• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Combat/intellect School System Overhaul

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I believe you missed the entirety of the posts stating that it's more about having fun and driving a roleplay narrative rather than creating a 'historically accurate' recreation. I don't mind realism to a point but if people go on about it too much you're asking to be slammed with all the things you then neglect to look into because realism sucks and if you want it so bad go outside and sign up for a melee at a medieval fair (which are actually pretty cool but that's besides the point).

I assume on a side note that the Character Templates will be updated when there's a full rendition of how points work.
 
I think historical accuracy with most things is the best option, especially for a fairly fantasy heavy setting like Aloria, with a lot of races and magics and cosmology going on. But, realism shouldn't be at the expense of fun. If it was realistic everyone of the lower class (80% of people) would be dying or dead from dysentery and unable to read. it would be dull and drab.

On that though, it is a bit of a careful balance. Things like the rapier example above would probably need tweaked in my opinion, just for the wording, because nobody would ever use a weapon that snaps when used unless it had a major perk (like black iron cutting everything like butter). I dont think the weakness implied was intentional either but context is weird and im tired.
 
Things like the rapier example above would probably need tweaked in my opinion, just for the wording, because nobody would ever use a weapon that snaps when used unless it had a major perk
Rapiers are a thrusting weapon, and used primarily for sport fencing and dueling. Nobody in their right mind is going to be swinging it around, because that is not how the rapier was ever designed. If you want to swing something around, use a cutlass. If you want to poke things, the rapier is your ideal weapon.
 
Add on to the rapier commentary, the wording doesn't imply that the weapon will break or bend. It says that because the blade is so small and light it is inherently weak against heavy damage weapons and armor, IE, it's too small to block with and too light to absorb the damage from a heavy damage weapon if you attempt to block with it. It adds flavor to why it's designed for agile fighters. You aren't meant to block with it, it's designed so you can dodge heavy attacks and strike swiftly when there is an opening.

A E S T H E T I C B A L A N C I N G
 
Is there going to be a replacement for Discipline Of Realm Statemanship?
 
So historical accuracy seems to be a popular topic on this thread for some reason. I thought I'd ramble a bit.
As a starting point, the end goal of roleplay is to have fun. That is, after all, why we're here. Keeping things enjoyable for the larger audience is what is most important. Sure, being faithful to accuracy is what some would call "enjoyable", but most of us just want to have our people in a setting, and whether that setting is medieval, "medieval", sci-fi, dystopian, etc. doesn't matter overall.

It just happens that a problem with historical settings is that some will have the idea that it must be as close as possible to history, when in reality, medieval settings are just as wildly insane as a deep-space, hard sci-fi setting. As a general rule, if the "ye olde" setting has magic of some sort, then most historical context is curtly thrown out of the window. Sure, being faithful to history makes the non-historical segments more logical and real-seeming, but should that really come at the cost of what's fun to more people?

Personally, when I get into an RP with someone, and I know this person knows their history, I'll ask them in PM if they want to ""go all out". Actually, the best CRP I've ever had was with someone who knew their stuff, and we actually used the names of techniques from HEMA instead of spending forever describing where exactly our weapons were and how they were placed. "John goes into an ochs guard." "Sam attempts an unterhau." I am by no means saying that everyone should do this - the point is more that you should do whatever is most comfortable and enjoyable for both parties. I only hear people talk about the rp OOC if it's asking for perms of some sort, or arguing semantics. I'm thinking that people should start asking for accuracy the same way that they ask what the weather/time is doing. But unless everyone agrees to be historical, then just do the method that (while inaccurate) is still fun.
 
I was looking through these published pages and noticed a non-existant race called the Sihai, who are these people and when will they be added? What do they look like? What theme do they follow?
 
I was looking through these published pages and noticed a non-existant race called the Sihai, who are these people and when will they be added? What do they look like? What theme do they follow?
reworked ch'ien-ji. will be added whenever they're done. wait and see for the rest.
 
WARNING: The following post is a response to information gained via a skype chat. It could be totally wrong, subject to change, or a WIP system.
From my understanding the current system for how many skill points a character has is the character's age - 10. With a cap at 60. Expert/Champion level is attained with 20 skill points. This post assumes the equivilant of trained/warrior level will be about 10 points.

Currenty most schools allow a character to reach warrior level at about age 21 assuming they start training at 16. Lets take a look at a hypothetical character called Wardric. Wardric is a 23 year old warrior level Tenpenny right now. The character is a generic footsoldier/squire for a small band of house guards. He uses spears, a dagger and a shield (fairly common for a footsoldier). Under the new system Wardric has only 13 points, barely more than a single warrior level ability. It would be impossible for this character to keep the same level of ability without aging up at least 10 years.

I understand the intent of having skill level tied to age, but a 50 year old man should not be four times more capable than a 20 year old. This current system makes younger characters extremely unattractive due to them being severly undrskilled. A simple change that could modify this system would be to remove the -10 and instead just have the number of skill points set at the characters age. This would make your average Nelfin three times more able than a 20 year old Ailor, rather than six.

Now there is of course a problem with this. If a 20 year old wished to invest ALL their skill points into a single skill (lets say surgery) they would become an absurdly young expert. Assuming we don't want young prodigies with no other skills, we'd need to cap certain levels off to certain ages. For example: To have ten or more points in a skill your character must be at least 20 and to have 20 or more they must be at least 30.

Now I'll admit to having a bias here. For the planets have aligned and the ElderShrub is playing a character under middle age. Sylmaer, a Shendar theif at age 28 who has a reliance on acrobatics, lockpicking and a small amount of dagger training. I'll admit to rather prefering not to age up my cbaracter too much to keep my current skillset. However I do believe my argument stands on its own merits.

On a purely selfish note however: Can we not nerf skill point gain on Nelfin due to their longevity. Myself and a very small handful do play young Nelfin.
 
Currenty most schools allow a character to reach warrior level at about age 21 assuming they start training at 16. Lets take a look at a hypothetical character called Wardric. Wardric is a 23 year old warrior level Tenpenny right now. The character is a generic footsoldier/squire for a small band of house guards. He uses spears, a dagger and a shield (fairly common for a footsoldier). Under the new system Wardric has only 13 points, barely more than a single warrior level ability. It would be impossible for this character to keep the same level of ability without aging up at least 10 years.

If everyone's weak, then everyone's average. I wouldn't mind the skill cap raised and everything pushed a little back. Audrey is expert in one of her skills at 30 right now and would "max out" her abilities at 40. Charlotte's even worse in this, she'd be expert at 30 and that'd be her top, except for magic.

At the same time, take Paolo d'Ortonnaise and perhaps the other Reverend characters. There are a good handful of them way above 40, yet their wisdom is largely irrelevant. Paolo's statesmanship abilities in handling a fief he managed for 50 years are the same as someone who managed it for 30.

That is to say, my only question and inquiry would be to clearly state the "level" or "points" where a character no longer draws negative backlash from uneducated office holding. My guess is 5/50 since most studies take 4 to 6 years.
 
Permissions being removed - only applies to combat/intellect right? Not magic?
 
From my understanding the current system for how many skill points a character has is the character's age - 10. With a cap at 60. Expert/Champion level is attained with 20 skill points. This post assumes the equivilant of trained/warrior level will be about 10 points.
I really, really hope that's either a misunderstanding or things change because that sounds super low. Just my $0.02 now that a bit more information has come out.
 
So, my current character is an Expert Skagger, I understand that being thirty gives me a total of twenty points, is that a flat twenty to distribute among my axes, tracking, and battle command?
 
Now I'll admit to having a bias here. For the planets have aligned and the ElderShrub is playing a character under middle age. Sylmaer, a Shendar theif at age 28 who has a reliance on acrobatics, lockpicking and a small amount of dagger training. I'll admit to rather prefering not to age up my cbaracter too much to keep my current skillset. However I do believe my argument stands on its own merits.

You use schools for this which provide a one off triple investment bonus. For example Turall which has no gender and race limitation anymore takes 10 proficiency investment and gives back +10 dagger +10 short sword +10 acrobatics all at warrior level, leaving you to invest 8 proficiency in quick fingers which is both lockpicking and pickpocketing at fighter level.
 
You use schools for this which provide a one off triple investment bonus. For example Turall which has no gender and race limitation anymore takes 10 proficiency investment and gives back +10 dagger +10 short sword +10 acrobatics all at warrior level, leaving you to invest 8 proficiency in quick fingers which is both lockpicking and pickpocketing at fighter level.

How does proficiency affect rp then or will it just operate the same, except characters will know what skills they're proficient in?
 
How does proficiency affect rp then or will it just operate the same, except characters will know what skills they're proficient in?
Some things pertain to progression. In the example of alchemy you need a certain proficiency level to be able to brew a certain potion, for combat we have a preferential rolling system based on proficiency, but also generally speaking:

All roleplay is fluid and freeform until staff need to moderate it. How players choose to interpret proficiencies is entirely up to them in one on one or group roleplay, and the proficiencies will largely be used by staff to moderate if players cannot come to a conclusion themselves.
 
On the Skagger page, it says that users are expert war axe fighters even shortly after being officially inducted into the order, is this perhaps unintentionally worded? Or will Skaggers be given that boost with this system?
 
You use schools for this which provide a one off triple investment bonus. For example Turall which has no gender and race limitation anymore takes 10 proficiency investment and gives back +10 dagger +10 short sword +10 acrobatics all at warrior level, leaving you to invest 8 proficiency in quick fingers which is both lockpicking and pickpocketing at fighter level.
Thanks Marty! Thats good to know and puts some of my fears at ease. However, I don't wish to be argumentative but I must raise the argument, doesn't this somewhat undermine the point of this update? That point being to remove the restrictive nature of the school system. This sort of means any character under the age of 30-35 must attend a school to be functional. Moreso then before actually as skills are now much more wide ranging.

I understand that schools will be less restrictive but I still couldn't see my character attending a school due to financial and reputation problems. Plus schools restrict your character to a set of 3 skills primarily. While the system is certainly better, some characters might still fall through the cracks. For example a bard who has studied history, music and subterfuge.

Plus there is still the problem of average Nelfin (or 70 year olds) being six times more capable than a 20 year old Ailor. While there certainly could be an advantage to age, three times seems a much more resonable number than six.

In short: I would argue the school benifits are much too drastic for many characters to go without. This undermines the stated point of this update (to a degree). In my opinion we should give schools a smaller boost, similar to current racial boosts.
 
Some things pertain to progression. In the example of alchemy you need a certain proficiency level to be able to brew a certain potion, for combat we have a preferential rolling system based on proficiency, but also generally speaking:

All roleplay is fluid and freeform until staff need to moderate it. How players choose to interpret proficiencies is entirely up to them in one on one or group roleplay, and the proficiencies will largely be used by staff to moderate if players cannot come to a conclusion themselves.
This seems like magic will be really limiting if it costs skill points unless it's a) very cheap or b) free
 
This seems like magic will be really limiting if it costs skill points unless it's a) very cheap or b) free
On the contrary, Magic in lore is already extremely restrictive in terms of pairing it with other schools. By sacrificing some of the 50 allocated points for magic, you're still allowed the ability to attend other schools and get more skills. I.E. they're making battlemages and intellect mages possible. Magic is already a big skill to have by itself.
 
On the contrary, Magic in lore is already extremely restrictive in terms of pairing it with other schools. By sacrificing some of the 50 allocated points for magic, you're still allowed the ability to attend other schools and get more skills. I.E. they're making battlemages and intellect mages possible. Magic is already a big skill to have by itself.
Not really, magic isn't very good for battle magic, it's a utility skill, think less viridian and more surgery.
 
Not really, magic isn't very good for battle magic, it's a utility skill, think less viridian and more surgery.

Depends on the tree and what you do with it of course. Elemental and Demon magic is good for combat boosting, Mind magic can be used to bridge skills or steal them from opponents, and celestial magic can be used for defensive purposes.
 
Not really, magic isn't very good for battle magic, it's a utility skill, think less viridian and more surgery.
I would raise the argument that a mage could already be a battle mage, the Regalian Holy Mace as it exists right now is a powerful weapon that has no training requirements. Some magics that exist good for combat are most elemental magics and soul magic is quite useful if you utilize an ellon like say a tiger with talons on it's back legs. It's all a matter of creativity
 
I would raise the argument that a mage could already be a battle mage, the Regalian Holy Mace as it exists right now is a powerful weapon that has no training requirements. Some magics that exist good for combat are most elemental magics and soul magic is quite useful if you utilize an ellon like say a tiger with talons on it's back legs. It's all a matter of creativity
You can do it, atraves is actually perfect for battle magic, it's just that magic itself isn't very good in battles with out having a friend around to stop people punching you mid spell
 
@MonMarty I was planning on making a character application soon, should I hold off until after these changes are made? Plans were to make a combatant-type character so these could effect the end results, no?

Also, will the example Char-App be updated when all the apps become rejected?
 
@MonMarty I was planning on making a character application soon, should I hold off until after these changes are made? Plans were to make a combatant-type character so these could effect the end results, no?

Also, will the example Char-App be updated when all the apps become rejected?
You could make an application now so that all of your personality and abilities paragraphs are handled. But know that it will be reviewed again when the changes come out.

And yes, the example Application will be updated for players to reference.
 
I can see the magic gun/crossbow being removed in like a week.
crossbows are already strong IRL and when you have a universe that lets you "duel wield longswords using one as a shield" it'll be even worse
the actual crossbow is the bigger problem, and with it unable to be brought into a situation pre-loaded, it's largely negated since they have to spend 30 seconds or so just sitting there loading it up.
the shardbow meanwhile is far far less destructive, and mostly good for dissuasion. while it can be fired fast and concealed fairly easily, it's still quite weak and wears down the user heavily.
 
All Combat Proficiencies have been published! Furthermore, we also deleted all Combat Schools in preparation for their correction.

We're discussing how and when we'll have the intellect Proficiencies ready tonight.
 
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