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Bring back KHP Eternal Roleplay

Discussion in 'Archive' started by EtherealSummoner, Feb 5, 2013.

  1. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    I will say that I actually liked the idea of a characters ability roster being more expansive based on their position on KHP. I think we might have abolished that, but I'd almost suggest we bring it back. Makes sense that higher ranking character would be more powerful/have more abilities than a lower ranking one. I believe we are actually going to manage that on the basis of what a person's position on the forums was. So right now, I'd be counted as a staffer (Mod to be exact), and have access to x-number of abilities if I desired to have my character play a related role to my own.
     
  2. EtherealSummoner

    EtherealSummoner Lamentations 3:22-26

    Ok. I'll remove the Cleansing system. I didn't think of a "level" system would be any beneficial. Last time a roleplay was made like that, it failed so miserably. I do not want to come across that again. Myabe tasks or from training would be alright in order to be able to have more abilities.
     
  3. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    I'd say that abilities should just be monitored by the people. Characters can 'pick up' skills from each other, or develop them based on what they see from each other.
     
  4. Vor

    Vor Princess Eater

    So, I have a proposal then, why not combine doing tasks and training together and create requests. (This is just my idea for a system)

    this system would work in a way, where a character who completed a request would get training from the one who requested that she/he do it. These ablities would have to correspond with the level of the request.( I.E: someone getting firaga from finding a lost cat or dog in a city area)

    The Second part would be inheirtance types; characters usally have elemental properties right? so in this part, they follow that by learning some skills faster and some slower.
    (I.E someone who is weak to elec. learns wind spells faster, but elec. spells much slower)

    The third part works with a skill limit, 8 support skills, 8 main ablities. these allow somebody to not have too many ablities and the characters can swap out their skills for previous ones using VBexperence(or that shop thing, whatever)

    just my two cents of a good system for gaining ablities in after a day's thought(I probbably sound a bit too off-key with some parts, but i think of it as a base system for ablities. so pretty much in a nutshell, someone can devolp this system even further or make it better.)
     
  5. EtherealSummoner

    EtherealSummoner Lamentations 3:22-26

    Honestly, I was thinking about using npcs so that all of you can gain abilities as the roleplay progresses by them having you to do quests that they need help with. Your idea is not bad though.
     
  6. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    We could always just make the addition of new abilities something that's determined by approval. If someone feels that their character has performed actions (or seen/experienced enough) to warrant the learning or development of a new skill, the request permission for it.
     
  7. I'd agree with this idea. It is the simplest and easiest way and requires little GM work/input compared to the other options.

    That said, I think an upward cap might be a good idea, to try and inhibit "grinding" for abilities. It could be a soft limit, not represented by an actual number but rather just by the GM's (or even the other players') intuition. That might have already been a given, but I felt it should be stated since Roaringflames brought up the 8x8 limit idea.
     
  8. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    What exactly do you mean by "grinding?"
     
  9. Ah, sorry, I used that term somewhat incorrectly. My worry would be with people exploiting the system, which could be alleviated with a soft limit. Though, I think the soft limit is sort of implied already, I wanted to clarify and make sure it would be taken into account. I do apologize though because I think that last post was mostly extraneous...
     
    Last edited: Feb 13, 2013
  10. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    I like the idea of having a cap on things. Everyone gets a maximum of X number of ability slots maybe. But they can only have a few of them filled from the start. Ability gains should correspond to what the character does within the RP. Using Raoring's example, finding a lost cat or dog for someone would probably only provide a character with a minimal ability gain (like gaining a rudimentary level of a very minor ability, or a slight boost in the effectiveness of their ability). Ultimately, I think it should just follow a system of cast approval. When someone feels they've done something worthy of adding an ability or improving on a pre-existing one, they submit it to everyone else and it just comes down to a vote. We should really just leave it to peoples' better judgement though, since it would probably be the least disruptive, I think. The last thing I want is for this to get bogged down by a stat system.

    Anways, if we're clear on what wer're going to do, I"d like to write up a backstory for this. We can tinker with it and apply all of the other stuff to it after.
     

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