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steptoe View Drop Down
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  Quote steptoe Quote  Post ReplyReply Direct Link To This Post Posted: 11 Mar 2010 at 12:31pm
if you want to defend yourself then big shield/dagger is better than 1 handed/light armour.  in fact if your spacial awareness is good it can make you a problem for people IF your fighting with a team.
 
spell lvl2,  shield, 1-handed (with x-hvy as your first vet) is the start of a totally acceptable magic user build and leaves some spare for contribute.
 
don't worry about people picking you up. the skills you take will have little bearing on peoples desire to do that.  be nice/make friends/get your faction to recognise you.
 
double bod dev or lvl 2 spells and bod dev are great long games but you have to wait for about 2 years before your really playing. i'd only recomend it in limited circumstances.
 
ritual teams really need to be at maximum power.  Ritualists (i.e. those with ritual magic) need to accept that thats their main game and max out on it.
 
Contributes usefulness is directly proportional to the amount you spend on it BUT the problem for the ritualist is rounding everyone up and getting a ritual organised, which is MUCH easier with a few people.  That said, until your 'in' with a ritual team you might find having 6 points (which is a fair number) is a waste.  My advice would be say balls to meta gaming and find out if there is a ritual team needing some contribute before time and see what they need.
 
think about it in terms of hours of fun per event.  If I'm 20 pts, will a 5 point skill provide me 25% of my IC fun.  don't spend 7 points on contribute and then find you don't get to practice or join in any rituals and miss out on the fighting because your character can't hold their own.
Formerly Garratt, 3rd spearman from the left. Now back in the Eored/Algaia

OOC- Steptoe/John/Toffee

none of my views necessarily represent those of CP or its staff etc. etc.
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LadyGynesy View Drop Down
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  Quote LadyGynesy Quote  Post ReplyReply Direct Link To This Post Posted: 11 Mar 2010 at 6:04pm
 
Originally posted by GrahamP

 No combat skills at all tends to mean spending the entire event hiding... sword and light armour means try to defend yourself while looking for a proper fighter to take it down.


No, it means finding an armed escort for foraging/moving between camps (which admittedly, may be somewhat easier for me as a female character).  It means dodging the arrows VERY VERY carefully in battles while providing an arrow collection service to your own archers (armour would be useful here. Guess what my next vet pick will probably be...).  It means keeping a weather eye out for nasties, and retreating when the fight breaks out, since there's always plenty of fighter-types running towards the battle.  It means having enough other skills to be useful to your faction such as ritualist/magic/alchemy/craft/healer.

If you're in LARP to beat up baddies, don't play a non-fighter.
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GrahamP View Drop Down
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  Quote GrahamP Quote  Post ReplyReply Direct Link To This Post Posted: 11 Mar 2010 at 7:38pm
Originally posted by steptoe

if you want to defend yourself then big shield/dagger is better than 1 handed/light armour.  in fact if your spacial awareness is good it can make you a problem for people IF your fighting with a team.
 
spell lvl2,  shield, 1-handed (with x-hvy as your first vet) is the start of a totally acceptable magic user build and leaves some spare for contribute.think about it in terms of hours of fun per event.  If I'm 20 pts, will a 5 point skill provide me 25% of my IC fun.  don't spend 7 points on contribute and then find you don't get to practice or join in any rituals and miss out on the fighting because your character can't hold their own.
 
I'm actually not terrible with a sword/axe and shield.  Not 'good', but no worse than a lot of other LARPers. 
 
I didn't think 'fighter/mages' were meant to work well though.  Because of the whole not being able to cast in armour thing.
 
I know when I played Jamie  I started off with Mage2, hand weapon, shield, literacy, numeracy and maps and took X-heavy as the first vet pick.  Stat-wise I think that was probably one of my best builds, and I only retired the character as I missed Renewal 07, shortly before Mike Dymond's removal as LG.   Mainly because I assumed Jamie's fate would have been the same as Martinique's.
 
Would it be very cheesy to take the same stats again and just not worry about contribute?  Maybe switch the Mage for Corp or Shaman.  Obviously the character would be different.  I do acknowledge the point about rituals being best among players who know each other very well and get a lot of chance to practice between events.
 
Just to address your last point, the skill I'm most certain of is actually Literacy...  (and numeracy because I think not having it is a bit silly)
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Rych View Drop Down
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  Quote Rych Quote  Post ReplyReply Direct Link To This Post Posted: 11 Mar 2010 at 10:25pm
Mage 1, Shaman 1, Corp 1, light armour, dagger.

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Rych... keeping it Albion

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kiwi chris View Drop Down
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  Quote kiwi chris Quote  Post ReplyReply Direct Link To This Post Posted: 12 Mar 2010 at 5:48am
 
Originally posted by LadyGynesy

 It means dodging the arrows VERY VERY carefully in battles while providing an arrow collection service to your own archers (armour would be useful here. Guess what my next vet pick will probably be...). 
 
um, arrows go thru armour, or did i misread your intention here?
 
 
Originally posted by GrahamP

 
I know when I played Jamie  I started off with Mage2, hand weapon, shield, literacy, numeracy and maps and took X-heavy as the first vet pick. 
Would it be very cheesy to take the same stats again and just not worry about contribute?  Maybe switch the Mage for Corp or Shaman.  Obviously the character would be different. 
not if thats what you want to do.
 
did you defintiely retire jamie (who i never meet), is it time for him to crawl out of the woodwork?
 
you take the skills that you'll get the most enjoyment from.
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GrahamP View Drop Down
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  Quote GrahamP Quote  Post ReplyReply Direct Link To This Post Posted: 12 Mar 2010 at 6:41am
Originally posted by kiwi chris

 
I know when I played Jamie  I started off with Mage2, hand weapon, shield, literacy, numeracy and maps and took X-heavy as the first vet pick. 
Would it be very cheesy to take the same stats again and just not worry about contribute?  Maybe switch the Mage for Corp or Shaman.  Obviously the character would be different. 
not if thats what you want to do.
 
did you defintiely retire jamie (who i never meet), is it time for him to crawl out of the woodwork?
 
you take the skills that you'll get the most enjoyment from.
[/QUOTE]
Well, I played two characters since then and we're only supposed to have one character at a time, so it's not actually allowed.  Then again, it's not like he was an eight-year vet with lots of weird specials.  Whatever happened to the Silver Lance, anyway?
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steptoe View Drop Down
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  Quote steptoe Quote  Post ReplyReply Direct Link To This Post Posted: 12 Mar 2010 at 8:26am
if you've played someone else at a cp event then Jamie is technically 'dead'
 
IMO, magic 2, shield, sword, light = the best FIGHTER skill set FOR THE FIRST 3 FIGHTS OF THE DAY.  unless the clanky has pick up resist magic (and few can) they are pretty toast.
 
Shaman is definaly the roleplay (i.e. non fighty) pick.  It can be use offensively but more things are immune to shaman than anything else (i.e. undead typically immune to mind effecting).  Corp is BRILLIANT on the offensive.  Paralyse and blind are probably the sickest combat spells in the game.  Wounding is also ace and fumble and retribution a pretty tastey, especially at level 1.
 
In fact I'd go as far as saying its the best spell list overall.
Formerly Garratt, 3rd spearman from the left. Now back in the Eored/Algaia

OOC- Steptoe/John/Toffee

none of my views necessarily represent those of CP or its staff etc. etc.
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LadyGynesy View Drop Down
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  Quote LadyGynesy Quote  Post ReplyReply Direct Link To This Post Posted: 12 Mar 2010 at 1:58pm
Originally posted by kiwi chris

 
um, arrows go thru armour, or did i misread your intention here?
 

Good point. :-)  Of course, the other good thing about having armour is the ability to repair it on others, which is also helpful in a battle.
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Nikolai View Drop Down
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  Quote Nikolai Quote  Post ReplyReply Direct Link To This Post Posted: 25 Mar 2010 at 3:23pm
Very useful I'd say, think of all the other useful things Mages could use their magick on rather than Mend spells, and the time saved in your knights taking off their armour, fixing it, putting it back on, that plus having an echelon move forwards and start mending the armour of the wearied frontline combatants looks terribly cool.  Metagaming aside, but looking at it from an IC perspective of a resource that has a finite limit,  that we know of IC, it makes sense to have some people who can mend any armour whilst the person is wearing it, and in so doing, save magick power for when needed elsewhere.
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Jen View Drop Down
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  Quote Jen Quote  Post ReplyReply Direct Link To This Post Posted: 03 Apr 2010 at 8:03pm
Originally posted by steptoe


ritual teams really need to be at maximum power.  Ritualists (i.e. those with ritual magic) need to accept that thats their main game and max out on it.

 

Contributes usefulness is directly proportional to the amount you spend on it BUT the problem for the ritualist is rounding everyone up and getting a ritual organised, which is MUCH easier with a few people.  That said, until your 'in' with a ritual team you might find having 6 points (which is a fair number) is a waste.  My advice would be say balls to meta gaming and find out if there is a ritual team needing some contribute before time and see what they need.

 



Too true!    The time spent in trying to organise rituals and herding contributors is quite a factor in my resignation as ritualist.   We may well be back with a different ritualist this year, it's worth finding the AT if we are because we do welcome contributors if you want to get into a ritual or two
Yes, it's a kettle. It makes really good tea!
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