Proposals for new skill, changes to elves and bards/rangers

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Proposals for new skill, changes to elves and bards/rangers

Postby Ben » Wed Mar 25, 2015 8:42 pm

Proposed Class Changes

Ranger
Influence List: Air, Earth, Fire, Water, Meta (pure elements only)
Martial: +1, Stealth -1, Academic 0

Favoured Enemy
The Ranger has become an expert in hunting and fighting creatures of a certain race: he has studied their anatomy and knows their weaknesses. To represent this knowledge and training he may chose a race from the below list; he will always recognise tracks of his favoured race(s) and when fighting against them gains +1 damage.
The first rank of this ability is free but at each threshold he can select an additional race for 5 skill.

Standard race categories are:
- Human (all tribes including Hopestarved and Serkanian)
- Elf (all subtypes)
- Humanoid: orcs, goblins, dwarves and halflings
- Undead
- Magic creatures such as fey and demons
- Dragonkin and shirakin (and other lizard type creatures)
- Beastkin and Rodera

Where two (or more) very different races are given it's for game balance rather than necessarily that those races are similar. I may have missed some races by accident.


Bard
Influence List: Death, Life, Shadow, Light, Meta (absolute elements only)
Martial: +1, Stealth -1, Academic 0

Inspiring Performance
5 essence
May tell a story, sing a song or in some other way perform for an audience. Those who pay attention for the duration (at least 5 minutes) gain -1 when using their favoured ability tree for the next hour (to a minimum cost of 1 essence). The favoured ability tree is defined as whichever of out of Battle, Cunning or Force the character has the best modifier (if two are equal, the character may choose which is affected).

Gains 1 free Lore skill each threshold


Proposed Elf Changes
Elves lose Children of the Elements and all their current racial spell-like abilities. Gain Circle 1 in their respective element instead (High Elves get Metamagic, Winter get Water, Wood get Earth). Each Elf gets a 'perk' akin to specialists in order to keep some of their unique stuff (eg Glamour, Life Elf healing, extra rockskin efficiency for Earth Elves etc).

Glamour is now classed as Psychomantic.

One with the Elements (L)
Base Cost: 10
Prerequisite: Embrace the Elements. The Elf is now healed by damaging spells of their own element (eg Light Bolt would heal a Light Elf by three points). However, they now receive half effect healing from Life Magic.


Proposed new skill
Income
Most heroes live hand to mouth: what they earn between events is spent on food, drink, lodgings, clothing etc. However some heroes have other avenues open to them: they might earn money from property, investments, gambling or they may simply beg, borrow or steal. they might have steady work or wealthy family and friends, To represent this you may put as much skill as you want into Income and for each skill point spent in this way you gain 3 rava each adventure you play.


Rava amount subject to change as not sure where the balance lies but the idea is to stimulate the economy, make rava more common and more potions and crafted items are bought and people won't be as likely to hoard it: instead they might use it to pay others, bribe, gamble etc.
"And unconscious people always count as willing"

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Luke
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Luke » Wed Mar 25, 2015 8:48 pm

Reserved for Luke's opinion
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Wed Mar 25, 2015 8:48 pm

Reserved for Andy's counter opinion
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Rebecca » Thu Mar 26, 2015 2:35 am

Like pretty much everything except the change to elves. That stuff just makes them a better version of Telerfret.
Uukumanu - ranger and spirit seeker
Tuvstarr - Black Queen of Pharon Glos
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Stevie » Thu Mar 26, 2015 3:16 am

Question: One with the Elements for Life & Death elves (possibly high elves but they were op for too long so less fussed), how will this interact?

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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Thu Mar 26, 2015 9:45 am

Life, Death and High Elves can't get "Embrace the Elements" so can't get "One with the elements".
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Thu Mar 26, 2015 9:57 am

Like pretty much everything except the change to elves. That stuff just makes them a better version of Telerfret.


I don't know about better, but yes it is similar to the Telerfret racial without the choice. I don't think this will lead to a sudden influx of people playing Elves because they're "better" than Telerfret but if they do then more makeup, ears and other fantasy stuff isn't a bad thing.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Luke » Thu Mar 26, 2015 10:43 am

I think telefret were quite a ways better than elves before, now to me they seem more balanced. Telefret don't get double damage from an element remember! (that is staying right?)
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Thu Mar 26, 2015 10:45 am

Yep, Elves still get double damage and have to wear ears/makeup.

They're losing a few more powerful abilities (eg Air Elves will have Lightning Dart rather than Strike) while gaining more low powered ones.
"And unconscious people always count as willing"

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Re: Proposals for new skill, changes to elves and bards/rang

Postby Luke » Thu Mar 26, 2015 10:50 am

Won't this give water elves I.D. Liquid?
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Thu Mar 26, 2015 10:50 am

Shhhhh
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Thu Mar 26, 2015 2:53 pm

will half elf/half another race people need to resubmit their half race to the uniques team for clarification?
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Thu Mar 26, 2015 3:15 pm

I don't think so. As always, if you like what you've got you can keep it instead of converting. The only exceptions would be spells that no longer exist (Acid Bolt, Less inferno, lesser meteor which will be replaced if you don't want to convert)
"And unconscious people always count as willing"

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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Thu Mar 26, 2015 3:17 pm

Ben wrote:I don't think so. As always, if you like what you've got you can keep it instead of converting. The only exceptions would be spells that no longer exist (Acid Bolt, Less inferno, lesser meteor which will be replaced if you don't want to convert)


So this would only be mandatory for new Elves, Rangers, Bards, etc?
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Thu Mar 26, 2015 3:21 pm

Favoured Enemy
The Ranger has become an expert in hunting and fighting creatures of a certain race: he has studied their anatomy and knows their weaknesses. To represent this knowledge and training he may chose a race from the below list; he will always recognise tracks of his favoured race(s) and when fighting against them gains +1 damage.
The first rank of this ability is free but at each threshold he can select an additional race for 5 skill.

Standard race categories are:
- Human (all tribes including Hopestarved and Serkanian)
- Elf (all subtypes)
- Humanoid: orcs, goblins, dwarves and halflings
- Undead
- Magic creatures such as fey and demons
- Dragonkin and shirakin (and other lizard type creatures)
- Beastkin and Rodera


Does the benefit stack if someone falls into multiple categories (e.g. you are a half serkanian, half high elf, undead, demon)?
How does the ability work vs people disguised as other races?
How does it work if you can't physically tell someones race? (e.g. possessed is still a demon)
Should were creatures be a category?
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