Input Requested for Upcoming Class Changes

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  • #56118
    Marley Sage
    Participant
    @jaerc

    CONCEPT 1
    At 2nd level, every class can purchase a new ability called “Classname Tutoring”. It costs 5 SKP.

    A student is a character who, this logistics, has either benefited from a Boon of the Apprentice/Journeyman they have cast or is their Apprentice/ they have Mentored or trained in a Class. You may only be the student of one character at time. Likewise a character may only have one student per logistics.

    Class – Associated Component – Student Effect
    Aegis – Tellurian Dust – Aegis may grant their Hunker Down to student
    Arcane Bulwark – Philosopher’s Dust – 1/battle if ‘Grant Dodge/Parry’ is used on student, may immediatly use it again on self.
    Dread Lord – Onyx – Necrotic Blade casting reductions are doubled when student is wielding the targeted weapon.
    Necromancer – Onyx – Student may reduce death count by 30 seconds to add a second packet to a Non-Force, non-damaging Necromancy spell once per battle.
    Wizard – Prismastic Dust – Wizard can grant a Specialization in Arcane, Mystic, or Necromancy they have to student

    CONCEPT 2
    Each class gains, a limited lore access at level 3 that is chosen with Plot to emphasize the players role-play being that class. In theory, this does not devalue those the Lore Mastery ability.

    Example
    Aegis Knowledge
    Advance the level of an existing lore, to take new Novice Lore, or to gain a specialization, related to their path as an Aegis. In most cases, three options will be presented by the plot team, and the player will choose which one of these is gained permanently.
    Cost: 5

    SUGGESTIONS
    I intend to be nearly comprehensive in class suggestions, despite believing that most classes are in a good to great place overall. This is 50% because I think new content is fun, so long as it doesn’t upset the game pacing or the magnitude of PC capacities. The other 50% because I think some of the best classes could be toned down bit.
    Suggested abilities tagged as [New] to mean a something new. [Edit] if it’s just a text correction or update to modern verbiage. [Alternation] when an existing ability is moved to a different level or had it’s meaning transformed.

    The classes I don’t intent to comment on are: Assassin or Spell Blade
    The classes I believe could truly serious attention are: Black Knight, Druid, Jack of All Trades, Marksman, Master Artisan, Monk, White Knight, Warden.

    AEGIS
    Level 1
    [New] The Aegis may immediately end Hunker Down by calling “Broken Hunker Down” [Cost 2]

    Level 2
    [New]The Aegis may use Fortitude, even against Dire Effects. [Cost 8]

    Level 3

    [Edit] When the Aegis uses Hunker Down and is wielding a shield, they immediately gain a Health Barrier of 5.
    [New] The character may exit a [Stance] by using a 30 count to gain a Health Barrier the total of which is 5 per 100 SP they have. [Cost 15]

    DREAD LORD
    Level 1
    [Altered] Drop Heightened Strike
    [New] Grow Claws. To use claws it takes a 5 second count. “I grow claws 1, I grow claws 2, I grow claws 3,…” May use one or two claws (but still needs the dual wield utility to use two claws.) Swings at base damage of 2. [Cost 3]

    Level 3
    [Altered]Drop Entropy, (Banshee’s Wail is now unique to them (among Classes)

    [New] Once per day may use Necrotic Revival (Self Only). This does not require you to be under the effects of Shadowform. When you arise you must don an approved mask that represents this undeath. For the next five minutes you may not swing for more than 1 point of damage nor may you cast spells and during this time you take damage from Cleanse. [Cost 16]

    WIZARD
    [Altered] Prerequisites – Add Lore Mastery 15

    Level 1
    -[New] When the character is the Apprentice of another Wizard may use an incant that Wizard knows as your alternate incant. Some unique incants may not be available (see Plot). [Cost 2]

    Level 2
    -[Alterned] Gain a bonus Lore Access to be used toward Arcane Magic, Mystic Magic, or Necromantic Magic. This may be used to advance the level of an existing lore, to take new Novice Lore, or to gain a specialization. [Cost 2]

    Level 3
    Select 1
    -[New] The wizard may use each Diagram one time, without it being destroyed. [Cost 16]
    -[New] The wizard may expend a use of Wizard High Magic to use a hot-swappable spell they have accessed through a SpellBook / SpellPage [Cost 8]

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #56119
    Marley Sage
    Participant
    @jaerc

    CLASS PROPOSAL

    It’s face-meltingly potent with expenses (IG and OOG) to match. It’s not something to aspire to, because mercenaries and heroes alike will stop at nothing to take your down for using your powers. Such a shame that necromancy waxes on Cyrillia since the Pale War and some will do anything for power.

    Just an idea really, though I largely feel there’s enough options for the pursuit of Necromancy already.

    Necromancer
    Level 1
    Character may choose to use “I summon Death” incant. [Cost 2]

    Once per battle use a Deathblow Pass with a spell packet. [Cost 6]

    At Logistics the character may reduce death count to 1 minute and gain one bonus use of Forceful Spell. [Cost 15]

    The character may cast Rot Your Visage / Disguise Undead @ will between the hours of 6 pm and 6 am. [Cost 2]

    Level 2
    Mystic Spellcasting for the purposes of casting Drain You spells is no longer interrupted by damage, nor are Rituals designated Empowered Necromancy.[Cost 5]

    The character may choose to delay casting of burst / multipacket Drain You /Obliterate You spells for up to 5 minutes. The character may not use any other skills between casting and may only walk. [Cost 10]

    When the character casts Weaken You or Cause Fear, they may reduce themselves to half remaining health to use them as Mass Packet. [Cost 16]

    When affected by Immobilize, call ‘Reduced’, and you may whisper. When affected by Cause Disease, call ‘Reduced’ and your speed is not reduced. Immune to the roleplay effects of Cause Fear / Terror if the effect was generated by an undead creature. [Cost 12]

    Level 3
    Access a new Force Skills: Necromantic Deep Magic
    Entropy / Banshee’s Wail / Drain Life / Silence You / Commune

    Once a caster has used Necromantic Deep Magic from this effects during a specific logistics, they lose any ability they previously had to cast ‘Cleanse You’ and ‘Heal You’ damaging spells for the remainder of the logistics.
    [Cost: 15/18/22/27/33]

    Between the hours of 6 pm and 6 am. one use of Circle of Truth
    The Circle of Truth ability allows a Necromancer to unerringly detect falsehoods spoken by a targeted character. This ability powered by the Necromancer’s twisted understanding of how authority can compel the mind and spirit, and thus a Circle of Truth can only be performed in the presence of judicial authority. When the targeted character stands within a circle (whether fashioned from cloth, rope, chain, or drawn in chalk) the Necromancer may then ask a single ‘Yes or No’ question pertaining to a violation of the law over which the present judicial authority presides. If the targeted character answers the question that was asked, the Necromancer will sense an imperceptible distortion within the Circle if the answer was false. The player of the targeted character (or a nearby Game Master) must inform the NPC Out-Of-Game whether their answer was true or false. The question which is asked can only be a direct inquiry regarding a legal violation; without exception. Note: This is not a mind control effect, nor can a Circle of Truth be circumvented by vague misinterpretations or purposeful self-deceptions of innocence. If the targeted character is guilty of violating the law, any claims to the contrary will be recognized as falsehoods
    Against a character they have used Circle of Truth, the next spell you cast against that target is augmented so that if the attack misses or is physically blocked without the use of an In Game skill or ability, spell
    will not be used or expended and the Necromancer will immediately receive it back.
    [Cost 16]

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #56120
    Tar’Quin
    Participant
    @brunt

    It would be interesting to introduce at level 1 for each class an additional purchase opportunity that are talent specific, that would further existing Utility Powers. For example:
    Arcane – Enhanced Arcane Armor (Mirror Image Modification)
    lvl4(sp4) 1 / Logistics – One ‘Bonus’ use of the ‘Dodge’
    skill. (Arcane Armor must be active.)
    Lvl5(sp6) 1/ Logistics reduce one Trip or Maim to a Daze. (Arcane
    Armor must be active.)
    Lvl6(sp10) 1/ Logistics after a short rest(5mins) the two abilities
    listed above reset.
    Mystic – Enhanced Healers Touch/Necrotic Blade (Chirurgeon Modification)
    lvl4(sp4) Reduces time for Healing Touch from 30 sec to 20 sec. (Does
    not Increase the amount healed.)
    Lvl5(sp6) After healing from Healers Touch the target gains a Health
    Barrier of 3 (non-stackable) as per the spell Grant Vitality.
    Lvl6(sp10) After healing from Healers Touch the target may receive
    either the Health Barrier or be cured of disease healers choice.
    Fighter – Enhanced Survivor (Juggernaut Modification)
    lvl4(sp4) another + 2mins to death count.
    lvl5(sp6) another +30sec to bleed count.
    levl6(sp10) another +1 base health, and reduces duration from
    unconsciousness effects, such as Knockout, Waylay and Sleep
    effects to 2.5 mins. These benefits stack with other similar
    effects.
    Rogue – Enhanced Dual Wield (Flashing Blades Modification)
    lvl4(sp4) 1 / Logistics – One ‘Bonus’ use of the ‘Parry’ skill. (Must
    be wielding two weapons to use skill.)
    Lvl5(sp6) 1/ Logistics reduce one Trip or Maim to a Daze. (Must be
    wielding two weapons to use skill.)
    Lvl6(sp10) 1/ Logistics after a short rest (5 mins) the two abilities
    listed above reset.

    Silver, Mithril or Steel can be earned or used by any...
    But only the best of us can truly master GOLD!!!

    #56121
    Marley Sage
    Participant
    @jaerc

    Arcane Bulwark
    Level 1
    [New] If wearing Mage Bracers, may suspend your Arcane Armor for 5 minutes, to use 1 Feat of Strength. [Cost 4]

    Level 2
    [New] May take 10 minutes to Short Rest instead of 5. If they do, during the next battle one ‘Bonus’ effect that is non-Force, doesn’t come from an item, and doesn’t restore health can be regained instantly. Call ‘Readied Time’.

    [Altered] The character may choose to pre-cast one of their ‘battled’ defensive arcane spells at the very beginning of the day, transforming it into a reactively used per battle defense, precisely as if it were a use of the normal ‘Parry’, ‘Dodge’, or ‘Evade’ skill, rather than a ‘Bonus’ ability. Parry, Dodge, and Evade henceforth cost an additional 1 skill point beyond the normal cost.

    Level 3
    [New] Once per day call ‘Spell Haste Stance’ and the character complete all apply, prime, ready counts and at will damage incantations with a single incant. Ritual spells, Infusions, Healers/Necrotic Touch may be completed a 5 count earlier. This is a ‘Stance’ [5-minute duration].

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #56122
    Marley Sage
    Participant
    @jaerc

    Bard
    Philosophers Dust – May grant three Specializations they have to a Student.

    Level 1
    [Altered] May also choose I summon Lore/Story/Scriptorium/Knowledge/Theory/Study/Academics/Talent

    [New] Conduit of Magic
    When targeted by someone other than the self with a Grant Spell, may immediately call ‘Mimic Magic’ and Grant that spell to a target who is not the caster or self. (Cost 15)

    Level 2
    You may reassign three levels of level of a Lore that the bard already possesses, or a specialization in a lore they already possess, in April when you pay your membership. (Cost 4)

    Level 3
    [New] Gain an extra utility slot (Cost 36)

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #56874
    herogoeth
    Keymaster
    @herogoeth

    Thanks for your input, everyone! Please keep it coming!

    We have been hard at work with the Class Updates, and I wanted to take a moment to showcase a draft of our revision for one of the more popular (and controversial) classes, Jack of All Trades.

    What you’ll see below is definitely a rough draft (far from set in stone), as we have only had a chance to solicit feedback from just a few players that currently use The Jack of All Trades Class. That said, we hope that this post will give you all some insights as to the direction of our revisions so far.

    Please let us know what you think of this proposal! Thank you.

    Mike

    Jack of All Trades

    Level 1

    The character gains all of the starting proficiencies granted by the Arcane, Fighter, Mystic, and Rogue Talents (except for those which the character already possesses). Upon purchasing this ability, the character counts as possessing all four Talents for the purposes of prerequisites, but does not gain the ability to purchase the Force Skill associated with those Talents.
    Cost: 10

    The character gains the ability to use new alternate force abilities which can be hot-swapped with any existing Force skill (Arcane, Fighter, Mystic, and Rogue) that the character possesses. The Character chooses three Force Abilities/Spells from the list below, gaining access to be able to hot-swap the chosen spells/abilities –

    • • Force Anticipate Blow (Arcane)
    • • Holocaust (Arcane)
    • • Earthquake (Arcane)
    • • Force Slay (Fighter)
    • • Twin Strike (Fighter)
    • • Fortitude (Fighter)
    • • Force Restore Your Spirit (Mystic)
    • • Force Grant Heroism (Mystic)
    • • Force Obliterate You (Necromancy)
    • • Force Enslave You (Necromancy)
    • • Force Knockout (Rogue)
    • • Counter (Rogue)
    • • Knockback (Rogue)

    There is no limitation on how frequently the character can hot-swap between these abilities. See the Core Rulebook for details on the skills.
    Cost: 15

    Multiclass Dabbler. This allows the character to buy a level one ability from another class which costs less than 5 points. The character pays the cost of the ability they are gaining as well as paying for the cost of Multiclass Dabbler. You must be trained by a member of the class from which the ability was chosen.
    Cost: 3

    Level 2

    Gain a level in a lore which the character currently does not possess. (Cannot be used as a Specialization).
    Cost: 2

    The character may purchase one of the following two abilities:

    – May cast force spells in Heavy Armor.
    Cost: 2

    – Rogue’s Luck: The character may use a special ability called ‘Rogue’s Luck’ once each day. The character may use this ability by informing a marshal or member of the plot team in order to ask for some manifestation of great luck. This may take the form of a hint, a fortunate occurrence, or some other minor turn of chance. In many circumstances, the marshal may not allow the use of Rogue’s Luck, and will inform the player that the ability has no effect. In this case, Rogue’s Luck is not expended.
    Cost: 4

    The character gains one ability, chosen from the list below, without having to expend a utility slot:

    • • Level 1 of the ‘Phase/Transcend the Physical’ skill.
    • • Level 1 of the Healing Touch skill.
    • • Level 1 of the Strength Skill
    • • Level 1 of the Waylay Skill

    Cost: 10

    Multiclass Dabbler. This allows the character to buy a level one ability from another class which costs less than 5 points. The character pays the cost of the ability they are gaining as well as paying for the cost of Multiclass Dabbler. You must be trained by a member of the class from which the ability was chosen.
    Cost: 3

    Level 3

    The character is able to seek training from masters of other classes to learn the secrets of their power, without actually being considered to have taken the class. The Jack of All Trades may purchase any/all of the class abilities available at 1st level from two distinct classes which they do not already possess. The trainer must possess 3rd level of the Class in question.
    Cost: 10

    The character gains the ability to use new alternate force abilities which can be hot-swapped with any existing Force skill (Arcane, Fighter, Mystic, and Rogue) that the character possesses. The Character chooses another three Force Abilities/Spells from the list below, gaining access to be able to hot-swap the chosen spells/abilities –

    • • Force Anticipate Blow (Arcane)
    • • Holocaust (Arcane)
    • • Earthquake (Arcane)
    • • Force Slay (Fighter)
    • • Twin Strike (Fighter)
    • • Fortitude (Fighter)
    • • Force Restore Your Spirit (Mystic)
    • • Force Grant Heroism (Mystic)
    • • Force Obliterate You (Necromancy)
    • • Force Enslave You (Necromancy)
    • • Force Knockout (Rogue)
    • • Counter (Rogue)
    • • Knockback (Rogue)

    There is no limitation on how frequently the character can hot-swap between these abilities. See the Core Rulebook for details on the skills.
    Cost: 15

    #56123
    Grant M
    Participant
    @valeron

    I do like the changes made to the Jack-of-all-Trades. The ability to choose 3 different force abilities to help each PC that is Jack to be unique because of all the choices. It does look like the class is very much a choice at every path, instead of a single path like other classes.

    Are the new drafts focusing around a single force pool now instead of different combat slots for each force ability(talent or class)? Or will it only affect a few of the force heavy classes?

    Grant Martin
    Please see my profile for contact information
    Characters:
    Valeron Avarici, Human, Merchant Guild Leader
    Kovac Baford, Elentari, Member of Brotherhood of the Dark Star
    If you need help coding your signature, please ask me

    #57091
    herogoeth
    Keymaster
    @herogoeth

    The revision definitely moves the classes towards focusing around a single pool. So for instance, in the 2016 version of the Bard Class, Bards gain Access to the “Mimic Magic” Force Skill. In the revision, Bards would gain the following instead –

    Bardic Magic

    The character gains access to “Bardic Magic”, gaining new alternate force abilities which can be hot-swapped with any existing Force Skill that the character possesses.

    Mimic Magic: This spell allows the bard to replicate any non-ritual spell that they hear cast in their vicinity. Within 10 seconds of hearing a spell being cast, the Bard may perform the Mimic Magic Spell and thus immediately replicate the chosen spell which they had witnessed.
    o IG Call: “I summon Song/Myth/Music/Legend to Mimic Magic, (name of chosen spell)”.

    • Force Grant Heroism: As per the standard Force Grant Heroism spell.
    o IG Call: “I summon Song/Myth/Music/Legend to Force Grant Heroism”.

    • Beguile: Beguile is a two-packet Force spell, of Force Charm You. The two packets must be thrown within 3 seconds of each other.
    o IG Call: “I summon Song/Myth/Music/Legend to Beguile – Force Charm You, Force Charm You”.

    Cost: 5 (May hot-swap Bardic Magic 1/Logistics)
    Cost: 30 (May hot-swap Bardic Magic without limitation)

    An alternative example would be the Gray Hunter Class. In the current Book of Heroes, at 1st level, Gray Hunters can purchase an ability that grants them access to be able to purchase the Force skills of both Rogue and Mystic talents. In the most recent version of the revised classed draft, Gray Hunters would gain the following abilities instead –

    Gray Hunter Level 1 Force Ability

    The character gains the ability to use new alternate force abilities which can be hot-swapped with the character’s existing Force Rogue skill or Force Mystic Skill. Specifically, if the character possesses the Force Rogue Skill, then they gain the ability to hot-swap Force Mystic Spells. Alternatively, if the character possesses the Force Mystic Skill, then they gain the ability to hot-swap Force Rogue Abilities. There is no limitation on how frequently the character can hot-swap between these abilities. See the Core Rulebook for details on the skills.

    Gray Hunter Level 3 Force Ability

    The character gains access to “Hunter’s Discipline”, gaining new alternate force abilities which can be hot-swapped with any existing Force Skill that the character possesses.

    • Radiant Ambush: You may use your weapon to strike a target from behind for swing one swing of “Force 40 Cleanse”, and one swing of “Force Daze”. The order of these swings can be interchanged, and the secondary swing must occur within 3 seconds of the first swing. The name of this ability does not have to be called. Unlike Force Slay, if the swings miss or are physically blocked, this skill is still expended. This damage is not increased by effects that improve damage. You must strike the target from behind in order to use this ability.
    o IG Call: “Force 40 Cleanse, Force Daze”

    • Vampiric Assault: You may use your weapon to strike a target from behind for swing one swing of “Force 40 Siphon”, and one swing of “Force Daze”. The order of these swings can be interchanged, and the secondary swing must occur within 3 seconds of the first swing. The name of this ability does not have to be called. Unlike Force Slay, if the swings miss or are physically blocked, this skill is still expended. This damage is not increased by effects that improve damage. You must strike the target from behind in order to use this ability.
    o IG Call: “Force 40 Siphon, Force Daze”

    • Hunter’s Stance: (Very rough draft. This hasn’t been carefully reviewed for balance) During the 5 minute duration of this stance, you may use the ‘Pass’ Damage Type and the ‘Cleanse’ Damage Type at will, and may use the “Force” Keyword on one swing/packet of a damaging attack that uses Cleanse, Pass, or Drain You. You also gain +2 Weapon Damage [Stackable Increase] when using the Cleanse or Pass Damage Types, and gain +2 Spell Damage [Stackable Increase] when using damaging ‘Cleanse You’ spells and ‘Drain You’ spells. Additionally, you may restore your own health by targeting yourself with any ‘Drain You’ or ‘Cleanse You’ spells which you personally cast.
    o IG Call: “Hunter’s Stance”

    Cost: 5 (May hot-swap Hunter’s Discipline 1/Logistics)
    Cost: 30 (May hot-swap Hunter’s Discipline without limitation)

    #56124
    Travis Emery
    Participant
    @krow

    I like the way they are looking.
    For Jack-of-all-Trades I would request 2 changes

    1st, the force swap ability I would like to choose 4 from the list up from three, just for more variety. So by level 3 Jack, you can have access to 8 of the 13 force abilities, but still only have like 3 you could use each day (assuming you’ve hit 3rd level Jack at 300 skill points)

    2nd, the utility ability at 2nd level, make it either “choose one from the list at level one without using a utility slot” or “choose one from the list, and purchase it as in ‘in-class’ utility”, this way it gives the Jack the option to either get a “free” level one utility, or to actually pursue a utility they aren’t normally able to, which is very JoaT to me.

    For Bardic Magic;

    I have always enjoyed the idea of a Bard being like the Bard from Final Fantasy or D&D, where-in they play instruments or sing to gain greater effects.
    To this end, everything would act exactly as listed, however, if the Bard played and instrument, or sang a small ballad while casting say ‘Force Grant Heroism’ then “Everyone who can both see and hear the Bard is effected” rather than single target, but thats just how I always envision a “Classic bard”.

    I am a huge fan of the idea of a Force Ability Pool, and classes give the ability to hot-swap the uses on the fly. It makes me grin.

    I am looking forward to the changes/updates to Berserker.

    "You know nothing of passion. When your rage can sunder mountains, you may speak to me of passion."
    -- Krowthus Quince of the Clan of the Bear, summer 215

    #56125
    Seratil
    Participant
    @seratil

    Hi-lo.

    Still being new to this by only a few months I don’t understand everything though I am still studying up. I hope that maybe being newer and less familiar I can provide something.

    First, after looking at all the Class options I found some of them seem to be lack luster and don’t really fit to their theme. This is at least the view I feel as someone just looking at them for the first time and not being as familiar with everyone. So please forgive me if some of the things I suggest seem stupid.

    —-

    Aegis for example is what I imagine as a tank, defensive fighter, be able to take the hits, etc. But aside from Evade they don’t have much adding to that theme.

    + 1 health in armor doesn’t help out much when going against things that hit harder.
    Increased duration of Hunker Down. Can be useful in longer fights.
    +1 to Waylay resistance. Never use it.

    A few ideas that might add to the theme:

    Maybe for Aegis, they have to have a Shield and/or Heavy Armor as a prerequisite.
    They gain more health while in armor.
    They can add certain damage types to their armor ceiling, being tanks and all.
    On top of Killing Blow and Deathblow immunity to Normal they can Choose 1 other type to be immune to permanently or at beginning of logistics choose the type for the day.

    Seeing them as defensive fighters, give them the advantage of just that, defense. With the talk of reducing sidesteps and Force abilities for everyone that is fine. But the Aegis class specializes in that, so maybe they aren’t affected by the possible defense reduction. Or if they are make it so they gain a little more than others.

    For the Aegis getting the Parry skill, say they have 2 battles. They can gain 1 Battle Dodge for the logistics or something for free.

    Or for an Aegis being a tank make their shield able to resist Shield Cripple or even just reduce the damage they receive.

    —-

    Same with the Arcane Bulwark. While I see the Aegis as a physical, non-magic tank, the Arcane Bulwark is a magical tank. They get extra evades or sidesteps, Enhanced True vision, reflect magic, Negate magic, resistance to certain spells or once a day they are immune to one spell or type.

    —-

    For the Bard, this doesn’t have to happen, but I’d love to see a Bard just sitting in the background jamming on some drums or ukulele and everyone nearby gets +1 static damage or is healed 3 points every 1 min they play.

    I’m sure that type of thing has been discussed and there’s a reason no one does it and that’s fine. I just think that would be both hilarious and awesome.

    —-

    The Berserker should get more health since they’re running headfirst into combat. Or allow them to fight 30 seconds into their Bleed count or something, ignoring the fact they are hurt until its too late.

    —-

    The Black Knight feels like a better Dread Lord than the Dread Lord. I’d say have the Black Knight absorb the Dread Lord and remove the Dread Lord class, or change the Dread Lord to a Necromancer and add some of the ideas discussed earlier for the class….. and Kat. :)

    —-

    The Expert Adventurer feels kind of like Jack of All Trades although watered down and more specific, while adventurer you can choose specific things, the Jack lets you select a category. I’d probably combine these two classes as well.

    —-

    The Ranger could use a buff all around, especially their two weapon fighting. Probably even add a fun little option to have them choose a spirit animal or guide and gain specific benefits from the animal chosen: Wolf, Eagle, Owl, Snake, Rat, etc. Additional damage, better sight (innate keensight or something), additional Nature, monster, tracking lore, etc. Moving Hide, innate hide, Hide bonus while outdoors, things like that.

    —-

    The Scoundrel could have a more RP and plot feel to it, give them contacts to the underworld and criminal lore stuff. I’d also make the Scoundrel more devious in combat, such as give them Daze. Or other abilities that help them avoid direct combat and be more devious.

    —-

    The Scout is kind of a lesser Ranger and might have Ranger absorb the Scout Class.

    —-

    Shadows should almost feel like Shadows. They should maybe have an innate ability that makes them harder to see, no invisible or hiding, more for RP purposes they can choose to blur their image or blend more easily in darkness. This can be applied to combat. Maybe even Blink between large shadows, indoor or out.

    Or a fun ability is to have the shadows themselves attack people. If someone is in a shadow or near one, they can use a spell packet or something and either have it do damage or ensnare the target in darkness for a brief time.

    I’m sure there are other ideas of using darkness and shadows to manipulate surroundings, make things vanish for a time, conceal things or people, or does additional damage when attacking from the shadows.

    —-

    Spell Blade could maybe gain access to some of the Spell Stances available in the Book of Secrets. Make the name count more for the abilities.

    —-

    The Swashbuckler would be the perfect class for the suggestion I made earlier in the Aegis. Since they only wield one weapon with no other weapon or shield, they need to move around more as opposed to standing in one area. So give them bonus abilities for their purchases, an extra daily dodge per battle parry, or extra daily evade for a battle parry and dodge. Something like that.

    Also they can have a Swashbuckler Stance (more like a fencer) and if they fight in that way, hand behind their back with their side to the front, they get an extra defense or offense bonus of some kind. That would be fun for the RP and combat side of it.

    —-

    The Thief is pretty good. I’d maybe add something like Treasure Hunter as like a passive or something that every time they do something successful as a thief, pick a lock, pickpocket, disarm a trap, etc. They gain 1 copper piece per successful attempt or something (from plot or whoever runs the logistics). They have an incentive to play more like a thief. Stealing stuff, being sneaky, etc.

    —-

    Thugs could be more thuggish, brawler, punk even. Give them some requirements like the weapons they use, like clubs, maces, or more uncommon weapons and if they do they get a bonus. Chair leg, broken bottle (RP only), phys rep would depend obviously for safety. Give them a plastic water bottle. :)

    Maybe make them more intimidating, give them instead of a charm, an intimidate that can bring about the same effect but more brutish in execution for RP.

    —-

    The Warden could use just an additional update to the bond defend thing, maybe if they are within 5ft of Bond they can take all or some damage the Bond takes and call their own defenses for it, but has to be in a stance like Hunker Down or something.

    —-

    The Warmaster should have an extra combat slot like the Expert Adventurer. Being a hardcore fighter it only makes sense. Also give them different styles of combat they can enter like stances or rage or hunker down, but specific to their class. Like an offensive stance, defensive stance, open stance, etc. That give them different accessible abilities depending on the stance, bonus parry, bonus slay, bonus evade, health barrier, etc. and at the same time like Hunker Down a negative depending on the stance chosen.

    Or give them different benefits for using different weapons, like when using pole arms they get the trip ability per battle, swords and axes the do +1 damage, if they have a shield they get the Block ability which works like parry, but can resist shield cripple, etc.

    Make them more versatile and make it hard to choose between which path, stance, or weapon to use.

    —-

    Witch/Warlock could use some more fun RP things. The taboo’s are cool. Maybe throw in some fun Character trait, like they talk to a dead mouse like its a person or something. I don’t know. That one feels more like a personal character choice, but more things like that would make the Class more fun to role play if they are a little more cooky or have access to weird things.

    Maybe make Ritual Magic or casting easier or cheaper for them. At least to my understanding all the voodoo and witch craft stuff has a lot of ingredients and cauldron and fun stuff like that. So it kind of makes sense.

    —-

    Finally, this last bit is kind of an all around mix of general ideas.

    I would suggest possibly making Elemental and Mystic Spell casting, Weapon Proficiency, and Back stab only accessible to the native talent. That way it makes the classes feel more important when you are able to gain access to another Talents main ability the way it does with the Force skills. It would bring in the importance to the talent and class that you choose.

    Most classes have access to the one Talent, some have access to two talents. But doing this will also make the Jack of All Trades exactly and more enticing. Because if I have access to all the skills anyway except force, then there is not much reason to pick Jack of All Trades. At least from my point of view.

    It will limit early level versatility a little, sure, and I understand why it is the way it is now, but if I can level in Mystic Spell Casting and Healer’s Touch already why go into Capsarior when I can benefit more from a different class.

    The idea of picking classes is to specialize in something. While Jack of All Trades and Expert Adventurer should be open to be diversity. So we are given the choice to either build towards a specialty or to build versatility making all of our choices in building the character more important. I wouldn’t want to be able to be versatile and specialized, its not as much fun to me if I can do everything and be OP with all the skills or at least access to them.

    Then we come to some of the things that are being discussed now, making classes more special and different and interesting for people to want to choose them.

    OR

    Maybe make more prerequisites and requirements for classes or even restrictions. If you go Warmaster you can’t use Elemental or Mystic spell casting because you are a pure fighter. You can’t use certain weapons or you have to use certain weapons depending on the class, not all classes but some of the specialized ones. Like old school D&D how clerics couldn’t use swords or slashing weapons, but could use staves and bludgeoning weapons.

    I also like Gomez’s idea of making a Special Super Power Ability thing for each class and only usable by that class that doesn’t count against your slots. That should be a lot of fun and I’ve got lots of ideas on that as well.

    Anyway, I don’t know. These were just some ideas. I’m sure in the decade or so this has been running these ideas have probably been suggested or tried out. But hope they help out some what. Thanks

    Nikki P.

    #57108
    herogoeth
    Keymaster
    @herogoeth

    Thanks for the suggestions!

    #56126
    Grant M
    Participant
    @valeron

    Hi Nikki,

    I took some of your suggestions and wrote up some stuff that Mythic may be able to use(Along with some comments about classes). I also spring-boarded off of some of your ideas too.
    —-
    Aegis:

    1/logistic, use of Fortitude
    1/logistic, gain use of parry vs a shield cripple

    Maybe a capstone of Aegis can be:

    1/logistic, Gain the use of the ability of the ‘Iron Wall’ stance, 5 minute stance. While in the Iron Wall Stance, you gain the following abilities: Greatly reduce damage to 1, this does not effect force or dire damage. Immune to shield cripple(including force), must call no effect. You damage for weapons is reduced to 1 and cannot use force combat abilities. You lose the ability to use any defenses, including sidestep. You cannot exit this stance early unless you have the break stance skill.
    —-
    Arcane Bulwalk:

    1/logistic, can reduce negate magic to 30 seconds instead of 5 minutes. Must call Reduced.

    The character’s damage ceiling is reduced by 1 while wearing arcane armor(to a minimum of 3). They gain an additional reduction of 2 vs non force damaging spells (minimum of 3).

    Bards:

    I wouldnt mind having bards do something related to music. But I do see bards as story tellers(like Lanre) along with being musicians. The downside to using music is that I can see if we are in Castle, or an enclosed space, it can cause bad echoing, which makes hearing combat rough.

    Here is a suggestion for music. You might want to have it be a choice for this or alternative force abilities.

    1/logistic, Bards are able to play music while there is no combat. They must play music for at least 2 continuous minutes. After the two minutes, every person that can see and hear the bard gains one of the following(chosen when you start the music)

    • Gain 1 bonus use of either parry or dodge. Choice of Bard at the start of the music(5 minutes).
    • Reduce short rest by 1 minute(does not stack with any other abilities that effect rest time)
    • Immune to RP effects of Fear/Terror for 5 minutes.


    Dread Lord and Black Knight seem similiar. There may need to be more of a distinction between the two. Like one is obviously Abyssal in Nature and the other is Necrotic. The issue I see is that there is a lot of overlap with what necro and abyssal do in their abilities in general and that may be what the issue is when you glance at it. But I feel like the focus on Necrotic Blade is a good distinction between them and the Dread Lords ability to Enslave Undead does help differentiate between the two. I feel it is hard to see the difference just looking on paper.


    Expert Adventurer to me is more diversity(in the ways of a lot more skill slots, and small bonuses to base abilities. Also it can be self trained.

    JoAT I feel is more focused on briefly touching on Classes themselves, and not on base skills
    —-
    There is some overlap with Ranger and Scout, mainly when it comes to tracking. Maybe to make the two more distinct, we can do what you were talking about for Ranger. Instead of Tracking for Ranger, they gain the ability to choose a spirit animal. Below is a short write up of my thoughts:

    Gain the ability to bond your soul with a type of animal. This requires you to spend a month of downtime to do this bond. This downtime entails searching for the animal in question, slowly being integrated into their group(if applicable) and living with them. After the month of downtime, you will gain a benefit/boon from the animal. It does require you to have a physical representation visible on your character at all times. If you lose the phys rep, you lose the benefit until you get another phys rep that represents your connection.

    Wolf: Gain 1/battle uses of maim and 1/battle use of evade
    Bear: Gain supernatural strength. 1/logistic use of fortitude
    Hawk: Gain 3/logistic uses of evade, gain 1/logistic use of disappear.
    Cat(like Lion or Tiger): Gain the ability to grow claws and gain +1 effective level of hide. If you already have lvl 3 hide, gain 1 additional use of hidden dash
    Any other suggestions?

    Shadow:
    Gain an additional use of Hidden Dash, and can take someone else with them during this dash

    1/logistic, You can swing Blind You on someone. This can only be used from behind(like with backstab).

    Swashbuckler: NO ONE WILL STOP THE SWASHBUCKLER FROM MOVING!

    Can reduce any non-force abilities that make you unable to move your feet(does not work with paralysis or immobilize, since that is the whole body). This is like entangle or freeze your leg. This allows the Swashbuckler to be able to slowly walk for the duration(like the first 10 seconds of the disease ability) instead of them not being able to move. Must call reduced.

    Can reduce any non-force restrain or freeze your arm to a daze during the duration. Must call reduced.

    Thug:

    1/logistic Gain an innate cause fear that is swung through their weapon (Innate is the non necrotic version right?)

    Make requirement to use the lvl 3 two swing ability to need a blunt weapon to utilize.

    Warmaster:

    Because they are trained around combat, they will never be far from their weapon.
    When struck with Maim, you will no longer be required to drop your weapon. You still will be unable to use the arm. Call reduced

    Grant Martin
    Please see my profile for contact information
    Characters:
    Valeron Avarici, Human, Merchant Guild Leader
    Kovac Baford, Elentari, Member of Brotherhood of the Dark Star
    If you need help coding your signature, please ask me

    #56128
    Marley Sage
    Participant
    @jaerc

    Witch/Warlock
    Dust type depends on Patron – Share the lesser taboo with apprentice, they gain alternate incant while followed

    • Ancestral Spirit – Celestial
    • Fae – Philsophers
    • Fire – Philosophers
    • Air – Celestial
    • Ice – Philosophers
    • Earth – Tellurian
    • Darkness – Tellurian
    • Abyssal – Red Ruby
    • Other – See Plot

    Level 1
    The PC may beeseech their entity by offering a gift. If the gift is appropriate (Event Runner discretion) as a boon the PC gains a Specialization of a Lore they possess that is strongly related to their Pact. Additional condition may apply as appropraite location, weather, offering type or related to the entity anf Specialization, and frequency of beseechment, and the entity’s mood.

    Level 2
    Though I’m largely refraining from structural changes to the system, I’m regraining from that feedback guideline here. I see flaws with non-looping Utility Skills in Classes and would be in favor of redveloping the blandly named “Warlock Utility Skill” to be looping. Or possibly take the existing elements of the Utility Skill and place them as individually, eliminating it entirely.

    Level 3
    True Sacrifice. 1/ logistics may burn 2 SKP to use after a 30 count…

    • Ancestral Spirit – Spirit Reservoir effect on Self
    • Fae – Draught of Madness Infusion effect on Self
    • Fire – Unleash Inferno Spell
    • Air – Lightning Strike Spell
    • Ice – Ice Flurry Spell
    • Earth – Elemental Survival Elixir effect on Self
    • Darkness – Shadows of the Night effect on Self
    • Abyssal – Abyssal Luck (akin to Rogue’s Luck)
    • Other – See Plot

    Note
    I’d like to see it overtly explained in the Book of Heroes that there are other Pacts that may be sought out IG, but I’m just into transparency like that, and it’s philosophy rather than crunch, so feel free to disregard.

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #57138
    herogoeth
    Keymaster
    @herogoeth

    Marley, can you expand on your “Dust Apprentice” idea? I don’t think I understand what benefits are being gained. Are you saying that a Witch/Warlock can expend a Dust in order to extend the use of their unique incant to an apprentice?

    I totally agree that there should be something which states that alternative pacts can be pursued for the Witch/Warlock Class. We are also looking at expanding the list of available Taboos, and adding information to the Taboos which state their purpose/function.

    Here is a preview of that, below.

    Witch/Warlock Class Taboos –

    Taboos are unusual supernatural restrictions, often actions or behaviors, which cause the Witch or Warlock to be flooded with weakness and can be used against a Witch or Warlock to bind their power. These supernatural restrictions are a fundamental part of the kind of magic which sustains each strange bond which is the substance of any Witch/Warlock Pact. In many cases, Taboos represent a sort of offering or pledge to the source of a Witch’s power, and may correspond directly to the type of pact that the character has established. On the other hand, some Taboos represent reflections of the strengths or weaknesses of a Witch/Warlock’s source of power. And sometimes, certain Taboos may appear to be completely unrelated to a particular type of pact, seeming to be nothing but a random consequence of the strange magic which forms the Witch/Warlock Bond.

    Taboos are often vague, and the player of a Witch or Warlock should always lean towards assuming that they have violated the requirements of their Taboos whenever the violation falls into a gray area. A Witch or Warlock who performs the action described by their taboo is immediately & irrevocably dazed for 10 minutes. Effects such as Grant Well Being and Force Restore Your Spirit will not remove this ‘Daze’. Taboo Violations may also have other long-term consequences as well. A Witch/Warlock should generally inform the event runner whenever they violate a lesser or greater taboo, and in the case of a Greater Taboo violation they should also send an email to Plot after the event.

    What follows is a list of example taboos that may be gained upon each level of the Witch/Warlock class. In most cases when gaining a Lesser Taboo, three options will be presented by the plot team and the player will choose which one of these is gained permanently. If a choice is given, the choice of Taboo is made by the player Out of Game, not made In Game by the Witch/Warlock character. When gaining a Greater Taboos, the player is often not given any choice at all.

    New Options For Lesser Taboos –

    – Speak of your dreams aloud.

    – Fail to tenaciously negotiate when involved in any arrangement or bargain.

    – Cast magic on a moonless night (the night of a new moon, and the night before/after)

    – Cast magic during a full moon (the night of a full moon, and the night before/after)

    – Attack a cyclic creature without first offering mercy (allowing them to flee, surrender, or otherwise survive)

    – Accept a payment or gift without giving something in return

    – Carry gems of monetary value

    – Carry weapons made of metal or wear armor made of metal

    – Cast Necromancy

    – Attack using a specific element

    – Directly benefit from a specific type of consumable (alchemy, runes, ect)

    – Benefit from a Rebirth

    – Hear about a sleeping dream that another person has had

    – Search a fallen enemy

    – Fail to thoroughly interrogate an individual who seems knowledgeable about a specific topic.

    – Drink Blood of any kind.

    – Consume a poison of any kind

    New Options For Greater Taboos –

    – Cast Ritual/Force Spells after dawn or before dusk when the moon is not clearly visible in the sky.

    – Use Force Abilities during an odd numbered hour.

    – Become unconscious from Waylay or Knockout.

    – Become freed from the control of a Force Enslave or Necrether

    – Use a damaging weapon attack with a damage type other than (Silver, Magic, Ice, etc)

    – Violate The Path of The Nightwalker

    – Violate The Path of The Lightwalker

    – Violate Your Unique Pact Path (determined by pact/plot)

    Example Unique Pact Path #1 –
    When meeting a stranger in the darkness of night, the Witch must always demand and receive the stranger’s name before revealing their own. When meeting a stranger beneath the light of the sun, the Witch must always offer their name before asking for the stranger’s. When buying goods, the Witch must cut their palm with a blade and shake hands. When selling goods, the Witch must carry/touch no weapons and channel no magic. When insulted beneath the light of the sun, the Witch may not give offense or cause harm to the giver of the insult. When insulted in the darkness of night, the Witch must show aggression until the giver of the insult either falls due to injury or begs for mercy/forgiveness.

    Example Unique Pact Path #2 –
    When witnessing a ritual spell cast within a Sphere of Eternity, the Warlock must not take their eyes off of the circle until the ritual is complete. When casting a Ritual Spell within a Sphere of Eternity, the Warlock must demand complete silence. The Warlock must not hear so much as a Whisper when casting such a ritual. Upon each meeting of one who carries the title of “Wizard” the Warlock must kneel respectfully, and behave towards the Wizard as if they were an honored elder.

    #56129
    Marley Sage
    Participant
    @jaerc

    It’s in reference to “Concept 1”, which is several walls of text away by now. :P

    Jaerc wrote:
    CONCEPT 1
    At 2nd level, every class can purchase a new ability called “Classname Tutoring”. It costs 5 SKP.

    A student is a character who, this logistics, has either benefited from a Boon of the Apprentice/Journeyman they have cast or is their Apprentice/ they have Mentored or trained in a Class. You may only be the student of one character at time. Likewise a character may only have one student per logistics.

    Class – Associated Component – Student Effect
    Aegis – Tellurian Dust – Aegis may grant their Hunker Down to student
    Arcane Bulwark – Philosopher’s Dust – 1/battle if ‘Grant Dodge/Parry’ is used on student, may immediately use it again on self.
    Dread Lord – Onyx – Necrotic Blade casting reductions are doubled when student is wielding the targeted weapon.
    Necromancer – Onyx – Student may reduce death count by 30 seconds to add a second packet to a Non-Force, non-damaging Necromancy spell once per battle.
    Wizard – Prismastic Dust – Wizard can grant a Specialization in Arcane, Mystic, or Necromancy they have to student

    To expand a bit, the benefit is listed above as ‘student effect’. So yes, a lady who was a Level 2 Witch with Witch Training and the Fae pact could expend a Philosopher’s Dust to grant a designated student the “I summon Dreams” incantation for example. It is intended that these benefits last 1 Logistics.

    Anyhow, an expanded taboo list a wonderful and I’m stoked to see it.
    Would ‘Benefit from a Rebirth’ tabbo be violated by coming through the Circle? I don’t need an answer but worth considering during development work.

    OOG: Marley Sage Gable, Staff Director & Plot Team Member

    PC: Rigel - Asurkian Bard ~ Alchemist Artificer

    #57110
    Michael K Ricks
    Participant
    @kaine-tharth

    Grant,

    I like your ideas for Ranger and Scout. Having Scout as a sneaking/hiding, tracking, and ambushing class is much more distinctive.

    I would like to see Quick Hide integrated into Scout as well as a possibility of additional Hidden Dashes.

    Ranger is more a battle class in my opinion focusing on the devastation of dual wielding. Scouts are more about get in and get out fast and hard is needed, thus the forceful assault which is really the only major combat possible application beyond a heightened strike and parry without weapon.

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