"Elemental" Systems
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- Knight-Baron
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"Elemental" Systems
This is really more of a thought exercise and inspirational thing than anything concrete right now, but: What are example opposing forces / elemental systems from RPGs, myth, your creation, video games, and so on? To give some examples.
Fire/Water/Earth/Wind, sometimes with Light/Dark and Void
They very typical, classical fantasy elements
Wood/Fire/Earth/Metal/Water
The Chinese elements
Order and Chaos
Sometimes hang around opposing each other, but often mean Good and Evil.
Red/Black/Blue/Green/White
The Magic: The Gathering elements. These are also tied to land-types and emotions, which is interesting.
Body/Spirit/Mind
Used in a couple of sources, as well.[/u]
Fire/Water/Earth/Wind, sometimes with Light/Dark and Void
They very typical, classical fantasy elements
Wood/Fire/Earth/Metal/Water
The Chinese elements
Order and Chaos
Sometimes hang around opposing each other, but often mean Good and Evil.
Red/Black/Blue/Green/White
The Magic: The Gathering elements. These are also tied to land-types and emotions, which is interesting.
Body/Spirit/Mind
Used in a couple of sources, as well.[/u]
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- Serious Badass
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Earth/Air/Water/Fire/Heart
The Captain Planet Elements.
Water/Fire/Wood
The Battlebeasts Elements.
Black-Green, Blue-Red, Gray
The Etherlords color cross.
Is that kind of what you're looking for? I mean, Heroes of Might and Magic IV has the M:tG color wheel plus "might" while HoMM III uses a 9 point system.
-Username17
The Captain Planet Elements.
Water/Fire/Wood
The Battlebeasts Elements.
Black-Green, Blue-Red, Gray
The Etherlords color cross.
Is that kind of what you're looking for? I mean, Heroes of Might and Magic IV has the M:tG color wheel plus "might" while HoMM III uses a 9 point system.
-Username17
- CatharzGodfoot
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- Josh_Kablack
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Rock / Paper / Scissors
Nerd / Jock / Prep / Emo
Conservative / Social Liberal Fiscal Conservative / Social Conservative Fiscal Liberal / Liberal (occasionally with "moderate", "neocon", or "longshot" added)
Nerd / Jock / Prep / Emo
Conservative / Social Liberal Fiscal Conservative / Social Conservative Fiscal Liberal / Liberal (occasionally with "moderate", "neocon", or "longshot" added)
Last edited by Josh_Kablack on Tue Apr 21, 2009 12:14 am, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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- Knight-Baron
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All of these are great answers, and exactly what I'm looking for. I should have clarified, I'm not looking for just elemental forces type things, for example...
Was the most inspiring of the bunch.O/A/B/AB (+ and -)
What do the colors represent in this case? Death/Life, Water/Fire, Void? Or is this just basically the MtG wheel with White turned to Gray?Black-Green, Blue-Red, Gray
The Etherlords color cross.
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- Knight-Baron
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Earth, Water, Fire, Air, Void is the Japanese progression, with later elements being viewed as higher orders (closer to Heaven). Void itself also means Heaven, in a sense, and you sometimes see the domain of thunder and lightning here.
Earth, Fire, Water, Air is Greek.
Many later traditions (alchemical, etc) added the concept of Spirit as an element, but Akasha, or the Quintessence, had been around for a long time already, it was only some time later that it became common.
Also, as long as we're on the subject...
The four humours are Melancholer, Choler, Sanguine, Phlegm.
The two flows of qi through the five elements are Yin and Yang.
Earth, Fire, Water, Air is Greek.
Many later traditions (alchemical, etc) added the concept of Spirit as an element, but Akasha, or the Quintessence, had been around for a long time already, it was only some time later that it became common.
Also, as long as we're on the subject...
The four humours are Melancholer, Choler, Sanguine, Phlegm.
The two flows of qi through the five elements are Yin and Yang.
Last edited by TavishArtair on Tue Apr 21, 2009 1:39 am, edited 1 time in total.
- Josh_Kablack
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Ooh, I forgot the new testament symbolism
Man / Lion / Ox (or Calf) / Eagle (representing Matthew / Mark / Luke / John)
Relevant Artwork
Reference page
Edit: Fixed.
Man / Lion / Ox (or Calf) / Eagle (representing Matthew / Mark / Luke / John)
Relevant Artwork
Reference page
Edit: Fixed.
Last edited by Josh_Kablack on Tue Apr 21, 2009 7:05 pm, edited 2 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
- Absentminded_Wizard
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Change Heart to "Spirit" and you have the Wheel of Time elements.Frank wrote:Earth/Air/Water/Fire/Heart
Doom314's satirical 4e power wrote:Complete AnnihilationWar-metawarrior 1
An awesome bolt of multicolored light fires from your eyes and strikes your foe, disintegrating him into a fine dust in a nonmagical way.
At-will: Martial, Weapon
Standard Action Melee Weapon ("sword", range 10/20)
Target: One Creature
Attack: Con vs AC
Hit: [W] + Con, and the target is slowed.
That's why I get payed the big bucks. In fact did you know that I freelanced for Augmentation and Street Magic in SR4.DragonChild wrote:Was the most inspiring of the bunch.O/A/B/AB (+ and -)
Oh wait. I'm a lazy hack who has never been payed a cent for game design work. I was having that really awesome dream again.
- CatharzGodfoot
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So which one is the bird?Josh_Kablack wrote:Ooh, I forgot the new testament symbolism
Man / Lion / Ox /Calf (representing Matthew / Mark / Luke / John)
Relevant Artwork
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
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- Serious Badass
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In Etherlords it's literally a color cross. Green and Red are kind of like M:tG Green and Red. Trees, Orcs, both of them have a bunch of methods for pumping up ether channels. Black and Blue are... different. Black is represented mostly by a bunch of cybernetic worms. They are called the Synthet and they are a fast attack position of extremely expendable and offensively effective cyborgs. Blue stuff is extremely expensive for what it does but what it does tends to be awesome. So it's big into Nagas and Dragons and global enchantments that fuck over everything on some sort of individual basis (having to pay 1 Ether for each attacker is a lot less of a big deal if your only attacker is a Naga Warrior rather than a squad of magic bees like Green).DC wrote:What do the colors represent in this case? Death/Life, Water/Fire, Void? Or is this just basically the MtG wheel with White turned to Gray?
And the Gray faction is... unrelated to M:tG White. They are extradimensional horrors that sap color and reality out of the world. Their stuff is brutally powerful and can't normally die and it doesn't actually cost very much. But it also comes into play not existing, and they all have weird restrictions on when and how they can phase in and start fucking with you. Often these involve small permanent costs, so while "killing" a Pale Creature doesn't get rid of the creature in any permanent fashion, bringing it back will do permanent damage to the other player in a different way.
It really is set up as a cross, where the forces of Life face down the Synthet forces and the forces of Chaos face off against the forces of Tranquility. And they both do so over a central faction that undoes reality.
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- Judging__Eagle
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I'm going by the Ragnarok Online damage system here:
Element
Neutral (PCs are this)
Water
Earth
Fire
Wind
Poison
Holy
Dark
Sense (aka, Ghost element)
Undead (Undead is both a Race, and an Element in this system)
The way that it works is that most elements can hurt each other; but some have bonuses against others; and reduced damage from others.
Fire < Water < Wind (Lighting) < Earth < Fire
So, Fire is damaged more by earth, while at the same time Fire resists Earth (somewhat) and Fire (a lot, or completely).
The same applies to the other 3; Earth can't really be hurt by Earth, or is immune, and Wind attack barely scratch Earth targets.
Likewise, all of the Prime 4 elements are somewhat weak to Poison (25% more damage); with Earth being weak to Poison (+50% damage).
The other elements
Holy
-resists Fire/Earth/Wind/Water, Poison and Ghost
-weak against Dark, Undeath
Dark
-Resists Poison, Dark, Ghost and Undeath
-Full damage (or 3/4 damage) from the Prime 4;
-Full damage from neutral
-Weak vs Holy attacks
Poison > Earth, Water
Poison attacks (the thief base class, and assassin, rogue and alchemist advanced classes use poison to some degree; Assassins use a lot of poison based attacks)
Only Holy has bonuses vs. Poison; even then it's not a lot, and not often.
The other prime 4 elements deal full damage; Undeath, Ghost, Shadow and Poison deal less damage.
[Yes, poison is something that a monster can be, nothing really hurts them]
Neutral =/= Sense/Ghost
Neutral and Ghost cannot hurt each other.
So, if you send ghost-bolts at an Neutral element target, you will deal less than full damage. Likewise, Neutral attacks will not harm Ghost targets as much.
Eventually Neutral and Ghost attacks will not hit opposing targets.
However, Ghost is the only element that will harm Ghost for bonus damage, so Ghost attacks > Ghost targets.
Neutral takes 100% damage from everything, but reduced damage (then later no damage) from Ghost attacks.
Undeath
Bonus damage from Fire/Holy. Somewhat increased damage from Ghost attacks; Slightly Increased damage from Water/Ice attacks.
Earth, Poison, Shadow and Undeath attacks are weak vs Undead element targets.
Also, Undead targets cannot be frozen*, also undead element Players cannot be healed.
*: One of the best CC effects in the game is based on freezing target(s); either via a single target spell, or an AoE (called Storm Gust) that can be spammed.
This works against monsters or players in PvP or Guild vs Guild castle-fighting. So some Players want to be "undead" in order to walk through AoE affected areas. Players also use this property against undead monsters, since Storm Gust will deal continuous damage while not freezing undead targets.
I'm also playing RO on a private server.
Element
Neutral (PCs are this)
Water
Earth
Fire
Wind
Poison
Holy
Dark
Sense (aka, Ghost element)
Undead (Undead is both a Race, and an Element in this system)
The way that it works is that most elements can hurt each other; but some have bonuses against others; and reduced damage from others.
Fire < Water < Wind (Lighting) < Earth < Fire
So, Fire is damaged more by earth, while at the same time Fire resists Earth (somewhat) and Fire (a lot, or completely).
The same applies to the other 3; Earth can't really be hurt by Earth, or is immune, and Wind attack barely scratch Earth targets.
Likewise, all of the Prime 4 elements are somewhat weak to Poison (25% more damage); with Earth being weak to Poison (+50% damage).
The other elements
Holy
-resists Fire/Earth/Wind/Water, Poison and Ghost
-weak against Dark, Undeath
Dark
-Resists Poison, Dark, Ghost and Undeath
-Full damage (or 3/4 damage) from the Prime 4;
-Full damage from neutral
-Weak vs Holy attacks
Poison > Earth, Water
Poison attacks (the thief base class, and assassin, rogue and alchemist advanced classes use poison to some degree; Assassins use a lot of poison based attacks)
Only Holy has bonuses vs. Poison; even then it's not a lot, and not often.
The other prime 4 elements deal full damage; Undeath, Ghost, Shadow and Poison deal less damage.
[Yes, poison is something that a monster can be, nothing really hurts them]
Neutral =/= Sense/Ghost
Neutral and Ghost cannot hurt each other.
So, if you send ghost-bolts at an Neutral element target, you will deal less than full damage. Likewise, Neutral attacks will not harm Ghost targets as much.
Eventually Neutral and Ghost attacks will not hit opposing targets.
However, Ghost is the only element that will harm Ghost for bonus damage, so Ghost attacks > Ghost targets.
Neutral takes 100% damage from everything, but reduced damage (then later no damage) from Ghost attacks.
Undeath
Bonus damage from Fire/Holy. Somewhat increased damage from Ghost attacks; Slightly Increased damage from Water/Ice attacks.
Earth, Poison, Shadow and Undeath attacks are weak vs Undead element targets.
Also, Undead targets cannot be frozen*, also undead element Players cannot be healed.
*: One of the best CC effects in the game is based on freezing target(s); either via a single target spell, or an AoE (called Storm Gust) that can be spammed.
This works against monsters or players in PvP or Guild vs Guild castle-fighting. So some Players want to be "undead" in order to walk through AoE affected areas. Players also use this property against undead monsters, since Storm Gust will deal continuous damage while not freezing undead targets.
I'm also playing RO on a private server.
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While everyone's Philosophy is not in accord, that doesn't mean we're not on board.