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Questions!

Re: Questions!

Postby Durlyn Val'Sarghress » Sat Jan 02, 2010 3:12 am

thanks Suntiger, you've been most helpful ^^

May I ask three questions?

1) what would be a good example of a useful extra non-combat item we could carry around with us?

2) For those of us with non-elemental affinities like summoning or empathy, what would our limits be?

3) When will we be able to post actions for the adventures?
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Re: Questions!

Postby Exate » Sat Jan 02, 2010 3:36 am

Durlyn Val'Sarghress wrote:1) what would be a good example of a useful extra non-combat item we could carry around with us?
If you just need ideas, rather than a GM-sanctioned statement of limits, you might wish to look here.
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Re: Questions!

Postby blackshade10 » Sat Jan 02, 2010 4:55 am

Kite wrote:roleplay subforum made. have fun :D


Thank you Kite. *heehee*
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Re: Questions!

Postby Dice Warwick » Sat Jan 02, 2010 6:20 am

I'm going to need to know of time and effectiveness of mana skills, as well as if combined with another person. To achieve one goal in a short amount of time (moving ground, controlling water, and attacking) what can we do and not do, or what can we do quickly or not?

-the strength of our mana skills?
-how can it improve with help of other?
-what can we do to make thing work faster?

and anything ells you can add.
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Re: Questions!

Postby Writer » Sat Jan 02, 2010 12:44 pm

New squads. If they are formed in the middle of on-going adventures, can they still participate in them, or will they have to wait until one is finished and the next one comes up?

How many squads can be in the "same" adventure/campaign at the same time? Is there a limit to how many squads can be in one adventure at the same time?

Is one always guaranteed to be meeting or struggling against/with other squads over the same objective? Will every adventure lead into a big showdown, where someone runs off with the prize, or could one group stay miles ahead of the rest, and get home with the prize without meeting another squad?

What do you do if most or all squads want to pick one campaign over the other?

Once a squad has choosen a campaign, it can switch campaigns to participate in an interesting adventure in the other campaign, but this sets the squad back, so to say, right? What does 'setting back' mean in this instance? You lose all perks and items that you got from the other campaign?

How long are the campaigns?

Switching of players. A player leaves in the middle of an adventure, and another one comes in. Will this be represented at all, or will just a new character appear in the comics?

Oh, and another thing.

Becoming "better" somehow due to the course of an adventure would be nice as it gives a sense of accomplishment and improvement, and it doesn't have to result in someone becoming as powerful as a 100 year old veteran. The Relic hunter introduction comic claims that you can learn new perks (!), or earn new abilities (or items, equipment, trophies, etc., but that's irrelevvant) as rewards for completing an adventure. Perks, as I understand them, are improvements, usually an inherent ability that's recently been unlocked or learned skill within a skill. Learning new tricks with one's chosen trade, for example, or finding out that you can do backflips. They shouldn't be game-breaking, but have lesser benefits that the GM could count as helping towards specific results involving the perk.

For example, Kama, the water mana specialist, could learn how to be faster at moving water, giving him an increased reaction time when trying to do things that involve the sudden use of water mana, making it believable that he "just in time" threw up a wall of water to avoid getting hit by a foe's acid spray, despite being completely flatfooted. Or Meck, the weapon specialist, could learn a sword perk that allowed him to be better at disarming people with certain weapons, bladed ones for example. Etc, etc., etc. Your imagination's the limit, as they say. A GM could leave a perk reward 'open' so that the recipient can talk it over with them what kind of perk he or she could use. A weapon specialist won't have much use for a mana specialist perk, after all.

The challenge would be on the GMs to remember all these perks and abilities and judge on what kind of situations where they could be applicable and to restrict what kinds one could get, making sure of their use and that they are not game-breaking in nature. No small task. Of course, having a perk in something shouldn't mean you'll have instant success in what you do, either! And new abilities could be weaker than your main specialization, since you obviously haven't spent years and years training with it.

Perks do have a benefit over items in that they likely don't have to be drawn all the time as part of the character who carries them. Actually, some items can be carried in the backpacks of the relic hunters too, so maybe this isn't that big a problem. The GM and artist just has to take notice when it is brought forth.
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Re: Questions!

Postby Durlyn Val'Sarghress » Sat Jan 02, 2010 4:25 pm

Suntiger, you mentioned each of us can carry an extra piece of non-combat gear along with the standard provisions we each possess. If so, would it be okay if Izz'ril carried a medical kit with him since he's my team's field medic?
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Re: Questions!

Postby Madea » Sat Jan 02, 2010 6:13 pm

Guys, what Suntiger wrote was just his musing on the matter, not the final say. We're still working on some of the details and we'll get back to you with what will and will not be tracked in terms of group inventory. :3
Please don't speculate too much.

As for mana skills, you shouldn't be expecting exact details because they're not even defined for the other comics. Because the time-frame of each page shifts (moving at the speed of plot, per se) it'll just have to be handled on a case-for-case basis what is possible and what is not.

The way I'm pretty sure it'll have to work is that an action undertakes a mana effect. If it's too much for them or will take more other turns to complete, then that will be told to them in comic (again, like the EA) how many more turns they'd need to spend in order to do something like that. But you're not going to have a chart or anything. You might get a rough guideline of what is and is not possible to start.

Is this how it's going to work? Maybe. We'll be able to give you a better answer soon.


Writer wrote:New squads. If they are formed in the middle of on-going adventures, can they still participate in them, or will they have to wait until one is finished and the next one comes up?

How many squads can be in the "same" adventure/campaign at the same time? Is there a limit to how many squads can be in one adventure at the same time?

Is one always guaranteed to be meeting or struggling against/with other squads over the same objective? Will every adventure lead into a big showdown, where someone runs off with the prize, or could one group stay miles ahead of the rest, and get home with the prize without meeting another squad?

What do you do if most or all squads want to pick one campaign over the other?

Once a squad has choosen a campaign, it can switch campaigns to participate in an interesting adventure in the other campaign, but this sets the squad back, so to say, right? What does 'setting back' mean in this instance? You lose all perks and items that you got from the other campaign?

How long are the campaigns?

Switching of players. A player leaves in the middle of an adventure, and another one comes in. Will this be represented at all, or will just a new character appear in the comics?


Again, just musings based on what I was previously told.
1) I was under the impression a group can join at any time during a campaign, they just start at the starting point.
2) I believe 8, which is the number of panels each page can have. 1 panel per squad.
3) How every campaign ends is up to the players. There isn't any set way for it to end; if one group manages to stay ahead, they stay ahead.
4) Then one campaign has more competition than the other. The game is scaled to meet demand, not restricted to prevent people from playing. All complete squads could sign up for adventure 1 right now, and adventure 2 would simply wait until enough squads had signed up for it.
5) "Perks" and rewards are given at the end of an adventure, so if you quit one campaign to go to the other, not only do you miss out on the potential to get whatever reward there is, but you start back at the starting point for the other adventure. So, you are free to do so, but it places you at a disadvantage. Whatever items you get belong to your squad no matter what campaign you are participating in.
6) They vary. However long it takes a group to complete the objective. But needless to say, they're not designed to be months long; one adventure to the next to the next.
7) That will probably take up that turn for the group, sort of a "Waiting for Reinforcements" thing. Sometimes it might be necessary to switch people out in the middle of an adventure, but it should be a last resort.


Writer wrote:Oh, and another thing.

Becoming "better" somehow due to the course of an adventure would be nice as it gives a sense of accomplishment and improvement, and it doesn't have to result in someone becoming as powerful as a 100 year old veteran. The Relic hunter introduction comic claims that you can learn new perks (!), or earn new abilities (or items, equipment, trophies, etc., but that's irrelevvant) as rewards for completing an adventure. Perks, as I understand them, are improvements, usually an inherent ability that's recently been unlocked or learned skill within a skill. Learning new tricks with one's chosen trade, for example, or finding out that you can do backflips. They shouldn't be game-breaking, but have lesser benefits that the GM could count as helping towards specific results involving the perk.

For example, Kama, the water mana specialist, could learn how to be faster at moving water, giving him an increased reaction time when trying to do things that involve the sudden use of water mana, making it believable that he "just in time" threw up a wall of water to avoid getting hit by a foe's acid spray, despite being completely flatfooted. Or Meck, the weapon specialist, could learn a sword perk that allowed him to be better at disarming people with certain weapons, bladed ones for example. Etc, etc., etc. Your imagination's the limit, as they say. A GM could leave a perk reward 'open' so that the recipient can talk it over with them what kind of perk he or she could use. A weapon specialist won't have much use for a mana specialist perk, after all.

The challenge would be on the GMs to remember all these perks and abilities and judge on what kind of situations where they could be applicable and to restrict what kinds one could get, making sure of their use and that they are not game-breaking in nature. No small task. Of course, having a perk in something shouldn't mean you'll have instant success in what you do, either! And new abilities could be weaker than your main specialization, since you obviously haven't spent years and years training with it.

Perks do have a benefit over items in that they likely don't have to be drawn all the time as part of the character who carries them. Actually, some items can be carried in the backpacks of the relic hunters too, so maybe this isn't that big a problem. The GM and artist just has to take notice when it is brought forth.


See, the problem with all this is that everything you've described is talking about individual characters: that's not how it works. The game isn't about five individual characters accomplishing goals, it's about one squad performing an action just like a rank in PtP. This is a squad action that doesn't get to put forth "soandso does this, soandso does that". You get one panel to show what's going on, so you put forth an action that the squad is undertaking. If one character is performing that, then that character is featured, but in things like combat? You're not going to be able to see every action or specify every movement simply because you don't have the reaction time and it's not feasible to slow down the page just because one person got into a fight. You just have to put forth general tactics and then you get an overview of the "round" of combat.

If anything, individual perks will have to be things that would serve as bonuses to the whole; general traits that would help go towards the group's "tie-breakers" in case of a contested action between squads, not actual and specific abilities that can be tapped upon. Things like "Inspiring", "Seductive", "Hard Bargainer", "Fearless" (FOR EXAMPLE!!! EXAMPLEEEEE!!!). In-game recognition of character traits that actually have an affect on outcomes for the group. Y'know, the way it really works when you play as a team.
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Re: Questions!

Postby suntiger745 » Sat Jan 02, 2010 9:36 pm

Durlyn Val'Sarghress wrote:thanks Suntiger, you've been most helpful ^^
May I ask three questions?
1) what would be a good example of a useful extra non-combat item we could carry around with us?
2) For those of us with non-elemental affinities like summoning or empathy, what would our limits be?
3) When will we be able to post actions for the adventures?

We're probably going to restrict what extra items you can take with you, but you'll be able to choose from a list.
Just for examples though; compass, pen and paper to make notes/maps, fluffy pillow (because the bedroll doesn't come with one ;)), book (with facts, or for entertainment), music instrument, spices (for giving the food some flavour) and so on.

We're thinking of giving everyone the same extra item to start with, but we haven't set it in stone yet.
Ergo, don't bother to think an extra item up yet. ;)

We'll give you a note when it's time to post the actions. The goal is one page per week as I recall but we likely won't reach that for the first page or two though, as things are still being worked on to trim things in.
It was the same for Mel's knighthood, RH1 and PtP as I recall; slower in the start. ;)

Dice Warwick wrote:I'm going to need to know of time and effectiveness of mana skills, as well as if combined with another person. To achieve one goal in a short amount of time (moving ground, controlling water, and attacking) what can we do and not do, or what can we do quickly or not?
-the strength of our mana skills?
-how can it improve with help of other?
-what can we do to make thing work faster?
and anything ells you can add.

Well, time and effectiveness vary a lot so we can't really specify. It will be up to the squad's action and your current condition.

As a general strength measure though: You know how the Sharen headmaster created an entire landscape in the arena for the tournament?
That's something you can't do. :P
Or Quill'yate's ramp when she attacked the dvergars, that you would be able to do, in a day or so and you'd need to rest afterwards from exhaustion.
Two or three days if you want to be able to walk after you've shaped the ramp.

As for others helping, think of it as someone with a tool helping out someone else. Say a person is demolishing a wall with a sledgehammer. If someone joins in, another guy with a sledgehammer starts hitting the wall along with the first.

Practice, practice, practice. :P
In general though, there isn't anything that artificially makes you do your tasks faster. Only time and practice will help with that.

A note on the basic mana shields. The Explorers would make individual mana shields. They can group together so their shields overlap to gain more/better protection though.
The Raiders have been trained to make linked shields (which doesn't exactly come natural to the individual drow). They can make the individual shields too of course, but they can also link auras and make a stronger shield thus.
(Part of the reason commoners can go toe to toe with nobles who are a lot stronger than they are. The lone wolf dies, the pack wins.)

Durlyn Val'Sarghress wrote:Suntiger, you mentioned each of us can carry an extra piece of non-combat gear along with the standard provisions we each possess. If so, would it be okay if Izz'ril carried a medical kit with him since he's my team's field medic?

Since Izz'ril is a medic a medkit presumably is part of his basic loadout. However, he might complete it with better, privately added stuff as well.

Don't bother adding anything yet though; we'll address things like this as we firm up the structure. :)
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Re: Questions!

Postby Writer » Sat Jan 02, 2010 10:39 pm

Understood. Thank you for the educated speculation, Madea.

Some individual perks could still be doable, as per the EXAAAAAMPLES you set, things that benefit a whole squad. Though thinking on it, I realize that another hard part would be to distribute them. Handing out five perks as a reward for one adventure is a bit much, but only one such perk could only go to one person, making the choice of whom to receive it a difficult one. Though I guess the same would go for certain items.

Alternatively, certainly group-oriented perks or abilities could be thinkable rewards, and perfect for the squad-based action system. The perk stays with the group, so to say, even if individual members are switched out.

That said, there's nothing wrong with trophies, items and whatnot. I just think perks and abilities should be, with some thought to their making, possible rewards too. The relic hunter's guide does mention them, after all. If they aren't going to end up as rewards somehow or somewhen, then those lines SHOULD be removed from the guide advertisement.

One more question. Can more than one team 'finish' the requirements of an adventure in the same campaign, or will there always just be one winner?
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Re: Questions!

Postby Tohya » Sat Jan 02, 2010 11:47 pm

If I make a Mana Specialist, do I get to argue over how the magic system works? :3
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Re: Questions!

Postby suntiger745 » Sun Jan 03, 2010 12:25 am

Tohya wrote:If I make a Mana Specialist, do I get to argue over how the magic system works? :3

Of course! As long as you do as we say. :P


Oh, and if you guys don't play nice we'll give you perks like "constipated", "narcoleptic" and "incontinent". }:3
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Re: Questions!

Postby Madea » Sun Jan 03, 2010 12:49 am

Oh, Writer, don't worry. There *will* be perks. ^_^


As for your question about the rewards, it depends on the adventure. Some adventures that will be possible, some it won't. Some will have specific rewards for "placing" in the adventure, others can be adjusted at the end of the adventure or consolation prizes can be given. Because it's a GM-guided game, we can be flexible. After all, it should be fun for everyone, even newcomers!
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Re: Questions!

Postby Dice Warwick » Sun Jan 03, 2010 6:49 am

Madea wrote:Oh, Writer, don't worry. There *will* be perks. ^_^


As for your question about the rewards, it depends on the adventure. Some adventures that will be possible, some it won't. Some will have specific rewards for "placing" in the adventure, others can be adjusted at the end of the adventure or consolation prizes can be given. Because it's a GM-guided game, we can be flexible. After all, it should be fun for everyone, even newcomers!


I see, I see. It's like winning for the Nal'Sarkoth, you get books on things in the overworld, or higher quality gear, and Sarghress you may get a wolf, or better weapons.
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Re: Questions!

Postby Madea » Sun Jan 03, 2010 7:29 am

Dice Warwick wrote:
Madea wrote:Oh, Writer, don't worry. There *will* be perks. ^_^


As for your question about the rewards, it depends on the adventure. Some adventures that will be possible, some it won't. Some will have specific rewards for "placing" in the adventure, others can be adjusted at the end of the adventure or consolation prizes can be given. Because it's a GM-guided game, we can be flexible. After all, it should be fun for everyone, even newcomers!


I see, I see. It's like winning for the Nal'Sarkoth, you get books on things in the overworld, or higher quality gear, and Sarghress you may get a wolf, or better weapons.


I don't think you've got quite the grasp but don't worry, everything will become more clear as the game gets underway.

Also, you probably won't get wolves. XD
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Re: Questions!

Postby Dice Warwick » Sun Jan 03, 2010 7:49 am

I thought so, and I'm Nal'Sarkoth, so it would be odd for me to get a wolf. ^^;

But it's best to not think about rewards right now, the game has not even started. Lets just say that we get something worth it at the end... (I hope for a good wallpaper from Kern. or a plushy of my character!!! }:3 )
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