Grey Star
Red Jacket
Shinecero said:Loopy is mostly correct. The Brotherhood and Sisterhood are not classified as guilds since they are more like governmental body split in two factions ruling over Paradice. They train mages and sent them to various guilds to join (well, that was initially the idea anyways). In the new system where all Guilds are merging, the Magic Schools and the Heroes Organization is exempt from this.
Okay, did not know that. Very good information to know, and I feel better about the merging of the guilds then. My feedback is to separate the guild aspects from the governmental aspects. Let me attempt to explain. Have the player characters that want to be in the Slayers Guild be more the more adventurous characters, while having the Magic Society / Heroes Organization being the governing bodies in terms of law rather than the organization for those kinds of characters. For example, a mage character in the Slayers Guild would be under the laws of the Magic Society because they use magic, a super hero character would be under the laws of the Heroes Organization, etc. This way the player characters would all be under one organization, without the separation of parties that impeded BGV.
In case the above paragraph does not make sense: Heroes Organization is law writing and judicial stuff, Slayers Guild is for player characters who might follow laws from the Heroes Organization.
Shinecero said:Yes, a revision would/could be in order. I should have added more context that things will be changing to fit the new standard just slightly. Originally, Monsters were animals exposed to chaotic energy. Deimos were descendants of Demons exposed of Neutral Energy.
What I’m aiming for that Demons break away from “evil spirits” for those that passed on with evil hearts in the Under World. So, under the revision, Demons are beings created by Lucifer for the sole purpose of war during the Crisis War. Once he was defeated, Demons were stranded on Booga. Overtime, they evolved into Deimos. Pure Demons are exceedingly rare—but they can be found in certain places in Booga. Deimos had various of tribes and went on their separate ways. Most remained in the new continent after the Paradice incident.
So that leaves animals. They turned into intelligence creatures (i.e. able to speak, used magic, powers, and tools), like that of Deimos. Should they be classified as such, or simply considered them as “monsters”?
For the new enemies, what I was thinking that a new type of force will be the focus for the Beast Slayers. I was thinking of classifying these types as “Eldritch Abominations”, unnatural forces fuel with Dark Energy that disregard the natural laws we know it. But I’m afraid that we might ran into too many classifications, unless you guys are fine with that? They will be playable for other players to use, but only as a villainous role.
I'm a tad confused but managed to follow the gist. I think combining "animals affected into different creatures" and "pure demons evolved into not pure demons" into the same category would be confusing to players. Giving them both the same label would conflate the two too much. Yes technically they're both the result of life forms mingling with both chaotic and neutral energy, but the bases are different. Too many classifications is a valid concern, but I think conflating things would be a bigger problem.
Alternatively, if Deimos and Animals were nearly indistinguishable aside from bloodlines, then I could see a case for them being under the same label, but I feel like that's not the intention.
Proposed clarification:
Deimos - Evolved from pure demons in the past, humanoid but monstrous with tribes and societies.
Monsters - Animals afflicted with chaotic energy, warped and disturbed, not always humanoid, but can be humanoid.
New enemy type
If I'm missing something here please tell me.
As for the new enemy type, I don't feel like its a great idea. The term "Eldritch Abomination" is grossly abused by TvTropes, and should generally only be used for creature types that defy the laws of existence. Obviously that's a very subjective definition. But using this name means every creature should be in some ways, impossible. Disregarding the natural laws is a good concept, but it can be hard to keep up.
On the other hand, if you want to have an enemy type that's nothing but horrific creations that will terrify the players, making them true Eldritch Abominations works.
TLDR: Deimos and monsters should probably be different names unless the types are the same, Eldritch Abominations are a high standard.
Shinecero said:But here’s something that stray a bit different. The Boss will start off with shields that last for the duration of posts. For example, let say Negative creates a powerful barrier that protects him, which takes 5 posts to take it down. This means, Negative cannot be harmed as long the shield is up. However, if all 5 posts from players use it against the shield, on the 6th post, it’ll be destroyed and opened to attack. Here’s an illustration:
I really do not like this idea. In the current case of the Doom fight and Negative fight, they're stories first, built without any game concepts. Later on with a game concept already a part of the RP's premise, I could see it, but adding something like this in right now would be jarring. Secondly, setting a number of attack posts to destroy a shield makes things too equal, at least for the current cast's case.
Let's have, for example, Brachi VS Raune attacking the shield. Brachi uses a 10X Super God Kamehameha Blue attack on it. Raune slices it once with his super boosted strength. Both of those would be treated equally in terms of destroying the shield, but they don't make sense being equal from a story perspective. In addition, then it could raise questions of "how much damage does an attack have to do to count against shield health" along with "why use any attacks stronger than the shield's base requirement for draining it's health." If the RP had a game concept associated with it before hand I could see this better, but for the current attacks I see this as a bad idea.
Further more, it limits both the GM and the players. On the GM side, a super attack against the shield obviously would be more destructive against the shield than a regular attack, but the GM would have difficulty justifying any attack doing more than one post worth of damage to the shield's health. On the player side, it makes any support action much harder to justify doing than just zerg rushing the shield. That could erode teamwork both within and outside of the RP.
TLDR: I think the post amount = health concept is a bad idea.
Added the TLDRs in case my paragraphs don't make sense.