Shattered Kingdoms

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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 6:02 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Here's a quirky idea. If you enchant a skin before tailoring it and then tailor it, it ought to make the endowments into innate bonuses.

Suddenly, scouts!


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 6:09 pm 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I think that would negate the purpose of having any mithril/cloth armor in the game. :lol:


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 7:05 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Meh, not everyone always has a scout onhand.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 7:20 pm 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Great changes Dulrik!!!

I don't see MR barbs being a problem, warlocks have magma and with *skill* can keep them bashed still while damaging them. Necros well....they have 8 barbarians. Sorcerors might have an issue with them, but every class needs a bane, does it not?

Maybe make art negate MR a bit so that they can bypass the MR with enough art trains?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 7:23 pm 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
I would rather prefer that a scout can skin <att | saves>. Skin without an argument would produce a blank skin. Attributes and saves would be random, based on the stats of the NPC being skinned. So, a low wisdom and high dexterity creature would more like produce a no willpower/greater reflex skin, or a slight to moderate willpower and moderate reflex for a master, or higher NPC, or the skin would be skinned wrong and take on no saves at all and end up with a blank one.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Nov 26, 2012 1:11 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Terrus wrote:
Great changes Dulrik!!!

I don't see MR barbs being a problem, warlocks have magma and with *skill* can keep them bashed still while damaging them. Necros well....they have 8 barbarians. Sorcerors might have an issue with them, but every class needs a bane, does it not?

Maybe make art negate MR a bit so that they can bypass the MR with enough art trains?


MR barbs are good and all but the only really troublesome one to a Sorc is a hammer MR barb and that's a different story. Sorcs have no banes except very angry, well prepped rogues and their own failings!


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Nov 26, 2012 2:10 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You realize

That AoN cancels charm


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Nov 26, 2012 2:41 am 
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Mortal

Joined: Thu Aug 23, 2012 7:30 am
Posts: 48
SK Character: Pibbs
Sargas wrote:
Here's a quirky idea. If you enchant a skin before tailoring it and then tailor it, it ought to make the endowments into innate bonuses.

Suddenly, scouts!

This would be a really neat addition (but maybe would likely alter the balance Dulrik envisions in regards to maximum saves). It would trend player-worn armor back to skinned items I think. And ultimately may result in more time spent enchanting (rather than less).

I like the other ideas of scout skins coming with innate enchantments on the skin based on what was skinned (as is, skins are inferior to even storebought armor with innate enchantments).


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Nov 26, 2012 3:09 am 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Edoras wrote:
You realize

That AoN cancels charm


It has a chance to, at least.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Nov 26, 2012 6:41 am 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
Would it be a pain to have the skin skill work similarly to the spirit doll spell? Meaning, when you skin something, it comes with innate properties that would have been prominent in the being that was skinned. How many it would come with (whether it would be leveled to the scout or the victim, or just leave enchants at the same number across the board) would likely be up for debate.


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