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Sabin Stargem

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Everything posted by Sabin Stargem

  1. D&D 4th Edition for me. The classes are balanced, and fighting is pretty good when it comes up. Doesn't have any skills that cover magic in depth, but they can be added if necessary. One of the biggest draws is the Character Builder, which lets players to create and manage characters easily, which is very handy. I personally like playing a Warlock Doppelganger, Fey-Pacted so that I can trick and control people. (Glamour & Mastery, basically)
  2. I think the exact tool that you use for spellcasting is dependent on what you need. Here is my descriptions, they contain unofficial fluff content. Wands: Cheap and sufficiently durable, these are the standard. Ranges in size and thickness, they are made from all kinds of materials and forged with all kinds of spells. Be it dragon's whiskers, griffin feathers, or fairy dust, you will probably find it in someone's wand at the Academagia. Most prankster students prefer wands that have been halved in length or can fold into itself, so they can be stowed away at a second's notice. Most small wands are known as "snappers" because the user whips out the wand and snaps their wrist to make it extend. Duelists often prefer metallic wands for their general-purpose spellcasting, but are often known for using "preloaded" wands engraved with specific spells that are outside the user's normal ability to use. Such wands are disallowed by Academagia staff due to safety issues, but it has been largely a losing proposition. Due to this, the Academagia has been considering a program of having 4th Year students and above to craft Preloaded wands in order to compete against unsafe preloaded wands. Runes, Glyphs, Engravings, Seals, and Etchings: These are the various forms of calligraphy that are created exclusively for magical usage. These often form systems of passing on information or to make markings that lend themselves to safe, yet powerful spellcasting. However, learning these systems in the first place requires extensively learning and understanding in how to use them appropriately. Seals, for example, are used to contain or channel energy, which is often key in trap-making or creating an effective summoning circle. With a good piece of chalk, a pencil, or a stick, you too can create shapes that will perform great magic!...just take care to not spill water on them. Or trip. They are easy to ruin, and that is often why mages craft these shapes into plates of clay, metal, or stone in order to prevent easy tampering. Staves: A much longer version of the wand, these are preferred by elder spellcasters because they can support the weight of the user, but they can also be heavily customized. Offering a tremendously greater amount of space, the shaft can be engraved or runed to increase the powers of the staff, and the staff itself can be made of heavier metals or different materials from wands, due to not being concerned about lightness or durability - just by being larger offers a quality of it's own. This makes staves more expensive, but elderly mages often have the coin to compensate. Some staves are outfitted with blades or orbs at the top, which offers increased combat abilities or further improving spellcasting possibilities. An recent innovation from a recent graduate of Academagia allows the top of the stave to be "modular", allowing for the replacement of Orbs or blades by screwing them into or out of the Stave. This reduces the power slightly, but being able to change an aspect of the Stave's properties is invaluable to rich mages, but most of them are uninterested since they can't wrap their head around the idea. Orbs: Most often in the form of a "crystal ball", these serve as observational tools first and foremost, but some orbs are designed to have specific crystal formations and to be "grown" into a sphere. By doing so, you can have a fixed and stable platform for one very specific purpose, like a spell. Because these orbs are usually large or hefty, they are stationary. Preferable for any task where you need to command a great deal of power quickly, specifically, and safely. Athames, Bolines, & Blades: Pointed objects or those with an edge often work best in magic as a focus, by simply allowing someone to quickly collect energy, and point it somewhere. Wands are pointed for this reason, but knives and spears often worked the best, but spears were too long and knives could easily be used to kill someone without the use of magic. As such, the wand was created. However, some users of magic still rely on small daggers and blades in order to channel magic, or to cut herbs and roots with a Boline. Mages who specialize in Gates or magic that alters reality prefer the Athame, but most other mages prefer the Boline, since the latter is safer to use, and is less likely to be used for assault magic. Some practitioners of Athames and Gates claim that the Athame is symbolic, as it represents "cutting" or "piercing" reality, so it is easier for spellcasters to visualize doing so with an actual blade. Those who have a good imagination and concentration can forgo such focuses entirely, and achieve much more specific effects, like imagining a pair of scissors or a sewing needle to "stitch" reality, in effect repairing it, or closing off a part of it. Tomes: Your basic spellbook, they serve as basic formulas for spellcasting for future reference by a compentent mage. However, the better models offer "autocasting" depending on what page is empowered by an energy source. While not as reliable or safe as an specifically made Orb, these pages can be created relatively quickly and be readied for use within a few days, instead of the weeks-months period required for creating a particular orb. Removing an autocasting page from a tome is unadvised, because the spine and cover of the book offers additional focus and support for utilizing spells. However, such tomes have been known to disastrously cast a number of their spells if they have been in disrepair or have been tampered with.
  3. This is my speculation, based on limited knowledge of Gates. (I didn't seriously pursue them in my first playthrough. Will do so around DLC2 or Patch 9.) I think the Gates are about two things: Moving things from point A to B by changing space, and then binding through contracts or seals with a creature that is summoned by Gating to them. Similar to what you would see in Shin Megami Tensei, where you meet various demons, angels, and other mysterious beings and somehow make them into servants through force or conversation.
  4. I am a single player guy myself, so the suggestion of most games to be made multiplayer makes me cringe.
  5. The part about Teachers makes sense, but each College does have a Regent or Head, if I recall correctly. That might be a more appropriate person for supervising their respective Champions.
  6. I am wondering if the status of Adventures carry over from one year to next, and if any of them had cut-off points where they can be started or continued. This would play bit of a role in how I would handle my Adventures, since I would hate to leave loose ends or miss out on specific ones, if possible.
  7. I would like to make an suggestion, one that is more long term. The premise is that for each Mid-Term, the best student of each College is nominated based on their combined scores from their six chosen classes - this wins them some Merit and perhaps a point of Glory, but the real deal is the final Exams between all 7 champions of each College: The best get some nice privileges for their College, while the worst get the dubious distinction of not being the best overall student of their year. The top 3 students get good prizes, 4th place doesn't get a penalty, while 5, 6, and 7th place get the hammer, as would their teachers. As such, these special competitions are largely about which College can be considered the best, so their is pressure all-around to succeed from teachers and students. Would this idea combined with related adventures be fun?
  8. Noticed some misaligned event art for the holiday of Thenia.
  9. Out of Tolkien's works, I really like the Hobbit because it felt like quite an adventure, short but sweet in length. The Lord of the Rings is more of an Epic, but consequently requires a bit of time and work to read through, but worth it.
  10. There is all kind of fantasy books and series out there, and they can lend the developers and players insight to how a fantasy world might be like. Let's list some of the ones we like! Xanth: The Earth and the world of Xanth are ruled by two demons, one is a cold and logical master of the Earth, while the other is an oddball who enjoys watching the troubles and trials of that his people go through. Xanth is very different from Earth, where not only Dragons, Fauns, Unicorns exist, but puns are literal and the world is actively influenced by the thoughts and beliefs of the people who walk it. The Name of the Wind: Magical university The Midkemia-Saga
  11. I personally wouldn't mind seeing several Adventures that really rock the school via death/maiming of some people, mostly because it would add to the sense of danger that could be in a magical world. I don't want it to be often, but to strike hard when it does. Dangerous events that go unresolved could temporarily remove areas of the school from play, preventing the player from doing some things - which would also affect the power gamers, like myself and others.
  12. I don't guarantee remembering this correctly, but the spell "Head of the Class" allows you to improve your relationship with 2 students and 1 teacher. Obtained at LV10. There is also the "Party" action, which grants +2 Relationship with a Clique member, and +1 with 3 random students. Gained at Social Skills LV10.
  13. I do know that College Avila used to be a girls-only college. Perhaps there can be an adventure in Year 3 about the College being divided over an issue of whether or not to become girls-only again? But aside from that, I am also interested in how this sort of thing works, since that would influence how living at Academagia is portrayed.
  14. Heh, maybe one of the big final projects that the player could do in Year 5 would be an understanding of Astrology that isn't based on luck, but facts and mechanics...with all of the controversy and issues that would bring with it!
  15. Sounds good to me: You can't master one aspect of a topic without dabbling in other aspects, nor can you become familiar with Theory without recognizing the parts that make it up. Ah, by the way, I think the Exam scores could be handled better by having each class order the scores from highest to lowest, and to give indications to what house each student belongs to and their relationship with the player, like shown below. Gold is to indicate the Player, Green is for those in the player's Clique, Red for a Hostile Student, and Blue for whoever belongs to the same College.
  16. I personally enjoy the following: Incantation Enchantment Negation Revision Glamour All five of these are wonderful because they often see action, and makes you a strong mage all around. However, I am not sure what other classes I should take up. I don't care much for Astrology, because I much prefer Astronomy, but in this game the former is much better than the latter...well, moving on. I will check out the Dialectric class that you mentioned, because it makes sense for the things my character tends to do, which is to explore spellcasting of all varieties with an eye towards understanding them just because they are key to knowing things. I personally hate math, mostly because of real-world frustration, so I would avoid either math subject if I could. I might switch from Vernin to Avila or Morvidus.
  17. If you know the lady who teaches about Gates and she tells you about the school, she will also give you lessons that include zoology. The Sphinx will also allow you to improve your Zoology skills, but getting him to teach you about an unknown subskill takes luck.
  18. Event Typo Flying Teacup "Quite a Doosey" should be "Quite a Doozy" Adventure Type Join the Old Tradition "I'm saddenedbecause" (needs a space, located on page 3 of the Theory of Gates path.)
  19. When year 2 comes around, do Skills, Research, and Study get uncapped and can go up to 20, with following years increasing the cap by 10 points each?
  20. The way the Sphinx works is that it basically talks about the things it has seen and done over the centuries, not unlike an old man reminiscing about the past. That is why you get to pick 1 topic, while the Sphinx chooses the other two topics, provided you are smart enough to be a good conversation partner. People who have led long and interesting lives can make good talk out of just about anything. I feel that is good grounds for learning, if you are willing to ask the Sphinx the right questions and listen carefully.
  21. I went on a long stint of cutting classes and consequently took on a month or three of detention. However, the Expro Court is still present and has been so for quite some time. Considering that I no longer have detention, it seems probable to me that this might be a bug.
  22. With some characters, they are sometimes described in an event that takes a sentence or two from their Lore description. If the sentence is too long, it scrolls off the screen, and may force some dialogue to be cut out. If I remembered correctly, Elaine's Retreat (and Elaine herself) has this issue.
  23. That would be unfortunate in my opinion, because each Year would offer additional optimization and features to the game engine. This would mean that earlier Years would be a pain to play through, since they won't measure up to later entries, just by technical merits alone. (Like GUI, bugs, NPC behavior, ect)
  24. Perhaps for the moods and seasons a specific piece is played for the first time that they are encountered, and then placed into random rotation in the regular playlist (for moods) and seasonal playlist (for specific seasons, plus generic music).
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