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Post by Admin: Soul on Feb 13, 2021 18:37:40 GMT -5
If you have any suggestions or ideas about how to help our site you can post them here. Staff will routinely check this topic for advice, help or tips on how to advance the site. This can be anything from found issues with the site, suggested upgrades or things that may need to be edited. Please keep in mind, staff has a vision of how they want things handled, so some suggestions or feedback may not be used, but it does not mean we do not value your opinion. We ask that you remain positive and constructive when submitting suggestions.
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Adventurer
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Human(?)
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Post by Widmund on Aug 31, 2022 12:27:47 GMT -5
This is regarding the Fighter's Guild and, specifically, the skills that you can buy from it. I do not think that fighting techniques should need to be purchased in the way that many of them are presented there.
Some of them are good, as they provide mechanical benefits that a character would otherwise not have even if they made a similar attack: Wall Dash, Head Strike, Adrenaline Rush and Momentous Cleave, I think, are all great for that.
However, other skills presented there are things that a fighter should, depending on their skill level, already be able to do. Lock Up, for instance, allows you to lock weapons with your opponent, but this is already something that fighters do in real life and something that anyone with sufficient training should already be capable of. To a lesser, but still noticeable degree, Blow Back and Guard Break are just things that any medieval fighter could do, as attempting to circumvent a block or creating distance are just basic techniques. Rising Strike and Grounding Strike both serve little function except flavour.
The reason that I dislike this is because it sets a poor precedent. Any martial character that is not a member of the Fighters' Guild is effectively nerfed by placing already-existing techniques and possibilities behind a solar cost and a guild membership. PCs that rely on NPCs will also be affected, since their martial minions won't be capable of accessing these abilities by any means. It might be said that the Fighters' Guild techniques simply guarantee success, not barring their use otherwise, but I would refute that, saying that guaranteed success is equally silly; Grounding Strike should not work on a 400-foot tall titan unless the user is obscenely powerful, in which case they should not need the technique.
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CCS Courier
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Female
Ash Lands
Sister to one half of a can of Zardines
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Post by Eameia (Zarius unavailable) on Oct 12, 2022 14:22:43 GMT -5
Suggestion regarding new members joining the discord.
I've noticed that when new members join the discord there is a flurry of greetings and comments. Any ongoing conversation comes to an abrupt halt. We also have instances where too many people are jumping in to help a newbie when they already are getting help from someone else. I think this could be overwhelming for some people who are less confident about immediately jumping into things. It also makes it harder for the newbies to read the greeting which gives them the links they need in order to be directed to the rules as it quickly gets burried by all the reactions.
I think it would be a good idea to have 1) a newbies-only channel that is for non-active character accounts and mods/admins only so that the help they get is the most consistent and contained in one space that is easier to keep from being swamped with other conversations, and 2) a "landing zone" for new people joining the discord that would keep the links to the site at the forefront and also keep down general from getting flooded with greetings which are distracting and interrupt ongoing conversations.
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CCS Courier
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Renown
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Ash Lands
Sister to one half of a can of Zardines
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Post by Eameia (Zarius unavailable) on Oct 27, 2022 8:05:30 GMT -5
Hi admin team!
Could we get the Quest Board added to Important Links so it is easier for people to find them without having to go through the Hall of Heroes?
Thanks!
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Fighter's Guild
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King’s Valley
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Post by Shaa Rhunn on Dec 3, 2022 17:26:05 GMT -5
I have a suggestion for an item. I made it for color here. talesofcharon.proboards.com/post/13207/threadThe item is a torch that generates a pack of fire rats that move independently wreaking havoc. The torch can also be used to generate level 1 flame breath
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CCS Courier
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Renown
Female
Moon Elf
mater impera aeterno noctum
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Post by Lady Cirice Lunestre on Dec 29, 2022 23:40:46 GMT -5
I've got ideas.
For the Crescent Isles:
Shingetsu "the island of the New Moon" is one of the smallest islands and the nearest of the Crescent Isles to Moonglade. Shingetsu being so close to Moonglade itself but farther south than Starlight City it became a melting pot between the two cultures and a very popular trading port between lesser trading companies. Also being so far from the main island of the Isles, Shingetsu relies heavily on the trade from Moonglade and is therefore one of the most tolerant and welcoming of all the isles as well as a more neutral territory for dignitaries to meet and have delegations between the two nations. The whole of the island is mainly the port city and bamboo forest with reefs just off the shore on most sides. The inhabitants are mostly tradesmen and fisherfolk.
The most interesting feature of the island outside of the port itself is a waterfall that feeds into a large, round moonpool. On the full moon the waters of the pool perfectly reflect the face of the moon, making the locals believe the pool scared to Lunala. The moonpool being sacred, it is considered a great honor and a goal for local women to have their children in the sacred waters. It was not uncommon for expecting mothers to be guests of the Lunestre household in order to be close to the moonpool when the time comes and a small ryokan has cropped up not far from the pool as well for that purpose called the Midwife's Manor. Babies born under the full moon in the pool are considered the most blessed.
In the port of Shinegetsu there is an izakaya popular among locals and visitors alike called the Idaku Diner, which serves mainly fish dishes that blend the flavors and cuisine of the Isles and Moonglade and is most famous for the Starberry pie. The owner is a man named Ryotaro who is a retired merchant that opened the izakaya to give all his guests a little flavor of home.
Guild ideas:
A ranking system within the guilds like apprentice, journeyman and master with differing levels of access to resources and creation of new aspects of the guild based off the question they've done for the guild. As part of becoming a 'master' the character can create or research a new ability/lore/knowledge for the guild. Like a new spell, potion or combat ability. These levels could also be tied to the character's overall renown.
More to come... MOTHER MOON TO COME
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Noble
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Half-Halfling, Half-Goblin
Arrived in the Booba Stratosphere
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Post by Veliky on Jan 7, 2023 14:37:39 GMT -5
Hi it's me, summoned by the release of new martial techniques. Firstly, I want to say that the new techniques are vast improvements over the ones originally introduced in the Fighter's Guild. For the most part, they're unique and unusual while offering mechanical benefits, adding new and interesting abilities to a character that makes their fighting style more interesting.
The only new technique that I really don't like is Shoulder to the Plow, which feels like an otherwise generic attack with some mechanics slapped on. Also ANY movement impairment? Like you can do it with broken legs, or while inside an iron maiden? Granted, the Sea Legs ability of the Corsair is worded the same way... honestly, that ability is just as prone to absurdity.
But still, I think these abilities are good. I still do not think the Fighter's Guild abilities are good; honestly, with these new ones released, I feel the Fighter's Guild shop could do with some massive revamping. I hope that all of you in the admin team will continue to listen to feedback so that writing can remain fun and creatively-driven.
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Adventurer
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Dark Elf
"It, uhm, it was an accident, I promise!"
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Post by Xhavian Navarre on Jan 22, 2023 11:43:21 GMT -5
This is the disease I mentioned creating for a friend's character that I would love to see if it could be considered canon lore for Charon. I have a few ideas in terms of the background and creation of it, and I would be happy to work on expanding it if it's something that the admin team is interested in. The Pale Woe
A rare disease that is carried through bloodlines, primarily in noble families. It is believed to originate from a curse cast on court members at the time of the founding of the Pale City, sweeping through a great number of the houses and claiming the heads and heirs of households, seemingly as punishment for a sin long forgotten. A cure has yet to be found, and it was believed that with those that died, the curse had ended. Every so often and across several centuries, however, a noble family will have a member or two that acquire the disease and suffer its symptoms until their painful deaths. The disease itself is not communicable between people and does not seem to follow any consistent genetic line between the noble families of the Pale City any longer, but it has yet to be found beyond the City's walls and the dark elf race. It is often difficult to determine whether or not a person is afflicted, as the disease is highly variant from case to case, presenting sometimes in childhood, early adulthood, or very rarely, in the elderly. The rate of deterioration itself is also highly variant, and there have been one or two reports of it taking a century with careful management for an afflicted person to finally succumb to it, while others may only survive a few years from onset before the disease takes its toll. Treatment: There is no known cure both alchemical or magical. Only a few rare potions and higher complexity spells have thus far only been able to ease discomfort and some pain, while simultaneously prolonging the life of some that are afflicted, however, both are quite costly, and it is not uncommon for a noble family to run out of resources and funds to maintain care of those the afflicted. Symptoms: Early Stage - can last from anywhere for a few months to a few decades; considered chronic; symptoms grow in severity as it progresses to deterioration; due to the mundane nature, diagnosis is difficult with these symptoms alone until they become more severe- Fatigue
- Chills
- Headaches
- Muscle and joint aches
- Stiffness in muscles and joints
- Faint blue coloration around the tips of the fingers, at the corners of the lips, and around the eyes
Growing Deterioration - previous symptoms persist with varying intensity that can interfere with daily life and basic bodily movement; disease is typically diagnosed at this stage; can last for a few months to a year before progressing to late stage; magical and alchemical intervention is necessary in order for this stage to be prolonged for anything greater than 1 year- Blue veins appear on the person's body, starting at the fingers, lips, and eyes and spreading outward as the disease runs its course in a spiderweb-like pattern
- Exhaustion
- Generalized pain
- Migraines
- Intermittent numbness and loss of sensation in the extremities
- Intermittent inability to bend joints and flex muscles without pain
- Cough and shortness of breath as the lungs have difficulty working properly; can be bloody
- Loss of focus and appetite
- Periods of unconsciousness (fainting)
- Sensation of perpetually being cold due to a lack of circulation of blood
- Cold to the touch
End Stage - o nce previous symptoms have reached their most extreme intensities, an afflicted person may, at most, have weeks to live; death is suffocation; the bodies of those that have succumbed are often described as seeming to have frozen solid as if made of the Frost Gale's ice- Loss of vision
- Body is covered in blue veins
- Inability to speak
- Inability to move
- Inability to eat without assistance
- Lack of awareness of surroundings
- Difficulty and eventual loss of the ability to breathe
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Mage's Guild
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Zeinav
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Post by Mubashir on Feb 23, 2023 10:59:19 GMT -5
Can the Red Rogue shops get moved to the specialty shop subboard for availability?
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Tradesfolk
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Frost Gale
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Post by Ulmiyda Frostcroft on Mar 26, 2023 15:19:30 GMT -5
Regarding the recent Mancer to Elementalist update, I feel like the old mancer classes were a way to specialize a character within a domain. With update, it feels like a bit of a waste to get an exalted level of a domain just to get the 4th path, since you have two excess paths left over. As a compromise could you allow the path slots to be substituted with free access to spells from that domain? You could tie it to level 3 of the Elementalist class so they you couldn't just take level 1 and get two high cost spells at a discount.
So as example, if Ulmiyda had exalted earth domain and level 3 elementalist, she would have all 4 fire paths and could substitute her last two paths for two free fire based spells.
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CCS Courier
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Post by Lady Cirice Lunestre on Mar 26, 2023 23:13:10 GMT -5
Archmage level one could use something a little more to justify the solar investment because currently its very expensive for what it is. In order for the first level of Archmage you have to be a master in 2 domains (200 solar investment) vs for most classes you only need master in one (100 solar investment taking fiend and celestial as my examples here) and you get only a small flavor thing and a paltry amount of spellslots
Level One
50 Solars to purchase level one
Infinite Soul: A flavor thing at best with no real mechanical usage outside of flavor You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Arcane Wellspring: Gives the same amount of spell availability as a spellbook for more than double the price and otherwise has no other mechanical use. An arcane mark or trinket is doubling the amount of slots for only 30 solars Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle.
Proposal: Just as the Fiend and Celestial classes at level one provide the character with one free master level spell the archmage class should also give the character one spell from the domains they're using for the qualifications
Celestial Level One
50 Solars to purchase level one
Angelic Pact: Mostly flavor but has a mechanical effect and consequence You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Good and can not be altered (you will stay good regardless of alignment altering affects)
Holy Gifts: get a spell for the price of the class, very nice Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
Angelic Light: extra damage mechanical abilities The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Your attacks that deal light damage now deal double damage against those who are of the Evil Alignment.
Fiend Level One
50 Solars to purchase level one
Demonic Pact: Mostly flavor but has a mechanical effect and consequence You have made a contract with a demonic being of evil, sometimes by choice and other times against your will. This creature of evil has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the fiends physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Evil and can not be altered (you will stay evil regardless of alignment altering affects)
Unholy Gifts: Spell good, justifies cost Upon unlocking this level you may choose one of the Master level spells from the Dark Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the dark domain skill to gain or use the spell.
Abyssal Darkness: extra damage real nice The darkness within the fiend now flows through you, corrupting your soul and turning it black. All of your physical attacks now deal dark damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal dark damage. In addition you can choose to grow small claws and enlongate your teeth, making them sharper and more effective for dealing damage. Your physical attacks with these also deal dark damage. Your attacks that deal dark damage now deal double damage against those who are of the Good Alignment.
An even better comparison would be with Astral soul as it only gives 5 spell slots at level one for the cost of mastery in one domain AND it gives access to changing much more aspects of the character on a useful level that can only be done oitherwise with an item that has to be bought with a mystical archive ticket or a 50 solar spell (alter self)
Astral Soul
An Astral Soul is a unique being who unlike others does not train or hone their skills, and instead becomes one with the very universe, allowing existence to merge with their form. Their mind has opened up to the wonders of life, their soul fusing with the very essence of creation. While most people spend their time and energy training things like their martial skills, or their ability to cast spells, an Astral soul simply wishes to understand the universe.
In order to purchase levels in the Prestige class Astral Soul, you must meet the following requirements.
Must have Master in the Arcana: Space Domain Skill to obtain level one and two
Must have Exalted in the Arcana: Space Domain Skill to obtain level three and four
Level One
50 Solars to purchase level one
One with the Cosmos: alter self or beads of they at will The Astral Soul has given up their sense of purpose, forsaking the life they use to know and bonding with the universe, opening up their mind to the world around them. Their forms have been completely swallowed up, losing all sense of who they use to be. Your name no longer matters, the universe assigning you a new one. Things like age, gender and personality are just a concept which is now lost to you. You are able to age yourself, choosing to be any age at any time. You can also change things like your gender, or your appearance, altering hair, eye and skin color as well as taking on any personality you desire in that moment.
Expanded Mind: spell slots AND an added ability Becoming one with the universe has given you an insight into the arcane makeup of reality, allowing you to see magic in more complex ways. The moment a spell is cast in your surrounding area you immediately become aware of it. Not only do you know the spell is being cast, but you know everything about it, the domain its from, its element, its effect and any additional bonuses that are applied to the spell from its owners abilities. You also increase your own magical reserves, gaining 5 more known spells and expanding your spell cap.
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Fighter's Guild
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Renown
King’s Valley
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Post by Shaa Rhunn on Apr 5, 2023 11:03:31 GMT -5
Item Suggestion
GUILD SIGNET RING
A ring that allows you to mentally communicate with fellow guild members. While you can’t use it for direct one on one conversations, it can relay messages across the entire guild. The ring is useless to anyone not marked by the guild.
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Mage's Guild
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Crescent Isles
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Post by Shitakibo on Apr 20, 2023 14:13:05 GMT -5
In reference to a discussion about Path of the Elementalist from Discord, here ya go Gem
What about having the "pathway" unlocks tied to all of the upgrades associated? For instance, at level 1 and 3, if I have Sky Domain (Exalted), then I could choose the Path of Air, then Lightning, or vice versa, for each subset. Since the player is already having to invest in the skill itself, and likely at least a few associated spells, it seems prohibitive to not get the full value. I know this undoes the need for the Lv. 4 rules about having 3 Exalted Domains, but perhaps that also leaves Lv. 4 open to being that expression.
For Instance: If I have Lv. 4 PotE, and Sea Exalted Domain as my only qualifier, that would net me a substantial boost to those pathways, with each other Domain spreading out that bonus until you have all 3, unlocking a different bonus that expresses your dedication to the craft
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Fighter's Guild
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King’s Valley
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Post by Shaa Rhunn on Aug 28, 2023 13:05:23 GMT -5
I have 2 items now that require a dice roll. I would like an item that influences the roll. ex: - Item that allows a re roll
- Item that doubles the items of your roll
- Item that allows you to roll both items in the same post
- Item that allows you to roll twice and your number is the total
- Item that buffs summons from a roll
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Adventurer
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Undead Elf
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Post by Aledüne Nevaar on Aug 28, 2023 13:11:04 GMT -5
So, I felt there was a lack of grafts that gave flavour of the undead variety, so I thought I could make a few suggestions based upon what I have already read.
30 Solars Undead Fortitude: With this your Constitution changes from someone living to someone dead. As such you lack the needs and desire of the living, now replaced with that of the dead. You no longer need to feed, drink or breath. And poisons no longer affect you, but in return you have a different kind of hunger. Ghouls eat the flesh of the dead, vampires drink blood, and skeletons need sources of arcane energy once in a while to keep functioning. The storyteller has final say on what a hunger can or cannot be. In addition your very presence is unsettling and so the living will know instinctively to fear you should they know your true nature. Lastly you carry a curse depending on what kind of undead you are, Storyteller has final say as usual.
50 Solars Rejuvenation: Functions like Life Link enchantment on blades except it doesn't need to deal damage.
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