of just making one style of play the only way to go. And besides each playstyle actually does have their own benefits. Mechanically creative would be more effective at taking down entities or bosses while RP style is more effective at damaging godmodders.
Anyways, some people put most of their creativity into 50 entities which get torn to shreds in 6 turns. It's just a bit hard to try to be creative when the bar has been pushed so high that its in space, guarded by robo-space pirates and a traveling troupe of tap dancing godmodders, who want to rehearse on your face.
I know it seems like I'm ragging on the roleplay aspect a lot, but I'm approaching this from the angle of reducing update bottleneck. The common complaint seems to be the roleplay consuming Tazz voraciously so I'm forwarding suggestions to make roleplay/turns easier to resolve. My opinion happens to be less roleplay, more gameplay, for the simple reason that the fewer half-page posts we churn out every update the faster they'll resolve. If you've got ideas go for it.
Can't is a strong word in a game as open as this one. Tazz may not allow it but it behooves me to try. And while killing a godmodder may come down to Great Effort Attacks it seems like attempts on a Godmodder's life are (supposed to be) sparse and prepared long before the attack is posted.
I only see mechanical info becoming an undue burden if we reach a point of inflation like we recently did with entities, at which point a simple board clearing will suffice.
I picked you out because you were the first PZ I thought of, no particular significance. I hope I didn't make you feel too special. <3
Rollback Post to RevisionRollBack
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
Hmm. This is a good discussion, and a lot of good points have been made. Something that tabbune asked for in tvtropes2 was for a tldr at the end of each action so that he could skim the rp stuff and still apply damage and effects properly.
Something like that might work here as well, perhaps even giving a slight passive accuracy boost to players who include the tldr.
@Toast
I see your side of things, and unfortunately there's really no easy solution other than asking people to organize their posts better so all you need to do is a quick skim of their actions and entities lists from the last EotB. As far as counterplay goes, while I wouldn't have control over that obviously, I'd say it'd be easy to encourage counterplay by making summons easier for 'balanced' entities. Take my iron boots for example:
Iron Boots, Item +Anchored: The wearer cannot be pushed, pulled, dragged, thrown, and is immune to any effects caused by wind. Also provides a passive +5 charge bonus to actions involving pulling other objects. -Heavy: While worn, the wearer cannot fly or swim, and automatically sinks into soft hazards.
Wearable: By some juju, removing the boots and putting them back into your inventory causes them to not weigh you down anymore. Go figure.
Those Iron Boots could be summoned immediately because they're Heavy. If someone wanted to make my life hard they could try and drown me with my own boots or throw me in quicksand. Whereas, if I attempted to summon Iron Boots that weren'tHeavy it may take a few charges or I might not be allowed to summon them. What I think we ought to shoot for in this conversation is the ability to get to the point where Tazz can skim the posts with mechanics in mind and read the roleplay for those that are attacking or are obviously trying a risky play. Yes, asking players to check everyone's inventory may be a problem for some during EotBs, but (correct me if I'm wrong) it's also a lot on Tazz to read every half-page RP to check for quality and decide on an appropriate damage boost. I'm just thinking about how to reduce bottleneck in the turn flow, basically.
Also sorry, squirrel sniper guy (can't remember who that was and too lazy to go look right now), not picking on you. <3
There is a reason I am extremely wary-in fact, basically noping the idea-of Charge boosting items, and that's because...Well, let's say we get into the endgame and some new players joined (this has happened on the FINAL BOSS BATTLE in DTG2), and everyone's managing to reduce their charge due to their previous efforts, while this guy, who probably isn't going to get too many +1s thrown his way, has to reach all the way to 50. I mean, sure, it's a benefit for playing longer, but I feel that even then people should still mostly come down to creative actions and such. Even a MINOR passive charge boost is an extremely powerful thing that I believe people underestimate. By technicality, even if you only get 1 post per turn and no charges, an extra +1 effectively halves the time of making any charge whatsoever. Plus, it is VERY hard for me to recall, on the flash, what items can do and cannot do, hard passives or otherwise. And on top of all of that, again, falling into (B). +5 for charges involving pushing things? Given charges are fluid until expended, that's a ridiculous speed-up. I've only given similar to the Pro-Zero's as a balance for the overwhelming AZ number advantage.
Plus, most of that stuff (sadly) doesn't really come up in Terrain or Weather enough to be valid or useful, and I doubt people will be specifically targeting that, which is one of the other reasons mechanical creativity kind of doesn't really soar around here.
Even if you kept up a list of what was active and what wasn't, this isn't going to be something OTHERS follow. People aren't always the best players of the game in history.
Granted, I kind of wish people did stuff like this more often.
You are going to be a very worthy adversary, aren't you?
Canon, just a heads up, I'm pretty sure that you can't create items that boost charges. You, however, have a very different approach on the game. Personally, I think that DTG has always been a game about coming up with creative attacks, and no amount of mechanical info will help you kill a godmodder. It will help you kill entities, but not a godmodder, unless you use absolutely absurd amounts of it.
Long walls of mechanical info will probably be worse, because before, Tazz could skim over roleplay, but now, Tazz will have to read al of that info, and then apply mechanical boosts.
Yes, I will murder you if you become vulnerable while dragging the Battlefield to Yggdrasil, and Uzi will as well. And the other, what, five PZs? Just curious, why did you pick me out in particular?
Yeah, that's another issue. I don't REALLY read the RP, people (well not all the time), I usually have to settle for skipping, but if I MUST carefully read everything of a stupidly complicated entity, and then recall that mid-EoTB I'm not going to have a good time and WILL (WILL, GUARENTEED) forget something, and no less it will be something that will have allowed that entity to survive/killed it off, and then everything gets out of whack.
Can't is a strong word in a game as open as this one. Tazz may not allow it but it behooves me to try. And while killing a godmodder may come down to Great Effort Attacks it seems like attempts on a Godmodder's life are (supposed to be) sparse and prepared long before the attack is posted.
I only see mechanical info becoming an undue burden if we reach a point of inflation like we recently did with entities, at which point a simple board clearing will suffice.
I picked you out because you were the first PZ I thought of, no particular significance. I hope I didn't make you feel too special. <3
Heads up: Charging attacks gives Godmodders the heads up that you're going to attack them later, allowing them to brace for impact. Ergo, the rule on how charges have an extremely reduced chance to harm godmodders. You'd be making altogether all TOO MUCH effort to harm a godmodder with a charge guarenteed. You REALLY DO need to use clever one-post actions to harm the godmodder. Granted, Creativity > Length. I try to reward CREATIVITY, not LENGTH. (for that matter, creative one-post actions are fully capable of anything, possibly even a whole Great Effort if you're really REALLY going to impress).
In short, the most reliable and easy way to damage a Godmodder is a one-post action without assists or anything. Consumer is right: While the Entity game is almost assuredly going to be affected by the mechanical, the Godmodder can basically no-sell whatever is negative to him (and the lesser godmodders as well for the most part), focing you to just make one terribly creative action (I do not mean terribly LONG action either) and hope to the heavens its enough.
Hmm. This is a good discussion, and a lot of good points have been made. Something that tabbune asked for in tvtropes2 was for a tldr at the end of each action so that he could skim the rp stuff and still apply damage and effects properly.
Something like that might work here as well, perhaps even giving a slight passive accuracy boost to players who include the tldr.
That could work if everyone would remember to do so and it isn't just obvious damage. I'd like that sometimes, honestly.
2. Perhaps a change in the EotB is in order, at least in the way it's conducted. When I resolve mass-combat in D&D, I tend to lump actions during a round into categories based on the number of targets/damage. Many targets, high damage; many targets, low/no damage; single target high damage; single target low/no damage and resolve from the top down. Granted, this would only be helpful if people would get on board with consistent and accurate summations of their turn.
Rollback Post to RevisionRollBack
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
2. Perhaps a change in the EotB is in order, at least in the way it's conducted. When I resolve mass-combat in D&D, I tend to lump actions during a round into categories based on the number of targets/damage. Many targets, high damage; many targets, low/no damage; single target high damage; single target low/no damage and resolve from the top down. Granted, this would only be helpful if people would get on board with consistent and accurate summations of their turn.
The primary issue is that I doubt everyone will actually USE Tl;drs. In fact, I KNOW some people just won't, which kind of sinks the ship a bit. Honestly, that we're even discussing this is a bad sign for HOW complicated this has to get. I want DTG to be this thing where everyone can get into it really quickly without asking too many questions and only needing a modicrum of paying attention to get in, and not only that, but to start doing legitimate actions that REALLY matter. I want people to look at the Itinerary and know EXACTLY what to do, and I want people to look at other people's posts for guidance on HOW to do it, and not have to explain thousands of little tidbits regarding the going-ons in the process, you know? I had to shoot down an entity idea because calculus had to be involved in the equation to find its damage, and I'm almost positive that no-one here actually knows calculus beyond a threatening, agonizing invention of math, ergo no-one would get it. I actually took Calculus classes and I still didn't get the equation he used. Not shaming him, mind; I'm just saying that I want to avoid overcomplication. It shouldn't be brain-dead simple, but it shouldn't require a PhD in Anti-Godmodding to understand either.
As for the EoTB, the way it is designed now is also a small balancing factor; If, say, a Neutral kills an AG, that AG is not getting its action in the EoTB. In general, I've ordered the factions in reverse proportion to power; the Undecided and Hostile entities are going to get shot down immediately for the most part so they're first; Neutrals aren't even a real faction and can also be effectively hostile so they're after the Hostiles; the godmodder-less and relatively weak GS faction (sans is only on due to some lucky convincing) is after Neutrals; then the overly-popular AZ faction with their horde of entities and Richard; and then Pro-Zero, the primary antagonists and housing the most powerful Godmodder. The balancing factor here is that the weakest factions get to go faster so they can potentially midgigate damage by killing the offenders before they get the chance to harm them. Order of actions is actually really important for determining who gets the kill as well and I want it to be simple and obvious; actions go in the order they are done for players, and the order they are listed for entities.
Entity complexity, or complexity in general, is differentfrom creativity; and while complexity is generally for the better, I think people have troubles distinguishing when the complexity has to stop, or that the complex entity isn't actually that creative.
The Meaning of Life, the Universe, and Everything.
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Canon_Whitecandle, I can already see you are going to be an amazing addition to DTG. Yeah, Pesterchum is our client of choice: Memo is #DTG, sometimes hidden. Handles with initials of G, C, A, T, and U are highly encouraged. If you have no idea what to do, pester universallyCognizant, I'll help you out.
Have any of the following Cthulhu Mythos Deities been used yet?
Eihort, Rhan-Tegoth, Yig, Ithaqua, Hastur, Yibb-Tstll, Shub-Niggurath, and Azathoth
edit:Glaaki
...Haven't heard of any of those except Hastur and Azathoth, and only Azathoth has been mentioned in DTG to my knowledge. I only know Hastur because of Old Man Henderson.
Yog-Sothoth is a pretty consistent name, however; Nyarly is one guy's PC (I can't spell Nyatherloep for the life of me); and Cthulhu was summoned thrice in various forms.
...Haven't heard of any of those except Hastur and Azathoth, and only Azathoth has been mentioned in DTG to my knowledge. I only know Hastur because of Old Man Henderson.
Yog-Sothoth is a pretty consistent name, however; Nyarly is one guy's PC (I can't spell Nyatherloep for the life of me); and Cthulhu was summoned thrice in various forms.
You read the story of Old Man Henderson too, that's awesome, also thanks for thanks for letting me know about if the Cthulhu Mythos Deities have been used or not.
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Well, even if something has been used before, you can use it again because there are multiple versions of the same characters. (At least, that's our excuse) I've seen the supposedly 'unique' Arceus like... 3 separate times.
(Disclaimer: I'm not the best DTGer or the best at putting words tactfully. I also have trouble writing long parts of text at once, so it may be a little fragmented or incoherent.)
~
Personally I dislike this ideaology. I would prefer (especially in DTG) something along the lines of 'reward you for doing y' rather than 'punish you for not doing y'. I think that people with less time on their hands/they are willing to expend on DTG would dislike the presence tons of posts that could potentially affect them. You would need to be reading EVERY post or otherwise roll the die and hope that no-one has restricted your action somehow. This is based just off the examples you gave however.
The thing/s I really dislike are entities that punish you for attacking them (see: City of Opportunity in Terraria session) or have absolute invincibility. If an entity has very obvious counterplay, in exchange for being powerful, (see: Nihilumbra, also in the Terraria session) THAT is where I think the magic is.
/opinions
/probablymisunderstoodsomething
EDIT: To be clear, I agree with Tazz above, I just don't want to have reading other posts compulsorary or my options severely restricted.
Wow, interesting.
A day without light,
A night without breath.
A single star left,
To swallow the rest.
With each light snuffed by a single man's tome...
What will be left to lead HER back home?
Well I did once make cells grow up for reducing their dodge chance(one meaningful debuff because the dodge chance of those cells was too much big).
I made a lot of alchemies with complex systems but they ended up not being useful.
I made a very complex post to explain how I got the soul of the lord nooopelemental(first by proxy creating so much nope it makes a dimension then sending a proxy to fight the lord until it dies by absorbing his dimension then using wish and trap the soul).
Basically I did a lot of "mechanical exploration" but since I am extremely annoying and unreadable and insane and unfriendly you do not think to the fact I did tried a lot of things other than damaging people(up to the point that I did damaged people more rarely than I did other things)
And the leveling system I am making is going to work the following way:
I start with 1 regular HP and 5 defenses.
Those defenses are alchemies and they protect as much as 1 player hp each if they are made from level 0 alchemies(which is the default set of defenses)
but one defense made from a level 5 alchemy is as hard to damage as two hp at once and in a general way a defense made from a level 5N alchemy is as hard to damage as N+1 HP(which means that if I get 5 level 15 alchemies as defenses then they are each as solid as 4 player hp meaning that I have the equivalent of 20 player hp but if I had 5 level 25 alchemies I would be as resistant as someone with 30 player hp)
I also would have a rudisplork value which would start at one and have a maximum of 5(and I would gain one rudisplork per turn up to the maximum).
Every ten lost defenses(or three lost defenses when at max rudisplork) the maximum rudisplork would increase of one.
When I would have the maximum rudisplork I would be able to spend all my rudisplork in order to interpret in more favorable way the rules(so for example with something like 40 rudisplork I could interpret the rules about bosses to tell I only need to make a one charge action and to have an ally doing the same because it is never written than bosses need multiple 50 charge action(it is only written they need multiple charged actions because the GM through it was obvious that it meant multiple 50 charge actions(But obviously a 2 charge boss would be pitiful)))
The more rudisplork I have the more favorable can be the rule interpretations(of course it always stays subject to gm interpretation).
When at max rudisplork I would be harder to harm(proportionally to the rudisplork so with five rudisplork I would be barely harder to harm but when at 100 rudisplork(which would take at least 100 turns) then it would start being not trivial to harm me(but still easier to damage than an alpha godmodder no matter how much rudisplork I have)) but when I would lose a defense the corresponding alchemy would be destroyed forever.
Of course if you understood that wall of text you can either kill me with a spoon or remove your own eyes and ban me or become a cultist of the great puppy.
@Toast
I see your side of things, and unfortunately there's really no easy solution other than asking people to organize their posts better so all you need to do is a quick skim of their actions and entities lists from the last EotB. As far as counterplay goes, while I wouldn't have control over that obviously, I'd say it'd be easy to encourage counterplay by making summons easier for 'balanced' entities. Take my iron boots for example:
Iron Boots, Item
+Anchored: The wearer cannot be pushed, pulled, dragged, thrown, and is immune to any effects caused by wind. Also provides a passive +5 charge bonus to actions involving pulling other objects.
-Heavy: While worn, the wearer cannot fly or swim, and automatically sinks into soft hazards.
Wearable: By some juju, removing the boots and putting them back into your inventory causes them to not weigh you down anymore. Go figure.
Those Iron Boots could be summoned immediately because they're Heavy. If someone wanted to make my life hard they could try and drown me with my own boots or throw me in quicksand. Whereas, if I attempted to summon Iron Boots that weren't Heavy it may take a few charges or I might not be allowed to summon them. What I think we ought to shoot for in this conversation is the ability to get to the point where Tazz can skim the posts with mechanics in mind and read the roleplay for those that are attacking or are obviously trying a risky play. Yes, asking players to check everyone's inventory may be a problem for some during EotBs, but (correct me if I'm wrong) it's also a lot on Tazz to read every half-page RP to check for quality and decide on an appropriate damage boost. I'm just thinking about how to reduce bottleneck in the turn flow, basically.
Also sorry, squirrel sniper guy (can't remember who that was and too lazy to go look right now), not picking on you. <3
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
Why not benefit everyone for their style of play instead of just making one style of play the only way to go. And besides each playstyle actually does have their own benefits. Mechanically creative would be more effective at taking down entities or bosses while RP style is more effective at damaging godmodders.
Anyways, some people put most of their creativity into 50 entities which get torn to shreds in 6 turns. It's just a bit hard to try to be creative when the bar has been pushed so high that its in space, guarded by robo-space pirates and a traveling troupe of tap dancing godmodders, who want to rehearse on your face.
The Squirrel Sniper's name is supercool993.
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
I know it seems like I'm ragging on the roleplay aspect a lot, but I'm approaching this from the angle of reducing update bottleneck. The common complaint seems to be the roleplay consuming Tazz voraciously so I'm forwarding suggestions to make roleplay/turns easier to resolve. My opinion happens to be less roleplay, more gameplay, for the simple reason that the fewer half-page posts we churn out every update the faster they'll resolve. If you've got ideas go for it.
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
Can't is a strong word in a game as open as this one. Tazz may not allow it but it behooves me to try. And while killing a godmodder may come down to Great Effort Attacks it seems like attempts on a Godmodder's life are (supposed to be) sparse and prepared long before the attack is posted.
I only see mechanical info becoming an undue burden if we reach a point of inflation like we recently did with entities, at which point a simple board clearing will suffice.
I picked you out because you were the first PZ I thought of, no particular significance. I hope I didn't make you feel too special. <3
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
Hmm. This is a good discussion, and a lot of good points have been made. Something that tabbune asked for in tvtropes2 was for a tldr at the end of each action so that he could skim the rp stuff and still apply damage and effects properly.
Something like that might work here as well, perhaps even giving a slight passive accuracy boost to players who include the tldr.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
There is a reason I am extremely wary-in fact, basically noping the idea-of Charge boosting items, and that's because...Well, let's say we get into the endgame and some new players joined (this has happened on the FINAL BOSS BATTLE in DTG2), and everyone's managing to reduce their charge due to their previous efforts, while this guy, who probably isn't going to get too many +1s thrown his way, has to reach all the way to 50. I mean, sure, it's a benefit for playing longer, but I feel that even then people should still mostly come down to creative actions and such. Even a MINOR passive charge boost is an extremely powerful thing that I believe people underestimate. By technicality, even if you only get 1 post per turn and no charges, an extra +1 effectively halves the time of making any charge whatsoever. Plus, it is VERY hard for me to recall, on the flash, what items can do and cannot do, hard passives or otherwise. And on top of all of that, again, falling into (B). +5 for charges involving pushing things? Given charges are fluid until expended, that's a ridiculous speed-up. I've only given similar to the Pro-Zero's as a balance for the overwhelming AZ number advantage.
Plus, most of that stuff (sadly) doesn't really come up in Terrain or Weather enough to be valid or useful, and I doubt people will be specifically targeting that, which is one of the other reasons mechanical creativity kind of doesn't really soar around here.
Even if you kept up a list of what was active and what wasn't, this isn't going to be something OTHERS follow. People aren't always the best players of the game in history.
Granted, I kind of wish people did stuff like this more often.
Yeah, that's another issue. I don't REALLY read the RP, people (well not all the time), I usually have to settle for skipping, but if I MUST carefully read everything of a stupidly complicated entity, and then recall that mid-EoTB I'm not going to have a good time and WILL (WILL, GUARENTEED) forget something, and no less it will be something that will have allowed that entity to survive/killed it off, and then everything gets out of whack.
Heads up: Charging attacks gives Godmodders the heads up that you're going to attack them later, allowing them to brace for impact. Ergo, the rule on how charges have an extremely reduced chance to harm godmodders. You'd be making altogether all TOO MUCH effort to harm a godmodder with a charge guarenteed. You REALLY DO need to use clever one-post actions to harm the godmodder. Granted, Creativity > Length. I try to reward CREATIVITY, not LENGTH. (for that matter, creative one-post actions are fully capable of anything, possibly even a whole Great Effort if you're really REALLY going to impress).
In short, the most reliable and easy way to damage a Godmodder is a one-post action without assists or anything. Consumer is right: While the Entity game is almost assuredly going to be affected by the mechanical, the Godmodder can basically no-sell whatever is negative to him (and the lesser godmodders as well for the most part), focing you to just make one terribly creative action (I do not mean terribly LONG action either) and hope to the heavens its enough.
That could work if everyone would remember to do so and it isn't just obvious damage. I'd like that sometimes, honestly.
Two things:
1. Do we have a Discord/IRC?
2. Perhaps a change in the EotB is in order, at least in the way it's conducted. When I resolve mass-combat in D&D, I tend to lump actions during a round into categories based on the number of targets/damage. Many targets, high damage; many targets, low/no damage; single target high damage; single target low/no damage and resolve from the top down. Granted, this would only be helpful if people would get on board with consistent and accurate summations of their turn.
DtG: Neutral, just wants to see that big tree in the middle.
Your flavour text lacks zest. Perhaps you should add some intelligence, hmm?~
In which PitTheAngel keeps writing himself into his own corner where I'll happily join him.
I'm scared for my safety. And nobody can help.
Well, I mean, Yukari probably could.
THAT WILL ONLY MAKE THINGS WORSE FOR ME.
http://piratepad.net/ep/pad/view/ro.5IEGOdKRYUf/latest
We use this obscure Homestuck chat client called Pesterchum ever since the Homestuck Invasion of DTG2. Download is lonked. It's actually pretty decent and not obnoxious with its Homestuck-ness.
The primary issue is that I doubt everyone will actually USE Tl;drs. In fact, I KNOW some people just won't, which kind of sinks the ship a bit. Honestly, that we're even discussing this is a bad sign for HOW complicated this has to get. I want DTG to be this thing where everyone can get into it really quickly without asking too many questions and only needing a modicrum of paying attention to get in, and not only that, but to start doing legitimate actions that REALLY matter. I want people to look at the Itinerary and know EXACTLY what to do, and I want people to look at other people's posts for guidance on HOW to do it, and not have to explain thousands of little tidbits regarding the going-ons in the process, you know? I had to shoot down an entity idea because calculus had to be involved in the equation to find its damage, and I'm almost positive that no-one here actually knows calculus beyond a threatening, agonizing invention of math, ergo no-one would get it. I actually took Calculus classes and I still didn't get the equation he used. Not shaming him, mind; I'm just saying that I want to avoid overcomplication. It shouldn't be brain-dead simple, but it shouldn't require a PhD in Anti-Godmodding to understand either.
As for the EoTB, the way it is designed now is also a small balancing factor; If, say, a Neutral kills an AG, that AG is not getting its action in the EoTB. In general, I've ordered the factions in reverse proportion to power; the Undecided and Hostile entities are going to get shot down immediately for the most part so they're first; Neutrals aren't even a real faction and can also be effectively hostile so they're after the Hostiles; the godmodder-less and relatively weak GS faction (sans is only on due to some lucky convincing) is after Neutrals; then the overly-popular AZ faction with their horde of entities and Richard; and then Pro-Zero, the primary antagonists and housing the most powerful Godmodder. The balancing factor here is that the weakest factions get to go faster so they can potentially midgigate damage by killing the offenders before they get the chance to harm them. Order of actions is actually really important for determining who gets the kill as well and I want it to be simple and obvious; actions go in the order they are done for players, and the order they are listed for entities.
Entity complexity, or complexity in general, is different from creativity; and while complexity is generally for the better, I think people have troubles distinguishing when the complexity has to stop, or that the complex entity isn't actually that creative.
It appears that my post randomly broke when Tazz quoted it. Ok then...
I'll try to include a Deer section when making longer posts, since it helps.
Canon_Whitecandle, I can already see you are going to be an amazing addition to DTG. Yeah, Pesterchum is our client of choice: Memo is #DTG, sometimes hidden. Handles with initials of G, C, A, T, and U are highly encouraged. If you have no idea what to do, pester universallyCognizant, I'll help you out.
0rigin Point.
Avatar by TwinBuilder.
For becoming a godmodder.
Because he did not understood 50 charges was enough.
I am so confused when is Or Be Killed activating
Mankind Redefined
When Flowey uses it, which will be this EOTB presumably. Meaning Uzi will be vulnerable next turn.
0rigin Point.
Avatar by TwinBuilder.
Have any of the following Cthulhu Mythos Deities been used yet?
Eihort, Rhan-Tegoth, Yig, Ithaqua, Hastur, Yibb-Tstll, Shub-Niggurath, and Azathoth
edit:Glaaki
Mankind Redefined
...Haven't heard of any of those except Hastur and Azathoth, and only Azathoth has been mentioned in DTG to my knowledge. I only know Hastur because of Old Man Henderson.
Yog-Sothoth is a pretty consistent name, however; Nyarly is one guy's PC (I can't spell Nyatherloep for the life of me); and Cthulhu was summoned thrice in various forms.
You read the story of Old Man Henderson too, that's awesome, also thanks for thanks for letting me know about if the Cthulhu Mythos Deities have been used or not.
Mankind Redefined
Well, even if something has been used before, you can use it again because there are multiple versions of the same characters. (At least, that's our excuse) I've seen the supposedly 'unique' Arceus like... 3 separate times.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.