Sgrid

Druid guild related issues

Sgrid

Postby Salius on Thu Jun 07, 2007 5:15 pm

Command: sgrid
Syntax: sgrid <target> with <crushed flower>
Description:
Sgrid is an attacking ritual. It is used to cause the target to temporarily
feel ill, and as such all their stats drop by 1.
Casting this on a player is a player killer action.
It requires either some crushed yellow flowers or crushed violets to throw at
the target.
It uses 40 faith gp.


How about updating or deleting this command?
A drop in one stat makes for very littly difference against all but the weakest of mobs.

The timing is slow, costs are high (55gp with one time forage), and usage approximates zero.

Rolling Eyes
Salius
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Re: Sgrid

Postby Fantom on Fri Jun 08, 2007 11:49 am

The ideas you suggest are quite possible - and the command is largely pointless at this time - but it's also not reasonable that a level 1 guy be able to drop peoples stats by much.

http://tharsisgate.dyndns.org/twiki/bin ... ntCommands

Click on the SGrid link.

Design the command with aspects and ranks and it becomes doable.
Be nice, there is only one of me.
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Re: Sgrid

Postby Salius on Thu Nov 22, 2007 7:36 am

How about changing the power and nature of stat drop based on reagent type/quality, skill of faith roll, and mob resistance type.

This would probably be better set in subgroups with a specific reagent only working on one stat but later potions and mixes could be used to do the multiples.

(ex. Sgrid using Ginseng = str loss, Sgrid using blackroots = wis loss, Sgrid using mandrake = con loss, Sgrid using Ekin's Blood Potion = con loss, str loss, int loss, aura damage every 10 seconds, poison damage every 20 seconds, + stinger)

:twisted: )
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Re: Sgrid

Postby Salius on Mon Dec 31, 2007 8:29 pm

The ability to advance the command should probably be close to what you did with barkskin: reduced cost, reduced steps, modifier to reagent, modifier to timer.

Maybe the nth mastery could allow distance cast. Starting a costly command and watching their zmud instantly move them a room over when they get the first step message is hardly the way we should be setting up the how to play of tharsis. How about allowing the special to land even if they ran as long as you got to see them long enough to target. This makes sense for most magical attacks. Maybe the mastery for thieves and other physically based classes would be instants on movement (like Kehl).
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