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RealSheaThu 16-Oct-03 09:38 AM
Member since 04th Mar 2003
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#2648, "Don't like it, and here's why:"


          

#1 reason this wouldn't work: If this class existed, it would be so completely hard to make it to hero given they don't really offer ANYTHING past level oh, 14 from the skills/spells you list. Ever had that character (I'm thinking pre-20 conjurer here) that has a heck of a time gaining ranks because no one wants to group with you? This character without any higher level damage skills/spells or damage reduction would be the kid on the playground that didn't quite have the good kickball skills and always went to the last team that had a pick, whether they wanted him or not.

That being said: I don't like this idea simply because it's a combination of some of the better parts of a few classes, but doesn't really have anything restricting it: Ranger, Warrior, and...Transmuter? Rangers themselves can do a lot of what you have listed for this class, but can only do them, or do them better, in wilderness areas. Warriors get the attacks etc this guy would, but no spells. Transmuters get the spells, no attacks, etc. Also, some of the skills you have listed: Well, that sand throw one in particular, is WAY too powerful at such a low level. The only thing that compares to it, other than smoke abaishi in hell, is eyejab, and that has the restriction of being 1, a whip spec, and 2, using a whip or flail. Two ticks of physically inflicted blindness is quite powerful, especially to be having it at such a low level like you have it listed here (Think two ticks of blindness on a healer or archon. Practically would cripple those classes from the utility they have)

To me, if you wanted to make a true adventurer, then you make a bard, and play it like an adventurer, since the bard is really what this class calls for, a class that has a mix of skill and spell like abilities.

>Adventurer Guild – A guild specifically designed to promote
>exploring and teach skills related to survival. Not a whole
>lot of offensive options, but tough to kill from the
>beginning, and stays that way. Many cabal’s will not accept an
>adventurer because of their wandering natures.
>
>Skill: Mace
>Skill: Spear
>Skill: Sword
>Skill: Staff
>Skill: Whip
>Skill: Parry
>Skill: Recall
>Skill: Shield Block
>
>Level 3:
>Skill: Sand Throwing (Taking the dirt kicking art of the other
>guilds to a new level, the adventurer’s guild supplies it’s
>own special sand designed at producing prolonged eye trauma. A
>two tick dirt kick)
>
>Level 5:
>Skill: Second Attack
>Skill: Marker (Create a marker in the room with them that only
>other adventurers can see, by looking at the marker
>adventurers can see writing left for them)
>
>Level 6:
>Skill: Hand To Hand
>Skill: Fast Healing
>
>Level 8:
>Skill: Kick
>
>Level 10:
>Skill: Disarm
>Skill: Lore
>
>Level 12:
>Skill: Adventurers Sense: Automatically gives feed back when
>scanning if a room has an aggro monster in it.
>
>Level 13:
>Skill: Dodge
>Skill: Pathfinding
>
>Level 14:
>Skill: Haggle
>
>Level 15:
>Skill: Meditation
>Skill: Pugil
>Skill: Enhanced Damage
>Skill: Third Attack
>
>Level 16:
>Skill: Peek
>Skill: Sand Scatter (Automatically throw sand when fleeing).
>
>Level 18:
>Skill: Lash
>Skill: Rigorous Training (Adventurers can carry more than
>their max weight, but loose mvs faster when doing so,
>automatic)
>
>Level 20:
>Skill: Pen
>Skill: Grab (A less elegant form of stealing, a successful
>grab steals whatever item the adventurer was aiming for, but
>the target always is aware of the attempt, and in the case of
>mobs, becomes aggressive.)
>
>
>Level 21:
>Skill: Retreat
>Skill: Scrolls
>
>Level 22:
>Skill: Maneuver (Through their extensive training on defensive
>techniques, an adventurer is able to avoid special attacks and
>spells, sometimes. Often ducking behind others in the room,
>causing them to be struck.)
>
>Level 24:
>Skill: First Aid (Minor healing, and may remove some
>maladictions and bleeding. Can be used on others.)
>
>Level 25:
>Spell: Albinar’s Forgotten Slight (The first spell taught by
>the adventurer’s guild, this causes mob’s to forget their
>anger at the adventurer)
>
>Level 28:
>Skill: Pick Locks
>Spell: Escape (Returns you to a ‘starting point’ in the area
>you are in. Each area would have to have a room marked as the
>escape room. This can be used in no-recall areas.)
>
>Level 30:
>Skill: Advanced Lore (Automatic, when an object is lore’d it
>may also return the name of a mob who is currently holding the
>same object “Rumor has it that XXX also carries a YYYY”)
>
>Level 32:
>Spell: Mend Flesh (The guild hired a transmuter to share some
>of the secrets of repairing flesh with them. While not as good
>as a full fledged transmuter’s spell, this version is easier
>to cast.)
>
>Level 35:
>Skill: Adventurer’s insight (A skill that goes up every time
>an adventurer finds those hidden “exp” pockets that give you
>exp and mvs. The skill increases and is checked each time,
>when it succeeds, the skill is reset to 1%, and the adventurer
>gains a new ability from the list below) This would have to be
>tweeked so that a majority of your life would have to be spent
>adventuring in order to learn more than 3-4 of these skills.
>They would be picked randomly.
>
>Adventuer’s Insight Possible skills, (Level of skill)
>Skill, 35: Wands
>Skill, 35: Staves
>Skill, 40: Local Presence (If not in a main city or road,
>adventurer does not show up on where)
>Skill, 40: Survival (Can eat corpses, and other normally unfit
>body parts. Remains also satisfy thirst. Resists poison.)
>Spell, 40: Detect Secret (Allows the adventurer to see secret
>passages and other various hidden items)
>Spell, 45: Enchant Shield (Causes their shield to glow, can’t
>be knocked out of their hand or destroyed, and improves shield
>blocking)
>
>...Rome...
>

  

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TopicNew Guild Idea - Adventurers (or any other applicable n... [View all] , rome, Thu 16-Oct-03 06:56 AM
Reply RE: New Guild Idea - Adventurers (or any other applicab..., Valguarnera, 16-Oct-03 12:30 PM, #6
Reply RE: New Guild Idea - Adventurers (or any other applicab..., rome, 16-Oct-03 01:01 PM, #7
Reply RE: New Guild Idea - Adventurers (or any other applicab..., Zulghinlour, 16-Oct-03 10:53 AM, #2
Reply RE: New Guild Idea - Adventurers (or any other applicab..., rome, 16-Oct-03 11:28 AM, #3
Reply regarding the escape spell/skill, incognito, 16-Oct-03 11:35 AM, #4
Reply Zulgh since you're feeling spunky., Krivohan, 16-Oct-03 12:02 PM, #5
Reply I think the class idea is good, if not the skills, Stunna, 20-Oct-03 12:14 PM, #8
     Reply I don't see that happening (n/t), Zulghinlour, 20-Oct-03 12:17 PM, #9
Reply Don't like it, and here's why:, RealShea, 16-Oct-03 09:38 AM #1
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