Scripted Quests remove timer from PC cast buffs

Started by Random_White_Guy, September 24, 2016, 05:54:47 AM

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Random_White_Guy

Just a late night idea spawned from some chat in #efu. I have no idea if it's even feasible, plausible, accessible in the system or what but:

Is there any way to remove timed PC buffs from scripted quests? I feel like over half the irritation people have with scripted questing is the idea that RP and Tactics are so often overlooked in a breakneck attempt to hold onto every buff until the boss fight and conclude the battle in most cost effective means.

Scouts can't play scouts because a fighter's gotta keep his Bulls and Bark up or he'll be in trouble. Mages can't give magical exposition because Monk speed + Cleave + karate chop and if you lose buffs you're a paper doll. Don't get me wrong. I know sometimes "Damn I just wanna finish this quest I gotta run" and other 100% legitimate points are reasonable for doing speed-run style quest pursuits. Or even some of the older EFU quests people have done 90 times and just want to do it for the sake of doing it.

But there's a serious feeling I had of EFU that the idea of having to rush through quests kills the idea of "Hey let's RP" or any even minor RP if you can't run and click across the terrain at the same time to keep up with the front line and have a conversation and RP.

People say "You can RP on quests" and you can to a degree but on the whole if you stop to talk one or two people may blitz on and you're just standing there falling behind because buffs. This turns into a lot of "RP Designated times" and "Shut up and quest" designated times in many instances.

Quests are scripted anyway and we've deviated from standard D&D in a lot of flavorful ways. I'd say let's make Cast spells last infinite unless explicitly dispelled on quests for clerics to have the option to RP beyond "Let's pray at the start while I cast circle ward then we'll be too busy so I have "PRAISE TEMPUS" ready to type-shout a few times".

If people are in a rush or wanna play as quick-foot greedy adventurers, let'em.

But don't make "SHIT COME ON DUDE MY BUFFS WEARING OFF" the most common logic for people wanting to run through quests or tell blasts to PCs who are "Taking their time".

Example:

Phil Wizard cast bulls strength on Bob the Fighter. Bob has bulls strength until quest close because Wizard Phil knows his shit.

Dispel hits.

Option 1) Phil Wizard came prepared and you still have to have Phil Wizard recast it until quest close (if you want to renew it)
Option 2) Bob the Fighter uses potions or scrolls or "Finite Magic" and will have to reload/renew the spell when it fails.
Option 3) Save potions, call Phil a shitty wizard who didn't prepare enough spells at your own peril but keep on rolling towards objectives.

Don't know if it's even feasible or wholly desirable but suggestion!
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

zDark Shadowz

If only hour spells lasted hours..... Hahaha...

NothingGoldCanStay

This seems more like it'd break quests, than fix a common misconception of "You can't RP and quest."

Some of my fondest memories of EfU are questing and RPing.

Howlando

Not going to happen for a variety of reasons, although I appreciate the suggestion. I will say I don't think it's too much to ask for players to just slow down and roleplay sometimes, particularly on the more elaborate quests. That said, I think the ultimate solution is more randomization and quest design that includes rest-breaks mid-way through.