Post by CJ on Aug 29, 2007 5:37:46 GMT -5
The following are guidelines for maximum rewards given by sub-GMs. This is not a power play or an attempt to make sub GMs seem less important, but meerly a way for me to be able to keep some sort of tabs on who has what in my own game, and make sure that if anyone has anything overpowered, it's no one's fault but my own. Keep in mind that these are absolute maximums, not averages. SO if you're pushing the limit on one level, try to scale back on the others somewhat. Ready? Okay.
I really don't want a lot of XP being thrown around in subplots. It does more damage than any other kind of reward when people suddenly shoot up 10 levels, not only because it dramatically weakens my control of how fast people gain power and my general knowledge of how strong people are, but because I'm the one who has to do all the damn grunt work when people hit that illustrious 1000. If you were managing 34+ sheets, you'd know how frustrating it can be. These are the absolute maximum XP rewards allowed, in tiers. These tiers may change as people grow stronger in the future, but it shouldn't be a problem for a while at least.
LEVELS 1-10 - 9000 XP
LEVELS 11-20 - 4500 XP
LEVELS 21-30 - 2000 XP
If the XP gain is enough to knock someone into the next higher tier, divide the remaining XP in half
EX: Level 9 character gains 9000 XP. 2000 XP is enough to take them into the next tier. 9000 - 2000 = 7000, 7000/2 = 3500. They gain 3500 EXP after attaining level 11, or simply put, gain 5500 XP total.
Level 4 character gains 9000 XP. 7000 XP is enough to hit the next tier. 9000-7000=2000, 2000/2 = 1000, so 1000 is gained after attaining level 11, or more simply, 8000 is gained in total.
Level 20 character gains 3000 XP. 1000 XP is enough to hit the next tier. 3000-1000 = 2000, 2000/2 = 1000, so 1000 is gained after attaining level 21. Or more simply, 2000 XP is gained total.
Get it? Okay. You're in charge of dishing this XP out, so remember to keep in mind the levels of the characters.
Coins are probably the least taxxing thing on the fox god to give out. Coins are generally spent without me really having to do anything, and can only do what I set them up to do in the first place. I don't really care how many you give out, but it really doesn't need to be anything above 100, and even above 50 is a bit much. A coin goes a long way in this game.
Don't give out Hours. I'll allow like...4. At most. Hours are tricky bitches.
If it's one use, one effect, fuck, go all out. It can't possibly do enough damage in just one use. If you want something to be rechargable, usable multiple times, usable infinite times by paying a cost, or something like that, make sure it's something that isn't going to break the game. If something has a cheap cost, give it a cheap effect. If something is usable 10 times, make sure using it 10 times doesn't invoke the wrath of Cthulu. If something is Rechargable... Well, just make sure it's not as strong as Heroism and you're kinda set there. Recharges are precious.
Keep these on the downlow. The first limit I'll mention is to only give one to each person if you can help it >.> If you want to have equipment that corrosponds to eachother ALA Megaman X, we'll chat, but that's the general rule. When it comes to the stats of the equipment, just remember the following basic guidelines, since it's hard to put a hard limit on things. If you're really in doubt, either show me in PM, or look at other items of a similiar kind that I'v given out or that can be bought on the boards. If it's above buyable stuff and below stuff I give out, that's a good benchmark, so use all j00r logicz. Really super MVP items that you give to players who preform above and beyond the call of duty can be as buff as stuff I toss, though. But nothing should EVER be as scary as something that would be given out after a Seraphim battle, or as a Christmas present. That shit is broken. Also, everything should be statted BEFORE you know who's getting it.
WEAPON - An average weapon damage is +10. The upper limit of a weapons damage is +20 so far, or 30+ if it results from multiple instances of damage. If a weapon has lots of nifty special features, the damage is going to be nothing special. If it has crippling weaknesses or difficulty of use, higher base damage might be permissable. Use your brainz.
SHIELD - An average shield has +10 evasion and 20 HP, with perhaps 3 damage types that deal double damage to it, perhaps 2 that deal no damage to it, and maybe 1 that breaks it instantly. Keep in mind that every HP will account for one attack that just gets fizzled to death, and every +1 of evasion is a full 1% chance extra of dodging any attack that can be dodged. So really, 20-33 is the absolute highest shield anyone should have >.>
ARMOR - +5/+5 is a roughly average armor. The lower one number is, the higher the other can be, but it shouldn't have more than 20 points of protection between them, and should have a max of +15 on either one. +15 defense is enough to null just about any weapon or spell. If an equipment is a helmet, or greave, or gauntlet, it's going to have a lot less protection, and will have perhaps a max of +5 to either one and a +8 to both. Nifty extra traits means weaker base defense.
ACCESSORIES - MASSIVE grey area. Just keep in mind that accessories are permenant and constantly in effect. But also, there's only two slots for them, so they aren't that bad. Hold them to roughly the same standards as a rechargable OUI when it comes to usefulness. +5 to any stat (including HP or MP, but not including Act), immunity to ONE status effect, or an increase of +5 to weapon or spell damage, are all good, very average traits of an accessory. These kinds of equipments I don't mind being given out so much. I don't know why.
GLOVES OR BOOTS - Gloves and boots are held to roughly the same standards as an Accessory, but keep in mind that they generally aren't very varied in their use. Naturally, they should probably affect the hands or feet somehow. It doesn't make much sense for boots to grant a +10 to Power. They can be a little stronger than accessories, but really, it should make some sort of sense. They can be even stronger if they also take up the Arm or Leg slot.
BELTS - Belts generally affect usable items that are placed on them. The greater the effect, the fewer items it can be attributed to. Likewise, the more SPECIFIC the effect (that is, the fewer items can be affected by it), the more items it can be attributed to. 5 is a good average number for items that can be placed on a belt.
This is ALL guidelines. I won't beat you with a stick in public if you step out of the drawn lines a bit, but please, be considerate. Every time my system breaks, a fox cries.
Think of the foxes.
-EXPERIENCE POINTS-
I really don't want a lot of XP being thrown around in subplots. It does more damage than any other kind of reward when people suddenly shoot up 10 levels, not only because it dramatically weakens my control of how fast people gain power and my general knowledge of how strong people are, but because I'm the one who has to do all the damn grunt work when people hit that illustrious 1000. If you were managing 34+ sheets, you'd know how frustrating it can be. These are the absolute maximum XP rewards allowed, in tiers. These tiers may change as people grow stronger in the future, but it shouldn't be a problem for a while at least.
LEVELS 1-10 - 9000 XP
LEVELS 11-20 - 4500 XP
LEVELS 21-30 - 2000 XP
If the XP gain is enough to knock someone into the next higher tier, divide the remaining XP in half
EX: Level 9 character gains 9000 XP. 2000 XP is enough to take them into the next tier. 9000 - 2000 = 7000, 7000/2 = 3500. They gain 3500 EXP after attaining level 11, or simply put, gain 5500 XP total.
Level 4 character gains 9000 XP. 7000 XP is enough to hit the next tier. 9000-7000=2000, 2000/2 = 1000, so 1000 is gained after attaining level 11, or more simply, 8000 is gained in total.
Level 20 character gains 3000 XP. 1000 XP is enough to hit the next tier. 3000-1000 = 2000, 2000/2 = 1000, so 1000 is gained after attaining level 21. Or more simply, 2000 XP is gained total.
Get it? Okay. You're in charge of dishing this XP out, so remember to keep in mind the levels of the characters.
COINS
Coins are probably the least taxxing thing on the fox god to give out. Coins are generally spent without me really having to do anything, and can only do what I set them up to do in the first place. I don't really care how many you give out, but it really doesn't need to be anything above 100, and even above 50 is a bit much. A coin goes a long way in this game.
HOURS
Don't give out Hours. I'll allow like...4. At most. Hours are tricky bitches.
USABLE ITEMS
If it's one use, one effect, fuck, go all out. It can't possibly do enough damage in just one use. If you want something to be rechargable, usable multiple times, usable infinite times by paying a cost, or something like that, make sure it's something that isn't going to break the game. If something has a cheap cost, give it a cheap effect. If something is usable 10 times, make sure using it 10 times doesn't invoke the wrath of Cthulu. If something is Rechargable... Well, just make sure it's not as strong as Heroism and you're kinda set there. Recharges are precious.
EQUIPPABLE ITEMS
Keep these on the downlow. The first limit I'll mention is to only give one to each person if you can help it >.> If you want to have equipment that corrosponds to eachother ALA Megaman X, we'll chat, but that's the general rule. When it comes to the stats of the equipment, just remember the following basic guidelines, since it's hard to put a hard limit on things. If you're really in doubt, either show me in PM, or look at other items of a similiar kind that I'v given out or that can be bought on the boards. If it's above buyable stuff and below stuff I give out, that's a good benchmark, so use all j00r logicz. Really super MVP items that you give to players who preform above and beyond the call of duty can be as buff as stuff I toss, though. But nothing should EVER be as scary as something that would be given out after a Seraphim battle, or as a Christmas present. That shit is broken. Also, everything should be statted BEFORE you know who's getting it.
WEAPON - An average weapon damage is +10. The upper limit of a weapons damage is +20 so far, or 30+ if it results from multiple instances of damage. If a weapon has lots of nifty special features, the damage is going to be nothing special. If it has crippling weaknesses or difficulty of use, higher base damage might be permissable. Use your brainz.
SHIELD - An average shield has +10 evasion and 20 HP, with perhaps 3 damage types that deal double damage to it, perhaps 2 that deal no damage to it, and maybe 1 that breaks it instantly. Keep in mind that every HP will account for one attack that just gets fizzled to death, and every +1 of evasion is a full 1% chance extra of dodging any attack that can be dodged. So really, 20-33 is the absolute highest shield anyone should have >.>
ARMOR - +5/+5 is a roughly average armor. The lower one number is, the higher the other can be, but it shouldn't have more than 20 points of protection between them, and should have a max of +15 on either one. +15 defense is enough to null just about any weapon or spell. If an equipment is a helmet, or greave, or gauntlet, it's going to have a lot less protection, and will have perhaps a max of +5 to either one and a +8 to both. Nifty extra traits means weaker base defense.
ACCESSORIES - MASSIVE grey area. Just keep in mind that accessories are permenant and constantly in effect. But also, there's only two slots for them, so they aren't that bad. Hold them to roughly the same standards as a rechargable OUI when it comes to usefulness. +5 to any stat (including HP or MP, but not including Act), immunity to ONE status effect, or an increase of +5 to weapon or spell damage, are all good, very average traits of an accessory. These kinds of equipments I don't mind being given out so much. I don't know why.
GLOVES OR BOOTS - Gloves and boots are held to roughly the same standards as an Accessory, but keep in mind that they generally aren't very varied in their use. Naturally, they should probably affect the hands or feet somehow. It doesn't make much sense for boots to grant a +10 to Power. They can be a little stronger than accessories, but really, it should make some sort of sense. They can be even stronger if they also take up the Arm or Leg slot.
BELTS - Belts generally affect usable items that are placed on them. The greater the effect, the fewer items it can be attributed to. Likewise, the more SPECIFIC the effect (that is, the fewer items can be affected by it), the more items it can be attributed to. 5 is a good average number for items that can be placed on a belt.
This is ALL guidelines. I won't beat you with a stick in public if you step out of the drawn lines a bit, but please, be considerate. Every time my system breaks, a fox cries.
Think of the foxes.
=;.;=