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Alternate Elemental Interpretations

@Solitayre:
You may choose either to assume that the elements have innate opposition to each other, or that individual species of monster or individual bits of equipment have their own elemental strengths and weaknesses.

@Karsuman: My question is, largely, in what ways the elements would be used to affect strategy.

Alternate Elemental Interpretations

In whiling away daze, er, days looking through the archives of this forum and others for interesting topics, I've seen several discussions about elements-that is, the 'Rock-Paper-Scissors' factor added to skills; the trick that creates Fira, Blizzara,.and Thundara out of a single skill called 'N-ara'. Always, though, whenever the question comes up of how to make more use of them, the answer always seems to be the same...'Make more of them', 'Oh, I use a dozen', etc. The most useful thing I've ever seen in that is the setting aside of weapon-types as elements...smashing, cutting, piercing, etc. The only other thing I've ever seen is the 'Logical Results' option - Fire causes burns, Ice freezes, Thunder paralyzes.

That can't be the limit of how elemental effects can be used, can it?

Imagine you're working on a game project, and you're permitted to use only six elements to modify your skills or equipment. You've got the ancient and honorable Empedoclean (Greek) set of Earth, Water, Air, and Fire, and you've got the commonly added Lightning and Ice. What ways would you use them to enhance your project?

Please discuss.