Okay, makes more sense. You could also use the word Harmony instead of 'Balance' if you wish.jack1974 wrote:About the skill I've called it "Perfect Balance" and put a sort of chi icon (temporary). Will see if something better comes out
about this RPG
- Miakoda
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Re: about this RPG
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renke_
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Re: about this RPG
"After performing the skill the lenght of SP and HP columns are identical" ;)jack1974 wrote:The average could work but I think would be rather hard to understand for players - I think I would get many false bug reports :mrgreen:
Edited to add: A procental average would imho fit the skill name "perfect harmony/balance" best
- jack1974
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Re: about this RPG
Well not that, is that doing an average of two percentages might be a bit confusing for the players, but anyway will need to do more tests, and in particular get feedback once people will attempt to play the game at nightmare level if this skill is useful at higher difficulty levels or needs more work
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renke_
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Re: about this RPG
But you don't need to use the ugly (;D) words percentage and average if you describe the effect of the skill ("every round the skill is in effect the magic and health pools are balanced by divine intervention")
- Lonestar51
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Re: about this RPG
"The character will balance the HP and SP values: every turn for the next 10 turns the lower one will be increased by 10% and the higher decreased by 10% until they are of the same value."
The worst I can say it feels a bit technical. Not wrong, not like bad english, but just a dry statement.What about the description, is OK ?
Depending on what you are aim for this may be just what you want or not, either way it's OK.
BTW, I was assuming that if SP and HP are very near, they will meet in the middle instead of one getting below the average and the other higher. (Example: 55 SP and 26 HP: first round: 45 SP + 36 HP second round: 41 SP + 40 HP)
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renke_
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Re: about this RPG
A wording like "the level of health and magic will set to an equilibrium at the beginning of a character's turn" implies the average without using icky, technical and dry terms.
- Miakoda
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Re: about this RPG
It depends on which approach Jack1974 wants. 'Fluffing' up a definitely certainly has its place, but sometimes obscures the meaning one is trying to convey.
- yayswords
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Re: about this RPG
You can always have like a simple description: Health and mana will gravitate towards their average value over the next x turns.
And then have a setting somewhere to turn on nerdy tooltips.
I foresee a lot of redesigning with a spell like this BTW
And then have a setting somewhere to turn on nerdy tooltips.
I foresee a lot of redesigning with a spell like this BTW
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: about this RPG
Well as long as the spell is not a complete waste, I think is fine that each char has some more powerful and some less powerful skills 
I might just have an instant effect instead. The main concern is that is something that is actually useful to heal/power up quickly when needed. If doesn't work, then needs to be changed!
I might just have an instant effect instead. The main concern is that is something that is actually useful to heal/power up quickly when needed. If doesn't work, then needs to be changed!
- yayswords
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Re: about this RPG
I'm not worried it'll be a waste. Let's assume a Loren environment for now as I'm not in tune with how stats and stuff will work in SotW. Let's use Loren herself as an example. Now I know you don't need to use an ability every turn to win fights, but let's say it was necessary. Then Loren would need points in will or constant Clarity. OR you could just dump even more points in strength, which also increases her damage, and use this spell to trade some of her more-than-needed HP for some mana. I'm not sure the opposite can be done for casters though since their problem is getting gibbed, not pummeled down over the duration of the fight.
If at first try it doesn't explode, it ain't Jack who wrote the code.
