New Dicipline Idea

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anyone think this is cool?

AWESOME! Why didn't I think of that?
3
23%
COOL! I thought of that a long time ago.
1
8%
EEH! If I thought of that I'd have kept it to myself.
3
23%
ICK! I'm glad I didn't think of that.
0
No votes
That's so horrible, I think I peed a little.
2
15%
It's an ok idea, it's the poll I hate!
4
31%
 
Total votes: 13
GM-Mike
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Post by GM-Mike »

Except as written Eirc you cannot use other skills, which is an angle I don't think we had considered really, but as Chris said, we are working on that subset of character choices

The lifestyles were originally created because there were certain skill combos that we did not want to see happen because they were deemed too powerful. I believe the reason for no dual wield in savage was just as Reid said, the dual crush was deemed too powerful
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dier_cire
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Post by dier_cire »

yeah, true, didn't catch that. Based on that, you'd basically limit yourself to a basic path and two disciplines, which I guess is the same as a (toned down) full path warrior with a support type discipline (craftsman, alchemy, arcane).

Personally, parry and defensive matrix are more valuable, IMO.

So yeah, it passes since I'd never take it. :)
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NewGuy
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Post by NewGuy »

Ovak Stonecrusher wrote: I believe the reason for no dual wield in savage was just as Reid said, the dual crush was deemed too powerful
Yet it would take almost zero effort to append crush with the clause "cannot be used while duel-wielding" or to append ruffian's duel wield with "damage delt while duel-wielding cannot be modified by crush, vorpal, or magic" I'm not sure on the magic...just threw it in. because....It's That Easy
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Post by WayneO42 »

Exceptions to rules are not easy. They cause confusion
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Post by NewGuy »

But this would be amending a rule that would currently have no effect to prevent an unwanted future. Saying that you can't duel-wield crush doesn't matter, because you currently can't, so it wouldn't cause nearly as much confusion as removing something already in game.
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dier_cire
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Post by dier_cire »

If there is any question on that see the 4 pages on fear and 7 pages on recall... :)
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Post by NewGuy »

I don't mean to come across argumentative. It's just that my way of thinking is not to overcome the obsticals but rather to go around them. I've become keen at finding such paths, however tight the squeeze may be.
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Post by WayneO42 »

The reason we know that exceptions to rules cause problems (No matter how small the exception seems) is through over a DECADE of exprience with the issue. Certain things have been proven over the years and this is one of them.
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dier_cire
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Post by dier_cire »

Going around when writing rules works until you do it too many times. Our legal system is a great example of this. By not doing it once (or as little as possible) it keeps things straight forward and avoids future breaks. Adding a path or discipline is a lot easier the less exceptions you have to double check.

Just for note, in a gaming system, "going around" (aka abusing loopholes) the rules gets you into trouble. Trust me on that one (not that I'd ever admit to doing it in the past)
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Post by NewGuy »

Cartographer -Common

A maker of maps, and general wanderer, the cartographer is a natural adventurer always seeking the unexplored, and making it back to civilization to share his discoveries.

Level 1
Scout

A character can spend 15 minutes scouting in the wilderness to receive information about a specific plot, puzzle, or general information about wilderness activity in the area. The character is not guaranteed to find information. Up to three characters with the scout skill may work together to receive a better piece of information. After the fifteen minutes of scouting is up, the character(s) must go to NPC camp to receive their information. If more than one character is scouting as a group, they must all come to NPC camp together.

Level 2
Vigor

The Cartographer gains 1 permanent life point

Level 3
Flee
A character with this skill can spend a life point to Flee. When this skill is used the character must call “flee” and run away from combat for 10 seconds. A character cannot enter combat while using this skill, nor can they return to combat before finishing the flee. While fleeing the character is immune to all attacks issued from the rear, including damage, fear, root, taunt, etc. All attacks from the front are taken and disrupt the flee skill.

(in case you haven't noticed, I like giving everyone flee)

Level 4
World Traveler
Being well traveled the world over, the cartographer has seen many things, and been to many places. Nothing seems new or unusual to him anymore.

The Cartographer gains a lore hint at the beginning of the game as would a character with recall

OR

The Cartographer gains 1 commodity per game

OR

The Cartography can assist a sage and craftsmen on researching new goods to lower the time needed, and improve the chance of success

OR

The Cartographer adds a 25% stability to all production sources held by a RGO he heads.

----------------------------------------------------------------------------------
I think the level 4 would allow many possibilities if the GMs were willing to try something new :idea: Additionally, the Cartographer would be a way to work in bringing a map of the surrounding areas into the game????
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GM_Chris
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Post by GM_Chris »

That is alot of Or's

Do they pick one at creation or switch it when ever they want?
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Post by NewGuy »

No, because those aren't already existing abilities, they are all suggestions for the GMs to mull over, and see what is/isn't acceptable. One would be chosen


(kinda like all the brainstorming for what to replace detect lie with)
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Post by NewGuy »

Medic -Privileged Common

A general assistant on the field of battle. Medics are trained to prolong life until a surgeon can save it. However, even the most basic first-aid can sway the balance of life and death.

Level 1
Drag

A level 1 Medic can "carry" two people simultaneously. This is accomplished by dragging the bodies rather than hefting them, and as such the Medic is limit to heel-to-toe movement. This skill is restricted to Medium Armor.

Level 2
Stability

The Medic can spend a life-point to prolong the time it takes a target to bleed out by 1 minute. The Medic does not need to stay with the target. If Stability is combined with a tourniquet, the time increases to 3 minutes. If a Medic is used to stay with the patient during a healers Extend Life the time is increased to 5 minutes. This skill is restricted to Medium Armor

Level 3
Resuscitate

If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)

Level 4
Triage

Once per combat the Medic may take an uninterrupted 30 count and then call "Blind Game Stop, Triage" The Medic than asks for a show of hands of characters in positive lfe, 0 life, negative life, and dead. This symbolizes years of experience assessing the battlefield for who can and cannot be saved.
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cole45
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Post by cole45 »

not bad
only quetion is

that is already first aid. but slower. (and to neg 5 instead of 3) was that intended?

I like the lvl 4 ability, but game stops are unlikely.


level 3
Resuscitate

If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)
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GM_Chris
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Post by GM_Chris »

Problem here is you have a discipline that is a path.
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