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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by Potaje on April 23, 2018, 05:23:44 PM »
What if the way and its mastery by non Psi's bleed a bit, like a radio transmission and everyone is a sort of reciever and there was a chance for bits and pieces to be picked up, randomly, and never a full, complete projection of whats being wayed without being the directed receiver. And maybe without a description of who is sending it or a partial description and never who is receiving. This might give a chance to disrupting plot attempts, escape from one situation or another and such.

Also what if the way degraded in its translated information the further away the links have to reach. Like the drunk code does now sort of. This would also allow for the feel of true distance in game reflecting the difficulty it might be to sort through this phantasmal essence we call the way which all minds are connected to and or through. I have never really liked that its like conversating with someone right next to you the same as across the known, I would like to think of it as having to stretch and there would be thinning in the link to the point that link would threaten to break and break when the distance is great. Or at least become leaky like a sieve.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by tapas on April 23, 2018, 04:46:09 PM »
Once again, no. It just annoys me that I need to continually tiptoe around that mechanic and assume everyone is texting beneath the table.

And it annoys me that the best reason for this status quo is because psionicists are the ones with the special sauce.

It honestly, and not being snarky here, sounds like you had a bad date and you want us all to stop using Tinder.

Oh I've been annoyed by this mechanic for a long fucking time. I have old e-mails (from before the request tool) where staff were giving me a hard time for talking during a bardic recital instead of using The Way. I've always thought it was dumb and stupid.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by Riev on April 23, 2018, 04:27:14 PM »
Not only is the Way NOT secret, which you should well know, it IS designed to be  way to mitigate social risk. Which is why people still are afraid to go into a Noble's Compound, or visit anyone of a GMH inside their own gates. We're all just risk averse at this point.

You could make the Way have an hemote when it is used. Then you'd know they're USING the Way, but I cannot understand the line in the sand that all humanoids should have the ability to invade and block off another person's mind. At all.

I do agree that it bridging language divides, and allowing nobles to talk directly to rag-wearing thieves is a bit of a struggle, but that's how it works. How it always has worked.

I just cannot agree with the addition of a skill to force someone to be cut off from the Mysterious and Unseen Force that is the Way. Not without being an actual coded Psionicist. It honestly, and not being snarky here, sounds like you had a bad date and you want us all to stop using Tinder.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by tapas on April 23, 2018, 03:40:25 PM »

Why do you think you need a counter for the main method of distance communication?

Because this incredibly powerful ability allows me to communicate silently, thus rendering any attempts at observation, espionage or spy craft against me useless. It allows me to easily cross social divides (EG. a noble interfacing directly with 'rinth assassins) and language divides. And again, it allows me to literally plot without the person right next to me using watch and listen on me to have any earthly idea that I'm bringing someone over to kill him.

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or is it because you think that your PCs have enough of a link to this mysterious undocumented force that they can infiltrate and block off the minds of others?

No it's because players routinely employ this mysterious undocumented force in ways that allow them to mitigate social risk. With zero to no consequence. If they can do that, I don't see why I can't find a way to reapply that risk.

Everytime the dude next to me wants to relay something in secret, they use the way. And I go "Fuck. I guess I need to play along with this stupid broken mechanic yet again."

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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by Riev on April 23, 2018, 03:29:42 PM »
Again, though, if this were a game about fair and balanced classes. You're talking about a skill from a skillset that is the entire purview of a 3-karma, high powered class.

We don't have counters to fireballs. We don't have GOOD COUNTERS to arrows (parry and shield use are bullshit). We only JUST got counter to shields, which will only be available for specific classes eventually.

Why do you think you need a counter for the main method of distance communication? Why not suggest a gag command? Blindfold? Any other number of things?

or is it because you think that your PCs have enough of a link to this mysterious undocumented force that they can infiltrate and block off the minds of others?
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by tapas on April 23, 2018, 03:15:00 PM »
This game is not one for "moves and countermoves" or for people to have balanced skills.

Also, please drop your "I've played several psionicists" a little harder, it didn't make enough of an impact.

What? Did you not notice that we have skills and counters for skills in this game?

It would be like saying, you don't need a scan skill to get a "leg up" on players with the hide and sneak skill.

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There just is no reason, ICly, that people would have this ability.

There are plenty of mechanical reasons. And the IC reasons are vague and hand-wavy at the very best.

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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by Riev on April 23, 2018, 03:09:46 PM »
This game is not one for "moves and countermoves" or for people to have balanced skills.

Also, please drop your "I've played several psionicists" a little harder, it didn't make enough of an impact.

There just is no reason, ICly, that people would have this ability. It doesn't add to the game, it just gives you a "leg up" on people plotting against you. Get over it, and let them plot.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by tapas on April 23, 2018, 03:04:20 PM »
No. Absolutely not.
You know who can manipulate the Unseen Way? A mindbender. A being so feared and powerful that it's put to death EVERYWHERE. 

I like it for mindworms though.

This is silly. And I hate hearing it as a lame reason to prevent some good changes.

Everyone already has some limited way-powers. Giving mundanes more tools to combat the ubiquitous psionic messaging service is not going to water down psionicists.

I don't want to be that guy, but it isn't a lame reason, and these aren't good changes.

The Way is an Unseen Force that humanoids have developed over HUNDREDS of years to be at the minimal level we are at. OOCly, we didn't even have Expel 10 years ago. This change is suggesting that you have the personal mastery over an unseen way to block someone else off entirely from it.

No. Psionicist is a guild. It is playable. It is a thing that has mastery over this Unsen Way. You do not. You ate uncooked meat yesterday because you were really hungry.

No it's a dumb reason that arbitrarily cleaves a distinction between one superhuman set of powers to another set of superhuman powers.

And I don't know how to explain it any other way. Having played several psionicists, I really just don't give a good god-damn what the in-text reasoning for this or that psionicism happens to be.

I just want some way to counter that fucking noble and their aide sitting there and plotting my demise right in front of my face.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by Riev on April 23, 2018, 02:52:38 PM »
No. Absolutely not.
You know who can manipulate the Unseen Way? A mindbender. A being so feared and powerful that it's put to death EVERYWHERE. 

I like it for mindworms though.

This is silly. And I hate hearing it as a lame reason to prevent some good changes.

Everyone already has some limited way-powers. Giving mundanes more tools to combat the ubiquitous psionic messaging service is not going to water down psionicists.

I don't want to be that guy, but it isn't a lame reason, and these aren't good changes.

The Way is an Unseen Force that humanoids have developed over HUNDREDS of years to be at the minimal level we are at. OOCly, we didn't even have Expel 10 years ago. This change is suggesting that you have the personal mastery over an unseen way to block someone else off entirely from it.

No. Psionicist is a guild. It is playable. It is a thing that has mastery over this Unsen Way. You do not. You ate uncooked meat yesterday because you were really hungry.
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Code Discussion / Re: IDEA: new command: "blockpsi <player>"
« Last post by tapas on April 23, 2018, 02:47:07 PM »
No. Absolutely not.
You know who can manipulate the Unseen Way? A mindbender. A being so feared and powerful that it's put to death EVERYWHERE. 

I like it for mindworms though.

This is silly. And I hate hearing it as a lame reason to prevent some good changes.

Everyone already has some limited way-powers. Giving mundanes more tools to combat the ubiquitous psionic messaging service is not going to water down psionicists.

Being able to block someone from the way, using your barrier and being able to intercept psionic traffic should honestly be basic counters to what has always been a broken mechanic.
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