The Labyrinth's Tests

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The Labyrinth's Tests

Postby Dlover on Fri Aug 19, 2011 3:21 am

'The Labyrinth's Tests' is basically just my bringing back my first game, but with more planning. While it is still in planning, and probably will be for quite a while, since I'm working on something else right now, I'm going to post this now and say a bit about it.

Stats have the basic 5 hp and 1 def, but then it changes a bit.
Each player will have 5 mana, and no base attack.

If any of you read even the first post of my first game, the Mages' Trials game, then you'll already know that each character is going to be using a specific element of magic. This element is completely up to the player, with no limits.
Now, while there are no limits, I'll be moderating the sorts of spells available, though your suggestions are welcome.

The last time I tried this it wasn't planned out too well, and a couple of the spells were completely nerfed. I don't want that happening again, so some things that I deem too powerful may be locked until certain events, or just completely denied.

Elements that I've already thought about (These are rough outlines):
Element: Spell types available
Life: Healing, infliction, resurrection (within a certain time, will have a negative effect), buffs (mainly defence)
Necromancy: Infliction, debuffs, raise undead, buff dead, control undead (Must be mindless, or have an extremely weak link. Some will be too strong for this)
Water: Healing, disabling (freezing)
Nature: disabling (entangling plants)
Light: Illumination (creates light), buffs
Dark: Delumination (absorbs light), debuffs
Fire: D.O.T (Burns and such), illumination
Stone: damage focus buffs (most spells will be focused on protecting and strengthening allies and self)


Those are just a few of the possibilities. I have trouble thinking of spells, so any ideas are appreciated.

Now, the reason I'm posting this. I want to be sure that there won't be any types I hadn't thought of that are either too useful or not useful enough throughout the game, so I want you all to help me get all that organised, so I'm not going to be spending days or weeks after I've finished with the other things I'm working on, just to realise that every player is one of those outbalanced elements.


Yeah, I know I've probably done a horrible job of explaining this. I never can explain anything.
Last edited by Dlover on Wed Sep 28, 2011 7:39 pm, edited 4 times in total.
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Re: The Labyrinth's Tests (Currently in planning)

Postby LicentiousDey on Fri Aug 19, 2011 9:57 am

Deciding elements is always hard. You could go with the four base elements (Fire water earth air heart), but that would be too few players for most games. You can also take two of the four elements to create 16 more elements. (Fire+water=steam, Fire+air=heat, etc) From those 16 you can decide what is worth keeping and what is just plain boring, or let the players decide. You don't have to use every element.
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Re: The Labyrinth's Tests (Currently in planning)

Postby BurnsBees on Fri Aug 19, 2011 9:58 am

You can also have the five elements, wood, water, earth, metal, and fire.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Taberah on Fri Aug 19, 2011 11:01 am

Another common set of elements. It has the four most common with two extras.
Air, Earth, Fire, Water, Negative, Positive

Edit:
It'll be more fun if I add some of my own instead of just finding a set :D. I'll add some more later.

Luck: Buffs and Debuffs, Tipping the scale of chance in one direction.
Time: Buffs and Debuffs, Raising or Slowing the passage of time.
Space: Damage and Creation, Destruction and Creation.
Blood: Damage and Disabling. Control over the most precious liquid.

Though they seem pretty major they don't have to be.
Luck could be the slightest of buffs.
Time could only effect non living targets
Space could only effect the smallest of objects
Blood could destroy some cells or stop a moving limb.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Haragorn on Fri Aug 19, 2011 1:00 pm

Healing
Buffing
Light Blasts (Light-element attack magic)
Resurrection
Energy Draining/Absorbing
Debuffing
Dark Blasts (Dark-element attack magic)
Necromancy
Water
Fire
Ice
Earth
Lightning
Wind
Mana Blasts (Non-elemental attack magic)
Telekinesis
Transformation
Summoning
Scrying
Illusions
Shielding
Steam
Cold
Life
Death
Prediction
Finding
Alliance-changing (not sure what the term would be, but making enemies into friends)
Golem-creation
Duplication
Alchemy
Telepathy
Mind-Reading
Hypnosis
Aggression-alteration (being able to turn aggressive creatures peaceful, or the reverse)
Time
Poison
Gravity

Some of these you already have. Some of these overlap significantly. But there are plenty of ideas. You can pretty much go through the magic system of any work of fiction and pick out which sorts of spells you like. That list is primarily inspired by Mass Effect 2, Magicka, Erfworld, and Dragon Nest. Four completely different worlds. Not all the magic makes sense outside of that world, but you can get ideas from whatever does.
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Re: The Labyrinth's Tests (Currently in planning)

Postby BrokenCastle on Fri Aug 19, 2011 1:25 pm

Image

Plenty more to choose from ;)
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Re: The Labyrinth's Tests (Currently in planning)

Postby ReadsVoraciously on Fri Aug 19, 2011 1:29 pm

Dibs on the Wizard of Osmium... :D
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Re: The Labyrinth's Tests (Currently in planning)

Postby m0rtimer on Fri Aug 19, 2011 1:34 pm

I'm picking onubtanium

Personally, I don't have anything of real substance to add, except perhaps this:

Whatever you do, try to give everyone an equal set of skills. If this proves impossible, then make it so that persons with a more powerful starter feat "level" slower, so other players can catch up to them. :)
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dusk9 on Fri Aug 19, 2011 2:06 pm

Another thing you might want to think about is versatility, e.g. one Element might have offensive (attacks), defensive (sheilds) and passive (buffs/debuffs), while another has only offensive or defensive. A solution to this could be to have the less versatile Element's spells be more powerful, for example the Life Element might have only healing spells, but they could heal more than the Water Element that has healing and freezing spells.
This would let players decide whether they wanted to take a single role with a set of limited but powerful spells, or a more versatile role with weaker spells.

Or, players could choose to multi-class Elements that complemented each other, gaining more spells at the cost of spell strength or MP cost. For example, Life could heal for 2HP for 1MP and Necromancy could raise undead for 3MP, while a Life-Necromancer could heal 1HP for 1MP and raise undead for 4MP.

In the end though, its up to you what each Element's like. You could even have hidden bonuses to certain Elements that the players would only find out if they encountered a certain senario in game.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Haragorn on Fri Aug 19, 2011 2:33 pm

You could also have multiclassing or specialization. Someone could know both fire and water spells, or they could know just fire spells but have those spells be stronger.
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Re: The Labyrinth's Tests (Currently in planning)

Postby PicksUpSticks on Fri Aug 19, 2011 2:38 pm

Dibs on Arsenic.

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Re: The Labyrinth's Tests (Currently in planning)

Postby RandomMerc on Fri Aug 19, 2011 2:51 pm

Don't forget the fifth element: Boron.

Dibs on Boron :P
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Fri Aug 19, 2011 2:54 pm

I would have called Frankium. Then just carry a bucket of water around. Sure, you won't survive after one attack, but you'll take whoever you're fighting with you... And the entire population of the dungeon.


Thanks for the help with all this.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Sat Sep 17, 2011 4:50 am

Okay, so I'm back around to this game again. I haven't got much done so far, but I'm thinking it might be better to hold the sign-ups now, or sometime soon, so that I know exactly what types of magic will be being used, so I can try to balance the adventure. Not really sure though.

Thoughts?

Edit: And apparently the opening section is currently 670 words long :| Might have overdone that a bit.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dusk9 on Sat Sep 17, 2011 5:02 am

Dlover wrote:Okay, so I'm back around to this game again. I haven't got much done so far, but I'm thinking it might be better to hold the sign-ups now, or sometime soon, so that I know exactly what types of magic will be being used, so I can try to balance the adventure. Not really sure though.

Thoughts?


It depends. When are you planning on starting the game? If it's less than a week or two, holding sign-ups now would probably be a good idea, but if you won't be ready for a month or so, well, there's no way of knowing whether people will still be interested or even still on the forums regularly. Things can change a lot over such a long time.

Incidentally, if you are starting sign-ups now, I'm interested :D .
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Sat Sep 17, 2011 5:06 am

I'm not sure how long it will take. I would hope it should only take a couple of weeks, since I've just hit school holidays for two weeks, but there's really no knowing. I'm really only considering the sign-ups because it will likely simplify the planning process to know what types of magic are being used, and I don't want to restrict is to a few choices.

Judging by what I've gotten done today, the planning shouldn't take too long. I've completed five rooms today, plus the statistics for players. If I were to look at having the recommended amount of rooms, 10-15, then it should take me no more than a few days, not counting the days that I don't have time to work on it. But that's not including art. I may include art, or I may not, depends on how well I judge my presentation of the rooms, though I find it easier to describe them in words.
Won't be accepting art donation for this game. No matter how much they improved my last one, I just can't rely on other people for it.
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Re: The Labyrinth's Tests (Currently in planning)

Postby BurnsBees on Sat Sep 17, 2011 7:26 am

Is it going to be combat oriented like the last game?
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Sat Sep 17, 2011 5:30 pm

There will be combat, but it's not completely focused on fighting, more of a puzzle type thing so far.

Making progress. So far there are about fourty rooms... And no, I haven't gone overboard with it just yet.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Mon Sep 19, 2011 5:29 am

Alright, that's everything but the art done, and I'm leaning more towards not including that just for this game, since I can probably convey things better in words than in pictures. I'm going to keep working on my drawings overall, and if at any point I think I could do justice to the description with words, then I will include a picture.

Edit: I'll start sign-ups now. I'll be randomly choosing seven people to play.
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Re: The Labyrinth's Tests (Currently in planning)

Postby WorstCase on Mon Sep 19, 2011 5:42 am

I guess I can't play as Search this time?

Dives too deep color #40BFFF, female, Element: Cerium (Allows to enchant metal-weapons with fire based attacks and summoning of a Cerberus -at own risk-)
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Mon Sep 19, 2011 5:51 am

Just gender, and that would be everything you need.
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dusk9 on Mon Sep 19, 2011 6:00 am

SPOILERS:I am always really unlucky on these random draw games :grumble: .


Makes-Loud-Noises (Noises for short)
Colour: #4000BF
Gender: Male
Element: Air and Sound (Can manipulate Air, and use it to manipulate Sound waves)

That okay?
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Hears-Disembodied-Voices
Lvl 1 Berserker ~ Exp: 9/10 ~ HP: 6/6 ~ Atk: 4 (+1~Rage) ~ Def: 4 (+1~50%) (+1~Rage)
Traits: Automatic Combat Rage; Jekyll and Hyde
Tower Game
Dusk ~ Lvl 2 Wraith Rogue ~ Exp: 2/3 ~ Atk: 2 ~ DEX: 1/4 ~ CON 6 ~ HP: 2/8
Skills: Stealth (1DEX/turn); Sneak Attack; Detect Trap (1DEX, R2)
Lair of the Mountain King
Eaten-By-Rabbits ~ HP: 3/5 ~ Atk: 1 ~ Def: 1
Capture the Flag (CTF) ~ on hiatus
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Re: The Labyrinth's Tests (Currently in planning)

Postby Dlover on Mon Sep 19, 2011 6:05 am

^ That'll be fine. And since I've outright said there won't be much art, I'm not expecting all that many people to sign up. You'll probably have a good chance of getting in.
Besides, I only plan on leaving the sign-ups open for a day or two, and not weeks, like LSN can.

It's just gone past midnight here, so I won't have a chance to get spell lists done any time soon, but I'll work on them when I can.
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Re: The Labyrinth's Tests (Currently in planning)

Postby askstoomuch on Mon Sep 19, 2011 6:24 am

freezes his pants off
male
short freezes
something with ice magic
blue or green doesnt really matter

something like that ? :D
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Re: The Labyrinth's Tests (Currently in planning)

Postby Haragorn on Mon Sep 19, 2011 6:30 am

I figured you'd want mastery of toast.
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