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<blockquote data-quote="paradox42" data-source="post: 3018664" data-attributes="member: 29746"><p>Wow, I've finally gotten through the backlog! This is what happens when one moves and the cable company takes 12 days to turn on the new Internet connection- 5 pages of new posts to slog through!</p><p></p><p>I, too, have finally downloaded and read through the first Ascension beta release. Perhaps I should keep comments until tomorrow when I'll have a whole new release to read through, but I wanted to add my kudos to the pile for the Event System- brilliant design. The math is easy to work out, and the system becomes particularly easy to use with Poilbrun's helpful little spreadsheet (thanks for that!). I've already started going back through my group's old adventures to see where Events have given them some worshipful followers- not only because I fully expect my players to shoot for divinity someday, but also because it'll help me quantify just how much they've helped the gods they've done quests for (knowingly or otherwise). One minor difficulty may be determining what might happen if an event affects multiple planes of existence at the same time, but it should be possible to extrapolate from existing rules and examples. In any case the system itself seems remarkably smooth and robust to me- excellent design.</p><p></p><p>The divinity templates will require tweaking to fit my game, but that's largely because my core assumptions about divine beings don't entirely match U_K's- specifically, my HD assumptions by divine rank are much higher (my demigods, for example, are assumed to have at least 120 HD in their true forms, whereas Greater Deities typically have 400 or more). While I had rules in previous versions of the game for beings beyond the level of actual deities (those U_K calles Sidereals, Eternals, and so on), I hadn't detailed them to the extent that U_K has, which makes Ascension quite helpful in that regard. Though the flavor of the Ascension rules doesn't quite match my own notions, new ideas have been sparked, and new connections between concepts made which can only improve the whole. In any case since U_K showed his reasoning behind the existing templates, it shouldn't be difficult to work out changes.</p><p></p><p>Thank you for all the dedicated research and work, U_K- we all appreciate it!</p><p></p><p>Feats... I have some favorites and antifavorites, but I think it's best to hold off on that until after tomorrow's update since that sections getting a major update anyway. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Some of my own concerns were, predictably, already addressed- as I said, this is what happens when the cable company drags its feet for so long. I'll refrain from growling on the boards. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="paradox42, post: 3018664, member: 29746"] Wow, I've finally gotten through the backlog! This is what happens when one moves and the cable company takes 12 days to turn on the new Internet connection- 5 pages of new posts to slog through! I, too, have finally downloaded and read through the first Ascension beta release. Perhaps I should keep comments until tomorrow when I'll have a whole new release to read through, but I wanted to add my kudos to the pile for the Event System- brilliant design. The math is easy to work out, and the system becomes particularly easy to use with Poilbrun's helpful little spreadsheet (thanks for that!). I've already started going back through my group's old adventures to see where Events have given them some worshipful followers- not only because I fully expect my players to shoot for divinity someday, but also because it'll help me quantify just how much they've helped the gods they've done quests for (knowingly or otherwise). One minor difficulty may be determining what might happen if an event affects multiple planes of existence at the same time, but it should be possible to extrapolate from existing rules and examples. In any case the system itself seems remarkably smooth and robust to me- excellent design. The divinity templates will require tweaking to fit my game, but that's largely because my core assumptions about divine beings don't entirely match U_K's- specifically, my HD assumptions by divine rank are much higher (my demigods, for example, are assumed to have at least 120 HD in their true forms, whereas Greater Deities typically have 400 or more). While I had rules in previous versions of the game for beings beyond the level of actual deities (those U_K calles Sidereals, Eternals, and so on), I hadn't detailed them to the extent that U_K has, which makes Ascension quite helpful in that regard. Though the flavor of the Ascension rules doesn't quite match my own notions, new ideas have been sparked, and new connections between concepts made which can only improve the whole. In any case since U_K showed his reasoning behind the existing templates, it shouldn't be difficult to work out changes. Thank you for all the dedicated research and work, U_K- we all appreciate it! Feats... I have some favorites and antifavorites, but I think it's best to hold off on that until after tomorrow's update since that sections getting a major update anyway. :) Some of my own concerns were, predictably, already addressed- as I said, this is what happens when the cable company drags its feet for so long. I'll refrain from growling on the boards. :D [/QUOTE]
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