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Re: RP-Critique/Support/Self Monitoring Club
Posted: Mon Sep 24, 2012 9:25 pm
by Task
I think emotes should be limited to: *nods*
I really miss the old radial menu from NWN1 where you could choose a wide range of actual emotes for your character. Also, if you moused over another character, your toon would look directly at them negating the need for people to constantly write *looks at Bob* or *eyes Bob as he approaches*
Re: RP-Critique/Support/Self Monitoring Club
Posted: Mon Sep 24, 2012 9:38 pm
by WeWhoEat
Actually tested that with a friend, your mouse-controlled head movements appeared on your screen, but your head was stationary on everybody else's.
It was neat, though, that whenever you spoke near another person, every character's head would turn to look at the speaker. It could get creepy as Hells, though, if you did a one word emote like *Nods* and a room full of people all turned to stare at you.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Mon Sep 24, 2012 10:45 pm
by Ivan38Rus
Emotes are good. They enrich roleplay. I am somewhat torn on the overly narrative emotes, as they tend to be a little excessive.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 12:43 am
by Simian
WeWhoEat wrote:I do not know about making you into a part-troll, because there is no feat for that!
Of course, better yet would be to take all of the Fiendish Heritage ~AND~ Fey Heritage feats on an Aasimar, so then you could be 25% human, 25% celestial, 25% demonic, and 25% dryad. Apparently, a long family history of extraplanar orgies or something.
It shall be my next character, I think!
Human 97%, Celestial 1%, Fiendish 1%, Fey 1%.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 1:10 am
by WeWhoEat
Human 87%, celestial 4%, fiendish 3%, fey 6%. See? I can post random numbers too.
Keep in mind that the Fey Heritage feats make a large difference in the abilities of a character:
FEY HERITAGE [HERITAGE]
You are descended from creatures native to the fey realms. You
are naturally resistant to the most common effects produced
by your ancestors.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +3 bonus on Will saving throws against
enchantment effects.
FEY LEGACY [HERITAGE]
The magical powers of your ancestors manifest in you.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 9th.
Benefit: You gain the following spell-like abilities, each
usable once per day: confusion, dimension door, and summon
nature's ally V. Your caster level equals your character level.
FEY POWER [HERITAGE]
Your fey heritage augments the power of certain types of
magic.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: Your caster level and save DCs for enchantment
spells and warlock invocations increase by 1.
FEY PRESENCE [HERITAGE]
You share your ancestors' knack for playing tricks on the
minds of others.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: charm monster, deep slumber, and disguise
self. Your caster level equals your character level.
FEY SKIN [HERITAGE]
Your fey heritage guards you against all weapons except those
crafted from the dreaded cold iron.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: You gain damage reduction (overcome by cold
iron) equal to 1 + the number of feats you have that list Fey
Heritage as a prerequisite (including such feats that you
take after gaining this one). For example, if you have Fey
Skin and Fey Presence, you would have damage reduction
3/cold iron.
This value stacks with any similar damage reduction you
might have from your type, subtype, race, or class, but not
from other sources, such as spells or magic items.
So a person with all 5 feats has 5/Cold Iron damage reduction, gains the ability to use Charm Monster, Deep Slumber, Disguise Self, Confusion, Dimension Door, Summon Nature's Ally V, becomes a more powerful Enchanter and is more resistant to enchantment effects. Hardly sounds like 1%. That list of abilities is more powerful than some actual pureblooded fey from the Monster Manual get.
Likewise, a person with all 5 Fiendish Heritage feats gains 12 resistance to fire and acid, can use Teleport, Cause Fear, Summon Monster V, Unholy Blight, Detect Thoughts, Suggestion, is far more resistant to poison, and cast Evil spells with greater power. It seems that they are more tiefling than a tiefling.
I am not saying somebody with these feats is going to be half fairy, half demon. What I am saying is that they can certainly be more than one percent of each. Granted, having both trees would be silly RP-wise, but if there is somebody out there seriously willing to spend ten feats to play as a walking rainbow of races, I say more power to somebody who cares more about RP than about power-built munchkin builds.
I have a quote here:
A Tiefling is a being whose lineage can be traced back to some degree or another to that of a fiend or demon within the Dungeons & Dragons universe. A tiefling should not be confused with a half-fiend as half-fiends are generally half mortal being and half fiend or demon, whereas the demonic lineage of a tiefling's ancestry often lies further up the family tree.
Emphasis mine. While I would imagine the vast majority of Tieflings are from mixings of the bloodlines ages back, there are certainly some who are the result of pairings a smaller number of generations back. I have seen some people play it as the more pronounced their tiefling trats are, the closer they are to their fiendish ancestor. So, a tiefling with horns and red skin and yellow eyes and brimstone stink and sharp teeth might be a handful of generations out, whereas a bloke with orangeish eyes (and nothing else) could likely be the result of a pairing hundreds of years prior, and thus your 1%.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 3:06 am
by Hoihe
As for excessive emotes, I don't mean the how.. I just mean what, describing small gestures etc.
When talking people don't stand around doing nothing, I personally point at people for no reason at all when talking when I am thinking.
AS for 1250 XP in 10 minutes...
Hoihe can out talk a brass dragon. My fingers usually become so tired after I really get him going that I can barely type properly afterwards

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Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 3:35 am
by Aelcar
Hoihe wrote:
Hoihe can out talk a brass dragon. My fingers usually become so tired after I really get him going that I can barely type properly afterwards

.

Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 11:05 am
by narcaleptic
Deathgrowl wrote:I have to agree with Valefort here. It's not so much about laziness as about rhythm and efficiency. If people write several paragraphs of describing how they are smiling behind a mask, I find immersion easily broken.
Yea I agree its just to much when your in a group of 5+ people, its already hard enough trying to keep up with what everyone is saying to follow the rp, added long emotes make it just that much harder. short and to the point is what I like such as...
*smiles* *looks away* *glances at the group* *sighs* *grins* *snorts* *pouts*
Good, simple, easy, and to the point, with just the right amount of info to allow the other players to imagen how they see it happening on there own.
*takes off his helm and places it into his backpack, latching the bag closed agian.. wipes sweat off his brow and turns to you with a smile*
Although this is good rp, I personally dont think it should be done like this every time you emote, and surly not when in a groups for more than 5 people all constantly rping, it just floods the chat box making it hard to keep up.
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On another note I like your rp hoihe, I havent gotten to do it very much but I remember when Buurk and you went to the inn at naskel and talked about him trying to become a avowed of all things lol, Quite enjoyable. i'd give you A+ for creativity and ability to keep a conversation moving.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 11:38 am
by Passiflora
I'm personally the kind who writes more description than speech in a conversation. Especially while DMing, but I used to do it as well on a character.
-He glances to the sea, frowning as he tights his fist at the news, then awnsers in a low toned voice. "We'll get him out of there."-
I also think it's better to describe a lot, even if it takes longer, like in a book. But that's a preference. I've met roleplayers who describe very little if at all, that I enjoyed a lot.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 12:16 pm
by astra
It should be about quality, not quantity.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 12:29 pm
by Passiflora
astra wrote:It should be about quality, not quantity.
I totally agree with this. If you can put in both though, I like it.

Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 12:55 pm
by Hoihe
Hooray! *proudly acclaims doing both*
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 2:53 pm
by Maecius
I'd say that I am in the Passiflora Camp, myself.
Roleplay, to me, has always been a literary pursuit. It's based on imagination, and it exists to allow players (and DMs) to take the game beyond its mechanical limitations.
Players who embrace roleplay and produce descriptive emotes and rhetoric are, in my opinion, a lot of fun to roleplay with. I'm not saying everyone has to or ought to do this, but I am saying that when I used to roleplay my tiefling, I never had a problem waiting on even a slow typist for a beautifully-produced emote.

I would often listen to music, clip my
fingernails pages, or just surf the web while I waited for them to post their response. And I considered the wait inconsequential compared to the roleplay that I was receiving. I get very bored, very easily, with the same old thing. And "*nods*" only takes you so far in this life.
"*Nods*" will get you a lot of things in this world,
don't get me wrong, but it'll get you no free drinks from me. And probably no DM RP XP bonus either.
Long story short, I think everyone has their own roleplaying style, and no style is better than any other, so long as the effort is being made to roleplay. But I personally have a lot of fun roleplaying with people who engage the environment and make the world around them come to life with descriptive and colorful roleplay. I would rather see it encouraged than discouraged.
EDIT: This goes doubly so for RP in my DM events, by the way. I always am thrilled when players cut down a tree to block a road or passage, or throw a rock to hit a switch on the other side of the gorge, or something creative as opposed to clicking on a red hostile enemy. And I will always reward them for their creativity.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 3:09 pm
by stevebarracuda
Maecius wrote: I personally have a lot of fun roleplaying with people who engage the environment and make the world around them come to life with descriptive and colorful roleplay. I would rather see it encouraged than discouraged.
EDIT: This goes doubly so for RP in my DM events, by the way. I always am thrilled when players cut down a tree to block a road or passage, or throw a rock to hit a switch on the other side of the gorge, or something creative as opposed to clicking on a red hostile enemy. And I will always reward them for their creativity.
My favorite and best experiences in the limited events I've participated in were the ones when not fighting, not running and using creativity based on skills and players roleplay.
So, +x to x power on this from Maecius.
Re: RP-Critique/Support/Self Monitoring Club
Posted: Tue Sep 25, 2012 3:14 pm
by WeWhoEat
What would be really cool would be if there was some indication that a person was typing - that way, people could time responses better and not think a person is just silent when they are really about to launch into a grand speech. Unfortunately, I think such is likely far beyond the limitations of the engine.
Now, what can help if you know you are going to be emoting something long later is to either have copy+pasta abilities via the client extension, or save longer emotes as custom text macros via the player tool. That way, when the time comes, you can fire them off at decent speed. But then one runs into the trouble of not being able to change what you intend to say very easily, and thus reduces reactiveness.