Magic mushrooms

by Elryn

Back to Ideas.

Elryn2005-02-06 23:25:20
Ok, although I think all the complaints about changing spores because they are overpowered are entirely baseless, I personally have wanted the nature of mushroom circles changed for a while. Here is my suggestion:

Syntax: FAESUMMON MUSHROOMS (10 power)
ENCHANT MUSHROOMS (1 power)
SNORT SPORES
Mushroom circles may only be summoned in a forest location, and you may only summon one of them. You may enchant them with magick which will last for one month. Each evening they will produce spores which anyone can then collect. Once you have some spores, you alone may SNORT SPORES, which will instantly transport you to the mushroom circle, if it is enchanted. Be warned, if someone wanders into an enchanted mushroom circle who is not initiated into the Wiccan ways, they will suffer the wrath of the spirits and be drained in mind and body.

Ok. So, the change is that mushroom circles now cost a lot to summon, but they will last quite happily indefinitely. (Well, unless the person goes walkabout, in which case it will fade if they haven't logged in for a week or so.) However, a Moondancer can only summon one circle, and it is unique to that Moondancer. Also, only the owner of that circle could use the spores it produces. The circle must be enchanted (which lasts for a month), otherwise it is essentially decorative. If it is enchanted, any non-Wiccan who enters the location will be drained in willpower and endurance.

Why?

Well, a number of reasons. First, it has been stated repeatedly on these forums that as it is currently, anyone being able to use spores gives all Serenwilders something which they have not had to earn. Also, by ensuring that only one circle can be summoned and used by a Moondancer, they have a limit on how many times they can escape combat using spores. (The act itself, incidentally, is -not- overpowered). To go along with these 'downgrades', I have added something that I think boosts the rp value of mushroom circles, as well as forcing some strategy. Because the draining happens on any non-Wiccan, you can't leave them right next to a nexus, or in a very safe public place. Also, entering a mystic mushroom circle should be something quite dangerous to mortals, as they are the domain of the nature spirits.

What do you think?

Edit: Maybe it could be dangerous for those without knowledge of the spirits (totems), rather than all non-Wiccans. Maybe I was making it a tad too deficient there.
Unknown2005-02-07 01:31:45
I like it. Limits how OMG OVERPOWERED!!!!1!!!one spores are, because you actually need the skill in order to use the spores, and you can't put spores absolutely everywhere. However, the 'one circle only' bit would hamper its use in the arena. Perhaps something seperate would have to be coded for arena usage.

I also see a problem how these can't be removed easily. Perhaps add a command to HARVEST MUSHROOMS to completely fill you up (mmm, sauteed mushrooms) and remove the circle, with a limitation on how many times this could be done a month (once).

Also, the bug/feature that allows you to summon mushrooms on druidically forested rooms might need changing, to prevent Mr. and Mrs. Lame from walking into Magnagora, foresting, and making a mushroom circle that would last until the end of time.

Hrm, while I'm at it perhaps a minor addition as well: ENTER CIRCLE would give you a much greater resistance to summoning, and provide mana regeneration, while in the circle. Leaving the room would, of course, make you leave the circle.
Elryn2005-02-07 01:42:56
I don't see why they need to be used in the arena, but that could be added if necessary.

As for moving/removing them... what you've offered is an excellent idea. I originally imagined that the 10 power feat of creating a new circle would just automatically destroy the old one, but yours is much better, and probably easier to code. smile.gif

I see no problem with creating them in forested rooms, provided they disappear when the ethereal forest does too. But I'll leave that up to whoever does the balancing.
Unknown2005-02-07 01:45:17
I like the idea. It will basically add a cost to our escape methods (10 + 1 for each use), limit the skills to the class that actually earnt its use and add a tiny bit more offence to a class limited in that regard.

Not sure about them lasting an unlimited amount of time though. Perhaps the circle should need to be maintained? Syphon off one or two power into the circle every ingame month to keep the circle alive and producing new mushrooms, maybe?
Unknown2005-02-07 01:57:49
I think the enchanting (one power) would be the way to maintain 'em. Perhaps after a RL week of no enchantment, they fade, like Elryn posted above?

And I use spores all the time in the Arena. My strategies tend to be hit 'em with lots of afflictions, run, and just constantly run in and out of the room, doing as much damage as possible. Not a great strategy, I know, but spores help alot with that. Plus, if we were able to gain a defence from being in a circle, that would be a great incentive to have a circle in the arena.
Gwylifar2005-02-07 02:02:58
While I can see why people might object to them being usable by those other than the ones with the skill that can raise them, there's a metagaming reason for it. By allowing the guilds to aid one another, we encourage them to interact, to work together, to forge bonds with one another.

I'd like it if some means was found to limit this without eliminating its ability to bring us together. Of course you could say I'm biased as my character is allegedly one of the beneficiaries. (Though thus far I've only ever had spores get me out of trouble once and I've had them get me into more trouble twice. Gwylifar just isn't obnoxious enough about making sure he gets them when he needs them.)
Unknown2005-02-07 02:32:15
QUOTE(Gwylifar @ Feb 7 2005, 01:02 PM)
While I can see why people might object to them being usable by those other than the ones with the skill that can raise them, there's a metagaming reason for it.  By allowing the guilds to aid one another, we encourage them to interact, to work together, to forge bonds with one another.

I'd like it if some means was found to limit this without eliminating its ability to bring us together.  Of course you could say I'm biased as my character is allegedly one of the beneficiaries.  (Though thus far I've only ever had spores get me out of trouble once and I've had them get me into more trouble twice.  Gwylifar just isn't obnoxious enough about making sure he gets them when he needs them.)
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It's simple really. The spores can only be enchanted with the ability to transport by a Moondancer. Once the spore is enchanted though, perhaps anyone can use it?
Drago2005-02-07 02:36:00
Or only the moondancer's allies can use it? Or only people with totems?
Elryn2005-02-07 02:50:14
Hmm, I believe it is best that spores work only for the Moondancer who raised the circle. Perhaps if beneficial effects are added to the mushroom circle, these could apply to the Moondancers allies also? That would satisfy the working together part, somewhat.

Hartstone have flow, do the Serenguard have any other means of escape? I'm not sure if as a warrior class they are meant to be as flighty, but maybe they could develop something as well, so if they lose spores they have something in its place.
Olan2005-02-07 04:11:59
I think there should be a power cost associated with the actual USE (snorting) of spores, to prevent the vitae/snort instant savior of real death. This change is in line with the changes made to lich and ghost to insure a chance at a second death. As is, there's no real way to stop this (since we don't have time to afflict between the vitae and the snort).
Unknown2005-02-07 04:17:07
QUOTE(Olan @ Feb 7 2005, 03:11 PM)
I think there should be a power cost associated with the actual USE (snorting) of spores, to prevent the vitae/snort instant savior of real death. This change is in line with the changes made to lich and ghost to insure a chance at a second death. As is, there's no real way to stop this (since we don't have time to afflict between the vitae and the snort).
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I thought that's what the whole idea about having to enchant the snores to make them useable was about?
Unknown2005-02-07 04:18:44
You spelled 'magic' wrong.

Your point is voided.
Elryn2005-02-07 04:22:31
Ah excellent, I was waiting for a chance to discuss this. happy.gif

Spores are not comparable to lich.

Consider, Lich is a definitive method of avoiding one death. No matter what I do, as far as I know there is no way of stopping someone from becoming that soul thingy on death and then reforming. It is a guaranteed, escape-from-death skill. After you have been reformed with no experience loss, you then have your chance to escape, not to mention escaping as a soul if there aren't any eye sigils.

Spores is nothing of the sort. You must arrange your combat strategy so that at some stage you are sufficiently free of afflictions to be able to use them to escape. In this respect, they are much like the walk ability, except they require a mythical skill level. (Well, they should, anyway.) Escaping combat means you haven't died, its not a way of cheating death. Are some people skilled at escaping combat if it doesn't go well? Of course. But that means you must attempt a different strategy to destroy them, at which point they -will- die.

To me, spores taking power to use doesn't really make a lot of sense. The adjustment I have suggested will prevent the only supported argument against them that I can see, and that is that anyone can use them.
Unknown2005-02-07 04:24:45
QUOTE(Guido Flagg @ Feb 7 2005, 03:18 PM)
You spelled 'magic' wrong.

Your point is voided.
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*Thwack*

Back in your cage!
Olan2005-02-07 04:38:19
Sorry, Elryn, but no.

Spores combined with Vitae means even if you die once, you not only escape major XP loss, but you are instantly and unstoppably transported across the land to a place as safe as possible. Since after the vitae death the person has no afflictions, there is NO way to prevent the spores being used to escape. In other words, this is in no way like the 'walk' skill. It requires no skills to use, no effort to use, is unstoppable, usable by everyone (except if Serenwilde doesn't want you using them, you will never get another potion refill ever).

Currently, Lich is a TRANS skill, with SERIOUS drawbacks that still requires a lot of user intervention to actually escape and not die again. It can ALSO be stripped in combat, and after I lich once, I'm not going to have a chance to cast it again until I regen 10 power. Frankly, lich SHOULD be better then spores, since it is extremely limited in who can use it, can't help anyone other then the skill owner, and is a TRANS SKILL in an otherwise nearly useless skillset.

IF spores needed power to snort (I'd vote 3, personally) then the person dying would have to use that overpowered walk skill you say is just as good as spores for just long enough to get some power back. If spores isn't that much different from walking, then you should have no problem with this.

QUOTE(Elryn @ Feb 6 2005, 09:22 PM)
Ah excellent, I was waiting for a chance to discuss this.  happy.gif

Spores are not comparable to lich.

Consider, Lich is a definitive method of avoiding one death.  No matter what I do, as far as I know there is no way of stopping someone from becoming that soul thingy on death and then reforming.  It is a guaranteed, escape-from-death skill.  After you have been reformed with no experience loss, you then have your chance to escape, not to mention escaping as a soul if there aren't any eye sigils.

Spores is nothing of the sort.  You must arrange your combat strategy so that at some stage you are sufficiently free of afflictions to be able to use them to escape.  In this respect, they are much like the walk ability, except they require a mythical skill level. (Well, they should, anyway.)  Escaping combat means you haven't died, its not a way of cheating death.  Are some people skilled at escaping combat if it doesn't go well?  Of course.  But that means you must attempt a different strategy to destroy them, at which point they -will- die.

To me, spores taking power to use doesn't really make a lot of sense.  The adjustment I have suggested will prevent the only supported argument against them that I can see, and that is that anyone can use them.
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Drago2005-02-07 04:44:33
If anything, it should only take 1 power to snort. Or just cause death by anything to make you drop all the spores you're carrying.
Faethan2005-02-07 04:48:11
Dropping spores when you die would /suck./ It would have to be that they disappear rather than being dropped for others to pick up and use.
Elryn2005-02-07 04:49:05
But you're still comparing a free death ability with an escape ability. The two aren't the same. If someone is quick enough to escape after a vitae death, good for them. That doesn't equal deathlessness. They -have- died. As far as I know, anyone who dies with vitae then has a chance to escape. If you triggered yourself to walk or fling the map tarot, can't you still escape just the same?

And I wasn't aware lich could be stripped in combat... how do you do that?
Elryn2005-02-07 04:51:17
Actually, dropping spores wouldn't be too bad... *ponder* Unless you had them in your pack, maybe? With this change, no-one else could use them anyway.
Olan2005-02-07 05:04:57
If the escape ability is a better 'free death' ability then the actual, TRANS free death ability, how in the heck is that balanced? Vitae death is almost nothing, and there is 0 chance someone can stop it or cause a second, 'real' death. It should cost power to snort. If its just an escape ability, I'm sure you can save a couple power to escape, like most of the rest of us. If it is supposed to be a (nearly) free death ability, give it some restrictions, like lichdom. As it is, spores is the best of both worlds, and doesn't require any work or skill by the user! THIS IS ABSURD.

QUOTE(Elryn @ Feb 6 2005, 09:49 PM)
But you're still comparing a free death ability with an escape ability.  The two aren't the same.  If someone is quick enough to escape after a vitae death, good for them.  That doesn't equal deathlessness.  They -have- died.  As far as I know, anyone who dies with vitae then has a chance to escape.  If you triggered yourself to walk or fling the map tarot, can't you still escape just the same?

And I wasn't aware lich could be stripped in combat... how do you do that?
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