Rule Thoughts
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Rule Thoughts
I know that nobody wants to hear about rule anything but I get bored sometimes and this is what I came up with for suggestions.
Warrior
I feel as though Weapon Specialization is a wee bit over powered and kinda goes against the spirit of the rules as far as low numbers.
I feel as though a different skill is in order.
How about...
Weapon Style - The warrior is a master of all forms of weaponry. As such when using certain fighting styles they are confered different abilities. It takes 5 minutes to change fighting styles.
Single Weapon - When ever the warrior is using this fighting style and is only wielding a long weapon or shorter the warrior is able to unleash a percise strike. If the weapon is edged, the warrior can unleash an attack that does 2 vorpal. If the weapon is blunt or headed, the attack can deal 2 crush. This ability has a 10 second reload time.
Large Weapon - Whenever the warrior is using a one and a half handed weapon or larger the warrior is able to unleash an attack that devestates all their foes around them. This ability allows the warrior to do '2 lash' and has a 10 second reload time.
Unarmed - Whenever the warrior is using no weapons or shield they are able to twist and manuever out of the way of attacks. This ability grants the warrior 4 extra conbat reflexes.
Ranged - Whenever the warrior is using thrown weapons or bows they are quick and agile. When using this ability all reload and charge times for ranged attacks are reduced by 5 seconds.
Weapon & Shield - When the warrior has a weapon and shield they are immune to the crush portion of any call that strikes their weapon or shield. The rest of the effects of that call are still taken normally.
Duel Wield - When the warrior is a weapon in each hand they have the ability to unleash a poweful strike. What that powerful strike does is undermined still...
The ability that allows you to do 10 crush and then die is...lame. At very least make it so that they go -10 so that surgery is required. It will prevent rapid use of the ability and still allow it to be effective.
The rousing speech is also in need of a tune up in my opinion. I like the idea of 1 or 2 temporary combat reflexes that DON'T count as a sage buff. Nobody will choose a measily 2 crush over a semi permanent +2 CR.
Spend a LP for 2 crush is also underpowered. How about an ability called "Second Wind" that allows a warrior that is healed to 0 automatically go to 1 instead. That way warriors are easier to heal in combat. Note: This only functions when being brught to 0 from the negatives, not the other way around.
I got more for later.
Thoughts?
Warrior
I feel as though Weapon Specialization is a wee bit over powered and kinda goes against the spirit of the rules as far as low numbers.
I feel as though a different skill is in order.
How about...
Weapon Style - The warrior is a master of all forms of weaponry. As such when using certain fighting styles they are confered different abilities. It takes 5 minutes to change fighting styles.
Single Weapon - When ever the warrior is using this fighting style and is only wielding a long weapon or shorter the warrior is able to unleash a percise strike. If the weapon is edged, the warrior can unleash an attack that does 2 vorpal. If the weapon is blunt or headed, the attack can deal 2 crush. This ability has a 10 second reload time.
Large Weapon - Whenever the warrior is using a one and a half handed weapon or larger the warrior is able to unleash an attack that devestates all their foes around them. This ability allows the warrior to do '2 lash' and has a 10 second reload time.
Unarmed - Whenever the warrior is using no weapons or shield they are able to twist and manuever out of the way of attacks. This ability grants the warrior 4 extra conbat reflexes.
Ranged - Whenever the warrior is using thrown weapons or bows they are quick and agile. When using this ability all reload and charge times for ranged attacks are reduced by 5 seconds.
Weapon & Shield - When the warrior has a weapon and shield they are immune to the crush portion of any call that strikes their weapon or shield. The rest of the effects of that call are still taken normally.
Duel Wield - When the warrior is a weapon in each hand they have the ability to unleash a poweful strike. What that powerful strike does is undermined still...
The ability that allows you to do 10 crush and then die is...lame. At very least make it so that they go -10 so that surgery is required. It will prevent rapid use of the ability and still allow it to be effective.
The rousing speech is also in need of a tune up in my opinion. I like the idea of 1 or 2 temporary combat reflexes that DON'T count as a sage buff. Nobody will choose a measily 2 crush over a semi permanent +2 CR.
Spend a LP for 2 crush is also underpowered. How about an ability called "Second Wind" that allows a warrior that is healed to 0 automatically go to 1 instead. That way warriors are easier to heal in combat. Note: This only functions when being brught to 0 from the negatives, not the other way around.
I got more for later.
Thoughts?
Allow "Use Bow" to stack!
I also think these are good ideas, though maybe "spend a LP to do 2 lash" for the big weapon with no reload time. Simulates putting extra umph into into their attacks.
I also think these are good ideas, though maybe "spend a LP to do 2 lash" for the big weapon with no reload time. Simulates putting extra umph into into their attacks.
Jonny Tremaine,
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.
- Francesco DeLemuerte
- Town Member
- Posts: 107
- Joined: Mon Feb 15, 2010 11:21 am
Sage
Why do sages have duel wield and use shield? We should pick one and replace the other with...
Lore - The sage is specialized in a certain kinds of lore. When an opportunity presents itself the sage may request a hint from that pertains to it's specialization. The list includes...
Undead
Racial Lores (I.E. Ga'Vin, ValkinVi, etc...)
Magic Items
Magical Wards
Engineering
History
Nature
Royalty/Nobility
Spells
...and others as we come up with them. They get to pick any 2. They are meant to be limited however they give 0 level sages a way to really get in the game and higher level sages to have a boost in area's of expertise. This skill would stack with Recall.
Resist Charm Buff- I think this should either be added to Augment or replaced. I couldn't even think about getting rid of this for waylay and that's saying something. How about...
Charisma - There's something about the sage that people just like. The sage gains an additional 25% to their support points or they can increase the stability of any one territory they control by 10%.
Charm - Dominate - This is just a bad mechanic that is far too difficult to use. We should come up with something better. I had an idea but I forgot it...when I remember I'll post it.
Oh and give waylay +2. It deserves it. It's been through a lot of crap over the past couple of years, then you gave all those other KO's +1 and just left it there. You just added Study Thy Foe and hoped we would forget about Waylay. But Waylay will not be forgotten, it will not just lay down quitely and die.
Why do sages have duel wield and use shield? We should pick one and replace the other with...
Lore - The sage is specialized in a certain kinds of lore. When an opportunity presents itself the sage may request a hint from that pertains to it's specialization. The list includes...
Undead
Racial Lores (I.E. Ga'Vin, ValkinVi, etc...)
Magic Items
Magical Wards
Engineering
History
Nature
Royalty/Nobility
Spells
...and others as we come up with them. They get to pick any 2. They are meant to be limited however they give 0 level sages a way to really get in the game and higher level sages to have a boost in area's of expertise. This skill would stack with Recall.
Resist Charm Buff- I think this should either be added to Augment or replaced. I couldn't even think about getting rid of this for waylay and that's saying something. How about...
Charisma - There's something about the sage that people just like. The sage gains an additional 25% to their support points or they can increase the stability of any one territory they control by 10%.
Charm - Dominate - This is just a bad mechanic that is far too difficult to use. We should come up with something better. I had an idea but I forgot it...when I remember I'll post it.
Oh and give waylay +2. It deserves it. It's been through a lot of crap over the past couple of years, then you gave all those other KO's +1 and just left it there. You just added Study Thy Foe and hoped we would forget about Waylay. But Waylay will not be forgotten, it will not just lay down quitely and die.
Re: Rule Thoughts
Zeira wrote: Weapon Style - The warrior is a master of all forms of weaponry. As such when using certain fighting styles they are confered different abilities. It takes 5 minutes to change fighting styles.
Single Weapon - When ever the warrior is using this fighting style and is only wielding a long weapon or shorter the warrior is able to unleash a percise strike. If the weapon is edged, the warrior can unleash an attack that does 2 vorpal. If the weapon is blunt or headed, the attack can deal 2 crush. This ability has a 10 second reload time.
Large Weapon - Whenever the warrior is using a one and a half handed weapon or larger the warrior is able to unleash an attack that devestates all their foes around them. This ability allows the warrior to do '2 lash' and has a 10 second reload time.
Unarmed - Whenever the warrior is using no weapons or shield they are able to twist and manuever out of the way of attacks. This ability grants the warrior 4 extra conbat reflexes.
Ranged - Whenever the warrior is using thrown weapons or bows they are quick and agile. When using this ability all reload and charge times for ranged attacks are reduced by 5 seconds.
Weapon & Shield - When the warrior has a weapon and shield they are immune to the crush portion of any call that strikes their weapon or shield. The rest of the effects of that call are still taken normally.
Duel Wield - When the warrior is a weapon in each hand they have the ability to unleash a poweful strike. What that powerful strike does is undermined still...
not effected by crush is too good, though maybe a press effect. also i recomend another type of bonus CR for the dual weild style like unarmed
The ability that allows you to do 10 crush and then die is...lame. At very least make it so that they go -10 so that surgery is required. It will prevent rapid use of the ability and still allow it to be effective.
true, in fact i hate that all the swap out for basic warrior are for either hold ground skills or a bow. . . no thank you, maybe an enchant weapon swap out?.
The rousing speech is also in need of a tune up in my opinion. I like the idea of 1 or 2 temporary combat reflexes that DON'T count as a sage buff. Nobody will choose a measily 2 crush over a semi permanent +2 CR.
Spend a LP for 2 crush is also underpowered. How about an ability called "Second Wind" that allows a warrior that is healed to 0 automatically go to 1 instead. That way warriors are easier to heal in combat. Note: This only functions when being brught to 0 from the negatives, not the other way around.
like the rousing speech idea. would not mind the 2 crush if you could do 2 vorpal with a blade as well.
If it storms or snows, or the sun smiles on us. The day burning hot, or ice cold of night. Dusty are our faces, but joyful are our minds! - Panzerlied
______________________________________________________________________
Brian: Do not respond, quote, argue, debate, or try to start a conversation about anything I say or post, directly or indirectly, specifically or implicitly. At the very least I will consider it stalking, and going further consider it harassing, belittling, demeaning, mocking, or insulting. I will immediately report it as such and push to request that your forum privileges be at least suspended or terminated, and going further request your LARP attendance privileges be suspended or terminated as per the Final Haven Code of Conduct. this is your notice and warning.
______________________________________________________________________
If you have an opinion on something I say, or a particular topic, but would prefer to keep your opinion private (or complain) then CLICK HERE! to send a private message to GM-Mike the head GM and let him know.
______________________________________________________________________
Brian: Do not respond, quote, argue, debate, or try to start a conversation about anything I say or post, directly or indirectly, specifically or implicitly. At the very least I will consider it stalking, and going further consider it harassing, belittling, demeaning, mocking, or insulting. I will immediately report it as such and push to request that your forum privileges be at least suspended or terminated, and going further request your LARP attendance privileges be suspended or terminated as per the Final Haven Code of Conduct. this is your notice and warning.
______________________________________________________________________
If you have an opinion on something I say, or a particular topic, but would prefer to keep your opinion private (or complain) then CLICK HERE! to send a private message to GM-Mike the head GM and let him know.
I don't feel as though the ability to avoid crush damage to weapons and shields is too overpowered. If it is we have a broken basic potion which I can make 6 of for a 20 point skill that anyone can take, plus it gives you press. However I do like the idea of getting the press skill with that style and if you already have the press skill you gain immunity to press while using that style.
I also like the idea of giving duel wield CR but want to differentiate it from unarmed.
I also like the idea of giving duel wield CR but want to differentiate it from unarmed.
Got an idea for the Sage Master skill replacement...
Helping Hands, the one thats currently a lvl 100 ability just screems sage to me, doesn't seem over powered, and would be just a great fit. It's advanced ability could be they can reduce all skill charges down to 50%, even the ones the sage doesn't have.
Empath
Charm-Passify - There were a lot of charm calls added to the game last year...but they all sound too similar. Passify, Calm, Soothe and Mezmerize. I have a different idea for empath as opposed to this skill.
Split Channel - Just like the basic level spell it allows you to split your channels. Good thing is that it doesn't take away your buff slot. It also eliminates Charm Passify, which is far to close to Calm and Passify as far as wording.
Helping Hands, the one thats currently a lvl 100 ability just screems sage to me, doesn't seem over powered, and would be just a great fit. It's advanced ability could be they can reduce all skill charges down to 50%, even the ones the sage doesn't have.
Empath
Charm-Passify - There were a lot of charm calls added to the game last year...but they all sound too similar. Passify, Calm, Soothe and Mezmerize. I have a different idea for empath as opposed to this skill.
Split Channel - Just like the basic level spell it allows you to split your channels. Good thing is that it doesn't take away your buff slot. It also eliminates Charm Passify, which is far to close to Calm and Passify as far as wording.
Healer
Soothe - Eck. Another "chill out" call. I can see the appeal in what it does kind of. But it's very difficult to unfear someone if they are running away, and by the time they do the fear effect is exausted. How about...
Medic - Allows you to run with a person you are carrying or carry two people at once. Yes I know this is the same as the perk but it just fits so good w/healer. Combat Reflexes is a perk too...
Charm Calm - I'm just biased against charm calms if you can't tell by now. I actually like this mechanic. But what about...
Speak w/essence - By spending 15 minutes you can as a dead person one question that they must answer truthfully. Using this ability costs the healer 1 lp that can only be healed inbetween events. Doing this increases the chip draw for ressurection by 2. Maybe this would be better as an empath skill...
Soothe - Eck. Another "chill out" call. I can see the appeal in what it does kind of. But it's very difficult to unfear someone if they are running away, and by the time they do the fear effect is exausted. How about...
Medic - Allows you to run with a person you are carrying or carry two people at once. Yes I know this is the same as the perk but it just fits so good w/healer. Combat Reflexes is a perk too...
Charm Calm - I'm just biased against charm calms if you can't tell by now. I actually like this mechanic. But what about...
Speak w/essence - By spending 15 minutes you can as a dead person one question that they must answer truthfully. Using this ability costs the healer 1 lp that can only be healed inbetween events. Doing this increases the chip draw for ressurection by 2. Maybe this would be better as an empath skill...
okay Zeira, what do you think?
unarmed:
while you fight this way you are very skilled at your whole body being a weapon, you gain missle avoidence as a bonus skill when fighting this way
duel weapons
you are skilled at fighting and blocking at the same time, while fighting with two weapons you gain improved combat reflexes as a bonus skill.
shield and sword
you know how to move with a shield, and how to move others with it as well, when you fight this way you gain press as a bonus skill, press gained throught this means can stack with any press skill tthe user already has.
the rest you posted i like
-single
-large
though if you make a "large" style maybe a short one too?
small weapon style
when you fight with a single small weapon you make every strike count, while fighting this way you gain a critical strike attack (5 count for 4) this effect stacks with other critical strike effects
unarmed:
while you fight this way you are very skilled at your whole body being a weapon, you gain missle avoidence as a bonus skill when fighting this way
duel weapons
you are skilled at fighting and blocking at the same time, while fighting with two weapons you gain improved combat reflexes as a bonus skill.
shield and sword
you know how to move with a shield, and how to move others with it as well, when you fight this way you gain press as a bonus skill, press gained throught this means can stack with any press skill tthe user already has.
the rest you posted i like
-single
-large
though if you make a "large" style maybe a short one too?
small weapon style
when you fight with a single small weapon you make every strike count, while fighting this way you gain a critical strike attack (5 count for 4) this effect stacks with other critical strike effects
If it storms or snows, or the sun smiles on us. The day burning hot, or ice cold of night. Dusty are our faces, but joyful are our minds! - Panzerlied
______________________________________________________________________
Brian: Do not respond, quote, argue, debate, or try to start a conversation about anything I say or post, directly or indirectly, specifically or implicitly. At the very least I will consider it stalking, and going further consider it harassing, belittling, demeaning, mocking, or insulting. I will immediately report it as such and push to request that your forum privileges be at least suspended or terminated, and going further request your LARP attendance privileges be suspended or terminated as per the Final Haven Code of Conduct. this is your notice and warning.
______________________________________________________________________
If you have an opinion on something I say, or a particular topic, but would prefer to keep your opinion private (or complain) then CLICK HERE! to send a private message to GM-Mike the head GM and let him know.
______________________________________________________________________
Brian: Do not respond, quote, argue, debate, or try to start a conversation about anything I say or post, directly or indirectly, specifically or implicitly. At the very least I will consider it stalking, and going further consider it harassing, belittling, demeaning, mocking, or insulting. I will immediately report it as such and push to request that your forum privileges be at least suspended or terminated, and going further request your LARP attendance privileges be suspended or terminated as per the Final Haven Code of Conduct. this is your notice and warning.
______________________________________________________________________
If you have an opinion on something I say, or a particular topic, but would prefer to keep your opinion private (or complain) then CLICK HERE! to send a private message to GM-Mike the head GM and let him know.
I thought of putting missile avoidance for unarmed but there is no way for it to stack with monk. Plus it's pretty powerful. I actually wanted to give unarmed the improved CR but felt as though it was a wee bit too powerful as well. I had an idea for an ability called grab that would take something from someones hand that could be resisted with parry, press, or locking gauntlets. 30 second reload and a LP. I just hate the idea of adding a new mechanic...Unarmed just befuddles me.
I think that Duel Wield should be limited to medium (To kind of put it on par w/Swashbuckler) and then the Two Weapon style can allow you to duel wield when wearing heavy armor and provide +2 CR.
For weapon and sword I would like to give them press if they don't like it and immunity to press if they already have it. Imagine a shield wall of warriors that can't be budged!
I like the idea of a tiny weapon style...like for daggers or really small hammers or hatchets. I'm at work so let me think about that for a minute...
I think that Duel Wield should be limited to medium (To kind of put it on par w/Swashbuckler) and then the Two Weapon style can allow you to duel wield when wearing heavy armor and provide +2 CR.
For weapon and sword I would like to give them press if they don't like it and immunity to press if they already have it. Imagine a shield wall of warriors that can't be budged!
I like the idea of a tiny weapon style...like for daggers or really small hammers or hatchets. I'm at work so let me think about that for a minute...
Mimic gives access to far more than that. Totem gives access to 5 abilities at greater power that are also stackable with other abilities in a varietry very similar to this one. Eliminate the ranged and keep Single, Large, Unarmed, Duel wield, and Weapon/Shield. I think it would be a good skill that would allow the warriors on the field a little more variety in what they can do. You can't switch instantly because of the charge time.
I think there is potential for something in there.
I think there is potential for something in there.
As a warrior most of the time, I don't feel like Wep. Spec. is over powered at all. It give the fighters of the group the ability to "do what they do." They don't have mimic, the ability to throw 15 & 30 boomers, heal people, deal with traps or do crit strikes. They are meant for 2 things, to act as a damage sponge and to dish it back out so others have time do what they do.
I also think that Kiels ideas are great! But, instead of getting rid of Wep. Spec., have them as additional skills to buy or trade out for at the advanced or master level. Only 3 of the styles would allow you to continue using W.S. (single, large and unarmed) and by having to buy it, they're narrowing their field of study and can't get another skill they might have wanted. (Ie. spot, wilderness survival, etc.)
If a person chooses more than one of the styles keep a charge time in there but instead of 5 minutes drop it to 1 or 2 minutes and have it interruptable. This allows a warrior to change during combat depending on circumstances (shield breaks) but keeps it challenging to do so.
A sit-down, with those interested, after the one day would be great to figure this stuff out!
I also think that Kiels ideas are great! But, instead of getting rid of Wep. Spec., have them as additional skills to buy or trade out for at the advanced or master level. Only 3 of the styles would allow you to continue using W.S. (single, large and unarmed) and by having to buy it, they're narrowing their field of study and can't get another skill they might have wanted. (Ie. spot, wilderness survival, etc.)
If a person chooses more than one of the styles keep a charge time in there but instead of 5 minutes drop it to 1 or 2 minutes and have it interruptable. This allows a warrior to change during combat depending on circumstances (shield breaks) but keeps it challenging to do so.
A sit-down, with those interested, after the one day would be great to figure this stuff out!
Jonny Tremaine,
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.
My issue with weapon specialization is that it increases the no charge swingable damage of the game considerably by 33%. The ability to easily be able to swing constant 4's with no hero points involved is very powerful. I know people are thinking that it would be balanced if it didn't stack with weapon focus. I agree that would be better than what we have now.
Warriors already have a skill that allows them to swing higher damage, it's called Rage. What I'm suggesting here does not increase the damage of the game, it just adds some neat abilities to warrior for the people who are looking for a little more versatility in their build.
Warriors already have a skill that allows them to swing higher damage, it's called Rage. What I'm suggesting here does not increase the damage of the game, it just adds some neat abilities to warrior for the people who are looking for a little more versatility in their build.
The reason I don't think it's over powered is that it doesn't work when you are using a shield. I noticed alot of warriors that chose 2 damage and a shield over a straight 4 damage. Honestly I think that at W.H. I'm the only one that does swing the 4's and that's only after I've lost my shield to shatter or loaned it to someone else that needed it. The ability to use the shield is the deciding factor here because it's just too useful. Yeah, you swing for less damage but, you also take less than half because you're blocking alot of the incoming swings.
If the focus was usable with the shield, I'll admit that maybe, just maybe, it was to much but, since it doesn't, I don't think it is. This game (the F.H./W.H. system) are the only ones I've seem where the warrior is so close to the other disciplines (classes) in terms of melee fighting. Warriors, and all classes, are supposed to pwn in their specific areas but not be (as) much use in the areas of another. It's when you look at the class as a whole that things are supposed to even out and when you combine them together that you get the best result.
If the focus was usable with the shield, I'll admit that maybe, just maybe, it was to much but, since it doesn't, I don't think it is. This game (the F.H./W.H. system) are the only ones I've seem where the warrior is so close to the other disciplines (classes) in terms of melee fighting. Warriors, and all classes, are supposed to pwn in their specific areas but not be (as) much use in the areas of another. It's when you look at the class as a whole that things are supposed to even out and when you combine them together that you get the best result.
Jonny Tremaine,
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.
Master smith of little renown
Pity those that choose not REDEMPTION,
For their deaths shall not be swift.