Ye Are Gods (Sign-up and OOC)

I don’t get the point of this god. I don’t get the point of psychics other than to be a special snowflake with your own supernatural power system that arbitrarily trumps everything else.

I don’t get why a god like this is worshipped other than I guess people want the power to win against others. I don’t get how a god like this pops up. I don’t get how psychics really fit into the world built as presented by this god. How did psychics come about? How did a god form around them? Why wouldn’t people, creatures and whatnot of other lands and gods also have psychic abilities if it’s a force of the world?

I don’t get his backstory of apparently rampaging and then going off to take a nap after getting injured. For doing something calamitous it doesn’t really amount to much and I’m surprised the other gods didn’t do anything to completely neuter him after.

Seems like an excuse to not really play a god and sort of powergame nation. Beyond that I don’t see it fitting in at all and I don’t really see it adding much to the world building of this planet and pantheon.
Okay. I'm certainly not going to let anyone steamroll over another player because of "SPECIAL POWERZ"

I already posted a sample on how it'd work to have psychic abilities balanced. Do you think that is not enough?

@FriedCFour, @LordSunhawk What are your thoughts on this issue?
 
It can work if properly balanced and fluffed. Reading the background it doesn't look overpowered to me, but it will really come down hard on writing. I don't like there being guns involved, this is a fantasy setting so firearms should be rare as hen's teeth.

My thought on it is that psionics are just magic with a different fluff. If 'regular' mages are prepared for the psionics then it's simply power on power, but if not it can give an element of surprise. But it works both ways, the psionics won't necessarily be able to counter everything a 'standard' magic user throws at them, again because of unfamiliarity. It will be challenging to handle in live posting, so everybody involved will need to be aware and discuss things on an ongoing basis.
 
What Reimu said. No need for hostility and aggressiveness here. We aren't asking you to make a new race and such things, just wanting to get this all sorted and worked out with mechanics and such as it doesn't look or act like some OP crazy thing in-RP. If you just leave it as "it is as i said it is and that is all i will care about" it kinda comes off a tad harsh as well. We are just worried is all, not hostile towards you personally. You have a cool nation idea, and we wanna RP with ya! D:

And in the latter thing you responded to, i think Hlaalu was just noting that the stuff about the psychic and magic and literal guns kinda looked like schoolyard oneupsmanship I think. Like some kids playing around in some game, and one of them says they are the most powerful and tries to one-up everyone, to try to explain the terminology.

Perhaps a more aggressive wording than intended, and apologies if i sounded a bit aggressive myself (twas not the intention), but i hope i interpreted it right. XD
Well allow me to be extra clear, in Ernest, without any intended disparagement or sarcasm.

First, I'm playing a faction with a superficially different kind of caster unit as a part of it's regular, balanced army set. My faction has however many Casters as the GM deems appropriate, and they are of an average level of ability as compared to any other group of Casters. A portion of these Casters specialize in fighting Casters. As a further explanation, the sample hero I provide is supposed to be one of the most dangerous mortals in the faction, and his psionic powers are "floating" "shield" and "hit harder in Melee", with no special anti casting powers to speak of.

Second, the broad technological level of my faction is comparable to the Bronze Age people's of Britain and the Isles, meaning without exaggeration "the stick" is still a common weapon on the battlefield, and most of the armor is made of grass. To offset this, they have great architects (not unheard of in the Bronze Age elsewhere) and a small, GM determinate number of squid or tree monsters not out of proportion with the "monster units" everyone is allowed.

Further, on firearms. In a description, I mention that some troops have, in the past, been armed with single shot firearms they neither understand or have the ability to reload, and that somewhere, in a limited context, someone among this nation is experimenting with the design. I would ask you to recall that Handgonnes, medieval firearms, are specifically noted to be completely legal, and the GM's very own sample battle posted to show us how things work features literal field artillery being fired twice in about a minute and a half, backed up by ranks of fireball hurling wizards. Certainly, the "bazylonians" from the sample text would pile drive the ever loving man shit out of any army Vaad's folk could produce.


I hope that this more practical, less fanciful description makes the situation clearer so that we can discuss this in good faith.
 
@FriedCFour, @LordSunhawk What are your thoughts on this issue?
I see zero problem with having guys more resistant to magic, I thought it was a solid touch to have at least a few gods that are not as greek styled and more eldritch. Also keep in mind to everyone worried about "powergaming" in a game thats basically a shared writing experiment, we also have a dude who said he could just populate the whole earth in his people instantly if he felt like it, but his people dont do that because he doesn't want them to. Everything is about writing and making an interesting story, not about "winning", and literally anyone can go and powergame it or pull some bullshit. No nation or god or civilization actually has any power other than what you actually write once the IC starts. You just make it up here. So Ships group is no more "powerful" than anyone elses unless he and everyone else writes it that way. Basically, dont freak out over some vaguely written bits of fluff and what they might mean. All of this is, in the end, arbitrary and the point isnt power but story.
 
I don't like there being guns involved, this is a fantasy setting so firearms should be rare as hen's teeth.
In this case it sounds like its basically a stick you can fire, and I've never been much a fan of complete and total technological stagnation at just one development period. It also doesnt make sense to have stagnation and a god of progress. Basically if players want guns to be developed as it goes and more common and the setting explicity mentions they are allowed from the start, players can do that.
 
Well on that note, how exactly is the God Council organized?

Edit: Powder based firearms are also pretty weak here being perfectly honest- even if you made them advanced well beyond the medieval limits. They may not even be <worth> developing, given some of the nastier things that can show. It's more a matter of flavor.
 
Edit: Powder based firearms are also pretty weak here, even if you made them advanced well beyond the medieval limits. They may not even be <worth> developing, given some of the nastier things that can show. It's more a matter of flavor.
If its worth it to have guys running around with plate and swords and spears its worth it to have firearm infantry too.
 
Hand guns of medieval make are absolutely, unequivocally, terrible. Their greatest military feat was scaring the enemy from their loud noise and big bang. They may find some good use against human factions(especially more undisciplined ones), but they're not going to do much to anyone in fullplate, great discipline or an exceptionally hardy monster- or even worse, a fast one.

This isn't me shitting on guns, mind you. I intend to make use of them myself in certain ways. I just think that they'd need to be adapted to this world and morph around it, rather than be something that's introduced as a super strong alternative on its own legs.

This is speaking of them at the global warfare level, of course, there are also different contexts where they may be more useful especially depending on circumstances. But being reliant purely on powder won't have much draw; you'll need to get creative with them, I think, to make them a genuine stand aside to the likes of the bow and sword.
 
Hand guns of medieval make are absolutely, unequivocally, terrible. Their greatest military feat was scaring the enemy from their loud noise and big bang. They may find some good use against human factions(especially more undisciplined ones), but they're not going to do much to anyone in fullplate, great discipline or an exceptionally hardy monster- or even worse, a fast one.

This isn't me shitting on guns, mind you. I intend to make use of them myself in certain ways. I just think that they'd need to be adapted to this world and morph around it, rather than be something that's introduced as a super strong alternative on its own legs.

This is speaking of them at the global warfare level, of course, there are also different contexts where they may be more useful especially depending on circumstances. But being reliant purely on powder won't have much draw; you'll need to get creative with them, I think, to make them a genuine stand aside to the likes of the bow and sword.
I mean thats the rule for it all. Be creative and interesting.
 
With magic and all that jazz available, I probably don't even need to follow the "Black Powder" development tree to make new kinds of weapons (not that Khunji actively promotes warfare). Lots of room for creativity depending on what's available in the whole wide world.
 
Looks like I misread that section, no worries then on the handgonnes and such. Just be flexible and discuss things amongst the participants when it comes down to combat so we avoid the childhood cowboys-and-indians shenanigans we all once partook in.

And since everybody wants to have kickass combat shit... I present to you...

 
Indeed. The goal is just to make sure no faction gets curbstomped by another (unless the writer wants them to for plot purposes). As FriedCFour said, story and characterization is the focus here.

As an aside the individual Kobold groups can be easily beaten, the problem is finishing off all the kobolds in an area- they'll scatter, hide, and re-breed like insects. If someone keeps a dedicated attempt to kill them off they'll keep building traps in their wake.
 
I'm in it for the cool fluff.

Butseriousilyhowarewestructuringthegodcouncil

Well, I see no clear "king of the gods". That seemed to die with Azahiel's claim. I see it as half-democracy, half family squabbling that requires enough leverage to make everyone play ball whether the vast majority of the gods realize that it's better that the consensus is abided by because it benefits everyone in the long run or there's enough firepower to bring certain elements to heel.

Of course, I see there being some UN-style technicalities like one god holding his hands up and saying, "I can't help it if my mortals are just better. I'm not directly interfering. If there's a rule I am unaware of..."
 
Might need to balance my own, maybe the sort of special abilities that I'd use as well. So I am thinking what sort of power would my aloof god grant, or perhaps lead his followers to? I am thinking paladins and priests using the light of reason to smite their foes, or maybe DIVINE REASON in some respect. But Divine Reason would be literally the logical order of things, the account, the word, etc.
 

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