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-   -   OT: Narf has gone looney and wants to GM.(Edited2) (http://forum.shrapnelgames.com/showthread.php?t=21196)

Violist October 31st, 2005 03:03 PM

Re: OT: Narf has gone looney and wants to GM.
 
So, right now, I'm kind of wary in case the GM tries to have something steal my spellbook... so I was thinking, put Symbols on it. Would a trigger condition along the lines of "Detonate whenever someone not of the party and not observably accepted by caster tries to touch <object>" work?

Hmmm... with a bit of XP and some time I could booby-trap every piece of kit around... http://forum.shrapnelgames.com/images/smilies/evil.gif

NullAshton October 31st, 2005 04:21 PM

Re: OT: Narf has gone looney and wants to GM.
 
Or with Jason.

Alneyan October 31st, 2005 04:45 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Jack Simth said:
Well, I was actually hoping Alneyan would show up at yesterday's session, but that obviously didn't happen; the plan would have been for him to show up at the recruiting station at the same time as the party; ah well.

Sorry, I didn't reply back on that until now. I suppose you weren't holding your breath for my coming unannounced without a character sheet, but still, I ought to clear that up.

My interest in getting back into D&D seems to have been very periodic, somewhere in the middle of a mood swing; now, it doesn't strike my fancy at all (well, not much strike my fancy to begin with, but still). So, no more glowering from me.

Jack Simth October 31st, 2005 09:38 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Alneyan said:
Sorry, I didn't reply back on that until now. I suppose you weren't holding your breath for my coming unannounced without a character sheet, but still, I ought to clear that up.


Actually, I could fairly easily use an NPC generator to build a quick character, and even (in the case of the random character generator) make the link such that it will always come up with the same character sheet - Asa, for example. I can also run with a character sheet handed to me just then, although I'd check it for oddities at a later date.
Quote:

Alneyan said:
My interest in getting back into D&D seems to have been very periodic, somewhere in the middle of a mood swing; now, it doesn't strike my fancy at all (well, not much strike my fancy to begin with, but still). So, no more glowering from me.

Happens; I can adapt. Hope you find something you can stay interested in that you enjoy.

Jack Simth October 31st, 2005 09:44 PM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Violist said:
So, right now, I'm kind of wary in case the GM tries to have something steal my spellbook... so I was thinking, put Symbols on it. Would a trigger condition along the lines of "Detonate whenever someone not of the party and not observably accepted by caster tries to touch <object>" work?

Hmmm... with a bit of XP and some time I could booby-trap every piece of kit around... http://forum.shrapnelgames.com/images/smilies/evil.gif

From the spell all Symbols inherit their triggering conditions:
Quote:

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

So you could set up a Touch trigger, attuned to yourself and everyone currently in the party, and add a password for anyone you hand it to. You could even skip the password, and have it not trigger for anyone you specifically hand it to, and attune it to a specific list of individuals. I'd want the exact trigger-condition phrasing a bit in advance, though, so I can adjucate it, and warn you if some particular funciton isn't on the list of possibles.

Violist November 2nd, 2005 06:39 AM

Re: OT: Narf has gone looney and wants to GM.
 
Quote:

Jack Simth said:
So you could set up a Touch trigger, attuned to yourself and everyone currently in the party, and add a password for anyone you hand it to. You could even skip the password, and have it not trigger for anyone you specifically hand it to, and attune it to a specific list of individuals. I'd want the exact trigger-condition phrasing a bit in advance, though, so I can adjucate it, and warn you if some particular funciton isn't on the list of possibles.

Would this trigger condition work?

Quote:

If the object upon which the symbol is placed is touched, check to see if toucher is specifically sanctioned by the caster, either through means of a password or by the caster's willing presence. If toucher is not sanctioned, the spell is triggered. Otherwise, remain untriggered.

Hmm, hard to phrase those...

NullAshton November 2nd, 2005 05:05 PM

Re: OT: Narf has gone looney and wants to GM.
 
So all they have to do is knock you unconscious and put you near the symbol? Wow, that was easy. The symbol wouldn't even know the difference between willing and unconscious.

narf poit chez BOOM November 2nd, 2005 05:56 PM

Re: OT: Narf has gone looney and wants to GM.
 
Well, that's the thing about traps - The're remarkably simple-minded...
/Narf On
...Why, just the other day, I was having a conversation with one and all it could say was 'Smash. Smash. Smash'...
/Narf Off

Violist November 2nd, 2005 06:16 PM

Re: OT: Narf has gone looney and wants to GM.
 
Even my cat can tell the difference between someone wanting to be somewhere and not, and by D&D mechanics, she'd have the intellect of a trap (or thereabouts). It's not really very hard to tell, and generally, if someone is unconcious, it's either very special circumstances (tooth removal, etc) or they don't want to be there.

NullAshton November 2nd, 2005 07:24 PM

Re: OT: Narf has gone looney and wants to GM.
 
The trap could also not know. Is it sanctioned? I dunno, I'm just not going to activate.

See, everything gets funky with stuff that takes you literaly...


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