I feel we have enough outlined in the Omnibus. You don't run into all combat calls all the time as it is anyway.I also feel some events have way too many calls. When you have to hand out a sheet to players so they can remember what things do, there is a problem.
I think if we were to have more it should rather expand on the oned we have. I really like the idea for elemental bolt. If we were to do something similar where we could actually add to the calls. Ie the call is actually bolt but you should have to choose from a set of elements or other types. Just my thoughts
I this we have a pretty good amount of special calls in the game. Pretty much all of the special calls have unique effects and are at a decent spell level whereas you won't ever have a ton of people calling them.I think if we were to add one new call I would like it to be Shatter. We have a few ways to get around broken items and I think that it is a unique effect that could add something to the game. Also we have that effect as a part of Boulder, so it seems like people would have a decent idea on the mechanics already.Josh mentioned the Elemental Bolt concept, and that is one of the things I would be very hesitant towards. Adding different calls that do not utilize new mechanics is a slippery slope that can lead to saturated weapon call systems that can bog down combat.
How exactly would a "bolt" spell big down combat? A bolt is a projectile. You dodge it or block it. You get hit well ... It is a larp. Not evetything is about the fighter though some would like it so. Saying it would "bog" down combat is like saying, "we can be a sport but, we are not smart enough to be a larp."
I believe the "bolt" herein mentioned was in relation to the proposed Bolt mechanic which would allow a large number of new "bolt" calls based off of character/role-playing effects as determined by personal choice of the caster..."fire bolt", "ice bolt", "water bolt", "plant bolt", "stone bolt", etc. Basically casters would have free reign to call any variety of bolt calls.The bog down would have come from such a huge variety of potential calls flying around that it would quickly get overwhelming especially for the NPCs.
I know. I read the write up. I ran a larp next to Realms with truely too many calls. Dygens' idea is far from too much or too complicated.
You are adding new calls to the system. Adding anything to a system that doesn't have a unique function creates a conditional system wherein you now have more rules that don't create new content.There are many other ways that a player can roleplay their character or how they use magic without requiring others to know a new call. A great example for this, directly related to the whole Bolt conundrum, is there are a few players who have alternate Lightning Bolt props (the two I have seen are a blue "Ice Bolt" and a while throwing hammer prop), which the players bring to the event and check in. If the EH decides he is fine with the use of these props then they can use them if not then they use their standard prop.This way events that suffer from more calls being made, like a large war tournament, can fail these props, but at a more light hearted or role playing centric questing event the props will pass. I am not a huge fan of having things in the Omnibus that have to be removed in order for some events to function smoothly.I think the Elemental Bolt might be a great concept for certain questing events, and if those event staff like the idea, it will probably be implemented there, but I don't want to go to a QoH, and deal with seven different calls with different looking props that all have the same function.
This is from Dygen:I made the proposal. Gary runs a game with many more calls then this, with very little confusion. I literally can not see how someone could be confused. As a player, nothing changes. As an npc, you need to watch out for that one special call. Kind of like magic. Is that to hard? No. I know it isn't. Also, I was very specific on limiting the number. Plant bolt sounds both silly and vimplausible. I wanted to add a dynamic so that players could customize themselves more. The reason people think this is too complicated is fear. I will play test this some time, with the goal of everyone npcing to feel both sides.-Zack
Mage, blunt, hammer, ax, magic, shining steel, holy, silver, demonic, rommer (spelling?), elven, angelic, chaos, poison, wood, armor peircing, fire (torch), desease and more.Many of these can be toted onto the field and used in competative combat.
Not sure "mage" was one of then... Oops typo