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Acolytes Acolytes 3 sign-ups thread

Opinion on weapons (items that help you fight monsters on quests)

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I'm hard at work making things better for the third game. I'm still probably a couple weeks out, but there's going to be more things to do on quests and I'm making a bunch of other little improvements as well. Anyways, figured it's not too soon to begin sign-ups and get a feel for how many members plan on playing.

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shortkut

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I'm trying to not add a bunch of new roles this time, allowing yall time to get familiar with the ones we already have, but I did decide I wanted to add an Acolyte version of the Trickster wolf, so I added this one just now:

9. Deceiver
Unholy Magic

  • Can target another player to appear as "Deceiver" upon death
    • Once per game.
    • Target can be changed at any time.
    • Dead player shows as Acolyte team and Unholy Magic after death.
 

shortkut

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I'm considering allowing that. I had a thought: if you end up questing with somebody who's an acolyte or the SK, they have the option of stabbing you in the back while on the quest. The town isn't told how you died, so it'll look like a monster killed you.
The town player has to get some benefit to questing with a potential baddie, otherwise group questing benefits every faction except town.

Maybe everyone has the option of killing their questing partner(s)
 
The town player has to get some benefit to questing with a potential baddie, otherwise group questing benefits every faction except town.

Maybe everyone has the option of killing their questing partner(s)
Nope, you already get a benefit with two people swinging at the enemy before it gets a chance to hit just one of you with its counter. The idea of potentially being murdered by your companion is the downside I'd want to add to balance that out.
 

shortkut

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Nope, you already get a benefit with two people swinging at the enemy before it gets a chance to hit just one of you with its counter. The idea of potentially being murdered by your companion is the downside I'd want to add to balance that out.
Everyone has the same benefit and risk if anyone can kill their partner. Townies can now kill townies more easily, and anyone has a chance to help the town by taking out an acolyte or solo
 
But you’re making it an extra gun with unlimited ammo for the acolytes and solos. They already get daily kills
Only if you invite them. It's supposed to be an extra risk, and anyone who's too eager to find a questing buddy would draw suspicion on themselves so baddies may actually think twice about it.

It's just the seed of an idea though, don't know if I'm going to do the dual-questing thing. There does need to be some kind of drawback or risk to consider when questing with another person though.
 
I had just been thinking I might need to change that with the way I'm redoing quests. It worked fine before when you would fight a max of one enemy a day, but this time you could possibly fight multiple enemies in one quest if you decide to "keep going", so I might make them last but be a little more expensive. In any case the executioner could always sell or trade his excess inventory.
 

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I had just been thinking I might need to change that with the way I'm redoing quests. It worked fine before when you would fight a max of one enemy a day, but this time you could possibly fight multiple enemies in one quest if you decide to "keep going", so I might make them last but be a little more expensive. In any case the executioner could always sell or trade his excess inventory.

Maybe make them enchanted where they are magical and the magic runs out after 24hrs or some bull shit like that!
 
I get trying to come up with a narrative to make it make sense, but they should still have a chance to be used in a quest first before they disappear. Like if you have a crossbow but haven't used it yet because you didn't fight any enemies with flying, it should still be in your bag tomorrow. Once you use it to fire at a harpy or whatever, you can keep using it on that quest but when you come back to the village it's gone.
 

shortkut

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I get trying to come up with a narrative to make it make sense, but they should still have a chance to be used in a quest first before they disappear. Like if you have a crossbow but haven't used it yet because you didn't fight any enemies with flying, it should still be in your bag tomorrow. Once you use it to fire at a harpy or whatever, you can keep using it on that quest but when you come back to the village it's gone.
No weapons allowed in town. You have to check them at the gate
 
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