Not sure this is correct at all.Greneth wrote: and Orcs (Uruk-hai) the bosses.
Apart from that I think unique characters from Tolkien should get a huge bonus in stats.
Not sure this is correct at all.Greneth wrote: and Orcs (Uruk-hai) the bosses.
Its a really interesting yet confusing read if you look into it. The idea evolved with time as do most creations. Started as a goblin offshoot and evolved into its own being while still being called a goblin.Mim wrote:Not sure this is correct at all.Greneth wrote: and Orcs (Uruk-hai) the bosses.
Apart from that I think unique characters from Tolkien should get a huge bonus in stats.
Goblin in danish also translates into evil elf, the santa-clause elves that is.Greneth wrote: @Alisa
Regardless of what he chooses to call them, they are not "Goblins" they are his own offshoot creation. I can stare at my TV and call it a Panda but its still a TV.
You just argued my whole case for me as the original purpose was to point out using realistic stats for RP purposes isnt a good ideaAlisa wrote:Goblin in danish also translates into evil elf, the santa-clause elves that is.Greneth wrote: @Alisa
Regardless of what he chooses to call them, they are not "Goblins" they are his own offshoot creation. I can stare at my TV and call it a Panda but its still a TV.
Tolkiens elves have better "stats" than human, all of them.
Dnd elves have high dex, low con.
Nordic folklore elves were evil, luring humans to their death.
We could argue all day, if you said his height was 4, and i said 3. If none of us mentions feet or metres, we could never agree on the number.
Dude. Arguing a standard isn't really possible unless you kinda state which standard you think it should be. And i'm guessing the weak-ass goblins of today evolved after the stats were set in genesis.
Back to Dis.
Its a nice idea. I don't think its the best solution, but i think its a better solution than doing nothing.
I have been reading this forum for a while and I wonder if this is implemented ?gorboth wrote:Yep - I am moving ahead with it. I am coordinating with the Admin and Liege Council to see about getting it implemented.
My current idea is to have it so that if you have dis significantly greater than your stat ave, your items no longer decay at all. Dis equal to your stat ave, item decay is cut in half of current levels. Dis significantly less than your stat ave, then decay of items is just as it is now.
In other words, this would nerf no-one (the worst that happens is you are stuck with what you already experience), and be a cool improvement for people who invest in dis.
Thematic justification:Balance considerations:Code: Select all
A disciplined individual takes care of their gear - taking the time to inspect it regularly for wear and tear, sharpening and oiling blades, sewing and mending as needed. Additionally, a disciplined warrior does not hack with impunity in battle, knowing that certain types of strokes are more likely to blunt or break a weapon, but instead use correct technique and finesse so as to maintain the effectiveness and quality of the item.
Additional:Code: Select all
Zero decay on items might seem like a problem. However, this would only be for players who decide that they want to sacrifice other very meaningful stats to achieve this benefit. They would be pumping their exp into a stat that does not make them fight any better, but instead makes their items last longer. Thus, I feel it is perfectly acceptable to reward them with such an extreme benefit.
We'll see if it can get done.Code: Select all
Also, new players would start with dis very close or equal to their average, while older players would likely not have this as easily. Thus, we do at least one thing that benefits younger players over older players unless the older players really work hard to achieve it.
G.