Big fun. Neither my character nor I had any idea at all what was going on, but I had a great time and wanted to say thanks to all the dms and characters involved.
Latest posts made by Euphemystic
RE: Wacky Crazy Idea … that will likely never happen.
You could all come to Montana and we could get together here.
RE: Working in some more love for those skills.
I mean more along the lines of I suggest it as a roll to use IC, get shot down because the other player can probably figure out it puts him at a disadvantage for one reason or the next and I just go with it because i don't wanna argue about it
This is part of what I was talking about. Instead of everything having to be about the one-upmanship or "teh win" as the kids are calling it these days, we could actually acknowlege that these characters we are interacting with have more at their disposal than their ability to be a crush-monkey. The "I'm not going to acknowlege your skill because the rules say I don't have to and it puts me at a disadvantage" thing is what part of what inspired me to post this.
I very often make people roll for skills (social or otherwise) or do it myself for them. Don't assume they're useless, unless of course your only goal is to excel mechanically at combat in scripted quests.
And pity the character with CHA 6 who decides to become a vocal leader during a DM quest of mine. I've even had PC speeches give a combat bonus to their enemies.
Player: "Surrender now and you will be spared!"
What the NPCs hear: "Surrender now and you will be speared!"
I love it when a dm askes for a roll on anything. It makes the game feel more alive. I'd like to see players do this on their own without having to have a dm force them into it.
My best example of using a skill in a non-combat fashion is my discipline skill. I know it has combat applications, however, when I'm standing at attention getting reamed out by my superiors for something I know I didn't, I always roll discipline checks for myself to determine if my PC has held his tongue and taken the butt-chewing with a grain of salt, or if he lets his emotions get the best of him. I honestly love doing this because it adds flavor to your own story. If I just decided what my character was going to do all the time, then it wouldn't be as fun as if I let my character tell me a story. I of course have it in my mind what options each skill roll determines but its still fun to see it play out unlike how I expected it.
I've seen discipline used like this in game on occasion and I dig the application. It shows thinking outside the tiny box of game mechanics and rping a bit.
Discipline doesn't work like that.
It's a combat skill
A ridgid interpretation, and while perhaps correct in some aspects it does shoehorn us back into the tiny box of using a single, limited method of playing this game when everyone here is so much more creative than that.
I'm talking about playing your stats and skills. I'm not talking about rolling for every little thing, but when in a key point of a converstation you have an oppertunity to sway it one way or the other, or act a certain way based on a skill that you've earned the right to use then it should be an option.
Wouldn't it be cool to role a bluff check over 20 and have someone believe you based on that? Or role a persuade and have someone see things your way. I'd make the roll sometimes before I'd even finish the lines to determine how they are delivered. Roll low - your not so convincing. Roll high - your a silver tongued devil and you can play it that way. Or take that discipline roll. A soldier standing at attention in formation. Roll low - he's got a slouch and the captain tears him a new one. Roll high - You've got perfect form and your now promoted to squad leader.
RE: Working in some more love for those skills.
Why not have skill checks and have them mean something? If a character has invested the point then it would be useful if there was some acknowledgement of this in rp. I would think that this d&d community is mature enough to be able to work these skills in somehow.
Working in some more love for those skills.
How can we as players give a little more consideration to those skills that don't involve attack and damage? I'm talking about persuade and bluff and all those social occasions where these skills could actually be used but aren't. I've been flat out told during rp that the rules say social skill roles don't mean anything. That pretty much makes these skills useless for rp and makes characters that would use them pretty irrelevant. Rolling a high persuade during a key point in a conversation should mean something I would think. The game engine won't let us ignore certain things like attack roles. Social skill roles can disregarded on a whim though. I'd just like to see some problem solving and role playing that involves more than just attack and damage. A lot of folks seem to steer every contest towards battle these days. Am I alone with this, or should I be rolling up a barbarian…?
RE: We talked about the bad let's talk about the good
Bless you Delanish for starting this thread. I was toying with the idea of starting one and you just went ahead and did it.
Here's some of the reasons that I show up around here still -
The creativity of the player base and the dms is addictive.
There's always something unexpected just around the corner waiting to be discovered. It might be the next character concept of a player, or some stunt that a dm pulls off, but that element of not knowing what's next is fun.
CoA is a creative outlet. Let's face it, to some degree we are all imaginative folk, and Arabel is a place where we can scratch that itch freely with like-minded individuals. I could never find this kind of creative outlet locally where I live so you lot are my role playing buddies. Sometimes I don't agree with some of you… hell sometimes I don't even like some of you, but we have this fantasy role playing in common and that brings us together. I dont' want to sound like I'm kissing anyone in particulars ass so I'll just say thanks to all of you for the years of being able to come here and be creative in your company. Damn that sounded sappy...
RE: Bring back more "badass-ery" to CoA
I like the magic level, and the character lvls where they are right now.
As far as pvp goes, I believe it's part of what makes the wheels of Coa turn. I myself have never been one of those that sought after pvp like some, but I have participated in it when the situation was appropriate. If any thing about pvp leaves a bad taste in my mouth, it is that some players try to solve -all- of their problems with their attack roll instead of looking for other solutions. That doesn't happen just with pvp mind you but also with questing. There are number crunchers on coa who have more than mastered the art of pvp, and tailor their play style to get them into situations where they can "legitimately" knock the crap out of other characters. Without pointing fingers I will say that those that do this are no fun to play with and simply piss me off.
On building gimped mechanical characters for rp sake - This gets into the realm of telling other people how to play, and I don't like to do that. I'll use myself as an example… My current character, Sage Swiftfoot, is not able to handle the least of the creature spawns on Coa in one on one combat. Pvp?? Forget about it! He'd be crushed. Why is he such a mechanically gimped build then? Because it was the only way that a cleric of Brandobaris made sense to me. There seems to be an increasing amount of ooc disrespect for character builds that aren't mechanically optimized to take down quests at a run, or to pvp other players.
If we are looking for reasons that people don't like to play on this -rp-server any more, I wouldn't look towards crafting, or magic, or character levels. I would look at the deterioration of any meaningful role playing. To me pushing convoluted plot frenzy, or messy and boring city politics is not rp in itself. Character interaction between -characters- is. The quests, the plots, all the events the dms create for us on this wonderfully server are just tools to facilitate the character interactions and role playing. I think that when you look back at what was fun on coa its not going to be the skull fortress that was built in your characters honor. It will be your social time with the characters and players here. That social experience is the only thing that is even close to real here. The skull fortress is not...
RE: PvP roleplay - bountyhunters/tag alongs
Seriously though, you need like 15 good characters to beat one evil one with the loot disparity, or skill level difference, or whatever it is. I look at the damage output of some of the characters now and can't believe my eyes.
RE: New Factions, or More focus on dm supporting pc factions?
The Purple Dragons and War Wizards were a great once the civil war was introduced, but before then I don't think so. If it wasn't for the civil war I wouldn't realize how much I like Cormyr, but that doesn't mean they were good factions before they had equal competition..
I'm going to disagree with this. During the Shadovar war the Purple Dragons and the War wizards really did shine. My character at the time had a lot of interaction with these factions and it was during this time that my eyes were really opened to the magic of role playing on this server.
In my oppinion things after that - the civil war especially - got so complicated that the casual player could never figure out what the hell was going on.