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

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Hatsuo1980
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Fri Mar 27, 2015 1:32 pm

Luke wrote:I think its fallout from warhammer high elves.

So just checking, as an earth elf you can buy Embrace for 10 skill and be immune to earth Detrimental. Then for 10 more skill you can be healed by earth?

So it's 20 skill for the package?

I'd say that for every case bar fire and shadow. That's probably overpriced. Not sure how to resolve that.

Shadow elf is now pretty bitching. I dig it.


I think 10 skill is fine if its just flat out healed by your opposite element (remember you do get circle one so yo, at a minimum, have dart to heal yourself with).

Considering the amount of life magic in the system at the moment, for most people its probably worse than not having it. Maybe should be 5-6 skill?
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Stevie » Fri Mar 27, 2015 1:52 pm

+1

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

Postby Ben » Fri Mar 27, 2015 2:14 pm

Oh yeah, stealth mod...I could change that...sure no one would mind...

Anyway.

I think 10 skill is fair, you can't get it until 120 anyway so have a bit of skill to play with...difference between a one-off skill costing 5 and 10 at that level is negligible. Could get rid of the half effect life: I added that as was worried healed by own element might be OP and for flavour (I think it's pretty interesting that they're moving away from the world, becoming even more in tune with their element).
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Luke » Fri Mar 27, 2015 2:41 pm

What's the mod variants at the moment.

winter and earth martial (winter elves with repair seem... good)
Shadow, air, fire, wood stealth
Death, life, light, high, water academic?

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

Postby Ben » Fri Mar 27, 2015 3:27 pm

That looks right but can't check at the moment.

When I put them into categories it was pretty arbitrary but I wanted a couple of them to have a good martial mod with the rest divided between academic and stealth.

Winter with repair is pretty good, you're right.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Fri Mar 27, 2015 3:29 pm

Winter with repair seems good but is it any different to a Dragonkin with repair?

I'd drop the "1/2 off life healing" and leave it at 10 skill.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Fri Mar 27, 2015 3:43 pm

True

I'm happy with the following:

Stealth: Air, Fire, Wood, Shadow - these feel like the races who should be "fast"
Martial: Winter, Earth - Earth for obvious reasons, Winter because they care less about a fight, the adrenaline doesn't flow so they're relentless.
Academic: Life, High

Water, Light, Death...there are arguments for all of these.

Water could be stealth: fluidity of motion.
Death could be martial: in a fight they just don't care about dodging, they even like the pain.
Light could be stealth too: a lot of light magic is pretty stealthy, they're just held back from being amazing assassins by rp.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Fri Mar 27, 2015 3:53 pm

I think now is a perfect time to change racial modifiers.

I originally set them nearly 10 years ago based on a mixture of what they were already paying and how I saw their race based on their history.

At the time, Light Elves had been imprisoned for years so it made more sense that their bodies had withered so they weren't as quick as other Elves but their time in captivity had meant they shared what skills they could (DNW, DS, R&W) and had become more resistant to magic (DRs are in Academic too).

However, 20(!) years have passed since then: a race can change.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Thom » Fri Mar 27, 2015 4:01 pm

I think there's an argument for Light Elves having a martial mod. They get Aura and improved versions, and the Knights of Asternia (And Asternia maybe?) use light magic in that cool, shining knight way. Just a thought.

Light magic really has a bit of everything though, so whatever is picked fits

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

Postby Hatsuo1980 » Fri Mar 27, 2015 4:03 pm

Thom wrote:I think there's an argument for Light Elves having a martial mod. They get Aura and improved versions, and the Knights of Asternia (And Asternia maybe?) use light magic in that cool, shining knight way. Just a thought.

Light magic really has a bit of everything though, so whatever is picked fits


So give them 0 to everything? :P
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Thom » Fri Mar 27, 2015 4:12 pm

Was the hint that obvious? Damn

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

Postby Ben » Fri Mar 27, 2015 4:37 pm

There's nothing stopping a race (or class) having 0, 0, 0

As long as it doesn't make them seem dull.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Hatsuo1980 » Fri Mar 27, 2015 4:40 pm

Ben wrote:There's nothing stopping a race (or class) having 0, 0, 0

As long as it doesn't make them seem dull.


I agree with this.

Also, the 0 and +1 modifiers are just as important as the -1 modifier, not just from a balance/progression perspective but from a flavour perspective.
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Re: Proposals for new skill, changes to elves and bards/rang

Postby Ben » Fri Mar 27, 2015 4:48 pm

Also, the 0 and +1 modifiers are just as important as the -1 modifier, not just from a balance/progression perspective but from a flavour perspective.


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

Postby Peter Levy » Fri Mar 27, 2015 10:55 pm

i like everything except the ranger change.

to me, a ranger is a man of the wilds, part druid part scout. the preferred enemy rule sounds very assassiny, and to some extent clashes with the picture of rangers in my head.

i think they're fine the way they are. i've always assumed people don't play them because the -2 stealth is better from scout...

and rangers should have life/death in their influence list because they're scouty druids.
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