01-17-2021, 02:41 AM
Well, the combat rules specifically mention that a cap 0 is only if it's a 'random' encounter in the wilds: Osronan knight sees an Achyon soldier they've not had any real interactions with before, they attack. Cap 0 unless both want to do higher.
If it's something more involved then the standard setting is a dangerous 1, so I'll clarify that there, but I guess if the substance of the interaction begins with 'I attack you because you are in X faction and in the wrong cave/forest/mine/bridge at the wrong time' then I get requesting a cap 0. Conflict that begins with /scout tends to be the least interesting.
At the same time, we're very bad about 'choosing' our own ends. In the moment, you may not like a death, or you'd prefer to survive, but a few months later after you've observed all of the follow up roleplay you're less likely to regret it. When your death sparks and encourages other stories that's a nice feeling, not that it always happens. It's better than going out through AFK, I think. It's hard to achieve organic ends if there are cap 0 battles when the appropriate setting is a chance of death.
Right now, as a new character, you can stumble on a statue of Murtock, Sol, Orodyn, or Aelrin, and that's pretty cool. When you become a part of the world and history through the ripple effects of your character's end, it not only lessens the blow but perhaps inspires others if that's something they can appreciate.
As for issues with a lack of lethality, I'm going to point towards the war of Achyon and Osrona: While there were a lot of great, wonderfully written characters on either side, many of whom are still active and present in the world now as mentors, it felt somewhat static because there wasn't any pull in the tug of war. Not much death, many cap 0s/1s. Lack of change in the cast means less change on the world stage. The lesson learned there is that something as climatic as a battle should be a mandatory of a cap 1, higher if it's in the final stages; if someone is attached to their character and doesn't want the opportunity of losing them (even if an unsatisfactory way) then it should be made clear that participating is entirely optional, because it is war. The fact that there has not been a victor between the two major RP hubs isn't really a bad thing (could be a good thing!), but more shake up/changes wouldn't have been unwelcome either. I think. I'm not entirely sure what my thoughts are on this, but something did feel missing even if it was generally enjoyable to observe, it didn't compare to watching the final battle of Asta and Alexander while Osrona was up in flames, you know?
I think:
- Temporary injuries should be like -20 instead of -40, but not instantly heal on medic/potion. Maybe a higher tier of medic could have this perk.
- Adjust 'deadly' so it doesn't kill on a 1 roll, and instead deals a crippling injury on 2 or less. Encourage more liberal use for 'final' battles between long-term rivals and such. Often times you'd rather put an enemy out of commission instead of outright killing them, then the ball is in their court if they want to survive or roleplay out a death due to the wounds.
If it's something more involved then the standard setting is a dangerous 1, so I'll clarify that there, but I guess if the substance of the interaction begins with 'I attack you because you are in X faction and in the wrong cave/forest/mine/bridge at the wrong time' then I get requesting a cap 0. Conflict that begins with /scout tends to be the least interesting.
At the same time, we're very bad about 'choosing' our own ends. In the moment, you may not like a death, or you'd prefer to survive, but a few months later after you've observed all of the follow up roleplay you're less likely to regret it. When your death sparks and encourages other stories that's a nice feeling, not that it always happens. It's better than going out through AFK, I think. It's hard to achieve organic ends if there are cap 0 battles when the appropriate setting is a chance of death.
Right now, as a new character, you can stumble on a statue of Murtock, Sol, Orodyn, or Aelrin, and that's pretty cool. When you become a part of the world and history through the ripple effects of your character's end, it not only lessens the blow but perhaps inspires others if that's something they can appreciate.
As for issues with a lack of lethality, I'm going to point towards the war of Achyon and Osrona: While there were a lot of great, wonderfully written characters on either side, many of whom are still active and present in the world now as mentors, it felt somewhat static because there wasn't any pull in the tug of war. Not much death, many cap 0s/1s. Lack of change in the cast means less change on the world stage. The lesson learned there is that something as climatic as a battle should be a mandatory of a cap 1, higher if it's in the final stages; if someone is attached to their character and doesn't want the opportunity of losing them (even if an unsatisfactory way) then it should be made clear that participating is entirely optional, because it is war. The fact that there has not been a victor between the two major RP hubs isn't really a bad thing (could be a good thing!), but more shake up/changes wouldn't have been unwelcome either. I think. I'm not entirely sure what my thoughts are on this, but something did feel missing even if it was generally enjoyable to observe, it didn't compare to watching the final battle of Asta and Alexander while Osrona was up in flames, you know?
I think:
- Temporary injuries should be like -20 instead of -40, but not instantly heal on medic/potion. Maybe a higher tier of medic could have this perk.
- Adjust 'deadly' so it doesn't kill on a 1 roll, and instead deals a crippling injury on 2 or less. Encourage more liberal use for 'final' battles between long-term rivals and such. Often times you'd rather put an enemy out of commission instead of outright killing them, then the ball is in their court if they want to survive or roleplay out a death due to the wounds.