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Gameplay | Topic subject | For imagination purposes only | Topic
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31727, For imagination purposes only
Posted by AlphaQ on Wed 31-Dec-69 07:00 PM
I'm sure this has been brought up before, but just for kicks and giggles
What new race, made up or something existant in another fantasy world, would you like to see? What would there play style be?
What new class would you like to play/see? Maybe give some sort of Ideas with new skills spells supps and stuff.
Maybe even some funny race/class as well ( not for adding purposes just for imagination sparking)
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31762, RE: For imagination purposes only
Posted by thendrell on Wed 31-Dec-69 07:00 PM
I also thought about making a ghoul a race, since they are higher undead they are sentient. Warrior or anti-paladin probably. XP Penalty 500. Chaotic evil.
Str 22 Dex 19 Int 18 Wis 21 Con 19 Cha 15 (Bad stats but they should be)
Immunities: poison, plague, sleep, blindness, water, fear, negative. Resist: cold. Vulns: Silver, holy, light, fire. Note: Allow them to quaff but not eat/drink, never age for stat purposes, just get a timer at creation.
Special Skills: level 1: Enhanced Regeneration, further boost regen in graveyards. level 1: Devour: Can eat the corpse of any mob foe to restore 5*level hp. (12 hour ticker between use) level 25: paralytic touch (randomly and rarely fires in combat, maybe 2 round lag, kind of like gore) level 40: Feast upon the fallen: After slaying a player the ghoul immediately feasts on the corpse (make it a mangled corpse so gear and stuff remains in it) and gains a stackable +15 hp +1 dam for -1 hours. (just so you can't wander around finding other player corpes and eat them) level 51: Ascension of the Damned: The ghoul's mastery of the negative energies that sustain them allows him to command any lesser undead into his service. (Works upon any undead mob, up to say level 45, can only have one servant at a time)
Concept: I think you should not have to be a necro to be an undead, and warrior works, but I like idea of an a-p based on some of the skills. And you can say how uber that would be, but turn undead can flat out kill you at any time, and there are lots of silver holy weapons that would be flat out annihilating you, even with a/b/s, and necros could just disrupt you into oblivion, so you may have potential, but you are always at risk and there are lots of classes out there you'll have no chance against for the most part (i.e. shield ded elven paladins with defiance).
I like the idea of a frail class that can become utterly monsterous if it survives and endures, which a-ps are in a sense, and this just makes them the ultimate a-p with a lot more risk. But the vulns mean you'll need all the hp you can get anyway.
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31758, The Illusionist
Posted by AlphaQ on Wed 31-Dec-69 07:00 PM
I can see this being more of a dark arts magical type assassin class or even a class in its own. They are sorta like Transmuters in there ability to manipulate things, but there prime stat is Charisma to help convince people there magic is actually "real". Since they don't really focus on magic, just the illusion they are more of fighters with different abilities.
Abilities-
Confusion- Makes their opponents miss the next input spell/ability Encumbrance- Makes their opponents feel weaker, strike less, Maybe trip lag
Distraction- Sort of like a feint, but adds a hidden strike
Fatigue- Lowers opponents movement (not permanently)
Hunger- Makes target feel hungry/thirsty
Insanity- Will randomly cause targets of this spell to either claw there own eyes (blindness), Scratch themselves (damage), Parry or dodge less. Has a tick timer, can't be cast on person with this till timer is gone.
Mental Barrier- Their ways of shunning magic has made them a bit more resistant when focused to magic, on the other side physical damage will have a greater toll on them.
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31763, Bards are illusionists in CFnt
Posted by Dervish on Wed 31-Dec-69 07:00 PM
nt
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31764, Yeah I know though
Posted by AlphaQ on Wed 31-Dec-69 07:00 PM
I have never liked the idea of bards. For any Fantasy game that has them, the Idea just seemed more silly than any of the others. Im going to sing at you and because of that you will be injured. and I can kill you for singing at you.
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31756, I know its been brought up before..
Posted by AlphaQ on Wed 31-Dec-69 07:00 PM
But maybe make some more paths for the classes out there...
I remember reading about the idea of the poisoner being placed in the assassin class...
Assassin Poisoner, can use most of the already thief abilities maybe make them better or add more unique skills
Stealthy Assassin, More adapt with sneaky/stealth abilities, Possibly better hiding then the other assassins, they would have the assassinate route.
The Martial Artist, Good with the special kicks and throws, they would have Owaza instead of assassinate.
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31729, RE: For imagination purposes only
Posted by sorlag on Wed 31-Dec-69 07:00 PM
Class: Artificers - Given the misc. tidbits about Artificers eluded to in CF, the class would be OP as all hell if ever done, but I'd have a ####-eating grin on my face every time I watched one of them mow me down.
Race: None - Can't think of any race that really adds something both mechanically and in terms of background.
Combo: Allow dwarf/bard - OP? We'd have to see. I think there is enough precedent in fantasy land for this one.
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31753, Make sub classes
Posted by thendrell on Wed 31-Dec-69 07:00 PM
I know, never going to happen, but I always thought it would be fun if you could be two. Like invoker primary, warrior secondary, ocnsequences being you get nerfed invoker and a little bit of warrior flavor. Maybe you get all the skills of the primary but less effective, or you don't get all of them unless you forego a secondary class. I could see some interesting things like anti-paladin assassins running around. Of course the major skills you only get from the primary, so assassin secondary maybe gives bind wounds, sneak, hide and dodge but no assassinate, trance, owaza or any of the other skills. Point being it allows for lots of interesting rp/char design and you could make the skills so selective in what you get and what you have to give up for them to be enough balance. And of course some would be bad, for example anti-paladin with warrior secondary probably just gains dodge or a few extra weapon skills. Not a legacy or spec though, too op. Maybe you can only get up to skills you would get by level 20.
Make it so racial restrictions apply so you can only chose a sub as something that could be a main. This would of course screw orcs over.
Sub warrior - weapon skils and some defense skills. Sub mage- certain low level spells or forms. sub-communer- empowerment required, some low level prayers sub thief/assassin - Some stealth skills and dodge sub bard- Few small songs sub ranger- Nature skills sub a-p - some damage spells, maybe a few maledict spells.
I don't know, have not flushed this out really, but I have thought about and think it would be fun, especially for vets that have played so many characters that nothing really seems new to them (and I know there are like 10 million possible combos already, but still)
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31755, That is a very interesting concept...
Posted by AlphaQ on Wed 31-Dec-69 07:00 PM
Though I could see how that could get very complicated on one hand, for the coding and the new players....
On the other It makes things a bit more unique until one person finds that combo that works and everyone follows.
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31761, RE: That is a very interesting concept...
Posted by thendrell on Wed 31-Dec-69 07:00 PM
I thought about it some, and of course I have not played every class to know, but it could work. Basically secondary you get certain skills, but none above what that class gets at level 20. As for primary, if you take a secondary you lose all skills over 40. So for warriors for example, no legacies and no enhanced reactions. But two specs, or maybe one. I think assassin would keep all kicks but lose trance, owaza and assassinate. Theory is you take a secondary you lose the things that make the class the class, the pinnacle skills. Bards would lose fiend, symphonic, dirge, and fantasia for example, invokers lose the last level spells of each path, thiefs you just get 22 less thief points, and you see where this is going.
Have to be tweaked some for certain classes, and I think empowerment would have to be no split so you don't want warrior healers running around with heal, protect and haven. Then again bards you'd have anthem and elven, but an instrument and no acapella means no dual wield, so really not as great and really only useful as a prepping secondary.
Shifters would be usless since you'd not really get forms and no shifter is going to give up forms to get skills they can't even use in form. But F* shifters, too many of them as it is.
There are more problems true and a lot of consistencies would have to be checked, but I do think given some time and work it could work and would be pretty fun for a lot of players.
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