Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Sep 04, 2007 12:39 pm 
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Joined: Tue May 20, 2003 1:19 pm
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Sounds like we are building a a more powerful rogue here.


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PostPosted: Tue Sep 04, 2007 2:57 pm 
josephusmaximus3 wrote:
Sounds like we are building a a more powerful rogue here.


You mean like a more brutish Merc? or a Merc that can cast spells? Really, if you have nothing insightful to add, then wait for someone to rattle your cage for your opinion.


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PostPosted: Tue Sep 04, 2007 3:17 pm 
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Want my opinion? Ninjas dont fit in SK. I think it's a dumb idea and would hate to see it implemented. By the way, just so there is no misconception, my cage wasn't rattled here, I am considering that your way of asking for my opinion.


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PostPosted: Tue Sep 04, 2007 5:53 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
We definitely would not want a new class that just supercedes the rogue in every way. If that is what looked like would happen, I wouldn't even bother to start working on the class. I liked the alignment idea that said ninjas could not be honorable, therefore no principled or aberrant. That's definitely a departure from rogues. But they would still need to offer something different than a variation on stealth and sneak attacks to be viable apart from the rogue class.

I also share the concern that "ninjas don't fit". But there are several solutions for that: 1) we use a name for the class that already fits SK mythology, 2) we create some new areas/mythology for SK in advance that introduces the concept of the ninja, or 3) do both.


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PostPosted: Tue Sep 04, 2007 5:59 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
To me ninjas fit into one of four categories: A variant rogue, A variant monk, a mystical monk/rogue, or just a monk/rogue.


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PostPosted: Tue Sep 04, 2007 6:09 pm 
Ninja are the navy seals of medevil japan.

They are special ops.

So you need to take a little merc, with a little rogue, with a little magic (gives that mystic feel).

They should be masters of hand to hand combat, deception, and evasion.

They should also recieve a special skill that when captured or about to di they can commit suicide and hide their identity fom others.

They shoul have individual skills but be able to pass easily as another class.

Just think special ops.


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PostPosted: Tue Sep 04, 2007 6:38 pm 
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Joined: Fri Jul 01, 2005 10:55 pm
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There's a shop in the game that sells ninja weapons and even ninja clothing. Seems they already fit in the game.


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PostPosted: Tue Sep 04, 2007 6:45 pm 
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"But I've never seen a ninja in Pyrathia!"

Exactly.


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PostPosted: Tue Sep 04, 2007 6:47 pm 
Dulrik wrote:
"But I've never seen a ninja in Pyrathia!"

Exactly.


Touche'

Restrict them to cloth.

Give them some nifty evasion skills. Perhaps dumb down certain cabal skills and give that to them.


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PostPosted: Tue Sep 04, 2007 8:16 pm 
Alchemy - Skill that allows the ninja to collect information on herbs across the lands and as they increases in level and skill they are able to extract properties of the herbs to create powder packets. Powder packets are designated by color as to what they contain and ninja are the only ones able to distiguish the colors the packets deteriorate after some time has passesd and disiintegrate when they hit the ground, they spilled. Apply and eat are usable for the packets. Chance that packets contain the wrong ingrediant and prove dangerous when used.

Modified dodge increase dodge capacity

Modified hand to hand, basically wild fighting, capacity for the ninja to use spikes and parry with.

Modified Dual wield, code it so the ninja can use certain small weapons in both hands access to enhanced parry while in use.

Have skills that work with cloth and light armor so that the ninja can choose alternating skill sets so there can some varience in ninjas.

Have hide sneak modified camo, camo that works indoors and out.

Have a large opening attack like backstab. Useable like cleave need to line it up before next usage.

Higher skill of decoy, allows the ninja to place a decoy of himself in a room while he camos, can place certain effects hide/invis on decoy the decoy possibly could have a trap set to go off as an area effect. Allows for opening attack.

Have a skill that allows the user to hide their identity like special thins already in the game. Have it so it cannot fail until the timer runs out ninja is stunned/killed.

Suicide skill to allow ninja to gank themselves in combat to hide their identity. The disguise skill will carry over to the spirit until brought back from the dead and the corpse cannot be identified. Allows a ninja to keep their identity secret.

Mask Aura...No poin in being sneaky if you cannot hide yourself mystically.


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