AProcrastinatingDestinies

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AProcrastinatingDestinies

Post  AProcrastinatingWriter on Sun Sep 02, 2012 7:16 pm

This is a list of the destinies I have created in their most basic form. They all need work. However, I do not think I have received enough in the way of advice from more than one source in order to edit them, and the few times I have, I've actually gotten conflicting advice more often than not. Or, once, advice that just straight-up missed the point. No, I will never mention when that was or who did it.

So of course I come to you guys for help. Don't worry, I plan on returning the favor; first thing I'm doing after this is going around to some topics that catch my interest and shooting some advice of my own into the metaphorical stratosphere. In the meantime...

Knighthood
Spoiler:
A knight's duty is to protect and serve, much like the Living Bulwark. Unlike the Living Bulwark, though, the Knight believes the best defense is a strong offense - and knows how to utilize this philosophy to the fullest. Knights are driven by a sense of justice and responsibility - not always a perfect sense, of course, but they do try. Knights do not need to join any military organization, though they often do anyway. The most spectacular ones, though, tend to work on their own for some reason.

Examples of those following the path of Knighthood include Dave Strider, Spider-Man, and Rainbow Dash.


A knight's powers include:
Danger Sense
Knights may not realize it consciously, but their experience dealing with the forces of evil have given them a crash course in where that evil dwells. When confronted with somepony (or somedragon or somegriffin, etc.) who wishes you or one or more of your allies harm but is attempting to hide the fact, you may automatically make a Perception check to attempt to uncover this fact with a +15 bonus.

Self-Sacrifice Daily Reaction: One of your allies is hurt outside of battle.
Knights always put others ahead of themselves, even to the point of facing danger for others. You may choose to take damage instead of your ally. You may be knocked unconscious or be defeated as a result of this damage, but you cannot die as a result of it. Any (save ends) conditions dealt as a result of the attack, including damage, is entirely nullified.

Save the Day
Whenever a neutral or friendly being within one mile is in danger, you are made aware of the general circumstances of the danger (when, where, why, how) through one of various methods: town crier, reading weather patterns, or just a general feeling that "something is wrong", etc. If you would normally be unable to get to the site of the danger, in time or at all, circumstances in your general area are changed to give you a very good chance of reaching the site in time.

Legend
Legend:
A legend is one who is destined for greatness beyond greatness - one whose story, circumstances, challenges and feats are simply incredible. So incredible, in fact, that in generations to come, ponies will wonder whether you truly existed at all, or whether you were simply an ideal passed around the campfire in ancient times. Admittedly, about half the time, they'll be right to wonder - even when Legends did actually exist, they would tend to have their feats exaggerated, after all.

Examples of those following the path of the Legend include Link, Superman, Rudolph the Red-Nosed Reindeer, and Starswirl the Bearded.


A legend's powers include:
Labor
When you obtain this trait, choose one of your trained skills. You may now make Legendary Feats in that feat. A Legendary Feat is the same as Cutie Mark Critical in every way but flavor, and would activate in any circumstance in which a Cutie Mark Critical would be activated.

Inspire
Simply being around a Legend pushes those who know them to greater heights than they would normally be capable of. All those in your presence (including yourself) may Cutie Mark Critical on a roll of 19 or 20 (18, 19, or 20 in the case of Earth Pwny). Those not normally capable of Cutie Mark Criticalling by any means instead receive a Magic Point if they roll a 20 on any trained skill check they make.

Stuff of Legend Weekly Reaction: Rolling a Cutie Mark Critical
When you use this power you may roll a D20 (no bonuses). Your next three skill checks gain a bonus equal to the result of the D20.

Note: Things are significantly chained now, but I am uncertain of balance. Hrnglghabah.


The Everypony
The Everypony:
Paradoxically, The Everypony is the Destined One without any sort of Destiny - they are, essentially, a completely normal being who just happened to come along for the ride. But that's the trick, you see: those with Destinies are, well, destined for great things...but those Destinies are also limits. Yes, those things the Destined can do can be done and will be done, but that is all they can do - no more. The Everypony is not so limited...which is why, under the right circumstances, with the proper tools, and a bit of cunning, The Everypony may save entire universes, move the immovable object, even send the gods themselves running in abject terror...and so very much more.

Examples of those following the path of The Everypony include Rincewind and Rory Williams.


The "powers" of The Everypony include:

Common Sense Daily
To find out what's really going on amongst the machinations of demons, witches, aliens, scientists, and gods, sometimes you need look no further than to ask Mr. Ivy at his flower stand. When you activate this power, you may ask the PH for clarification or information regarding one of three things:
- A character's motives
- A monster's history, weaknesses, and powers
- An explanation of where your party should go next and what they should do there.
The PH must answer honestly, with clarity, and without distortion of any kind.

Everyday Experience 2/day Interrupt: Any skill check you undertake.
One of the greatest strengths of The Everypony is its ability to adapt and grow beyond what those "higher" than it may predict. Provide as many examples as you can from your character's backstory (including previous gaming sessions) of situations that may directly apply themselves to the situation your character is in. You gain a +3 bonus to the upcoming skill check for every example you can come up with. (For example, you may be in the bententacled clutches of an Elder God, but despite all his mind-bending non-euclidean insanity those tentacles are an awful lot like that rabbit trap you made and then got caught in as a foal -and for that matter, an awful lot like that electro-net that mad doctor caught you in a week ago! You gain a +6 to your Stunts or Acrobatics check to squirm free from the starry squid's slimy suckers.)

A Good Man Goes to War [Session]
Select any Element of Harmony and use its corresponding power without spending a Magic Point. Your next skill check that you would normally have to roll a dice for is instead considered an automatic success.

Wordsmith
Wordsmith:
Occasionally, a book is written that goes down in history, praised by generations to come as a masterpiece of literature. It is very likely, whenever these occasions have chance to come up, that the book was written by a Wordsmith. To call the Wordsmith a writer is to call the ocean a body of water - technically accurate, but such phrases do not quite grasp the gravity of the thing.

An example of someone following the path of the Wordsmith is William Shakespeare.


The powers of a Wordsmith include:
The Right Word
More than anything, the Wordsmith is defined by their innate ability to choose the right word. Whenever you attempt to make a Persuasion check, the PH gives you a word directly relating to the current situation or your current target. If you can use this word in a way that makes sense in your appeal, you gain a +10 bonus to your Persuasion check.

Detailed Notes [1/day] Trigger: Any skill check you can perceive.
The Wordsmith's ability to write is so detailed and vivid that it can substitute for the normally unsubstitutable. Copy down what the skill check was and its total result (e.g. Mechanics, 22). The next time you encounter a skill check for the same thing, you may copy the total instead of rolling your own die.


Read Between The Lines
- Magic [Credit to SimpleZen for this one]
Preparation Time: 10 minutes
Not everyone can be a Wordsmith, but that doesn't mean that there is no magic in the common pony's words. As long as there's feeling in the words your vivid imagination can bring that person to life. While in the possession of a piece of personal importance that involves the spoken or written word of someone (examples include diaries, letters, and recordings), you can make a phantasmal image of the writer with all knowledge that they possessed at the time of writing/recording. The recording has the same attitude towards you that the writer would have had towards you at the time of writer. The Phantasmal Image has the exact same stats as the writer did at the time of writing, but cannot make Athletics or Precision checks or enter into combat. The Phantasmal image lasts for a duration of ten minutes, but can be dismissed early.

Audiencemancer
Audiencemancer:
Hi there! What's up? My name's Gertrude, I'm a Griffin, pleased to meet you, I'd ask you for your name, but you can't answer me back. Which is a real big shame, you know? Anyway, every once in a while some guy or gal figures out about the fourth wall and most go, well, a little crazy. But even more occasionally you get someone like me, who can accept their lot in life and even begin to enjoy it a little bit. And if that somebody also just so happens to be REALLY clever...well, that's where things get a little interesting, you dig me?

Followers of the path of the Audiencemancer include Deadpool, and surprisingly enough NOT Pinkie Pie. Which, if anything, makes the things she does even creepier. Princess Celestia is one, though! Just make sure to keep that last part a secret, okay?

OH! As a side note, your PH may not be the kind that likes characters breaking the fourth wall, so make sure you get their okay before choosing this destiny, alright?


The powers of the Audiencemancer include:
Mind Shuffle, Mind Swap, Mind Bending Shenanigans [Session]
The first step between a being aware of the fourth wall and utilizing it is making your player aware of your existence. The second is earning that player's trust. That's when you can start switching bodies! For the next five minutes you may use all out-of-game knowledge in-game without incurring any penalties. In addition, any out-of-game knowledge you discuss with your fellow players and the PH may be permanently used in-game without any penalties incurred.

Friends on the Other Side [Session]
Just because someone is on a different and slightly more "real" plane of existence than you is no reason to not be their friend! Your next X skill checks are considered automatic successes, where X is equal to the number of people currently playing in the session, including yourself and the PH.

Hey, Characters have Headcanons Too![Session] Interrupt: The PH says something you don't like.
Just as any player may argue for or against something in particular happening, so may a character with access to the PH's ear. Roll a Persuasion check against a DC of 20, with +1 bonus for every session you've gone in a row without using this power. If you are successful, the last sentence the PH said is nullified and replaced with a random effect from the Tons of Fun Table. The PH may not attempt to say the sentence again, or any equivalent sentences, for the next twenty minutes.


Last edited by AProcrastinatingWriter on Mon Sep 10, 2012 10:03 pm; edited 2 times in total
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Re: AProcrastinatingDestinies

Post  Philadelphus on Mon Sep 03, 2012 7:25 am

Working on these one at a time, a few thoughts, since you were kind enough to comment on Master Gardener:
AProcrastinatingWriter wrote:
Legend
Legend:
A legend is one who is destined for greatness beyond greatness - one whose story, circumstances, challenges and feats are simply incredible. So incredible, in fact, that in generations to come, ponies will wonder whether you truly existed at all, or whether you were simply an ideal passed around the campfire in ancient times. Admittedly, about half the time, they'll be right to wonder - even when Legends did actually exist, they would tend to have their feats exaggerated, after all.

Examples of those following the path of the Legend include Link, Superman, Rudolph the Red-Nosed Reindeer, and Starswirl the Bearded.


A legend's powers include:
Labor Daily
Legends are faced with greater tasks than the average being - but the reason they are Legends is because they rise to the occasion. You may take a +15 bonus to the next skill check you make.

Inspire
Simply being around a Legend pushes those who know them to greater heights than they would normally be capable of. All those in your presence (including yourself) may Cutie Mark Critical on a roll of 19 or 20 (18, 19, or 20 in the case of Earth Pwny). Those not normally capable of Cutie Mark Criticalling may choose a skill they may do so in while in your presence, but only on a roll of natural 20.

Stuff of Legend Weekly Reaction: Rolling a Cutie Mark Critical
When you use this power you may roll a D20 (no bonuses). If you Cutie Mark Critical again, your Cutie Mark Critical becomes a Legendary Feat - something that makes a critical success look like a foal stumbling in the dark. The Stunts check that allows you to suplex a moving train, the Double Sonic Rainboom that brings you close to lightspeed, the Persuasion-based speech that finally makes Discord see the error of his ways and repent - these are the Feats that put you amongst the ranks of Legend.
Labor: A bit bland, to be honest. An Element of Generosity can do that already. Also, destinies are great places to do things besides skill bonuses. I don't really have any ideas to replace it, though something like "You can no longer critically fail when rolling your Cutie Mark skill" might be an interesting place to start. ("Being unable to fail" sounds pretty legendary, after all.) Some sort of skill bonus could still work, it's just...bland.

Inspire: Inspire's pretty good, I like this one, though I think that extending CMC's to non-ponies/zebras might be a little much.

Stuff of Legend: Hmm, where to start. First of all, does "Weekly" mean an in-game week? Secondly, to me it's sort of a to-may-to/to-mah-to thing: a Cutie Mark Critical (CMC) IS a legendary feat, and vice-versa (given how the Sonic Rain-boom was said to be "the stuff of legends"). Thus, my preference (and it is only my preference) would be to see something that makes it easier to get a CMC rather than a power with such a small chance of activating that a player might never actually see it in a game. Perhaps something like:
Stuff of Legend Daily Interrupt
Trigger: You roll a check in your Cutie Mark skill.
Effect: You may, after seeing the result of the check, choose to make it a Cutie Mark Critical if the result is 15 or higher.

Anyway, just my 2¢ worth.
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Mon Sep 03, 2012 6:25 pm

Your 2 cents is certainly appreciated.

And to be honest, I hadn't thought of the things you're saying at all, so your viewpoint is most assuredly valuable here. You may be right that extending CMCs to non cutie-marks may be a bit much, but I still want that power to affect them in SOME way. Perhaps they would simply get a +4 boost to all their skills? A bit boring, but...maybe?

Maybe making Labor...erm, worthy?...is as simple a matter as making it useable twice or more a day, then potentially moving it up in the tier list?

As for Stuff of Legend, I get where you're coming from regards the Cutie Mark Critical vs. Legendary Feat thing. Honestly. Seems obvious in retrospect. But we're both overlooking a drawback the power suddenly has now that Inspire might not hand out Cutie Marks to the markless - including the player: how can the player expect to get a cutie mark critical at all if the game mechanics no longer allow him to? Or, to put it another way, how can we in good conscience offer up the use of a Destiny that is Cutie-Mark Only?
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Re: AProcrastinatingDestinies

Post  Philadelphus on Mon Sep 03, 2012 8:07 pm

Hmmm, you bring up some interesting points. Probably the most interesting is your last one, about making a destiny only for those with cutie marks (ponies/zebras). I don't see too much of a problem with it, although it might be an interesting exercise to re-write so that it has different effects depending on whether or not the taker has a cutie mark.

For Inspire, you could have it give a boost to already-trained skills, or perhaps give training another skill. Or maybe even a boost to untrained skills, a la Applejack of All Trades.

Labor could possibly work if you increase it to something like +20 so that only dedicated talents like Yee-Haw! and The Stare could compare (and those require a Magic Point). I think the idea of not being able to critically fail in your cutie mark skill might be "low-level" enough to fit in there as well.

Now, back to the dilemma of CMCs for non-cutie mark races...hmm. What if Legend allowed non-cutie mark races (NCMRs) to mimic the effect of having a cutie mark? Something like this:
Labor: Daily +20 to next skill check.
CMR: No crit failing in CM skill.
NCMR: Choose one already trained skill and get +2 to it for +5 total.

Inspire: Increase CMC range by +1 for appropriate creatures in presence (including self if applicable). NCMRs in presence get [something, +1 to untrained skill, +2 to trained skills, additional training, whatever.]
CMR: [something, haven't thought of anything yet]
NCMR: You may now get CMCs in skill you chose for Labor on a natural 20.

Stuff of Legend: [maybe increase the range of all critical successes (not just CM ones) from 20 to 19-20?]
CMR: [maybe something like what I suggested, being able to once daily turn a cutie mark roll into a CMC if it's above 15, or something like that. Maybe just increase the range again by +1]
NCMR: Your CMC range increases by +1 to 19-20.

Admittedly, it still favors CMRs slightly, being able to not crit fail in their CM skill and possibly make CMCs once a day if they're lucky. On the other hand, it allows NCMRs to get CMCs in a skill, and even gives them an expanded range for it (19-20), which is better than a unicorn, pegasus, or zebra, even at level 10. I dunno, what do you think?
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Wed Sep 05, 2012 11:23 pm

I still don't think it's a good idea for a Destiny to distinguish between those with Cutie Marks and those without. I was trying to approximate an equal treatment of everypony, etc., with what I had, but to have a distinctly different effect depending on who has what seems antithetical to the game's structure to me.
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Re: AProcrastinatingDestinies

Post  Philadelphus on Thu Sep 06, 2012 6:32 am

Well, that's fine, it's your idea after all. You could always try re-writing it in such a way that it doesn't refer to cutie marks or cutie mark criticals at all, I suppose.

Also, I do plan to provide feedback on the rest of your ideas, when I find the time...
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Thu Sep 06, 2012 2:50 pm

Heh. Not like I don't have a dozen things I still need to do and a bunch of time no time at all to do them in. king

Thank you for your input. Despite the arguments I've brought up, I am sincerely taking everything you have to say into mind. Thanks again!
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Re: AProcrastinatingDestinies

Post  Philadelphus on Thu Sep 06, 2012 6:28 pm

I promised more feedback, and lo! I deliver.
AProcrastinatingWriter wrote:Wordsmith
Wordsmith:
Occasionally, a book is written that goes down in history, praised by generations to come as a masterpiece of literature. It is very likely, whenever these occasions have chance to come up, that the book was written by a Wordsmith. To call the Wordsmith a writer is to call the ocean a body of water - technically accurate, but such phrases do not quite grasp the gravity of the thing.

An example of someone following the path of the Wordsmith is William Shakespeare.


The powers of a Wordsmith include:
The Right Word
The Wordsmith is, more than anything else, the being destined to choose the right word at the right time. You gain a permanent +4 to all persuasion checks you make. In addition to this, you also gain the Utility Trait Freaky Knowledge: Writing and Speeches. If you already had Freaky Knowledge: Writing and/or Freaky Knowledge: Speeches, you instead gain an additional +3 bonus to Persuasion.

Detailed Notes [2/day] Trigger: Any skill check you can perceive.
The Wordsmith's ability to write is so detailed and vivid that it can substitute for the normally unsubstitutable, though the magic in the words tends to fade. Copy down what the skill check was, what it was used for, and what the total roll was (e.g. Mechanics for Lock-Picking, 22). The next time you encounter a skill check used for the same thing, you may copy the roll instead of rolling your own die.


Read Between The Lines
- Magic [Credit to SimpleZen for this one]
Preparation Time: 10 minutes
Not everyone can be a wordsmith, but that doesn't mean that there is no magic in the common mans words. As long as there's feeling in the words your vivid imagination can bring that person to life. While in the possession of a piece of personal importance that involves the spoken or written word of someone, examples include diaries, letters, and recordings, you can make a phantasmal image of the writer with all knowledge that they possessed at the time of writing/recording with a duration of ten minutes.
So first of all, is The Wordsmith all about the written word, or just about being good with words in general? The second and third tiers seem to support the former, while the first tier has shades of the latter (since most Persuasion checks involve conversation rather than writing). I'm going to assume it's supposed to be mainly focused on writing for purposes of this feedback. Anyway, on to specifics:

The Right Word – To reiterate slightly what I said about Legend, destinies are great for making new talents and abilities rather than simply adding bonuses to skill checks. Not that you necessarily shouldn't, but if you look at the official destinies very few of them have bonuses to skill checks in them. I know it's easy to add a skill bonus and harder to think up new powers, but it definitely makes a destiny "pop" in my mind. Also, the free Freaky Knowledge seems a little out of place, especially if, as you point out, people already have Freaky Knowledge in those subjects. I'm going to leave this one alone for the moment and continue on to...

Detail Notes – Now, this I like. A very neat idea here. One slight problem might be the "what the roll is for" part, since it's easy to write "Mechanics, 22, for Lockpicking", but what would you write for a Persuasion check, since those can be used for many, often hard-to-define uses? What do you think of making it just a skill and roll (e.g. Mechanics, 22 or Persuasion, 26), and limiting it to 1/day? Since you could still make as many as you wanted, a player could become a sort of Swiss-Army-Knife after a week or two. I could see it working well as-is, though.

Read Between the Lines – Another neat idea. It seems pretty balanced as is, though I have a few questions: if the writer is someone who would be hostile to the group, is the phantasmal image also going to be hostile (not answering questions, etc.)? Would someone be able to use the Element of Kindness on them? Also, would they count as "helpless" for the purposes of the Element of Honesty, or can they not be interfered with in any way?

Going back to The Right Word, I'd love to see it do something akin to what you've come up with for the last two tiers. Maybe the Persuasion bonus could only apply to things you write, and you could have the ability to write pamphlets to persuade people to your way of thinking. (Heh, maybe another idea for a level 10 bonus could be writing a best-selling book, similar to the level 10 tier for the Inventor official destiny.) Surprise me with a cool new idea! Smile
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Sun Sep 09, 2012 7:00 pm

In order to save time, I'll write my responses inside your quote, in bold. You'll know it's me talking when, well, the text is bold.

Philadelphus wrote:I promised more feedback, and lo! I deliver. Thank you very much!

So first of all, is The Wordsmith all about the written word, or just about being good with words in general? The second and third tiers seem to support the former, while the first tier has shades of the latter (since most Persuasion checks involve conversation rather than writing). I'm going to assume it's supposed to be mainly focused on writing for purposes of this feedback. Why can't it be both? It seems logical to me that an expert writer would be able to "spice up" their everyday conversation and think quickly on their feet. Perhaps the results won't be as polished as an edited novella, but still it seems to me that an author would have a leg-up on "normal" people. Anyway, on to specifics:

The Right Word – To reiterate slightly what I said about Legend, destinies are great for making new talents and abilities rather than simply adding bonuses to skill checks. Not that you necessarily shouldn't, but if you look at the official destinies very few of them have bonuses to skill checks in them. I know it's easy to add a skill bonus and harder to think up new powers, but it definitely makes a destiny "pop" in my mind. Also, the free Freaky Knowledge seems a little out of place, especially if, as you point out, people already have Freaky Knowledge in those subjects. Yeah, you're right. I think I may have a new idea though! Whether it's enough I don't know, but it's definitely a step in the right direction. I'm going to leave this one alone for the moment and continue on to...

Detail Notes – Now, this I like. A very neat idea here. One slight problem might be the "what the roll is for" part, since it's easy to write "Mechanics, 22, for Lockpicking", but what would you write for a Persuasion check, since those can be used for many, often hard-to-define uses? What do you think of making it just a skill and roll (e.g. Mechanics, 22 or Persuasion, 26), and limiting it to 1/day? That actually sounds pretty good, Philadelphus. I suppose that's why you're the expert. Razz. Since you could still make as many as you wanted, a player could become a sort of Swiss-Army-Knife after a week or two. I could see it working well as-is, though.

Read Between the Lines – Another neat idea. It seems pretty balanced as is, though I have a few questions: if the writer is someone who would be hostile to the group, is the phantasmal image also going to be hostile (not answering questions, etc.)? Would someone be able to use the Element of Kindness on them? Also, would they count as "helpless" for the purposes of the Element of Honesty, or can they not be interfered with in any way? These are all excellent questions I plan on dealing with in a few minutes.

Going back to The Right Word, I'd love to see it do something akin to what you've come up with for the last two tiers. Maybe the Persuasion bonus could only apply to things you write, and you could have the ability to write pamphlets to persuade people to your way of thinking. (Heh, maybe another idea for a level 10 bonus could be writing a best-selling book, similar to the level 10 tier for the Inventor official destiny.) Surprise me with a cool new idea! Smile fiiiiiine

Editing first post to match the criticisms...NOW.
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Re: AProcrastinatingDestinies

Post  Xel Unknown on Sun Sep 09, 2012 11:28 pm

Maybe a good way to improve Legend would be to build it as a mix of Freaky Knowledge and a Cutie Mark? I'm not totally sure how you'd built it. But have it more or less start off with giving one a "Legendary Feat" That you get gives a bounes skill point to one skill that'd stack with training and/or a cutie mark? I'm suggesting this because how I see Legend is now strikes me as too broad and people become Legendary by doing something Legendary or becoming insanely skilled in some type of task? So it's while on paper it acts like having a second cutie mark that also adds more power to a very specific task that you do? Being totally new at this sort of thing, I might just be off my rocker and no matter what it's upto you how you want your Destiny to be flavored like and stuff.
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Mon Sep 10, 2012 12:22 am

Xel Unknown wrote:Maybe a good way to improve Legend would be to build it as a mix of Freaky Knowledge and a Cutie Mark? I'm not totally sure how you'd built it. But have it more or less start off with giving one a "Legendary Feat" That you get gives a bounes skill point to one skill that'd stack with training and/or a cutie mark? I'm suggesting this because how I see Legend is now strikes me as too broad and people become Legendary by doing something Legendary or becoming insanely skilled in some type of task? So it's while on paper it acts like having a second cutie mark that also adds more power to a very specific task that you do? Being totally new at this sort of thing, I might just be off my rocker and no matter what it's upto you how you want your Destiny to be flavored like and stuff.

You are good at thinking, my friend, and I will edit in your suggestions as soon as my eyes don't feel like shower curtains.
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Re: AProcrastinatingDestinies

Post  Philadelphus on Mon Sep 10, 2012 7:53 pm

AProcrastinatingWriter wrote:In order to save time, I'll write my responses inside your quote, in bold. You'll know it's me talking when, well, the text is bold.

Philadelphus wrote:I promised more feedback, and lo! I deliver. Thank you very much!

So first of all, is The Wordsmith all about the written word, or just about being good with words in general? <snip> Why can't it be both? It seems logical to me that an expert writer would be able to "spice up" their everyday conversation and think quickly on their feet. Perhaps the results won't be as polished as an edited novella, but still it seems to me that an author would have a leg-up on "normal" people.
No reason it can't, it just seemed that the second and third tier were focused specifically on the written word so I wasn't sure.

Detailed Notes – Now, this I like. A very neat idea here. <snip> That actually sounds pretty good, Philadelphus. I suppose that's why you're the expert. Razz.
Oh, thanks, but I'm no expert. I just have the ability to occasionally foresee problems that might logically arise. Smile
Aha! Edited and revised, I see. I love your idea for The Right Word – I think it could lead to some hilarious situations:
"Ok, the word is 'banana'."
"But I was just trying to convince the guard to leave his post!"
And yes, I'm sure most GMs would make better use of it, but it would be funny to see people working up crazy convoluted speeches to convince NPCs.

Detailed Notes is simple, concise, and potentially quite useful. Great work!

For Read Between The Lines, by saying that the image can't make Athletics or Precision checks are you basically saying that it's immaterial and cannot interact physically? Also, I may just be a little slow on the uptake here, but I still can't tell if I could use the Elements of Honesty or Kindness on the image. Or are you implying they can by saying that the image has all the stats of the writer? I'm confused, sorry. scratch
Besides that, this looks like a pretty good destiny to me.
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Re: AProcrastinatingDestinies

Post  AProcrastinatingWriter on Mon Sep 10, 2012 9:55 pm

Let's see, everything else is in order, am about to do another round of editing with Phil's and Xel's suggestions...just one thing to...not address, but explain:

Philadelphus wrote:For Read Between The Lines, by saying that the image can't make Athletics or Precision checks are you basically saying that it's immaterial and cannot interact physically? Also, I may just be a little slow on the uptake here, but I still can't tell if I could use the Elements of Honesty or Kindness on the image. Or are you implying they can by saying that the image has all the stats of the writer? I'm confused, sorry. scratch
Besides that, this looks like a pretty good destiny to me.

Yeah I guess I was more tired that I thought because that was some pretty obtuse writing I did. Don't worry - I'mma fixin' it.
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Re: AProcrastinatingDestinies

Post  Xel Unknown on Tue Sep 11, 2012 4:14 am

AProcrastinatingWriter wrote:
Legend
Legend:
A legend is one who is destined for greatness beyond greatness - one whose story, circumstances, challenges and feats are simply incredible. So incredible, in fact, that in generations to come, ponies will wonder whether you truly existed at all, or whether you were simply an ideal passed around the campfire in ancient times. Admittedly, about half the time, they'll be right to wonder - even when Legends did actually exist, they would tend to have their feats exaggerated, after all.

Examples of those following the path of the Legend include Link, Superman, Rudolph the Red-Nosed Reindeer, and Starswirl the Bearded.


A legend's powers include:
Labor
When you obtain this trait, choose one of your trained skills. You may now make Legendary Feats in that feat. A Legendary Feat is the same as Cutie Mark Critical in every way but flavor, and would activate in any circumstance in which a Cutie Mark Critical would be activated.

Inspire
Simply being around a Legend pushes those who know them to greater heights than they would normally be capable of. All those in your presence (including yourself) may Cutie Mark Critical on a roll of 19 or 20 (18, 19, or 20 in the case of Earth Pwny). Those not normally capable of Cutie Mark Criticalling by any means instead receive a Magic Point if they roll a 20 on any trained skill check they make.

Stuff of Legend Weekly Reaction: Rolling a Cutie Mark Critical
When you use this power you may roll a D20 (no bonuses). Your next three skill checks gain a bonus equal to the result of the D20.

Note: Things are significantly chained now, but I am uncertain of balance. Hrnglghabah.
Wow... I love these improvements, it really makes it looks awesome in my mind. I'm already wanting to build a character that'd get this awesome looking Density. Deeply hope this or at lest a version of this gets in all the more now.

Now to give my two bits about how the skills are as of right now: (remember this is coming form a newb's viewpoint. So take everything I say with a grain of salt.)

Labor - This was totally what I was thinking when I suggested what I had said and looks great. But needs to slightly be a little more clear on the difference between a Legendary Feat and a CMC or something... Cause while yeah I agree they should be mostly the same, but just something feels missing on how they differ. Or maybe it's just cause only this part even talks about "Legendary Feats" it's feeling off to me... Also I'd feel one should be able to mix the Legendary Feat with their Cutie Mark and that'd so... Something worthwhile I'd guess... Cause a Trained skill can be a Cutie Mark Skill so I'd argue the same logic should apply to this and if one does this intend of getting a Second "Cutie Mark" they'd get a Super Cutie Mark for some reason, maybe they get to reroll any failures if they make one in their Cutie Mark Skill when they fail such a skill check? But only get one reroll... Just a suggestion. Don't think that'd make it too powerful and would flavor it differently then all the ones that let one reroll getting natural 1's... Or maybe you should have them be able to reroll 1's when getting such failoures... It's upto you how you wanta play such a mixture of the two skills.

Inspire - BUCKING AWESOME!!! <3 I just love this so much right now... It just says "I'm awesome and I make everyone awesome because I'm awesome." to me... And that's just fun! To me it feels like it gives fair and totally blanced skills buffs to both those with Cutie Marks and non-Cutie Marked PCs. But like I said with Labor it should either help make it clear if this it helps making Legendary Feat's trigger in 19 or not... Cause it's not totally clear, I'd guess so, but it might not. Also makes me wonder does a non-Cutie Marked PC that takes this Density be able to get a magic point on getting a 20 on a trained skill or do they get just a 19-20 level power to make their Legendary Feat? Or do they get both? Again this isn't totally clear to me... but besides these minor points looks really cool and I'd totally want this Density just for this Level 7 skill... It's a really cool idea. :3

Stuff of Legend - Sadly this one feels underwealming... I'm not sure how to help it other then making it daily, but still... It feels very lacking but it's a good skill to have.
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Re: AProcrastinatingDestinies

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