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PostPosted: Sat Jan 03, 2009 4:51 am 
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Achernar wrote:
Here's an idea which is a command that varies affect based on stance. A number of random, very short affects could be applied by said command. A one round decrease in opponent weapon speed, accuracy, or damage, a one round increase in swashbuckler speed, accuracy or damage, or maybe any number of random combat affects. Make a list of random options based on each stance, give it a similar lag to dirt kicking and make it an active skill that is unpredictable, but never a waste.

Each of the affects could be taken from fencing terminology. Aggressive maneuvers could include the lunge, passata-sotto, ballestra, or press. Neutral might be a coule, envelopment, or flick. Defensive might have such options as in quartata, recovery, or feint. The command would be something like flair or maneuver and it would of course cost PE.



This is a really interesting idea.


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PostPosted: Sun Jan 04, 2009 2:53 pm 
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Rapier Wit:

Through use of this skill a swashbuckler's linguistic abilities become so phenomenal he can cause psychological breakdowns in his opponents through use of his superior verbatim. When using the taunt skill, there is a chance the swashbuckler's enemies become so demoralized, so disheartened, so disgusted at their own existence, that they simply kill themselves on the spot. A partial save against the swashbuckler's maddening wit will cause the victim to immediately flee combat and rock back and forth in the fetal position in an adjacent room for a week.


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PostPosted: Sun Jan 04, 2009 2:59 pm 
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awesome. Simply awesome


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PostPosted: Sun Jan 04, 2009 8:57 pm 
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Sypher wrote:
Rapier Wit:

Through use of this skill a swashbuckler's linguistic abilities become so phenomenal he can cause psychological breakdowns in his opponents through use of his superior verbatim. When using the taunt skill, there is a chance the swashbuckler's enemies become so demoralized, so disheartened, so disgusted at their own existence, that they simply kill themselves on the spot. A partial save against the swashbuckler's maddening wit will cause the victim to immediately flee combat and rock back and forth in the fetal position in an adjacent room for a week.


I am not left handed either... ;)


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PostPosted: Sun Jan 04, 2009 10:55 pm 
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That's FANTASTIC.


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PostPosted: Sun Jan 04, 2009 10:59 pm 
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give it a huge lag.. and maybe.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Sun Feb 06, 2011 9:37 am 
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c 'animate dead' thread

Hey, Dulrik, whatever happened to finding some fun for swashbucklers? (aside from tweaking taunt 1000 times)

Some of the ideas posted here were really good too.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Sun Feb 06, 2011 11:42 am 
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I skimmed through this thread and I think the following were the best posts:

Gilgon wrote:
If taunt were to be removed, swashies would be the worst class in the mud.
If taunt were to be weakened, swashies would also be the worst class in the mud.

Why do so few people play swashies? A) They aren't that good, besides their one cheater skill, B) They are BORING. C) The difference between a dirty swashie and an amazing swashie is almost non-existent.


What I propose:

Add in as many active skills for swashbucklers as you can. I have a few suggestions. I have tried to only use suggestions that can be very fairly balanced in my eyes. I love the bodypart code in SK, I think it's one of the least utilized parts of pk, and I think swashbucklers could be made to use that cool code with a few changes.

Quote:
1) Focus aim

Using their keen knowledge of sword-fighting, swashbucklers can sacrifice their ability to parry or dodge to focus all of their strikes on one given body part.

Quote:
2) Highkick

Through an elaborate acrobatic technique, swashbuckler are able to strike quickly and forcefully directly at the head of their target. (One round skill, one round stun?) Could be used as a bash spam in the same way that bash is, but it would have a much higher chance of failing than bash does, perhaps, since it will do damage as well?

Quote:
3) Brutal slice

By pausing in the middle of combat for a full round, a swashbuckler is able to calmly look for any glaring weaknesses in his enemies, making his next slice an especially powerful one.

(One full round of no dodge/parry/or attacking, followed by your next hit having a significant damage multiplier)

Quote:
4) Targetted riposte

By focusing his energies on defending only one of his bodyparts, a swashbuckler's ripostes when struck in that area will be especially deadly.


These are all quite easy to code (possssibly with the exception of brutal slice, but I don't even think that would be hard), the problem would be balancing them. Still, I think adding any of these would add some very interesting elements into swashbuckler pk and fighting that would really make the class fun.

Having a class with one crazy OP skill and lots of dirty skills is a bad idea. Swashbucklers need to be more fun and not purely have one GG ability.

Ain (2009) wrote:
I still think swashies should get staff - also, if a weapon is considered "balanced", which is to say it weighs and handles evenly on both sides, swashes should be able to use it for purposes of dual wielding.

As far as active commands go, I'd suggest the following:

Bind - With the swashes offhand weapon, he engages his opponent's weapon in a lock for a round, cancelling out any physical attacks from the main hand of his opponent. Swash would still receive offhand attacks, and this would still let through brawling/wildfighting.

Flair - For duration of the fight (or 10 rounds), swashie applies a 1.5x modifier to the speed of his weapons, sacrificing a bit of accuracy.

Fence - For duration of the fight (or 10 rounds), swashie applies a 1.5x modifier to the accuracy of his weapons, sacrificing a bit of speed.


Konge wrote:
Whips would be cool enough to have, to add some second-row potential - it balances itself out because they cannot be parried with, and thus the swash loses his primary strength.

Another thing I'd like to see would be the possibility to taunt 'all' - that is, either everyone outside your group or just everyone (to encourage solo pk). Of course, this implies that taunt will be weakened in some other aspect.

Gilgon wrote:
Guys, I think the most important thing is that any skills added to swashbucklers be active skills that have both pluses and minuses to being used. This would make swashbucklers require a bit more brains and be more interested mid-fight. Less spam bash pk is a good thing.



TheCannibal wrote:
Okay, let me pour my sheer awesome onto this thread.

Swashi charisma based ability.


Quote:
Distract

Syntax distract, distract crowd

Using their sheer force of personality and charming wit, a swashbuckler may cause others not to notice anything around them but the swashbuckler's antics and magnetic demeanor. This skill has both a passive use (syntax: distract), which causes others not to notice right away who the swashbuckler is traveling with, and an activated use (syntax: distract crowd) which causes everyone in the room to notice little else but the swashbuckler for a short period of time.


Passive Mechanics

For the passive ability, what actually occurs is that if the swashbuckler is on the front row of the formation, then they will make a charisma based check against everyone in the room that they are entering. For every 5 points of charisma that the swashbuckler possesses, they can hide the movements of one non-sneaking person in their group. The swashbuckler can not be sneaking or the skill will not work. The skill does have a half-save message as well. Anyone who does not make at least a half-save will have their look command disabled from looking at anything but the swashbuckler for 5 seconds.

Unsaved

A flamboyant male human struts into the room, you can't help but gawk.

Half-saved

A flamboyant male human struts into the room from the north, you are briefly distracted by them.
Someone enters the room from the north.
Someone enters the room from the north.
Someone enters the room frlom the north.

Saved

A flamboyant male human struts into the room from the north but no one cares, in fact, you think you hear derisive laughter directed at them.
A slack-jawed male gnome enters from the north.
A mouth-breathing female elf enters from the north.
A water-brained male giant enters from the north.


Activated Mechanics

At any time a swashbuckler may type 'distract crowd' and make a charisma based "attack" (note it's not a crime) on everyone currently in the room, this includes party members. The swashbuckler attempts to make everyone stare at them for a short period of time, during which, no one will see -anyone- who enters or leaves the room for a short period of time based on the swashi's charisma. In effect, the look command is disabled except for look swashi for 5-15 seconds. Also, all leaving and entering messages are squelched for anyone under the effect of this form of distraction for the duration. In addition, if anyone begins concentrating on a spell, no one under the effects of distraction will notice. This skill costs me/pe with each activation.

If a person is attacked while under the effects of distraction, the effect immediatly ends.

All attempts to steal from and plant on a person under the effects of distraction have double the chance of success.


Achernar wrote:
Here's an idea which is a command that varies affect based on stance. A number of random, very short affects could be applied by said command. A one round decrease in opponent weapon speed, accuracy, or damage, a one round increase in swashbuckler speed, accuracy or damage, or maybe any number of random combat affects. Make a list of random options based on each stance, give it a similar lag to dirt kicking and make it an active skill that is unpredictable, but never a waste.

Each of the affects could be taken from fencing terminology. Aggressive maneuvers could include the lunge, passata-sotto, ballestra, or press. Neutral might be a coule, envelopment, or flick. Defensive might have such options as in quartata, recovery, or feint. The command would be something like flair or maneuver and it would of course cost PE.


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 Post subject: Re:
PostPosted: Sun Feb 06, 2011 11:44 am 
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Enishi wrote:
Every class has it's distinct "flavor." Mercs are the standard "fighters" and band leaders so they get skills related to that (retreat, rally, rescue, etc.). Barbarians are all naturalistic and stuff so they get to track, butcher, can sense hidden people, etc.

What's the swashbuckler flavor? They're agile duelist swordsmen, witty and urban (or something). So work with that a little more, although it's kind of a vague idea for a class. Carve it out more. Alright, they have riposte and dual wield, both automatic skills, although they're nice. And then there's taunt, which does fit with them. But that's where it ends.

I think any increase to their skill list is going to make them "more powerful" in some way, but I think the only way to make swashbucklers more fun is to increase their skill list to some degree. After all, it's what a class can do that allows them to be somewhat distinct and amusing. So think of some combat or non-combat abilities that an agile, witty little duelist swordsman might be able to do. That's kind of the hard part. I'm not really sure what would fit well.

Precision Strike
Using his extreme deftness with a blade, the swashbuckler cuts an enemy's artery so as to inflict a critical bleeding wound. The afflicted enemy will lose health over time until the cut is able to heal.

Or something slightly more non-combat:

Streetsmarts
Using their savvy and charm, the swashbuckler is able to ask common folk (sentient NPCs) if they have seen a particular person recently. (Kind of like a modified track, more useful in cities and based on passing NPCs).

That last one is kind of cool but quasi-useful at best. I'm sure somebody can come up with some interesting stuff, though.


I'd add this one to the mix, especially the Streetsmarts skill.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Sun Feb 06, 2011 12:34 pm 
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Here is a repost of something I mentioned a few months back!


Quote:
Dazzle

In the midst of battle, the swashbuckler may utilize his unique fighting style to astound his opposition. The fighter attempts to twirl his blades in a boasting display, causing uncertainty in the ranks of his enemies and lower their chance to hit. A mistake in the execution will cause chagrin on the swashbuckler and his party, resulting in the adverse affect.

Other ability name suggestions: impress, showboat
Other critical failure ideas: swashbuckler self disarm, how embarrassing!


Here are a few more
Code:
Blade Fan

Passive Ability

Swashbucklers have a chance to cut incoming arrows in two with their swords, not sure if this is an issue, but I remember doing like 30% damage a round to Faedra with Jaro.


I'd give them disguise, too

Hmm.. I wonder how this will work in the game, but how about swashbucklers being able to off-hand wield a whip and give them a very limited reaching ability. Maybe it wouldn't work out, but maybe their sword attacks would hit the front and their whip attacks would hit the person standing behind, if applicable, . I don't know, maybe its a terrible idea :D

I know when I played a swashie one of the things I found lackluster was the skill list, they are a cool class in many situations, but their unique set is confined to dual wield, riposte and taunt. Adding a few to up their draw would be something awesome to see, be it passive, a group buff or debuff, or something completely different.


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