Pyromancy

by Hazar

Back to Ideas.

Shiri2005-01-14 16:10:14
Uh-huh. I doubted any skillsets would be just used straight off, it's just a source of ideas, you know? happy.gif

Hey, maybe the skillsets just aren't great, but by sheer chance we might have come up with a usable idea while we're at it, eh? Besides, that's the point of posting them here. Constructive criticism goes a long way.
Hazar2005-01-14 16:56:07
Show me a list of Aquamancy abilities and show me how they're more 'coherent' then this.
Shiri2005-01-14 16:59:42
Well, he has a point as far as the formatting goes, perhaps? I don't think that's quite what he meant, but I felt more comfortable writing the way I did than the way they've written the skillsets so far. You know, with the and so forth. (Plus, I should really put all the damage things in sometime.)
Rhysus2005-01-14 17:41:36
The formatting is fine. And Aquamancy wasn't created in a functionally applicable form either. Their failure was the same.
Shiri2005-01-14 17:45:18
Could you show us examples of ones that were, or give us suggestions, then? I was, in fact, basing mine off Aquamancy, having assumed it was good enough to use, so if you can provide what you would call a better way of going about things, I'm willing to reconsider things. For want of better examples, though, I'm sticking with my current Aeromancy thing, eh?
Rhysus2005-01-14 18:02:23
Using Aquamancy as the basis for constructing a well structured skillset would be akin to building the Charles River Bridge using pictures of Roman aquaducts.

I would suggest looking at Guardian skillsets and looking at how different skills work together to achieve a style of combat. There are multiple avenues, but they are more or less well balanced.

When trying to write a skillset, it is really very difficult to do without knowing all three skills that are going to be available to a person with this skillset. For obvious reasons this is harder in Lusternia than in other IRE realms, but even disregarding this difficulty, it needs be said that the individual abilities within a skill need to be made to achieve something in particular. Giving people a smattering of skills that are useful individually ultimately doesn't cut it. They need to complement one another in such a way as to make an interesting, while still competent, skill, without losing any sense of internal structure.
Shiri2005-01-14 18:05:06
Hrm. Will try to keep that in mind in future, but I thought I already did that fairly well with Aeromancy. Maybe not. Ah well.
Hazar2005-01-14 19:00:48
Hmm. I'll think on it. But to a certain degree it's hard to make a bunch of pieces of text connected.
Rhysus2005-01-14 19:34:20
Don't think of it in terms of letters. Think of it in terms of concepts. Ultimately you want your design to be formulated in such a fashion as to start with the effects of the skills, and then decide how they are going to happen. Going the other way will go faster and you'll end up with cool looking skills, but they generally won't fit together very well.

Instead, decide how you intend the Archetype to function with this skill, in terms of their ability to fight, function as a member of the city, and as a member of the larger world economic structure, and expand outward from there. Designing the cosmetic aspects of the skills should be the -last- thing you do. It can be a bit harder, but much more -effective- to skin the skeletal structure of an ability than to instill structure within a cosmetic skin.
Shiri2005-01-30 12:03:23
Pyredust - Pyric sand that burns away energised waters.

Placing a sprinkling of pyredust in diluted elixirs, while it will not affect their normal usage, will evaporate the energised aquamantic waters from it, restorting it to full usage.
Hazar2006-03-10 00:15:57
bump.gif
Arix2006-03-10 00:20:16
What's with the sudden interest in Pyromancy?
Hazar2006-03-10 00:21:24
I think it's the sugar influence. I felt like dragging this old thing up.
Arix2006-03-10 00:22:27
Is there one for Aeromancy?
Hazar2006-03-10 00:24:03
Coming your way.
ferlas2006-03-10 02:52:46
Do we have enough players at the momment to support 6 fully working communes and cities?
Yrael2006-03-10 03:00:30
QUOTE
Do we have enough players at the momment to support 6 fully working communes and cities?


Serenwilde does.
Unknown2006-03-10 03:01:55
QUOTE(ferlas @ Mar 9 2006, 09:52 PM) 268276

Do we have enough players at the momment to support 6 fully working communes and cities?

The answer is no, and even if we suddenly trippled our playerbase we wouldn't have enough places in the basin for everyone to be and hunt and quest and take over villages.
Unknown2006-03-10 03:11:12
We didn't have enough for Glomdoring, when it came.

I think we should wait.
Hazar2006-03-10 03:50:40
Hey, I never said we should RELEASE Gaudiguch and Hallifax. I just thought these were fun to look at again.