Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Sep 21, 2006 7:11 pm 
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I'm glad at least two people put in some constructive ideas, even if they weren't what I was looking for. I KNOW this is too powerful and I KNOW it needs work. And I definately KNOW I didn't list humans because I intended to keep them out, and I seriously debated not listing half-elves because it's supposed to be the paladin/hellion version we've all been talking about in the other thread for the classes that can't BE a hellion or paladin. I listed religions, as I said at the bottom of my first post, because there currently is NO tribal religion or the basis for one.

Basic idea:
1- We want centaur, giant, and dwarven paladins and hellions.
2- I designed a class that put together the paladin and hellion skill and spell lists - realizing that BoG and Dominate seem to be the most powerful P/H spells, I took those out and added harm just to add in a high level spell for them. If harm leaves to be replaced by something else, fine.
3- Now we all decide what needs to go and what to add in to balance it out so MAYBE Dulrik will look at it seriously.

So instead of going off on how bad the idea is, try to fix it and MAYBE we'll get what we want.


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PostPosted: Thu Sep 21, 2006 7:59 pm 
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Quote:
1- We want centaur, giant, and dwarven paladins and hellions.


And if Dulrik agrees with this "we", then he can easily open the classes to those races. There's no point in coming up with new classes that so closely duplicate them. Same as with the evil griffon idea, it just waters down the original concept.

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I listed religions, as I said at the bottom of my first post, because there currently is NO tribal religion or the basis for one.


It's called shamanism, which is included in the Pantheist flag. You might also note that shamans don't get much in the way of alignment-oriented magic.


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PostPosted: Thu Sep 21, 2006 8:24 pm 
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Forsooth wrote:
Quote:
1- We want centaur, giant, and dwarven paladins and hellions.


And if Dulrik agrees with this "we", then he can easily open the classes to those races. There's no point in coming up with new classes that so closely duplicate them. ...


Let's try this again...

I put up an idea that I know wasn't going to work other than in concept. I, however, have little understanding of game mechanics, preferring to focus on gameplay and RP. Therefore, I am deferring to those who DO know about the mechanics of the game to make the idea viable.

So instead of telling me 'You duplicated the paladin and hellion skill set!', which I already TOLD you I did, why not think up some new stuff to replace the paladin and hellion specific stuff with so that the class will work and be playable and balanced?

Morovik had the right idea when he said 'village hero'. The idea is to create a barbaric knight of sorts - something similar to, to use a reference unfortunately from the Drizzt series, the character of Wulfgar. He's a barbarian who has gone above and beyond the simple berserker rage, incorporating teamwork and tactics into his fighting.

Again, basically I'm just trying to get across the idea of an above average tribal fighter, who is more controlled and thinking than a barbarian, and who possibly, as a tribal leader, has the ability to call upon his ancestors slightly less so than the tribes shaman would, similar to the way a paladin or a hellion would call on their god.


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PostPosted: Mon Sep 25, 2006 5:15 am 
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Too powerfull, not very original, I like the CONCEPT and the fact that Humans can't be it makes me happy, but I would seriously revise the whole Power scale here, and also maybe take out all the Paladin/Hellion unique spell/skills except possibly Combat Casting, and make up your own unique spells for the said class.


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PostPosted: Mon Sep 25, 2006 7:10 am 
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I don't get why half-elves can be this class if elves, deep-elves, and humans can't.


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PostPosted: Mon Sep 25, 2006 2:58 pm 
Inuili wrote:
I don't get why half-elves can be this class if elves, deep-elves, and humans can't.


:lol:


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PostPosted: Mon Sep 25, 2006 4:31 pm 
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SK Character: Briner, Senach, Myson, others.
IMO, shamans DO get a lot of 'alignment oriented magic'. Maledictions, for example, go to shamans, necros and hellions. Which of these three classes does not have an alignment restrictions? Shamans. Everyone else is a darkie. So.... That one statement is false.


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PostPosted: Mon Sep 25, 2006 5:08 pm 
I'm gonna have to disagree with you there Tioras. If shamans had evil spellsets, they'd get plague and poison, but, they don't.


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 Post subject: Re: Class: Tribal avatar
PostPosted: Mon Sep 25, 2006 5:57 pm 
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Syndal wrote:
Inuili wrote:
I don't get why half-elves can be this class if elves, deep-elves, and humans can't.


:lol:


Because there are tribal half-elves but no tribal humans, deep-elves or elves ICly. Not to mention that Humans, elves and deep-elves can already be paladins and hellions. I know half-elves can be as well, but they're close enough to a cusp that it could go either way for them.

And I still have yet to see suggestions to fix the balancing on the class, just keep hearing griping about how it's not balanced...so here's some quick corrections. Still going to be spell-heavy...so how about suggestions on how to bring it down to the mortal realm of possibility?

TRIBAL AVATAR - revised
Races = half-elf, giant, dwarf, centaur
Armor = Heavy
Prime Att = Str
Religions : Pantheist
Alignments: Scrupulous, Unprincipled, Miscreant

Skills -
Quote:
Amateur - spear (not learned) dagger (average)
mace (not learned) polearm (not learned)
sword (not learned) rescue (not learned)
shield block (not learned)
Novice - parry (not learned) second attack (not learned)
hide (not learned) sneak (not learned)
Initiate - combat casting (not learned) self defense (not learned)
Apprentice- dodge (not learned) enhanced damage (not learned)
Journeyman- third attack (not learned) fast healing (not learned)
Veteran - endurance (not learned) disarm (not learned)
Expert - cleave (not learned) meditation (not learned)
Mentor - intimidate (not learned)

Spells -
Quote:
Amateur - cause light (not learned) curse (not learned)
armor (not learned) cure light (not learned) refresh (not learned)
Novice - blindness (not learned) chill touch (not learned)
deafness (not learned) detect invis (not learned)
create water (not learned) cure blindness (not learned)
cure deafness (not learned) cure disease (not learned)
Initiate - cause serious (not learned) detect hidden (not learned)
invis (not learned) poison (not learned)
cure serious (not learned) flamestrike (not learned)
frenzy (not learned) identify (not learned)
Apprentice- identify (not learned) weaken (not learned)
create food (not learned) remove curse (not learned)
Journeyman- plague (not learned) shield (not learned)
cure critical (not learned)
Veteran - cause critical (not learned) locate object (not learned)
Expert - rift (not learned)
Mentor - word of recall (not learned)


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PostPosted: Mon Sep 25, 2006 5:59 pm 
No tribal humans? You're joking, right?


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