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{Roleplayers' Table}

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Old 10-04-2008, 03:25 PM   #231
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Default Re: {Roleplayers' Table}

Quote: Originally Posted by DDv View Post
Yes, more runes, but we are talking only about elemental spells here. What about illusions, conjuratiions, scrying, etc?
Well, we could utilize the Conjure Rune for conjurations, when you utilize that rune with a rune symbol for a creature, you'd conjure that creature. If you wanted a creature with an element attributed to it, you'd conjure the creature rune merge with an element rune.

Quote: Originally Posted by DDv View Post
I think casting time should be determined by the number of runes used in the spell.
So we'd need to specify the amount of casting time utilized by the runes then. Like ...
1 - 5 runes = instant
6 - 10 runes = 1 standard action
11 - 15 runes = full round

Quote: Originally Posted by DDv View Post
Any spell without a "duration rune" would be an instantaneous effect. I can see we will have some trouble with this one...
what I meant by that, is you'd use a duration rune to specify how long the storm of shards would last or maybe even a blizzard or acid cloud. Say duration runes = 5 rounds or so. With that you could use an enhancement rune to lengthen the duration.
 
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Old 10-05-2008, 10:43 AM   #232
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Default Re: {Roleplayers' Table}

dramscaperx: No, it's better this way. It's like imitating the existing rules so it's easier to work with it.

dalamon: I'm sure we can figure out how to work non-elemental spells, I just wanted to warn everyone not to forget about them. :)

Specifying the number of runes for casting time is far too early, but yes, I think it'll work like that.

I thought that we should have more than one duration rune. The longer you wanted the spell to last the more powerful rune you'd have to use (type1: 1 turn/level; type2: 1 min/level; type3: 1 hour/level and so on).

I'm still saying we need to work more on the spells' structure. We only have the first step and not even that is final yet.
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Old 10-06-2008, 12:15 PM   #233
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Default Re: {Roleplayers' Table}

Sorry for the delay. Went to the Renaissance Faire yesterday and didn't get back until late. :-)

Quote: Originally Posted by DDv View Post
I thought that we should have more than one duration rune. The longer you wanted the spell to last the more powerful rune you'd have to use (type1: 1 turn/level; type2: 1 min/level; type3: 1 hour/level and so on).
So every rune has a power level structure? ...

Fire 1, Fire 2, Fire 3
Water 1, Water 2, Water 3
Air 1, Air 2, Air 3
Conjure 1, Conjure 2, Conjure 3
et cetera ...

If that is the case, we'd need to set up rules for how the spell levels work and what they allow the spell phrase to achieve ...

I.E.

Conjure 1 can only conjure creatures from List A
Conjure 2 can only conjure creatures from List B or 2 from List A
Conjure 3 can only conjure creatures from List C or 2 from List B or 3 from List A
et cetera ...

Fire 1 can only be joined with another level 1 rune?
OR
Air 2 can be joined with 2 other level 1 runes or another level 2 rune?

Quote: Originally Posted by DDv View Post
I'm still saying we need to work more on the spells' structure. We only have the first step and not even that is final yet.
Should we define the steps ... try to lay them out before going in depth with the setup?
 
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Old 10-06-2008, 05:31 PM   #234
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Default Re: {Roleplayers' Table}

"So every rune has a power level structure? ..."

No, only the enhancer runes. Essentially, they are an alternative of the power level structure. (Fire 2 = Fire + Enhance Power)


Yes, we need at least a basic layout of the spell structure. What we have now is only a small part of that. We can determine the spell's type with the attribute rune and can apply minor modifications (thus determining the subtype?), but still it's only the type of the spell we have and not the spell itself.

I think this is fine as the basis, but I couldn't come up with the rest of the structure. Yet.

p.s. How was the faire? :)
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Old 10-06-2008, 06:06 PM   #235
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Default Re: {Roleplayers' Table}

Loved the faire. My wife and I are season pass holders. This is our second year as season passers, but have been going for four years. We also have two outfits we go up in as well. My surname is Scottish so I actually purchased my clan's tartan and wore that for our wedding, and have worn it up ever since. I also wear it around the house. Sadly, it doesn't follow business attire so I can't wear it to work.

Back to business ...

Just another question, should there be runes for creatures/items? For conjuring purposes?

So our current rune types consist of ....

Basic Rune
Enhancer Rune
Function Rune
Other Rune

We need a way to say ... For a spell to work, you need to use 1 of the following components ...

Basic Rune
or
Functional Rune

{I added Function Runes because if you're Conjuring (wolf) or Conjuring (ant swarm) there is no need for a Basic Rune is there? Unless we added creature runes to the list; that would change this statement entirely.}

To utilize an Enhancer Rune you must use at least 1 Basic Rune or Functional Rune.
[Basic Rune] + [Enhancer Rune] ...
Fire + Enhance Power
OR
Fire + Enhance Power (Basic)
{or should we do ... Basic Fire ... like that ... where the Enhancer gets added to the Basic Rune. Others would look like Greater Air or Super Wind or Improved Earth}

To utilize an Other Rune, you must use at least 1 Basic Rune or Functional Rune.
[Basic Rune] + [Other Rune]
Sonic + Conjure

....

Should we have runes that designate what the spell does? Or should that be utilize within the sentence structure?
 
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Old 10-06-2008, 06:35 PM   #236
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Default Re: {Roleplayers' Table}

Quote: Originally Posted by dalamon View Post
Loved the faire.
Sounds fun. :)
Quote:
Just another question, should there be runes for creatures/items? For conjuring purposes?
For creatures, I don't think it's necessary. You can simply adjust the spell's power and then pick something. For items, I don't know yet. For materials, we've been discussing this and an "alchemical code" is rather appealing to me, and it may have other uses too.
Quote:
So our current rune types consist of ....
Attribute/Basic runes and Enhancer runes. The rest are leftovers from the previous concept. Conjure is an attribute rune in the concept since it defines the spell's type.
Quote:
Should we have runes that designate what the spell does?
Yes, this is exactly what we need now. We have a type and possibly sub-type, but we still don't know what it does. So we need something, not necessarily runes for every possible effect, but some kind of system that allows us to make up these effects. Whichever is easier to handle.
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Old 10-07-2008, 10:18 AM   #237
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Default Re: {Roleplayers' Table}

Quote: Originally Posted by DDv View Post
We have a type and possibly sub-type, but we still don't know what it does. So we need something, not necessarily runes for every possible effect, but some kind of system that allows us to make up these effects. Whichever is easier to handle.
Well if we used runes to determine how a spell acted, it would have to be runes like ...
Casting Runes
- Breath
- Ray
- Cloud
- Binding

Area Effect Runes
- Cone
- Line
- Cylinder

If we used a system we could state ...

- When ever the Air Rune is merged at the end of a spell, the spell works like a storm effect.
- When a Rune is merged with Force, it works like a ray.
- When an Rune is merged with Water it is cooled
- When Air and Water are merged, ice is created
[Blizzard ... (Air merge Water) merge Air]


Which seems easiest? Any suggestions, improvements, down-right restructuring?
 
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Old 10-07-2008, 04:02 PM   #238
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Default Re: {Roleplayers' Table}

The first idea is completely against the purpose of this project, to create a free-form magic system. The second one is better but it would require a lot of work, remember, we need illusions, scrying, taumathurgy, auras and various other effects. The simpler an effect the easier it is to make, but we need to be able to make complex effects as well.

We need more runes since the system is based on them, but we can't make them until we decide how to proceed. Maybe we need an entirely new idea, maybe we can use your second idea. We need to think ahead now, how this all would be possible.
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Old 10-08-2008, 06:37 PM   #239
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Default Re: {Roleplayers' Table}

Sorry for the delay, work has been pretty busy around here so I haven't had the extra time to put some stuff up.

Quote: Originally Posted by DDv View Post
The first idea is completely against the purpose of this project, to create a free-form magic system.
I agree with the second option too. I figured option one destroyed what we were aiming for with this idea but I thought giving two spectrums of choice may help us move forward.

Quote: Originally Posted by DDv View Post
The second one is better but it would require a lot of work, remember, we need illusions, scrying, taumathurgy, auras and various other effects. The simpler an effect the easier it is to make, but we need to be able to make complex effects as well.


We need more runes since the system is based on them, but we can't make them until we decide how to proceed. Maybe we need an entirely new idea, maybe we can use your second idea. We need to think ahead now, how this all would be possible.
So, now that we know we need to determine how runes react where they are placed within the sentence construction, we should attempt to determine how runes react with one another in general as well.

I think if we get started on general rule standards we can still add the necessary runes. Trying to get all at once may cause the setup to seem bigger than it is. We have a base set of runes, we can build upon them from here.
 
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Old 10-09-2008, 01:17 AM   #240
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Default Re: {Roleplayers' Table}

Yes, now we only need some actual rules. Don't hold back! :)

p.s. I'll be very busy until the end of the next week, but I'll try to help as much as I can afterwards.
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