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Re: UNITS & transport




No chewing at all... love it! If the two sets can come to an agreement
thats the way it'd probably work. I bought up the decant spell once for
the sheer purpose of turning myself into a glass of water for someone
to drink :) Questionable if it would work or not, but what the hell, only
a game and someone has to be a test case.

						-Steve

> One time in a closed game of AQ, I ran an actor which was actually 2 souls
> in one body (totally legal)  One was a priest, one was a mage (earth,
> naturally).  Given that spell knowledge goes with the mind, all spells
> were conserved, and hence, units.  This happened in game against someone's
> will once, and only one could have control at a time.  Sure... but the
> party got confused when th3e actor was casting both earth and air spells.  
>
> Chew on that.
>
> Jevan
>
> On Fri, 30 Oct 1998, Steve Ames wrote:
>
> > 
> > Actually what I described are spell units. Look at them from a new
> > angle. Instead of being the number of charges in your batter look
> > upon them as a measurement of how much magic you can _channel_
> > before getting fatigued. A beginning mage may only have 1 SU. This
> > means that he's new and magic tires him easily. But he recovers
> > his full strength after just a period of rest. Someone of Elesina's
> > stature can channel a dozen comets before being drained and needing
> > to rest.
> > 
> > Through the study of magic (ie learning new spells) you are able
> > to strengthen yourself and channel that much more magic.
> > 
> > I know... what about Teresium? Teresium is a form of rape. It pulls
> > magical energy through you without your permission. It will keep pulling
> > until you cannot handle anymore. Its not strong enough to force you
> > to burn yourself out (ie stress PWR) but it contact with teresium will
> > limit how much energy you can channel without resting.
> > 
> > Matrix Gems? Same theory. While holding a Matrix Gem you don't have
> > 50% more units really. Thats a simplification to make the math easier.
> > What actually happens is that the Matrix Gem reduces the amount of
> > fatigue you get from spell casting. You take only 2/3 as much fatigue
> > while holding a matrix gem. Mathematically this comes out to 50% more
> > spell units and we represent it thus for playability reasons.
> > 
> > Given this theory of magic I'd say it was based on PWR and that PWR
> > is a mental stat.
> > 
> > 						-Steve
> > 
> > > *grin* that just smacks of the 'one power' not that I see that as bad
> > > mind you.  Its definately one of the more interesting magical
> > > systems there is.  However its so over powering it isn't funny.
> > > To make it work you'd need to revamp the system a bit, esspecially
> > > the part where you learn magic.  Also make it so not everyone CAN
> > > use magic.
> > >
> > > Another option for it is one I read about..damn..what was that series..
> > > anyways, the reality of the world was shapeable by either strong minds
> > > or strong feelings.  So your fears came true if you believed strongly
> > > enough, and if you had enough will, you could do about anything.
> > > Always thought that would be a spiff system, but not sure how much
> > > it would work in AQ.
> > >
> > > Wright
> > >
> > > > 
> > > > Thats the spirit! Units are a measurement of magica fatigue. You
> > > > don't get more and you aren't a battery. You rest and you heal
> > > > and you slowly come back up to your full health. As you become more
> > > > powerful in the art you are able to perform more magic without
> > > > getting fatigued.
> > > > 
> > > > A beginner might be able to cast 1 minibolt and have to rest or
> > > > burn himself out. A master can cast 2 dozen lightning bolts before
> > > > he runs the risk of burning himself.
> > > > 
> > > > As such units are mental and not at all related to your body. They
> > > > are related to your _power_ which may or not be a physical stat.
> > > > 
> > > > That said, yeah they are less sophistated than some methods of handling
> > > > such things but certainly better than a chart saying I can cast 2
> > > > level 2 spells and 4 level 1 spells. *grin*
> > > > 
> > > > I'd also like to see DP following units like a little lemming over
> > > > the cliff :)
> > > > 
> > > > 							-Steve
> > > > 
> > > > > who started this thread anyway?  Why aren't we bickering about untis?
> > > > > Personally I think untis should be done away with all together, even to
> > > > > the last unti.  We just cant have this any more.
> > > > >
> > > > > Jevan
> > > > >
> > > > > On Thu, 29 Oct 1998, Kris Ames wrote:
> > > > >
> > > > > > Siphoning is also helped by the capillary effect.
> > > > > > 
> > > > > > ----------
> > > > > > > From: Steve Ames <steve@ns1.cioe.com>
> > > > > > > To: kklumb@expert.cc.purdue.edu; zodo@laf.cioe.com
> > > > > > > Cc: gmlist@cioe.com
> > > > > > > Subject: Re: Untis & transport
> > > > > > > Date: Thursday, October 29, 1998 5:10 PM
> > > > > > > 
> > > > > > > > exactly the ida behind a vacum pump is a big ass siphon.
> > > > > > > > Make some big ass bubble in the hose and vacum the bubble. It will
> > > > > > start
> > > > > > > > the water flow and same principle as a siphon it will keep flowing.
> > > > > > > 
> > > > > > > Am I daft? Siphoning works because liquid is constantly being pulled
> > > > > > from
> > > > > > > one end of the tube (first by the vacuum then by gravity). This creates
> > > > > > > a pressure differential and pulls more liquid into the hose. This works
> > > > > > > great as long as the liquid is at a higher elevation than the eventual
> > > > > > > destination.
> > > > > > > 
> > > > > > > Pumping water out of an ocean for your town won't work though unless
> > > > > > your
> > > > > > > town is below sea level?
> > > > > > > 
> > > > > > > > Aside from the invasion aspect of a portal between Galiea and the
> > > > > > other
> > > > > > > > side is the GM stand point. Galiea is different for a reason. If you
> > > > > > open
> > > > > > > > up a portal between the two then everyone is jumping from one side to
> > > > > > the
> > > > > > > > other on a whim.
> > > > > > > > 	After a while the settings would just start to look exactly alike.
> > > > > > > 
> > > > > > > Exactly why settings should really be in seperate universes entirely.
> > > > > > They
> > > > > > > aren't for a lot of reasons primarily that no one seemed willing to
> > > > > > > totally abandoned the other settings and wanted to be able to move
> > > > > > their
> > > > > > > adventurers between them. Silly reason in reality but thats the way it
> > > > > > > stands.
> > > > > > > 
> > > > > > > 						-Steve
> > > > > > 
> > > > >
> > > > 
> > >
> > 
>