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Post by xade on Oct 15, 2008 23:59:02 GMT -5
heh, I love the concept. Even if it's just a death script for various finishes... ie - fssdd = Burnt to an absolute crisp.
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Post by mikeEB on Oct 17, 2008 0:42:52 GMT -5
Re:Para
I think we could give para several alternative gestures, like counterspell and time stop. This would prevent para-chaining as we know it but give several options for exiting: FFS FFP FFPF
The reasoning is that you can still use para 2 turns in 3, but you'll have exploitable holes. You can also exit gracefully into charm, goblin or fear if you do not wish to repeat the loop.
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Post by ExDeath on Oct 17, 2008 4:00:03 GMT -5
Re:Para I think we could give para several alternative gestures, like counterspell and time stop. This would prevent para-chaining as we know it but give several options for exiting: FFS FFP FFPF The reasoning is that you can still use para 2 turns in 3, but you'll have exploitable holes. You can also exit gracefully into charm, goblin or fear if you do not wish to repeat the loop. I actually like that idea. Not FFP though, no way.
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Post by mikeEB on Oct 17, 2008 10:28:29 GMT -5
I don't think there's another option to replace FFP/FFPF. FFW/FFWF will probably end up as para-para-cause light most of the time. FFS/FFSF has the same problem with para-para-summon FFD/FFDF makes the nerfed loop FFDFFDFFD which flows too well into bolt FFF/FFFF won't work for obvious reasons FFC/FFCF Disrupts your other hand as much as it disrupts your opponent. Having a clap mid-spell probably breaks something. FF>/FF>F Kind of works, but it feels really wrong FF-/FF-F Has the distinct advantage of being castable through an anti-spell
So FFPF it is.
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Post by awall on Oct 17, 2008 18:12:57 GMT -5
Well, if we just wanted to preserve old weaves, we could say that SFFF, SFFFF, DFFF, and DFFFF all cast para, but nothing else does. If we're looking for an answer to the para problem tho', I'd prefer to continue to test the Panic solution. I kinda like it.
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Derfel
Ronin Warlock
Did I Do That?
Troublemaker
Posts: 283
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Post by Derfel on Oct 25, 2008 12:53:42 GMT -5
I had a thought yesterday:
Spell: Flight - target flies for 3 turns. If cast on a warlock, target can not be attacked by monsters or stabs, but can be harmed by magic missiles and other projectile spells, as well as elementals. If cast on a monster, monster can not attack for three turns (stuck up in the air?). Has no effect on elementals.
Possible gesture: Xww (some gesture plus a two-handed wave twice, sort of like saying good bye, or flapping your arms?)
I haven't really thought it out much, to be honest...
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Post by ExDeath on Oct 25, 2008 15:37:34 GMT -5
Isn't that pretty much the same thing as Protection? Either prevent a monster from attacking for three turns, or prevent yourself from being attacked for three turns...feels a bit redundant.
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Post by xade on Oct 25, 2008 18:41:04 GMT -5
I do love the idea of flight being a state though. Not limited by an amount of turns, just until you cast the "head back down" thread... Perhaps a fireball/lightning bolt will bring you down as well... and do a little extra falling damage... Perhaps the effects outlined by Derf would be a start, but then build from there. No clapping, or no two handed gestures... perhaps? Could be room for additional spells while in the air. Some that affect the in-air state, some that don't. And then you could take state just too far, and throw underwater, and other extreme temperature effects into the mix. Naw, you taking this down?
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Post by nawglan on Oct 26, 2008 0:07:21 GMT -5
I have some other ideas. Such as disruptions that force you to use the gesture that your opposite hand made the turn before. Caster gets to pick which hand. Or, one that prevents you from using the gesture that you made on either hand the previous turn (including swapping hands). Things like that.
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Derfel
Ronin Warlock
Did I Do That?
Troublemaker
Posts: 283
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Post by Derfel on Oct 28, 2008 22:18:00 GMT -5
Maybe if you cast it on the other mage, he is perma-maladroit-like-affected until he claps?
Like I said, I didn't think it through much. It's a bit different than Protection, because it can affect Monsters in a different way (maybe a different effect in melee?)...
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Post by ghostpawn on Nov 24, 2008 15:21:01 GMT -5
paraPA = paralysis could act as a physical attack (grappling) instead of a normal disruption, so that it could be stopped with shield and protection same as a stab or magic missile, and it wouldn't interact with disruption spells
focus = protects from common disruptions (amnesia, fear, charm) for 3 turns (like the protection spell does for physical attacks), but not from antispell or blindness (or the above paraPA). I'd go with WDFS for the gestures, because it would chain nicely with fear and fireball, or dummy into lightning or blindness.
regenerate = a heal-over-time spell, heals 1 every turn for X turns
fire sword/ice spear = an enchantment that lets your stabs do 3 physical fire/ice damage for X turns
ghost = a size 1 monster immune to physical attacks
golem = a size 3 monster immune to physical attacks
dragon = a massive fire-immune 5-hp monster that launches 3-damage firestorms... and takes a while to summon
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Post by boomfrog on Dec 22, 2008 9:46:23 GMT -5
I've given the "paralysis problem" a lot of thought, and I think the main problem is ParaFoD. The problem with ParaFoD is that every current disruption is counterable (with a little luck). Mind enchantments are blocked with para, FoD can't be counterspelled, and SPFP cannot be completed under paralysis even if you try on both hands. So what we need is a disruption that para cannot counter.
Windblast: Gestures: FDD A warlock hit by windblast makes a P gesture on the hand of the casters choice next turn. Two or more wind blasts cancel negating each other. A shield blocks windblast. A monster affected by windblast does is unable to attack this turn.
The power of the spell can be tweaked by adjusting the gestures but I think it should be fairly easy to cast under paralysis so I like FDD or FSD. FWP would be too powerful and FPP too weak.
Let me know what you think. Hopefully it makes F/X a valid opening but makes ParaFoD all but non-existent. You still need to have an unparalyzed F on the turn your opponent throws the F in FoD, or have a 50/50 if you start the next turn.
What do you think?
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Post by xade on Dec 22, 2008 18:27:41 GMT -5
how would it interact with your other enchantments? Say you got hit by it and para?
or it and maladroit?
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Post by nawglan on Dec 22, 2008 18:36:39 GMT -5
interesting fork with bolt. dmg or disrupt.
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Post by boomfrog on Dec 22, 2008 20:17:36 GMT -5
how would it interact with your other enchantments? Say you got hit by it and para? or it and maladroit? You enter your gestures normally and then one is overwritten to a P. This would be higher priority (this change happens last) then other enchantments. So RH paralysed and windblasted, whatever it was it is now a P. Maladroit and Wind, then you enter two of one gesture and you get one of those and one P. This would lead to surrender if you go Wind and Para and had a W on one hand (or a P but no shield to block the Wind). Also charm+Wind would be game over. These would lead to some more noob losses I'm sure, but anyone with some experience could easily prevent it. I was actually considering making it turn your gesture to a - instead of a P, but this could be too powerful. It would be a two gesture threat that made you cast a shield on your next turn. FSDD Windblast that turns your gesture to - could be an interesting alternative.
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