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Subject: "Couple of suggestions for inherents: Elves and Duergar" Previous topic | Next topic
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Top General Discussions Gameplay Topic #5067
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VecnaFri 02-Jul-04 03:32 AM
Member since 04th Mar 2003
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#5067, "Couple of suggestions for inherents: Elves and Duergar"


          

I was thinking about Duergar in D&D and remembered that they inherently have blur, invis and enlarge. Thinking that three would obviously be too many and that blur would be too powerful (in D&D it functions somewhat like a weaker version of 'when you don't see me') it left invis and enlarge. Invis just doesn't seem like a duergar thing , so that left enlarge. Sure it would be a powerful inherent, but I don't think any more so than svirf stoneskin (true Svirfs needed some lovin') and if it was of sufficiently limited duration could be used tactically whilst not being abusable. Then thinking about invis I thought about elven inherents. Elves are essentially an inherently magical race, so their inherents should reflect a basic and somewhat universal magical spell like invis. I think this would far from make elves overpowered (since all but 4 classes in game can detect invis) but it would add a nice magical flavour to elves when it comes to warrior on warrior. Again the duration would have to be much shorter than the invis spell, enough to escape from combat or ambush an opponent. Finally I thought that as a particualarly nice touch elves should get a permanent Detect Magic and possibly Detect Charm effect on them similar to the duergar and Svirf abilities to detect hiden and invis respectively, I can't see how this last aspect would unbalance the game at all but would make elves 'feel' uniquely magical. you could even go so far as to give them ventriloquate and armor, sorta like a mild magical training that all elves go through in their youth. and these abilities could be aquired as they advanced through ranks 1-10 at roughly the same level mages get them. Alot of these low level mage spells are near worthless and could be nice just for flavour. I know they do have their uses, but, in general, are not enough to turn the tide of a battle.

Anyway, again I ramble, but hope you liked these ideas. Oh and I'm aware you don't like to copy skills from one class to another but in this case, I think they would be nice for giving elven warriors etc a nice magical feel.

  

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Marcus_Fri 02-Jul-04 08:34 AM
Member since 04th Mar 2003
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#5071, "re: Duergars"
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How about giving them a blur-like effect while fighting in underdark-like places? Enlarge would be too good unless you coupled it with nasty side effects. Perhaps the duergar risked enlarging himself so much that it exploded in a shower of flesh and gore. Just one more mintcake...

  

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incognitoFri 02-Jul-04 04:11 AM
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#5069, "like the elf idea, hate the duergar one"
In response to Reply #0


          

Not because the duergar one lacks coolness, but purely because I think it would be imbalanced.

Enlarge is good for bashing, avoiding thieves, and other things. Giving enlarge as an inherent is too powerful imho, when the race is already (again, imho) the strongest.

  

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VecnaSat 03-Jul-04 01:31 AM
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#5075, "I think with a sufficiently small duration it would be ..."
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(Level/10) so for sub pk characters it lasts like dirt kick, 2 hours for 20-29s, and 5 hours at hero. Also make it so you can't call it in combat.

  

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incognitoSat 03-Jul-04 03:22 PM
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#5082, "even two hours is powerful"
In response to Reply #3


          

It effectively allows you to call it any time, any place, for long enough to run to someone and bash them into the ground.

  

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