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| | Dare to be Dull. RPG discussion thread. | |
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CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Aug 28, 2011 12:51 am | |
| No reason to enhance your Endurance any further. Aside from a rare few exceptions, 100 is the max. You won't be able to put any more points into it at level up no matter what though. My suggestion is to focus on the other stats in the areas you've been taking your character. If you've just been hitting stuff, then I'd focus on increasing your Strength. If you want to be able to cast magic more often, work on Intelligence and Willpower. Those are the only true essentials in my book. After all you went through to get the Crusader armor, you wanna sell it? No grasp of sentimental value? Seriously though, little point in selling it as there's no merchant who can buy it as its full value. You're best off just to go back to the Priory basement and activate the armor stand there (where you got the Cuirass in the first place). Doing so sets it all up, including the weapons. That way if you decide you want it later, you can go back and get it. It does have some useful properties. The Boots in particular. They make all wildlife non-aggressive. Monsters still attack, but things like wolves, bears, and cougars will leave you be. (What I wouldn't give for this in Red Dead Redemption! ) Yeah, to use it you have to have 0 Infamy. Doing evil things makes you infamous (as opposed to becoming famous for doing Good deeds). Breaking any law by stealing, attacking innocents, breaking into houses, or absolutely anything to do with the Dark Brotherhood or Thieves Guild will gain you Infamy. By doing the quest to visit all the wayshrines near the beginning of the Knights of the Nine quest, you got rid of any Infamy you might have had. Don't do any of those things and you won't get any more. Now, as to finding better armor...Not really. I can't recall much in the way of unique, named Armors, and the ones I do know just kinda suck. What I do is usually just focus on finding a set of Daedric armor and enchanting it with either Grand Souls that let me put +10 to a stat (usually Strength to offset the heavy weight of Daedric Armor, increase my carrying capacity, and up my damage at the same time), or if I'm feeling lucky, Sigil Stones that let me add +12. You can only get them by closing Oblivion gates, and what kind you get is random. However, if you make it to the stone, kill everything in the room, and save, then you can just reload if you don't get the stone you want. There are a lot of different kinds, so it can take a while, and the few extra points you get might not be worth it to you. |
| | | Wadey Ninth Nation
Nation Reputation : 43
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Aug 28, 2011 1:32 am | |
| cool thanks monkey some stuff to think on .
soul gems .whats the highest soul you can trap i only get common or lesser i have empty grand soul gems but only find common or lesser souls i kept a war hammer that auto soul traps enemy's but always get you have no soul gems big enough for this soul wth i thought grand soul gems wer the biggest ? |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Aug 28, 2011 3:49 am | |
| Well, different types and Levels of critters/daedra/atronachs have different leveled souls. You cannot trap a humanoid soul under normal circumstances. (The Hermaous Mora Daedric quest lets you, but only one of each race.) What level are you? If you've been min-maxing to get maxed Endurance, then you could be as low as around level 13 or so. I'm going to guess you're up around the 20s though. Not many people will put up with the tedium of min-maxing their stats. Anyhoo, remember that monsters' levels depend on your level. Some will eventually get to giving out Grand Souls if you level high enough. There are, however, a few monster types that always have a Grand Soul. Xivilai Mostly only found in Oblivion Gates, and only at high levels. Minotaur Lords (or Minotaurs of the Grove)The Grove variety can be found south of the Hercine Daedric shrine. Glooms WraithsThe are frequently found inside ruins of both kinds, human and elven. Another that requires higher levels. It's important to note that you can Soul Trap any creatures that you summon yourself. So if you can cast any of the Summon spells for those monsters, then trap them and kill them before their time runs out and you'll get their Grand Soul, provided you have a big enough Soul Gem. You should go get Azura's Star from the Azura Daedric shrine quest, if you haven't already. It's an infinitely reusable Soul Gem that can hold up to Grand size souls. Oh, but do be careful. The quest involves Vampires. Make sure to take potions/scrolls/spells to Cure Disease with you. Wouldn't want a repeat of the last vampire incident. |
| | | Wadey Ninth Nation
Nation Reputation : 43
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Aug 28, 2011 5:25 am | |
| i am only around level 13 off the top of my head min-maxing what do you mean am i doing it wrong or just the slow way. i only get 3 points each level to spend on attribute,s strength ,willpower,endurance,excreta. i thought you fill the red bar for XP by leveling up your major skills once i get 3 ish i think the bar is full and i get the prompt you should sleep now |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Aug 28, 2011 2:41 pm | |
| Okay, here's how it works. When you level up your Major Skills ten times, you get to level up your character. It doesn't matter which of them you level, or what level each reaches. You just need those skills to level up. You don't just get three points, you get to pick three stats. Each of those stats is linked to numerous skills. How many levels those skills (either Major or Minor) have gone up determines how much of a bonus you would get by picking it as one of those three stats. For example, Restoration, Destruction, and Alteration are all linked to the Willpower stat. If between them they increase ten points before you level up, then you get a bonus +5 points to Willpower, if you pick that stat when you level. You can see which skills are linked to which stats in their description in the menu. Min-maxing is a sort of catch-all term for playing with your stat development to ensure high levels of power. Originating in D&D like games, it initially meant to almost completely sacrifice one or more stats or skills to become really, really good at just one thing. It wasn't uncommon to see a Fighter type character with 25 Strength, but only 1 point in Intelligence or Charisma. Completely minimizing some stats to maximize others. Min-maxing. It has since branched out from that and is often used to describe any sort of stat manipulation. For example, when I play Oblivion, I tend to try to max my Endurance first as quickly as possible. So, I don't use any of my Major Skills until I need to level up, which I won't do unless I've already increased the skills linked to Endurance (Block, Heavy Armor, Armorer) 10 times so that I get a +5 bonus to that stat when I level up my character. Of course, I'm also doing the same to two other stats at the same time. Start by picking skills you won't be using normally as your Major skills. Armorer (Endurance), Marksmen (Agility), Alteration (Willpower), Illusion(Personality), Conjuration (Intelligence), Hand-to-Hand (Strength), Light Armor (Speed). Each of those is a skill you won't be using unless you want to. One of each linked to every stat but luck, which has no linked stats. The Magic Schools are the easiest to manipulate, requiring only that you successfully cast a spell of its type. (Though it does have to work. ie, You can just cast healing spells and not be healing damage. Won't increase that way.) To go about min-maxing, I would then pick a stat, Endurance, and only level the related Minor skills of Heavy Armor and Block until I got 10 points in them. Then, after doing the same for two other stats, I would start increasing my Major skills. That way when I level, I have +5 to three different stats. Of course, to keep from wasting levels, I would either increase one of my preferred stat's Major skills by 10 as the last thing I did, or split it up and increase the Minor skills of two of my preferred stats by 5 each, then increase the Major skills linked to the same attribute by 5 each to level up. Like I said, it can be tedious. But the payout in higher levels is quite large. |
| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Wed Aug 31, 2011 4:34 pm | |
| You know whats fun? Playing an RPG with a character that will eventually have a power that could accidently tear a hole in reality. |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Wed Aug 31, 2011 5:26 pm | |
| "Accidentally." Yeah, right. What class/game? |
| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 8:36 am | |
| Hero Sixth Edition. Its one of those giant generic games that you can use to make ANYTHING. Like a spell that uses the fabric of reality to make you less tired. |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 8:38 am | |
| Must be some coffee maker for that. "I am THE BARISTA!" |
| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 8:42 am | |
| Now I'm trying to figure out how to stat out a coffee machine. Thanks Liam. |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 8:44 am | |
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| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 9:08 am | |
| Coffee Machine: Profession Skill: Coffee Machine 14- (5 Active Points, 5 Real) PLUS Minor Transform 3d6, Only Effects Coffee Grounds (-1), Requires a PS: Coffee Machine roll (Jams) (-3/4), Extra Time (5 Minutes) (-2), Requires an outlet (-1/2), Obvious Expendable Accessable Focus (Water, Filters) (-1), Real Item (-1/4) (15 Active Points, 2 Real)
Total: 20 Active Points, 7 Real, Rolls PS at 13-.
BOOM |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 9:12 am | |
| Dunno whether that makes you awesome or scary. |
| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Thu Sep 01, 2011 2:31 pm | |
| We should do a poll to find out. |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Fri Sep 02, 2011 4:20 am | |
| Maybe even Awesomely Scary or Scarily Awesome? |
| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Sep 04, 2011 1:23 pm | |
| Had my first Hero session last night. Thought I would share what happened. - Spoiler:
Hero recap!
The session started with Jace the Elkin mage, Emett the Ironborn brick, Gil the Fremen warrior, Chorack the tamujai, and the yet to be renamed Cir all getting stuck in a watery hell of a monsoon on their way to their next job. The party stopped in an inn to get out of the rain, where they engaged in sometimes polite jibber jabber with the other patrons; Cir asked a pair of old travellers, one a tinker and the other a priest of Aleutian, of any news from up the road, while the pair completely ignored Jace's attempts at showing off. Jace then went over to a travelling nobleman and scholar, who was geeking out about birds to a pair of brothers. Jace then asked the man about birds, causing the man to regeek and the brothers to shoot daggers at Jace with their eyes (figuratively). Other than the family of five that ran the inn, their was a mercenary and a traveller that no one bothered to talk to. Once conversation ran out, the party (mostly) went to sleep.
In the middle of the night, the party was awoken by a scream coming from the first floor of the inn. Cir and Chorack were the first ones on the scene, shortly followed by the rest of the party, and saw the matron of the inn surrounded by what looked like some sort of undead, possibly ghouls, which were once her three children. The party engaged them whilst half naked, and after a few turns managed to kill two ghouls and restrain the third via telekinetics and burying it in 200 kg of earth. Cir then went up to corral the rest of the guests, explaining the situation and making sure that none are unaccounted for. The mercenary and the traveller were the only ones who remained in their room, and everyone else gathered in the common room. Jace went upstairs to try and convince the two holed up in their room to join the others, and after a failed attempt at diplomacy noticed that there was a shadow demon behind him. The ensuing girly scream attracted Cir and the rest of the party, and lead to the first "oh shit" moment of the game. The advanced party of a hoard of skeletons then attracted the attention of Emmet and Gil, leaving the demon to Cir and Jace (both unarmored) and the skeletons to Emmet, Gil, and Chorack. The three downstairs held the skeletons at bay, though they were coming in ever growing waves, while Cir did everything he could to keep the demon at bay and Jaces attempts to thwart the monster consistantly failed. After taking a few chunks out of each other, the demon disengaged Cir and floated downstairs through the ceiling, prompting Jace to incorporeally check up on the merc and the traveller, who were not there. Jace floated out of the building, and Cir dashed downstairs to continue his fight with the demon.
Off in the distance, Jace noticed a small army of skeletons approaching, and promptly made up for his previous lack of effectivness by nuking 256 of them. This drew the attention of the missing traveller, who turned out to be some sort of necromancer or black magic user, who then attempted to eliminate Jace with a volley of magic orbs, all of which were promptly blocked by a wall that Jace erected as a countermeasure. Meanwhile, Cir, now with the help of chorack, managed to finally put down the shadow demon, who was possessing the merc. Emmet clobbering timed the remaining skeletons in the building, and nearly knocked himself out in the process. Gil engaged the enemy caster at a range with throwing knives, while Jace trapped him in a force bubble. In responce, he wreathed Jace in an unholy pyroclasm, which stunned him and nearly brought him down; once he regained his faculties however, Jace unleashed his DIE IN A FIRE combination, also known as a rebounding fireball in a very small space. Cir cornered the final ghoul-child, which had previously escaped and retrieved some sort of arcane brick, with Gil's help, and Jace killed it off, effectively ending the combat. The rest of the patrons at the inn were largely unscathed, though they were shaken by the sudden siege, and the party later continued on their way.
Okay, more of a retelling than a recap. Sue me.
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| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Sep 04, 2011 3:01 pm | |
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| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Sep 04, 2011 6:31 pm | |
| I personally enjoyed effectively soloing a monster around three times as powerful as my character. |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Mon Sep 19, 2011 3:23 pm | |
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| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Tue Sep 20, 2011 6:14 am | |
| I do try to think of it as an RPG game myself so that I could do the whole "level up through work" thing. I think I'm just an NPC myself though... |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Tue Sep 20, 2011 6:16 am | |
| *sigh* Yeah. NPCs always have set level caps. |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Tue Sep 20, 2011 6:23 am | |
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| | | omega9 Ninth Nation
Nation Reputation : 29
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Sep 25, 2011 1:32 pm | |
| Never, ever allow people to bring their girlfriends to games. |
| | | CobaltMonkey Moderator
Nation Reputation : 211
| Subject: Re: Dare to be Dull. RPG discussion thread. Sun Sep 25, 2011 2:42 pm | |
| And gods help you if there's another girl present (but not playing). It will become impossible to hear anything over the chatter level.
Let me guess. Either they expressed interest in learning how to play, but didn't really want to. Or the guy ended up not actually paying attention to anything that happened in game. Or was it that the group wasn't comfortable relaxing with a nonplayer around? |
| | | Lod Dark Lord of the Sixth
Nation Reputation : 162
| Subject: Re: Dare to be Dull. RPG discussion thread. Mon Sep 26, 2011 5:05 am | |
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