Maybe you are related to one?

Moderator: Gamemasters
No problem, it will have been the fault of my crappy englisch.Sorry about the misunderstanding John, that was kind of embarrassing.
No I had not, but today people hit each other 20 minutes without a #me, where is the difference between doing excessive #me's and that? Those people can be found and punished, like it is done with other powergamers.Wouldn't that result in people powergaming their RP points? I mean, I could just do "#me ashuhg oughasg jough hogh aohuogh hsdouh. Hgouha hodugh ouah odhgoeuh." And gain RP points. Or did you have something else in mind?
Good point, I do agree.Keikan Hiru wrote:If you link intelligence to skillcap / skillgain the base of this calcualtion should be 9,5 int points.
Everything below this value is considered as having a disadvantage.
1 int is practicly brain dead (undead monster use 1 point).
Yes, but I specifically meant player character vs. player character. Pre-wipe for example, I saw a situation where a high-skilled character ripped through seven low-skilled ones in a row, not even breaking out into sweat. Works in the movies, but sounds unlikely to me. Just my two cents.Keikan Hiru wrote:Level 3 Fighter beating up Level 16 Fighter is already possible and happens everyday.
Mummies for example have attributes in the range of 1 to 3, so a player character that has not distributed his attribute points is equal to them (in case we do not compare equipment).
I think everybody of us has ran more then one time from two monsters attacking him.
Not only that: The path to gaining spells as it was in the last client was immensely difficult and arduous, while a fighter could just get any random weapon and be of "use". Then on the flipside, when a mage got all the spells in mani, the only "over-powering" spell mages had after that is Paralysis (which is too powerful, imo; paralysis should end as soon as the paralyzed character takes any damage). Any other spell was equal if not effectively weaker than a thug swinging dangerous objects at a target.John Irenicus wrote:I agree with Gro'bul here. It is impossible to have a good fighter if he has to have a huge intelligence to learn how to smash someone with his axe. Mages already need intelligence for the spells, so they would have a benefit when creating their chars.Intelligence should be a small determining factor,
Perhaps as a sub-method to #2 that I originally suggested?John Irenicus wrote:How about "rp points"? Everytime things you write are longer than 10 letters or so, you gain one rp point for every letter after it. #me's of that lengh give 2 rp points for a letter. When a certain limit of points is reached, you get the bonus. People who like to train the whole day gain skills, and people who like to talk and rp a bit more will gain skills, too. Of course those limits should be high, otherwise you gain those bonus in one long evening. With those bonus, skills can be raised slightly. A rule could be to only raise skills which fit to the character and which are at least usually trained technically, so it fits to the role, too.
Its not very easy to compare player versus player combat, there are a vast amount of variables that come into account at this.Moirear Sian wrote:Yes, but I specifically meant player character vs. player character. Pre-wipe for example, I saw a situation where a high-skilled character ripped through seven low-skilled ones in a row, not even breaking out into sweat.
a) It could be stored as temporary data within the character dataKeikan Hiru wrote:To your "Murder Point" idea:
How do you intent to prevent that I take a second character (may it be my own if I intend to cheat anyway) with me, kill monsters until I reach my cap and from this point on I let the other character deal the leathal blow while I just injure the monster heavily ?
Right now we cannot save who dealed damage to a monster.