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Nioca

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  1. Nioca

    The Party of Four

    Um, typo in my character sheet. You've got my intelligence listed as 3, when it should be 5.
  2. Nioca

    The Party of Four

    Inserting two cents here; there's also some context here that isn't being looked at. Mote is dangerous. As in, considerably more dangerous than Earth. You've got natural threats above and beyond normal, plus the additional hazards of magic and the occasional angry deity. Naturally, depending on the local hazards, this would have a massive impact on population. So while a relatively tame island (like Skarrifissk or Ona, where the biggest threat is other people) might have cities with five-or-six-figure populations, more dangerous ones (Like Selos or especially Risis) would be lucky to hit four-or-five figure populations. Thus, populations on the less dangerous islands would flourish. So why hasn't, say, the people of Ona taken over the world yet? Or, at the very least, resulted in emigration and larger populations elsewhere? One word: Oceans. The oceans of Mote are so ridiculously dangerous (or at least dangerous to the point of highly discouraging sea travel) that they effectively isolate each island; while travelers may come and go, they're effectively the exception, not the rule. So while a population on a safe island like Ona might boom, it wouldn't have nearly the impact that it would in normal circumstances. Besides, why leave a perfectly cushy island behind to risk your neck in some backwater that could kill you?
  3. Originally Posted By: Lilith Click to reveal.. I was actually rolling for Kekka's teleportation attempts behind the scenes the whole time the wishing was going on, and she was getting nothing but 2s and 3s for several rounds in a row. Plus, Triumph explicitly said to me that Phulax was going to continually watch Kekka and try to counterspell any teleportation spells she attempted: letting her automatically succeed after that would have been deprotagonising him. Click to reveal.. (I look forward to the log coming out so I can speak normally) Who said it had to be an automatic success? Maybe the burden could have been on Phulax to keep blocking her attempts. The same result was possible, but it would have put the pressure on the party to speed things along before Kekka finally got through. Originally Posted By: Lilith Click to reveal.. And, uh, let Druju throw her across? Right into the arms of her well-prepared enemies? What exactly was she going to do to them that she couldn't have done better from the other side? She wasn't planning to waste her wish on turning into a dragon like Zellak did. Click to reveal.. (This is going to look funny in the Active Topics) Fair point, but why not chuck a goblin across and have him make a wish to power himself up? Or some such similar. (This might be drifting to the point of contingencies that are hard to think up on the fly, but I'm just pointing out there were options) Originally Posted By: Lilith Click to reveal.. To be honest, though, I could have handled the whole Kekka thing a lot better if I'd actually prepared for it earlier in the campaign instead of throwing her back into the spotlight in the second half to fill plot holes from earlier. Click to reveal.. (These have got to look so tempting to an outside observer. ) To be fair, you also could have done at lot worse, too. At least your party didn't wind up joining the villain for little explicable reason, turn and attack itself, and have one of its members commit suicide.
  4. Originally Posted By: Sarachim Originally Posted By: Nioca Kekka stuff Click to reveal.. (More spoilers here!) I agree that part of the ending was a bit of a letdown, but I cut Lilith a lot of slack for it. She generally did an excellent job of preparing for anything the party might do, but apparently didn't expect us to blow up the bridge. It's not that hard to deal with the unexpected in a realistic way, but doing so in a way that also keeps the story together as neatly as if you'd planned it is much harder. Complaining that she only did a so-so job of adjusting to that on the fly feels a bit nitpicky to me, even if it did come at the ending. Plus, Zellak's big surprise was good enough to make up for it. Click to reveal.. (I see your spoiler, and raise you a spoiler) Usually it's hard to deal with the unexpected, but I don't think such was the case this time. How many times have we seen Phulax warp people and things around in this campaign? A lot. So if this dragonborn's also a portal mage, why couldn't she do the same? Overall, especially considering that the party wasn't even paying attention to her at the time, it would have been very easy to have Kekka warp herself and her group over to the platforms and have the epic showdown occur.
  5. Some thoughts. First off, I thought Lilith was an excellent DM. She rolled with punches, and wasn't afraid to improvise or go off the tracks a bit. The MapTool stuff was very nice (albeit very hard on dial-up), and she really knew how to paint a picture and capture the feeling of a world that's similar, yet alien. However, I'm not ready to crown her king of AIMHack just yet. One thing that bugged me throughout the campaign was how several of the tests were only loosely related to their appropriate deity. Phol-Phoram was the biggest offender here; I really have no idea how a word puzzle that leads to secret doors has any relation to either the sun or the stars. However, I felt that Kyrophius (nifty puzzle with minimal deception or trickery), Sliros (pull a hidden lever and don't steal?), and Tanann (alchemy and combat for a god of magic and secrets) were also off the mark. Another thing was that some tests were fairly passive. Sliros? Just don't steal anything and make sure to pull a hidden lever. Mariona? Just stand on a pressure plate, work a few levers, work an elevator, and you're done. Phol-Phoram? Solve a word puzzle, don't steal (again), and find the secret doors. Phol-Phoram's puzzle in particular bugged me because one criticaled perception at the right time could have rendered the entire thing moot. Don't get me wrong, I admire the amount of effort Lilith put in, and I think they were good, but I also think that they could have been better. I think, to some extent, that the journal Meredith found did the campaign no favors. Knowing the order of the tests and the key to beating them rendered the exercise somewhat moot; Mariona's test would have been trickier if the party didn't know in advance which test it was or how to beat it. --- Another thing that really bugged me happened during the climax of the story. Therefore, it is spoilered for people who don't know what happened. Click to reveal.. (BEWARE! END GAME SPOILERS!) Was Kekka stupid, or was she just lazy? During the climax, the bridge between the altar and her was blown. Okay, so access is difficult. But she's a portal mage who managed to pinpoint an undersea target and teleport there, so she should have little trouble getting across a simple 10 foot gap, right? Wrong. Kekka managed to warp Zellak across and cause a bit of tumult, but other than that, seemed perfectly content to just sit and watch as the party blew apart her plans. I mean, the party was sitting there talking about what to do next for 20 minutes. It was like she didn't even existed; even if her teleporting was failing completely, she could have had Druju chuck her across or something. But no, the party could take its sweet time talking it out and deciding what it wanted to wish for... (On a humorous note, it seemed she started trying again about the same time Phulax remember she was there and started watching her again. Maybe she's a quantum dragonborn? ) It personally made me feel like Kekka wasn't a threat, which is not something you want when it comes to your final villain (unless its a deliberate choice, which I don't think in this case it was). The final battle didn't do a whole lot of allay this; while I understand that a lot of it was bad rolls, the worst she seemed to be doing was showering the party with rubble. Ultimately, everything was building up to this, and personally, it felt like a bit of a letdown. If THIS is the mastermind that pulled off the chaos of the campaign, I'd hate to think what someone competent could have done.
  6. Nioca

    Island in Chaos

    Diki really doesn't pull punches. I wasn't expecting someone to get KO'd in the first session.
  7. Originally Posted By: Lilith Click to reveal.. Alchemy: Alchemical reagents are divided into four classes based on the elements. Within each class, some reagents may be more powerful than others. Earth reagents embody principles of stability and protection. A great mountain range filled with mineral wealth may bring prosperity to an entire civilisation, while even the humblest rock may serve as shelter for worms and insects. Earth reagents include crystalline minerals and animal bones. Fire reagents embody principles of destruction and change. Fire by its nature is short-lived, but for the time it exists its effects can be immense. Its power is not purely destructive: carefully controlled fire can purge impurities, or convert a substance from one form to another. Fire reagents include caustic chemicals and animals' natural weapons, such as claws, teeth and venom glands. Air reagents embody principles of motion and creativity. Gusts of wind come and go capriciously, and may either fill a ship's sails or blow down a house, but the air which gives birth to them is a constant life-giving presence. Air reagents include meteorites and animals' sensory organs. Water reagents embody principles of restoration and persistence. A river may dry up, but when the rains come it will resume flowing along its old course, and its steady work will gradually erode any obstacles in its path. Water reagents include fossils and animals' vital organs. Primary potions (one reagent, requires 1 point in Crafting (Alchemy)): Stamina Potion. Requires Earth reagents only. This drink relieves minor aches and pains and banishes exhaustion, restoring some of the drinker's Stamina. Alchemical Fire. Requires Fire reagents only. This sticky liquid bursts into flame on contact with air, causing fire damage to anything it splashes on. Stimulant. Requires Air reagents only. A tonic that temporarily increases the drinker's physical and mental agility, giving increased Speed and a bonus on the next few rolls, although at the cost of reduced Stamina once its effects wear off. Healing Salve. Requires Water reagents only. A balm that can be used to treat wounds, recovering lost hit points. Secondary potions (two reagents, requires 3 points in Crafting (Alchemy)): Contact Poison. Requires Earth and Fire reagents. A toxic liquid that can be absorbed through an open wound or less efficiently through unbroken skin, causing gradual loss of Hit Points and Stamina and a penalty to all statistics. Featherfall Brew. Requires Earth and Air reagents. A mysterious fluid that lightens the drinker's body, allowing them to glide down gently from great heights without injury. Protective Oil. Requires Earth and Water reagents. A soothing oil that protects the user's skin from extreme conditions such as heat, cold and acids. Toxic Gas. Requires Fire and Air reagents. This unstable mixture rapidly becomes a noxious gas on exposure to air, causing eye irritation and violent coughing. While it does not usually cause serious damage, its effects can be highly incapacitating in the short term. Purgative. Requires Fire and Water reagents. A potent brew that purges the body of poisons and diseases, although it may have unpleasant side effects, causing a loss of Stamina points. Sleeping Draught. Requires Air and Water reagents. A potion that quickly brings restful sleep to anyone who drinks it. While the drinker experiences the restorative effects of a full night's sleep in only a few hours, nothing short of violent shaking is likely to awaken them before that time. Tertiary potions (three reagents, requires 5 points in Crafting (Alchemy)): Explosive. Requires Earth, Fire and Air reagents. A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force. Freezing Salts. Requires Earth, Fire and Water reagents. A fine crystalline dust that rapidly cools on contact with liquid. A dose can freeze the surface of a body of water or inflict cold damage if scattered over a living target. Potion of Clarity. Requires Earth, Air and Water reagents. A drink that enhances mental faculties, giving a temporary bonus to Intelligence and reducing the drinker's susceptibility to illusions and enchantments. Acid. Requires Fire, Air and Water reagents. A dangerous liquid that can corrode flesh, metal and stone. Collecting reagents and brewing potions both require rolls. Also, other potion recipes are possible, including epic potions that require more skill and maybe special ingredients. Like with epic spells, learning an epic recipe requires that you find a book or teacher to learn it from. Aaaaand sniped.
  8. Originally Posted By: Txgangsta Would there be a war of such magnitude without shaping? Real life equivalent, would there be wars of such magnitude without technology? The answer is no, wars would be over a smaller area and much less devastating, Would there be a war of such (or any) magnitude without people? In both of the above cases, the answer is also no. Shaping (and technology) doesn't murder people. People murder people. Admittedly, Shaping does make it a bit easier to do so, but if we refused to make technological progress that could be used to kill people, we'd still be stuck living back in the stone age.
  9. Nioca

    The Party of Four

    So... um... is anyone else interested in this thing, or what?
  10. Nioca

    Island in Chaos

    Originally Posted By: RCCCL Originally Posted By: Dikiyoba Dikiyoba sincerely apologizes to RCCCL and Nioca for not being able to accept their characters. No apologies necessary, someone had to be left out. I plan on saving my character though, he's going to be fun to play! Ditto. Actually, it might be for the better; I had thought up my character originally at a higher level, and while I probably could have carried it through the early levels, its combat effectiveness would be shaky until it actually got a few levels under its belt. Mind, I had another couple characters in mind, but both were fell squarely into the "Evil" side of the alignment pool.
  11. Originally Posted By: Ephesos Bear in mind that the HP re-scaling would be accompanied by totally ripping out how I currently do damage. You wouldn't be getting hit for 15 anymore unless you really, really screwed up. I'm aware, but I'm talking more about the overall low returns of STR at a 2x rate. Dexterity's evasion chance offers more defensive power point-for-point than Strength's HP gain, and improving HP is one of the main reasons to invest in STR at all. At a 3x rate, however, STR and DEX relatively balance out. In short, why drop 4 points in STR to get only 8 HP when you can drop those same 4 points in DEX and get a 20% chance to avoid damage altogether?
  12. Originally Posted By: Ephesos This is essentially why I'm against a hard cap, though I do want builds to become a bit less extreme... so I will likely give the HP=10+(2*STR) formula a chance in the next thing I do, along with a damage re-scaling. If I may make a suggestion? Make it 3*STR. Otherwise, you devalue STR so badly that any sane character would be better off putting points in DEX for the miss chance or INT for extra spell/technique slots. To give you an idea, 2*STR would give Mal (the main tank with plenty of STR) 24 HP. Which is fine, until you compare it to the squishy Aurora, who'd have 16 HP. Which would, in a deadly fight, likely amount to 1, maybe 2 hits. In comparison, 3*STR would give Mal 31 HP (which is strong, but not ridiculous; it still cuts his current HP almost in half), but would give a lighter character like Aurora 19 HP. It'd also cut 107 HP off the party total, making the numbers considerably less ridiculous to keep track of (It'd be 134 HP total, compared to the original 241). ----- Anyway, it was definitely fun playing the non-magic tank, but... well, I probably won't do it again any time soon. Even with the battle techniques, I felt constrained in what I could do. One thing I've always strived for in a character is versatility. Etris could choose between force blasts and attacking with a blade, and could use his talents for war and for peace. Amadan had a variety of magical arrows to choose from, and a spell on hand in case he ran into skeletons. Eva had three different spell schools to choose from, and could act as either a glass cannon, a healer, or a support character, AND could swap between the roles at will. Yet with Mal, my options were limited, and I really started feeling it. I'm not saying the simplicity of a non-magic tank is a bad thing. I just really don't think it's for me.
  13. Nioca

    The Party of Four

    I think we're supposed to wait until Rowen decides who's playing. Anyway, I'm intrigued, and I filled out the calendar.
  14. Originally Posted By: Triumph perhaps levels similar to those that began the Rumors campaign; start out feeling competent; What campaign were you watching?
  15. Nioca

    Island in Chaos

    *raises hand* I think I've figured out what I want to run next. And it's gonna be awesome. That said, it'll probably wait till CoH is finished and the other campaigns have had the chance to run. The idea will keep.
  16. Nioca

    Island in Chaos

    I've actually already submitted a character, but like Rowen above, I have no problem sitting out if there's a lot of new players or players who haven't played in a while.
  17. Woo, post-campaign level! Since I boosted INT this level-up, I added a new technique to Mal's repertoire. Normally, I PM Eph about a technique to discuss it before adding it, but since the campaign's over, I figured I'd just put it here in public. It hasn't been approved yet has been approved, and I thought it fitting considering what Mal pulled last session. Click to reveal.. (Mal Travers, Level 8) Name: Mal Hirosi Travers Race: Lacewing Occupation: Hero Alignment: Optimistic Semi-Naive Deity: Phol-Phoram Level 8 ATTRIBUTES STR - 7 | HP - 1/59 DEX - 6 | STM - 4/10 INT - 4 | SPEED - 5 BXP - 0 | XP - 102 SKILLS Martial (Swords): 9 (45 XP) (+1) First Aid: 6 (21 XP) Thievery: 5 (10 XP + RB) (+1) History: 4 (6 XP + RB) Perception: 4 (10 XP) Artifice: 3 (6 XP) (+1) Nature: 2 (3 XP) Martial (Bows): 1 (1 XP) TRAITS Heroic Valor (Perk) - Mal's drive to do good has resulted in him developing an iron will in the face of danger. Once per encounter, if he's reduced to 0 HP, instead of going unconscious immediately, he gets a 1 round grace period, capable of performing any action he could while healthy. Mal can choose to extend this grace period additional rounds, but this results in his stamina bleeding out twice as fast as it normally would, and any additional damage he takes will wind up damaging his stamina instead. Also note that particularly hard blows may knock Mal unconscious immediately. Misty Escape (4PD Ability) - A bizarre ability gained from killing a vampiric dragonborn, Misty Escape allows Mal to dissipate into mist at-will, taking 5 damage. This can be used to hide, slip through small spaces, or to negate damage from an enemy. Can be used a number of times per day equal to half Mal's level rounded down. BATTLE TECHNIQUES Click to reveal.. Wings of Fury (1 STM) - Mal leaps and takes wing, either flinging himself upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, Mal's defense is reduced for one round while he recovers his footing. Depending on the distance involved, the technique may require more than 1 stamina to perform. Blitz Barrage (1 STM) - Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round. Talon Defense (2 STM) - A defensive technique that provides a defensive bonus. At the cost of a full round (no items, no move, no other actions), any melee attack that misses is riposted or countered, and missiles that miss potentially hit someone else in their flight path. Crimson Confiscation - A hybrid of an attack and a disarming maneuver, a Crimson Confiscation is a single swing that simultaneously lands a light blow against the target and snatches away a targeted item. Should the item be too large to be reasonably carried (armor, large weapons), the target is simply disarmed.
  18. Wow. Big posts. Alright, my two-(hundred-)cents will follow in just a moment. But first, a preface. It doesn't really matter what kinds of changes are made to the system, so long as it remains simple and fun. Labyrinth was awesome fun, and AIMHack was more of an amorphous blob than a semi-solidified system then. And a lot of changes have happened between then and now. The important part is that it stays accessible, flexible, and fun. And thusfar, it's been achieving all three of those rather well. --- One thing I'm trying out in the aforementioned stalled mini-campaign is a new damage system. Namely, each kind of attack has a Damage Rating. To get damage, one merely adds 0.1*DR for each point the attack beats the opponent's defense by. Different kinds of attacks have a different base DR, like so: *6 - Two-handed Melee Weapons *5 - One-handed Melee Weapons, Melee Spells *4 - Ranged weapons, most spells *3 - Untrained unarmed combat More recently, I've modified it so that each point in the appropriate stat increases DR by 1. So someone with 5 STR would get a DR 11 out of a halberd, a DR 10 out of a shortsword, and a DR 8 out of wild fist-flailing. This number can also fluctuate with resistances, blessings, battle techniques, stamina expenditure, so on. This not only has the benefit of making attributes slightly more useful, but also making DEX a bit more important (since Defense is now more valuable). The upsides to this are that damage scales to your roll (no min damage on a 19), attack power and bonuses are easier to handle, and rolling damage is a thing of the past. The downsides are that it requires a spreadsheet (or at least a calculator), and is a more complicated than the rest of the system. Obviously, it's still in need of tweaking and so forth, but I'm liking what I see out of it thusfar. The idea I'm going for is to make combat fast and lethal. A lot of time in AIMHack sessions tends to get eaten up in fights, more notable because there usually aren't that many of them. I'm hoping to keep the amount of combat the same, but making it faster, thus leaving more time for skill-oriented challenges and RPing. --- Another thing I'm testing is building challenges and fights based on the party's level, rather than their skill ranks. This is because, from watching characters level over the previous campaigns, I noticed a pattern. When leveling, your typical player will generally choose to put points in what they perceive they need before they'll put it into what they want or what would better flesh out their character. It's perfectly sensible, and something of evolutionary theory as applied to AIMHack. There's absolutely nothing wrong with that... so long as the players are actually clear on what they need. To put this in perspective, here's what the top 5 skills look like in RomD right now: 1st - Primary Martial, 27 (The clear winner by far) 2nd - First Aid, 16 (Distant second, but remarkably strong) 3rd - Conjuration, 15 (Including more healing) 4th - Perception, 13 (Useful in more situations than most other skills) 5th - Evocation, 10 (Brought to you by Kurex. Also note, primarily martial) Looking at this, it's pretty clear what the RomD players think they need: Combat skills and Healing, with a dash of Perception. Everything else can slide. Why? It's basically the same vicious cycle that I've brought up before. DM raises the bar when it comes to combat. Players realize they need more combat skills, and react accordingly. DM sees the new combat skills, and decides to bump combat difficulty up again... and on we go, ad nauseum. No one's really at fault, yet we've still got an unbridled mess. Furthermore, in a party where there's a gap between the weakest combatants and the strongest, it results in the weaker combatants getting dragged kicking and screaming into perpetually pumping combat, whilst the stronger ones try to maintain their edge. As a player, I also have a problem with difficulty going up just because I decided to boost a skill. I mean, if having a stronger skill means worse challenges, why invest at all? Why not save every skill point and have 0s across the board, and be awesome at everything? At that point, you might as well throw away skills entirely and just decide everything by roll alone, like the World IMRP. Splitting off Martial and Magic skills from the rest, giving them their own separate skill points for leveling, would likely solve part of the combat cycle problem, but I still think there would be a problem. The players need to be motivated to raise their non-combat skills. Thusfar, most non-combat skills haven't actually been that useful; investing in one is a hit-and-miss proposition at best, both because of how little they affect your chance at success AND how often any one of the several NC skills actually come up. To that end, I personally endorse having the skills based off of party level, with difficulty going up at a steady rate regardless of how you raise your skills. That doesn't mean there can't be easy or difficult challenges, but it does mean that, should a skill be neglected, the character will start noticing it. And likewise, if there's someone that has an awesome number of points in a skill, that someone will trailblaze through it (at the detriment of other skills). Obviously, that's something a DM has to decide on, rather than something that can be out-and-out enforced by the rules. But I think it'd solve a lot of problems, and it'd require very little effort on everyone's part. Either way, one thing I think will help the issue a lot is putting greater emphasis and gravity on skill checks. If these skills were put to use more often, I think we'd see the players treating them more seriously. For example, take a look at how the CoH party is trained. There's a greater emphasis on skills and thinking, and thus a higher concentration of non-combat skills. --- As for skills and numbers, I pose the suggestion of simply reducing the size of the die. As it is now, someone with 10 points in a skill (a 55 XP investment) can be completely upstaged by someone with 1 point in the same skill (for a measly 1 XP) and a lucky roll. Mind, swings of luck happen, but as it is, for the amount of cost involved, investing in skills doesn't do a whole lot. Reducing the die involved to a D10 would double the value of each skill rank. For example, take Char A and Char B. Char A has 6 points in Perception. Char B has 1. And it's skill check time to see if they spot something important with a DC10. With a D20: Char A has a 80% chance of spotting it, and Char B has a 55% chance. A 25% difference, and despite the skill gap, B still has a strong chance of spotting the object. The training isn't really worth it. With a D10: Char A has a 60% chance of spotting it, and Char B has a 10% chance. A 50% difference, and while Char B still has a chance, Char A is far more likely to spot it. The training pays off. 'Course, this could potentially exacerbate the issue of unchecked combat skill pumping, so measures to stop that would need to be taken. --- Touching on the HP issue Lilith brought up. What she says makes sense. As it is, the HP system can get a bit wonky. If you don't load up on STR early, you wind up permanently losing out on HP, and at higher levels, it could make creating new characters a rather difficult experience. 'Course, another option is to throw out the current HP system entirely and use the same system as Stamina: a flat 10 HP maximum. It'd drastically simplify combat to do that, since it'd become a simple matter of seeing if an attack connects rather than trying to measure out damage. Easier bookkeeping, too. --- On a non-statisic based note, one thing I'd really like to NOT see in future campaigns is more jungle. Seriously, peoples, there are other biomes, and failing that, other kinds of forest. Maybe a trek in the desert or an arctic tundra. Or perhaps a coniferous forest. I mean, there's nothing wrong with a jungle, but it's starting to get a bit overused here. --- There's more stuff, but this post is getting awfully long as it is.
  19. Originally Posted By: Tirien Yay for the cat finally being let out of the bag. But now it's in Adira's bag.
  20. An update: Around 9:30 AM yesterday, I started noticing I was forgetting things. So, I decided to try to get to sleep, and viola, got a nice 14 hours. Yeah, wasn't kidding about what happens when sleep deprivation catches up to me. Albeit I'm back on a nocturnal schedule again, it seems. :| Thanks for all the advice; I'll have to try that to sort out my circadian rhythm. Originally Posted By: Rowen I'm aware that I'm asleep when I sleep. That also gives me control over my dreams as long as I don't believe that they are real. Once I think the dream is real I loose control. Lucky you: while I'm not always aware I'm asleep, when I am, I generally have none to almost no control over it, whether I realize it's just a dream or not. Originally Posted By: Rowen I'm aware that I'm asleep when I sleep. That also gives me control over my dreams as long as I don't believe that they are real. Once I think the dream is real I loose control. Lucky you: while I'm not always aware I'm asleep, when I am, I generally have none to almost no control over it, whether I realize it's just a dream or not. Originally Posted By: Alorael Sleep is very nice, but you're not aware enough of it to enjoy it. I like it more because I think of it as a reset button, personally. Particularly if I'm in a poor mood.
  21. Originally Posted By: Triumph Don't know if you take anything, but after my past experience I'd doublecheck any that you are to make sure they don't have possible side effects. No. I actually avoid medications as much as possible. The only drug in my system is caffeine, and that's never caused a problem before. Originally Posted By: RCCCL if this persists for a couple more days, you should see a doctor, and should do so before using some of those sleep aides. Yeah, a visit to the doctor's definitely in order if this persists too long.
  22. That's okay. You didn't die. Much. (Also, thank w-dueck for subbing for you. He did a good job, other than a minor faux pas with Break Enchantment)
  23. Originally Posted By: Dintiradan In my experience, sleep deprivation is like alcohol intoxication, in that after a certain period of time you lose the ability to judge how tired you are. Yeah. Thing is, though, I've actually experienced sleep-deprivation enough times that I can typically identify the symptoms it brings (short-term memory glitches and wonky thermoregulation being the two most prominent), thus signaling that it's time to pack it in for the night. What's weird about this is that I'm getting none of that. Just minor fatigue. Originally Posted By: Randomizer Sudden bouts of insomnia usually have a cause. Yeah. A quick look on Wikipedia suggests that it may have something to do with the fact my circadian rhythm is screwed up. Normally, I can get 9-12 hours of sleep in one go. Albeit that in itself is odd. I've had circadian rhythm problems for the past three years, and while it's caused some sleep loss now and again, it's never caused this. Then again, my schedule's been rather hectic and out-of-phase with my c-rhythm the past few days as well, so maybe that has something to do with it. ...It is now 7:19 AM. It has been over 14-and-a-half hours since I woke up from that 15 minute nap. Yet, somehow, I am still going strong. *is baffled*
  24. So, as a few of you might be aware, I've been having some odd sleep issues lately. Actually, I've been having sleep issues for the past 3 years, but this is a different beast altogether. Basically, it started two days ago; I wound up waking at the crack of 5:00 AM. Not too unusual, except I had gotten to sleep a mere four hours before, and generally am more prone to oversleeping than not. Next night, same deal. This time, I only got three hours of sleep. So, tonight (err, yesterday, I suppose), I decided to get to bed early. Really early; sleep deprivation has a nasty habit of catching up to me. So, at 4:30 PM, I go to sleep. 4:45 PM that same afternoon, I'm awake, and wondering why the hell I can't get back to sleep. After about an hour and a half of futilely trying to get back to sleep, I finally decide to just ride it out and hope I pass out some place comfortable. It's now 1:28 AM. And as the title suggests, I'm not even slowing down. It's like my body's decided to shrug off such menial things as sleep, and my mind refuses adamantly to shut off. While I've got a very general and mild fatigue going, I'm basically wide awake, with no prospect of getting sleep anytime soon. Have any of you guys ever had this happen, or heard of this happening? I thought I might be getting ill, but persistent energy isn't usually a symptom of illness as far as I'm aware, and there's no other signs of illness aside from the sudden insomnia. Mind, I'm not complaining too much; it's not actually impairing my ability to function at all. But I'd still like sleep at some point.
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