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    [0.10] Constant Damage Scaling

    Yes, it would for a vast majority of people. Some might be incentivized to dip into Production skills to supplement their capped abilities, which makes Treasure Policy more important. But that would be the trade off for the game to limit the power disparity of levels between low and high level...
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    [0.10] Constant Damage Scaling

    Personally, I am a fan of capping specific things instead of an overarching Build cap. For instance, cap the number of Weapon Profs, Backstabs, and Spell Columns a character can purchase; this then caps many of the other existing skills in 1.3. If a character reaches the cap in one thing they...
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    [0.10] Constant Damage Scaling

    From my perspective, I have seen a lot of "X is too high" complaints over the years. Yet, "Put a cap on it" is never received well as the answer. I don't understand that. In lieu of a simple cap (cap damage, cap spells, build cap, ritual cap, defensive cap, level disparity, etc.) the solutions...
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    [0.10] Constant Damage Scaling

    I voted for a build cap.
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    0.10 - Takeout Abilities: Are they needed?

    I also voted 'No' with the same thought as others: that capstone abilities as KO effects are OK. As it stands, I think casters have too many KO abilities in comparison to other classes. I like Andy's idea of designing access to them based on level. Heck, I would even be okay with class and...
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    Shatter/Destroy in your chapter

    Interesting idea. This conceptual philosophy could remove many timers from the game and help stimulate the Craftsman economy.
  7. Alavatar

    Magic Culture: Celestial and Earth

    Alavatar's perspective is that magic, in all forms except Fey Curse, is Planar in nature. Specifically, that casters utilize their incantations to pull energy from the various primary planes that manifests in the caster's hands to perform the desired effect and that each effect has a...
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    0.10 - Weakness: To Nerf, or Not to Nerf?

    A suggestion was made during the 0.9 playtests to add something like that called "Throat Punch".
  9. Alavatar

    Magic Culture: Celestial and Earth

    It kind of is. Sometimes the most effective means of changing the paradigm of a cultural perception is to alter the nomenclature. Going further down the rabbit hole than just the top level "Celestial" vs. "Earth" may result in other discoveries that could change people's perceptions. It is...
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    0.10 - Weakness: To Nerf, or Not to Nerf?

    Why do you think Weakness is/should only apply to the physical attribute? I would argue that, as it is magical in nature, could be argued IG as also affecting the Will of the individual. Hence, why I think it should apply to Wand Damage. Personally, I think Fighters should get a Weakness...
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    Magic Culture: Celestial and Earth

    I have been toying with the idea of writing an in-game book on magical theory pulling from various experts. This type of OOG discussion would feed into an IG theory building.
  12. Alavatar

    Magic Culture: Celestial and Earth

    Why are the magics called Celestial and Earth? It isn't like there is any mechanical link between being able to see the sky and cast Celestial Magic, or be on earth (ground) to cast Earth Magic. Perhaps a more descriptive term is Foundation (Stone, Lightning, Ice, Flame) Magic and Primal...
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    0.10 - Weakness: To Nerf, or Not to Nerf?

    I voted "Yes", but I think the nerf should be "Applies to Wand Damage as well". Also, I need to reiterate: Trash Panda.
  14. Alavatar

    v0.10 - Poll - Perception of combat resolution

    Earth is dirty, anyway. Tainted with Chaos and all that jazz. Sky magic is clean. ;) Naturally, this means Biata are the Inferior Race and must be cleansed. Edit to reiterate: Trash panda.
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    [.10] - Relics impressions

    My thought process with the Relic idea was to give them a theme. I was toying with the idea of having Order be Binding ("stay put!") + Paralysis themed or Command themed, for instance.
  16. Alavatar

    [.10] - Relics impressions

    Right. Forgot about that ... still less defenses against Curse in 2.0 than there are Gift in 1.3, overall.
  17. Alavatar

    [.10] - Relics impressions

    Ok ... other than Casters with their Cloaks, no other PC will have access to Curse-specific defenses in 2.0 (since all those old Cloaks/Banes Curse/Gift will be going away). And Mettle cannot be used against Death. So I am still not following the thought process that Death will be resisted more...
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    [.10] - Relics impressions

    I don't understand how that makes the Elemental version more resistant than the Spell version, per your other post? Or did I misread that? Terminate and Eviscerate can be solved by healing, First Aid, and more. Damage from Celestial Wands can be solved the same way. Death, on the other hand...
  19. Alavatar

    [.10] - Relics impressions

    Think of the 4 options I created as supporting 4 different playstyles or concepts. Order supports Anti-Undead, Chaos is Pro-Undead (or survive at all costs), Life is restorative, and Death is for the Earth Casters that go into combat. @Saephis Why do you think Death will be more resistant...
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