Shaddus2009-06-09 05:01:07
QUOTE (Estarra @ Jun 8 2009, 11:56 PM) <{POST_SNAPBACK}>
Following up on rock climbing, this move seems to fit the bill:
However, it's kind of a mundane maneuver and doesn't make sense to be able to do without legs (at least). We probably want this able to be done with broken legs. Hmm. Maybe we shouldn't overthink this and just call the skill "RockClimbing" as a precursor to mountaineering.
If we were going the magical route, then maybe there could be a magical skill in basic elementalism that mages could enchant (though commune members would have to rely on cities for it). I'm thinking an earth-based spell that creates a column of dirt underneath you (Pillar) that pushes you to the surface.
Hmmm...
However, it's kind of a mundane maneuver and doesn't make sense to be able to do without legs (at least). We probably want this able to be done with broken legs. Hmm. Maybe we shouldn't overthink this and just call the skill "RockClimbing" as a precursor to mountaineering.
If we were going the magical route, then maybe there could be a magical skill in basic elementalism that mages could enchant (though commune members would have to rely on cities for it). I'm thinking an earth-based spell that creates a column of dirt underneath you (Pillar) that pushes you to the surface.
Hmmm...
Stalagmite?
Celina2009-06-09 05:02:57
Poor trackers.
I vote for a pokemon inspired skill.
Diglett
I vote for a pokemon inspired skill.
Diglett
Daganev2009-06-09 05:09:47
I still like digup
though rockclimbing works also. (environment needs some usefull skills)
though rockclimbing works also. (environment needs some usefull skills)
Estarra2009-06-09 05:11:56
I'm kind of liking the visual of "Pillar" as an elementalism spell that can be enchanted. Give some love to mages? What do you guys think?
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
Celina2009-06-09 05:13:20
QUOTE (Estarra @ Jun 9 2009, 12:11 AM) <{POST_SNAPBACK}>
I'm kind of liking the visual of "Pillar" as an elementalism spell that can be enchanted. Give some love to mages? What do you guys think?
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
Elementalism? Meaning cities only? I can see a problem with that.
Estarra2009-06-09 05:16:47
QUOTE (Celina @ Jun 8 2009, 10:13 PM) <{POST_SNAPBACK}>
Elementalism? Meaning cities only? I can see a problem with that.
Just as you have to go to communes for purgatives and vitae!
Daganev2009-06-09 05:19:01
I think Enviroment needs more love than mages.
If you gave it to mages, I would imagine it would only be geomancers
If you gave it to mages, I would imagine it would only be geomancers
Unknown2009-06-09 05:19:46
QUOTE (Estarra @ Jun 9 2009, 05:11 AM) <{POST_SNAPBACK}>
I'm kind of liking the visual of "Pillar" as an elementalism spell that can be enchanted. Give some love to mages? What do you guys think?
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
(Before people keep saying "poor trackers", this is a power skill that takes longer than climbing up. It's meant to be an emergency method to get out of a pit when all else fails and not meant to drastically nerf trackers.)
Well, in a general sense, the skillset does often feel neglected in terms of useful abilities. It would be nice to have more options than "drop them in a pit" and "unite if you get in to trouble", but that's really a whole other animal.
Maybe dodging instead of the DMP/healing/whatever skills the rituals/totem folk get? It seems pretty tracker-y without being "magic" and would be more unique than just slathering on a renamed generic DMP thing.
I'm going off the rails on this crazy train (of thought.)
Shiri2009-06-09 05:20:35
Making more interreliance like that isn't a good thing. You can't get refills on new enchantments.
Estarra2009-06-09 05:26:05
QUOTE (daganev @ Jun 8 2009, 10:19 PM) <{POST_SNAPBACK}>
I think Enviroment needs more love than mages.
If you gave it to mages, I would imagine it would only be geomancers
If you gave it to mages, I would imagine it would only be geomancers
Naah. Every general elemental skill is associated with an element (i.e., geyser is a water skill but so basic that it is taught under general elementalism rather than needed to be specialized).
Gero2009-06-09 05:27:13
If we're using shovels. Shovel vault, like pole vaulting but with shovels.
Shovel board, like a spring board. You shove your shovel into the earth wall, then jump on to it propelling you from the hole.
Shovel board, like a spring board. You shove your shovel into the earth wall, then jump on to it propelling you from the hole.
Ryll2009-06-09 05:46:58
This topic has altogether too many references for a two-pager. I'm embarrased that I got the Crazy Train one, though...
Anyway, if you add a move like this, why not make it require a chargeup time of ~2-3 seconds, rather than using power? If I understand the intent, the aim is to make it a "get out of a pit when you have no other options" ability rather than a "get out of jail free" ability. Thus, if someone pits you, they still have an opportunity to do nasty things while you're in the pit. Ergo, you get out of the pit, but pay the price for not avoiding it in the first place. Of course, I might have entirely the wrong end of the stick on the intent here.
Anyway, if you add a move like this, why not make it require a chargeup time of ~2-3 seconds, rather than using power? If I understand the intent, the aim is to make it a "get out of a pit when you have no other options" ability rather than a "get out of jail free" ability. Thus, if someone pits you, they still have an opportunity to do nasty things while you're in the pit. Ergo, you get out of the pit, but pay the price for not avoiding it in the first place. Of course, I might have entirely the wrong end of the stick on the intent here.
Isuka2009-06-09 05:50:47
I have no idea how big a pit is actually supposed to be. I've always envisioned it as something just big and deep enough to hold a man up to the head.
Perhaps a power move that emphasizes the traditional ninja side-scrolling tactic of leaping off of opposite walls to quickly climb. I think there was a jackie chan movie where he uses a brick wall and chain link fence to actually accomplish this even at double overhead walls.
Perhaps a power move that emphasizes the traditional ninja side-scrolling tactic of leaping off of opposite walls to quickly climb. I think there was a jackie chan movie where he uses a brick wall and chain link fence to actually accomplish this even at double overhead walls.
Shaddus2009-06-09 05:52:27
I always imagined a pit as an army foxhole. Large enough for two people shoulder to shoulder, and deep enough to be at armpit/shoulder height on a normal sized man.
Gero2009-06-09 05:55:29
QUOTE (Shaddus Mes'ard @ Jun 8 2009, 10:52 PM) <{POST_SNAPBACK}>
I always imagined a pit as an army foxhole. Large enough for two people shoulder to shoulder, and deep enough to be at armpit/shoulder height on a normal sized man.
Me bring krokani should be able to just push myself out if this is right.
Dakkhan2009-06-09 06:00:15
Syntax: HOIST
Power: 1 (Any)
Hoist yourself out of pits with a makeshift grappling hook.
Requires a length of rope and a wooden spike.
Power: 1 (Any)
Hoist yourself out of pits with a makeshift grappling hook.
Requires a length of rope and a wooden spike.
Celina2009-06-09 06:25:06
QUOTE (Estarra @ Jun 9 2009, 12:16 AM) <{POST_SNAPBACK}>
Just as you have to go to communes for purgatives and vitae!
It's kind of an interesting problem. Disregarding the fact that I would shoot myself in the foot before I used vitae, I have always found enchantments far more difficult to come by. Even enemied to two cities, I can find any refill any time I want with no problem. Enchantments are just a pain sometimes, and there are a lot of them. Most of the ones you find in stores are also on rings, and I only have ten fingers.
Finding a pillar enchantment might be possible, but finding one on something that's not a ring is going to be a bitch. I'm also enemied to both cities, so finding an elemental enchanter is a pipe dream.
I just say ditch the enchantment idea. I thought with all these bard changes you were trying to move away from inter org reliance.
Sarrasri2009-06-09 06:28:51
I agree, no making it mages only and an enchantment. We want everyone to have access to a skill like this, and not have to rely on others to get it. Cities already get a bunch of enchantments communes can't do, they don't need more.
Unknown2009-06-09 06:31:39
Actually I get my brooch-enchanted stuff just fine, and I'd like to think I'm fairly active. Though there is concern about availability yes.
Unknown2009-06-09 06:32:54
Pogohop:
FASHION POGO STICK
POGOHOP
Power cost thingy
Commodities (I dunno, wood? a shovel?)
Using your environmental knowledge of pogo-dynamics, you use the mighty pogo stick to instantly escape pit traps.
FASHION POGO STICK
POGOHOP
Power cost thingy
Commodities (I dunno, wood? a shovel?)
Using your environmental knowledge of pogo-dynamics, you use the mighty pogo stick to instantly escape pit traps.