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Races and classes

Present details of the MUD setting; politics, races, deities, etc.

Re: Races and classes

Postby Shroom » Wed Nov 25, 2009 12:54 am

I'd kind of actually like to see stance returned to all mellee classes.

I know we have feats that do 'similar' things, but its not quite the same.

Power attack gives you extra damage, but negative hit (which aggressive in stance gave hit and damge at the expense of defence)
The same in reverse can be said about Expertise, giving you defensive abilities at the expense of your attacks.
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Re: Races and classes

Postby nienne » Wed Nov 25, 2009 7:24 am

Wall of text crits you for 83784. You die. :P

Yeah... we had a roughly penned scale of levelling feats for fighters, since we don't presently have enough combat feats to make it work - and then just possibly allow some variety based on what fighter style you were (different combat moves?). One of them was a combat mastery-esque bonus to damage/thac0. I dunno that +2 every 8 levels wouldn't get insanely powerful (that's 10 by max level, and we have AC starting to throw out already with +4 items... so...). I haven't really looked at what would work for cavaliers yet, though I'd say that the knights and the thieves will probably follow fighters - since they're the other somewhat "underdog" melee classes at this point.

Warcry is a good one I hadn't really thought of; I dunno that stance will fly though as we have 3e alternatives in already (yeah, I know they're not exactly the same, but stance was getting outta hand). We also had the full list of the old fighter skills I'd been dabbling in before the 3e change; stuff like whirlwind attack (whirl), disarm, daze, shatter, sunder, rah rah. Not sure if these will be level-scaled or split up by the styles yet, depends what else can be had. I'd say parry could use with either a perk to fighters or a nerf to what's gotten on the other trees too, because atm it's fairly lacklustre. Once Hashi gets back from holidays I'll see if he still has the list somewhere, I don't think I have it.

Won't go too much into cavaliers since I do risk getting sidetracked (yeah, I'm easily distracted). I did have a strong preference to a charisma-based bonus to skills and abilities though, to give the stat more weighting - akin to what you suggested for L40. And I dun think cavaliers are being aimed at getting all of their levels converted to paladin (the way they are now), so they'd have to have some core abilities worth having.

Definitely some ideas along where we want to head them though, and a few extras I'll add to my list :D
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Re: Races and classes

Postby Bummer » Tue Jan 19, 2010 11:49 am

my suggestion on races.

the current ones that have no 'mechanics' value, like kobold, given some extra skill points or some kind of positive.

as for new races, i'd suggest a few that i've seen before in d&d;

mongrel, a magical stitched up combination of various races, something like frankestein, with random positives/negatives.

the grig, i think that's the name, a small and very intelligent froggy humanoid. definetly not a demon slaad, just a large frog basically.

the lithari, from forgotten realms. if i remember right they're an elf true lycanthrope changing into a wolf at will, but they dont trasmit it as a disease, it was some kind of ritual that made more of them. same resistance as a werewolf tho, silver and whatnot. the problem is that they are way more reclusive and dont really care much for the outside world, they dont even hang out with other elves, but you could always change that.

the battle-forged race thats fairly new to D&D, living constructs.

just my thoughts.
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Re: Races and classes

Postby Shroom » Sat Jan 30, 2010 11:31 am

Bummer wrote:The battle-forged race thats fairly new to D&D, living constructs.


The warforged. My god, I've been wanting these for soooo long :P
Alas, they are eberron.
Not that it should make much difference, I mean its not like SG hasn't taken liberties and twisted dnd lore and laws before :P
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Re: Races and classes

Postby garrett » Fri Feb 05, 2010 8:50 pm

Shroom wrote:
Bummer wrote:The battle-forged race thats fairly new to D&D, living constructs.


The warforged. My god, I've been wanting these for soooo long :P
Alas, they are eberron.
Not that it should make much difference, I mean its not like SG hasn't taken liberties and twisted dnd lore and laws before :P

We've got some back-end race things we're working on that will make possibly more races easier. :)
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Re: Races and classes

Postby Knyghtthyme » Wed Jun 30, 2010 10:12 pm

Ive read this thread a few times and Im a little hazy....Is there a plan to give inherent benefits to large and small races?

Not tomorrow or anything, I know, but Im just curious.

warforged? Dragonkin? Yesplease.
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Re: Races and classes

Postby nienne » Thu Jul 01, 2010 6:58 am

Large races will get their stuff when they get their LAs/ECLs/whatever as well. They're already arguably nasty so yer.

Warforged and dragonkin might be a bit of a stretch, tho. Warforged really hurt my feelings :P
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Re: Races and classes

Postby Knyghtthyme » Thu Jul 01, 2010 2:15 pm

Warforged hurt your feelings...and pretty much anything else that comes close enough to them.

heh
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Re: Races and classes

Postby loki » Thu Jul 15, 2010 5:11 pm

wheres my minotaur?
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Re: Races and classes

Postby nienne » Thu Jul 15, 2010 10:12 pm

I ate it.

Soz :)
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