Re: Well, it doesn't do nothing... (text):

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Posted by Talnic on December 10, 2000 at 22:56:22:

In Reply to: Re: Well, it doesn't do nothing... (text) posted by Cyradia(IMM) on December 10, 2000 at 07:06:10:

Cyradia,

I don't have a log of what happened, or I'd post it. To be honest, I never
imagined that morale was intended to make wording groupmates an iffy situation.
I think that's fantastic news. This is really why I posted. If you give the
players an idea what you want, hopefully we can point out cases where morale
doesn't seem to be working right. From your description, being cast on when your
morale is low is like getting a shot at the doctors... You don't want it to happen,
but I think most anyone over the age of 15 would be able to suck it up if it was a
dire enough situation. (By this I mean when not in battle. Though spells that
drastically lower int and wis, insanity, confuse, spores could have cool effects, making
it really hard to cast on someone even out of combat...) In the case Zygander mentions,
that seems pretty harsh.

In my example, I'm positive I didn't trust Aluria once, and I don't think it was more
than twice. I wasn't asleep at the time, I was halted and fighting. I don't know if
you want to see halt as preventing such involuntary actions that would prevent Aluria
from communing on me or not... Since I can defend myself, I'd think not. I like the
fact that spells have a chance of failing in this situation. The chances of failing
in and out of combat should be far different though, I think.

Has the situation of a staff of return been considered? I wouldn't want to brandish one
with the intent of saving my whole group only to have myself recalled, leaving them to
die.


>Um...if your groupmate attacks you to wake you you're no longer grouped.

I think I was reading more into how morale was working (or would work) than
needed. From what I'd seen mentioned, I thought your trust of a group would
depend not just on how long you'd been grouped that day, but how well you know
a particular character. A character could build up a list over time of people
they trusted really well, perhaps after having been grouped with them for some
number of game hours over the lives of the two characters. Those people you'd
trust more freely than someone you'd never met, or someone you regularly attack,
assuming you ended up in a group with such a person. If something like that
was true, then murdering someone to wake them may be detrimental to that person's
trust in you.

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