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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Wed Feb 09, 2011 7:39 pm 
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Location: Belgium
SK Character: Baduin
jhorleb wrote:
My favorite idea for swashbucklers was from a while back: someone suggested that they get a kind of "local lore" skill where they could walk into a city (say the innkeepers) and ask if they've seen a particular pc (could work for npcs too, for purposes of finding items that you've located). The inkeeper then tells them if the pc/npc is currently in the city (or could do by kingdom also).

This would solve a bit for the vastness of SK and the ease of hiding as well as giving swashbucklers some needed non-combat utility.

Skill: Reconnoiter
Syntax: Reconnoiter [PC/NPC Target name]


I agree its an awesome RP useful idea/skill.

also scrolls would work good on swashies aswell as it works on rogues, both are witty, knowledgeable, streetsmart classes.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Wed Feb 09, 2011 8:40 pm 
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Location: Belgium
SK Character: Baduin
another skill that might boost the swashies

Quote:
Skill: Focus
Syntax: Focus

the ability to focus is available only to swashbucklers, concentrating on the fight at hand the swashbuckler boosts his reflex and natural speed, moving at lightning-fast speed the swashbuckler fights more accurately and enables to evade with ease physical and ranged attacks. However both life and physical force are slightly diminishing for as long the duel (or this skill last)
While the swashbuckler is in the state of focus, he or she will not be able to recieve any type of communication.


so basically this might be considered the DEX based berserk of barbarians. OR bullet-time for swashies


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 7:16 am 
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Location: Hiding
How about giving swashbucklers a damaging skill like every other melee class has?

Barbarians - Fury/Headbutt
Merks - Blitz
Scouts - Ambush
Rogue - Backstab/circle stab/hamstring


I like the focus idea, but I'd rather it go moreso along the lines of a confusion based skill.

The swashbuckler is moving his blaldes so quickly that you lose focus on your own weapon and get hit really hard in some sort of fashion.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 8:06 am 
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Location: The great white north
Code:
Skills Help: Flank
Syntax: flank <target>

By breaking formation with his party, a skilled swashbuckler will break ranks with his party and be able to strike at foes who are not on the forward ranks.  While this is a fearsome ability, it will leave his former party exposed increasing the damage taken from physical attacks.  Also the swashbuckler will have a reduced change to dodge or parry attacks as they are constantly moving keep in a flanking position.


I am thinking that it can only be used when grouped w/ 1 or more PCs, NPCs don't count. The increased damage from attacks would be 10-25% and the reduction to the change to dodge and parry would be 30%. The swashbuckler would be in melee range on F1,M1,B1 or F3,M3,B3 depending on who they were flanking. Some tweeks would be required, I am sure it would make for interesting tactics in group combat.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 8:19 am 
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Location: Rockin' your world
SK Character: Snuffles
Interesting idea.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 8:45 am 
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Perhaps...

Flanking
If the swashbuckler is following someone not in her group who is in combat with an opponent, then while she attacks that same opponent, she benefits from flanking. While flanking, the swashbuckler's attacks are more damaging and benefit more significantly from finesse. Further, talented swashbucklers who are flanking an opponent not focused on themselves enjoy more tactical opportunities, making it easier for skills including, but not limited to, disarm, trip, and kick to succeed.


---

Leaving the safety of a group is cost enough for an ability. This creates a melee role that isn't particularly mastered already be another class. Also, this would be completely passive and, in theory, easier to code. It also gives them a reason to consider not spamming taunt.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 9:31 pm 
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SK Character: Baduin
Flanking sounds awesome too.

how about a combination of Flanking and Focus to get Rush
This can work either PvP, GvP, GvG,

Quote:

Skill: Rush
Syntax: Rush <victim>
Rush is an attack that can happen in a blink of an eye, where the swashbuckler leaves its current group formation to strike its opponent with deadly speed and can tear through a first line of defense. the swashbuckler must be equipped with a slashing weapon and in aggressive stance to perform this skill, the drawback of this ability is that it may exhaust the swashbuckler quicker than expected.



something like this...
e.g.
http://www.youtube.com/watch?v=W61lwKuu ... re=related

on another note:
Cross-slash anyone?


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Thu Feb 10, 2011 9:35 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The less active skills a swashbuckler has, the more time he has to write songs about walruses.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Fri Feb 11, 2011 5:32 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: DC
This thread has some awesome ideas. Here's a few different ones.

"blend" - An indoors, city-based camouflage. The experienced urbanite knows crowds, man-made buildings and streets so well he can blend into any indoors surrounding with ease.

"footwork" - A master of fluid movement and great footwork, the swashbuckler gets a bonus to dodge, parry, and accuracy when he is indoors, with a lesser bonus being outdoors and in dry weather.

"hubris" - The more PCs there are in a room, the more of some bonus the swashbuckler gets (to parry/dodge, for instance) - but also gains an increased rate of failure on fleeing, and with enough people watching he loses the ability to eat/quaff, but then other skills (taunt) get a bonus on impact - reducing constitution with X amount of people in the room, etc. The details can be worked out.

"advance dual wield" - with ridiculous ambidextrous skills, the swashbuckler can willingly give up a one or both of his weapons and auto-fire throwing daggers from his inventory at his directed target. Daggers thrown in this way have a bonus to hit, and as long as he has daggers in his inventory, he may use them to parry/riposte. (This may be made easier by allowing the swashbuckler to, as long as he is wielding throwing daggers, still be able to throw throwing daggers - thus using throwing dagger accuracy/etc for his defensive skills).

The problem with a mass of active skills is that they're active. When do you see meleers do much more than bash/disable when fighting other melee? I don't see it much. Disarm is practically a joke anymore. Only thing you can do with the class is add layers of tactics, which would be things like I suggest - allowing throwing daggers to be a super-viable build for swashbuckler, and giving tactical advantage to cities like scouts/shaman have tactical advantages in the wild.


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 Post subject: Re: Finding the Fun: Swashbucklers
PostPosted: Fri Feb 11, 2011 3:39 pm 
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Location: Redwood City, California
jerinx wrote:
The problem with a mass of active skills is that they're active. When do you see meleers do much more than bash/disable when fighting other melee? I don't see it much. Disarm is practically a joke anymore.

The problem with passive skills is that they are boring and they tend to elevate power level without requiring any skill as a player. I don't see many people arguing that swashbucklers are underpowered, so we don't have room for many (if any) new passive combat skills. Obviously in order for active skills to get used, there will need to be an appropriate reward for using them at the right time.


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