Makarion wrote:
Mmkay.
It may be best to just talk to your GM and say 'This is the type of character I would like to play and this is a solution. Is there anything else you would like to change so as to help make this work?' If he is a reasonable GM he more than likely will work with you to make a character you find fun that wont be over powered. Be sure to go to him with some solutions though, like your switching out for divine spells.
I would say go Elf Kensai Magus. At first level grab the Weapon Finesse feat and work to qualify for the Dervish Dance feat (just takes two ranks of the Dance skill). At third level also grab the Spell Blending (Mage Armor) magus arcana and you will have a pretty decent AC without even having to buy armor. For your stats I would go STR 7
At level three you should have an AC of 26 with just Shield, Mage Armor, and a Scimitar wielded. Even higher with magic items. Also, DEX will be providing your damage instead of STR so get a handy haversack ASAP.
leperkhaun wrote:
I will fully accept getting a bounty on my head for killing someone, but I refuse to accept an infinite one. Also, by the same logic the guy who stole my kill should be able to accept the consequences for his actions with me killing him every time I meet him.
Tuoweit wrote:
Yes, but if the bandit was turned into a griefer and the merchant was turned into some new guy, then you would say killing the new guy once? Okay, perhaps the new guy stumbled into the wrong area. Twice, the guy is a slow learner. Three times? The guy is hunting that poor kid down and must be dealt with. The same logic should apply to how many times a bounty can be issued.
@leperkhaun I think that is way overboard for a random killing. I can see the bounty system more or less as stated but with a limit on how many times it can be reinstated. If a bandit raided a merchant and killed him I can see him putting a bounty on his head and would let him do that one or two times. After three in a row specifically for one incident would be griefing. It is ruining someone else enjoyment of the game to have to find some way to try and reconcile with a random person who could be some loon that can never let go of a grudge. Say for instance you are walking through the woods and you come upon a rare item/spawn/whathaveyou. Some other person runs out of nowhere and ninjas it. You decide to kill him. Then you say 'you know what? This guy hasn't suffered nearly enough' so you go out and kill him a second time. Then a third. You keep doing this for a week. Are you griefing? How is an infinite bounty system any different?
Harad Navar wrote:
From the previous post I thought you were talking about making your own settlement, then you go and say you wanted to become a suicide pilot? I'm lost. Is flight going to be in this game? It would be awesome if it is.
Harrison wrote:
I don't think he means that the EVE community just started to bend over and take it, just that it is a matter of fact. You go to the shady side of the universe you will get killed... habitually. So, you just steer clear of that system/group of systems. Most of the kills in highsec that could be considered griefing was more of holidays that show how great a game EVE is. I know that seems odd but Hulkagedon was some of the most fun I had in that game. It proved what the game stood for and continues to stand for: a vast, uncaring universe that you have to stand up for yourself in if you want to succeed. PFO doesn't have to follow that exact model but the community as a whole may suffer from it. If there is no risk to traveling outside of a town with all of your goods to the next town over, then when you get there you will find that all the tradesmen had the same ease of getting there. If they had no risk then you will over saturate the market with commodities lowering your profit margin. If you allow for the occasional griefer so that the regular bandit may keep his job then you add risk. With that risk you may get attacked, or the guy before you got attacked allowing you to sell your items to a market that is in need of what you have because no one else was able to get there. Heck, you could just higher a bunch of dudes to be bandits on a road and kill every caravan but yours that passes through, eliminating your competition. That is the true beauty of a sandbox.
I would expect most companies will be self policing. Those that are not or are made specifically to grief will probably be policed by the ones that have made it a goal to ride the world of their ilk. If EVE is an example to be cited then we can all see that a little bit of griefing here and there will not kill the game and when a company or corporation is founded upon that type of gameplay ultimately their own discontent will lead to their downfall. Also, personally I am very much against a meta-game super-government.
Andius wrote: The ability to use discretion in defining what exactly constitutes griefers rather than hard black and white policies is what makes player enforced anti-griefing superior to GM/Admin enforced anti-griefing policies. My question was mostly aimed at that. However, thank you Blaeringr, Tony is a continuing inspiration to me.
Here is a question, if someone keeps killing the player with an ∞ bounty on them would that be considered griefing? Say, for example, player A is killed by player B. Player A happens to be very wealthy and influential. Player B was a hired assassin sent by who knows who. Player A wants player B to suffer for the inconvenience that player B inflicted upon his person. So he puts a bounty on his head and states that Group C may be one who can collect because they are very good at that sort of thing. Now Group C is really good and kills Player B in about an hour, player A does not think that it is good enough. So, player A keeps putting bounties on player B's head and group C keeps collecting often within a few hours or perhaps a day or so later. Would you, in respect to the proposed treaty, consider that griefing and lay down the mighty hand of all who withhold the treaty? If so, upon whom?
But again, I ask, what affects DCs? It has been explicitly stated that attributes will affect saves and skill training and nothing else. So, in that system a fireball with just a DC of 13 will be easily avoided by someone with a 16 dex and then whatever else will increase his reflex save. It just seems loaded for people to keep their saves up as high as possible then the only thing they have to worry about is that sword.
The idea I was trying to convey is given about a year after early enrollment Bob will change his attributes to give him the great saves, he already has a solid barbarian build going he might reach his 20th merit badge about 6 months to a year after Burt, but for the most part he will be much more survivable than Burt. Especially if skill training wont intrinsically make you better. If you add in new characters then Bob will have not only a year of training to make him more talented but never really feel much of a sting for the slower skill training, after all most of his prey is a year younger than him and that power curve will constantly be widening because new players will join every day.
My real fear is if they introduce a way to change your attributes then I can see a place where people have the ones they need to get to a decent skill level in what they do, then 'respec' their attributes to get as high of saves as possible. It seems like it will end up just being cookie cutters on the attribute end. If my attributes only count for skill training and saves then at the end of the day I am training what I need to make myself viable in as short a time then switching to give myself the best saves I can so it increases my survivability.
goblinworks blog wrote:
Right there it looks like it will be everything that someone has on their person. While I don't fully agree with threading, I would like it be that when I die I lose everything. It would add a sense of excitement and a him or me mentality. However, I would like it if during the battle some of my stuff broke upon my death and made it disappear. Possibly even making a durability system. Though unlike WoW where if your item has 0 durability it is just unusable until you get it repaired, I would like to see it just get destroyed and go bye-bye. It would also make it so that just by ganking or griefing you add a little more danger to yourself.
What it looks like it reads is that everything on your corpse is lootable except what is threaded, gear worn or carried. So if you have a nice sword and some pretty nifty armor you want to thread it but if that uses all your available threads then you will lose your bag of holding and your boots of speed. @Daeron Binding your items would kind of defeat the point of the system, that of making dieing and killing meaningful. Either the 'bound' object would be something you thread or since only you would be able to use it the guy looking your husk would just leave it behind and thus destroyed.
In my mind the way to best handle this is to need a spell or scroll to enchant an item along with a class ability/feat such as create magic arms and armor and if it is a scroll then you would also need a skill such as use magic device all being in the PnP game and translates well enough to an MMO. It will make it so that a crafter could do the entire thing without having a dedicated caster archetype stepping on their toes. Not many would want to waste time training something specifically to create stuff if that wasn't their idea behind their character concept. Also, create scrolls is something that is iconic for a wizard to do so it doesn't seem odd if someone was able to train that and have it slotted without it disrupting their focus bonus. |