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  1. Muir

    2020 calendar

    Is there any process for those who want to opt out of being used in printed works? I know there are some folks who would rather not.
  2. Muir

    The Farm

    He forgot the first rule. Suffer not the necromancer to live. :|
  3. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    I agree, Shatter is definitely not much of a concern if you have a stash of production items lying around that you can go get! That is also utterly irrelevant to the discussion at hand.
  4. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    Given that our rules explicitly are about combat and combat-adjacent crafting, and nothing else outside of a few out-of-place outliers like mental abilities that are explicitly RP-only, yes. Being put in a position to be unable to use the vast majority of the skills on the character sheet...
  5. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    So your premise here is that, as in so many other things, it is the responsibility of other players to make the game fun for you despite the rules? Because pardon me, but that seems like a really terrible perspective to write rules intended to work across a national organized game from. I...
  6. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    I think we've been 'round about this before, but much like Denver's local call on weapon expiry, a local playerbase deciding (or being culturally pressured) to ameliorate the impact of the systemic negatives does not change the existence of said systemic negatives. If the system does not work...
  7. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    As I said earlier, it's essentially regressive. Loss of equipment only really hurts the newer players, as longer-term players have both the knowledge that countering removal is necessary and the resources to get those counters. Over time, this builds power inequality as resources are drained...
  8. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    Treasure policy gets that. It is not distributed anywhere remotely close to evenly, nor is it dropped as straight coin. Edit: I agree that we have an issue with inflation, but I think we differ on causes and solutions. I see the cause as level-based treasure policy in a game where there is no...
  9. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    There's a reason Northern Minnesota isn't a chapter anymore. 2 years, to go by SoMN's schedule, is 8 events just now, assuming someone can make all of them. I'd need to replace my longsword and shield, that would run 5pp per event, or about 1 silver market value per event on top of...
  10. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    I agree, but doing it in a way that puts people in a position of not being able to play the game if they can't muster sufficient treasure is a bad way to do it. I remember the Northern Minnesota event where the grand total of weapons left in town were a dagger and a rock. Making crafting...
  11. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    Anecdotally I have a large number of weapon tags that are approaching 10 years old. If my home chapter put expiration on basic weapons in contravention of the rest of the Alliance I would simply buy my tags from travelling players and resell spares at a markup, making weapon production...
  12. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    No offense, but that seems like a thing that needs to go to the ARC. Players in your chapter are getting less utility out of their production skills and spent coin than in any other chapter in the alliance because of it. That is a game balance and customer service issue.
  13. Muir

    [.11] Weapon/Armor Duration (split from Packet Color Thread)

    I think you are deeply underestimating how the demand for armor tags is going to change in 2.0. It may be difficult to get journeyman/master blacksmiths to even make arrows for the next year or so.
  14. Muir

    [.11] Lets talk about Counteract

    Mike, we're going to be converting over an absurd number of items as I understand the plan. Nobody is going to want for access to rituals they desire any time soon with the amount of stuff that's going away that will be reworked into whatever they need.
  15. Muir

    Where we've left it ...

    Necromancers. Necromancers never change. Not to put too fine a point on it, but having left the Forsaken as smoking boots on the field and seen the Corrupt Lords' so-called good intentions nearly destroy the land in hordes of necromantic constructs, I'd be leery of any lord who feels they need...
  16. Muir

    [.11] Trap Triggers

    They certainly could, and that would be a clever way to do it. A timebomb that can't be deactivated is much more in the realm of a plot trap, as PC traps are required to be disarmable.
  17. Muir

    [.11] Trap Triggers

    I like electronic triggers, so I was thinking a simple tripwire attached to a pin that holds a swing arm up. When the pin is pulled by the tripwire being hit, the arm drops with enough resistance that it will take ~30 seconds to reach the other side and close the circuit, sounding the alarm...
  18. Muir

    [.11] Trap Triggers

    The chance to disarm it is before triggering it, honestly. The design I'm looking at could be disarmed during the spindown on the mechanical timer, but that would require knowing you set it off. Note I'm not talking a set and forget timebomb, but a standard trap trigger that has a delay...
  19. Muir

    [.11] Trap Triggers

    Given that this is not a counted ability, and the trap would be perfectly valid if it fired immediately on being tripped, why would it follow that a longer time would be needed?
  20. Muir

    [.11] Trap Triggers

    So I'm doing a bit of downtime design, and something struck me. Given Room Traps no longer hit just the person setting them off, is there any reason one could not construct a timed trigger on a trap? Say a trap that fires off in 30 seconds or so to represent a slow match being lit when it is...
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