Sorry for being harsh, but it is complete sh^t (text inside):

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Posted by Uli on July 19, 2000 at 14:30:42:

In Reply to: (My reply) posted by A Coder on July 19, 2000 at 09:36:29:

Why do people always want powers with major benefits? You also
suggest some drawbacks but you don't really think of them...
When inventing a new power you always think only of bonuses, and,
as you invent what you want you have to think about some
major drawbacks to make it (as you think) look reasonable.
But instead it looks ugly.

Imho, such powers greatly decrease any dependance of the
player's skill.
Powers like tome, magical control, windwalk, orderly mind seem much
more reasonable to me than, for instance, deathblow, scourge, insect swarm,
doppelganger (you get the idea, I hope?).

And of course there is no need to introduce one more
power as stupid as bloodthirst.
(Stupidity of bloodthirst is best illustrated by
the log of Zomerseis ans Kievera(sp.) killing Dhaevor on a "duel",
if you remember this log.

Tell you what: defenders need improvement only compared to other
branches of the village (which are far more powerful), but
their abilities are not worse than those of, for exmple,
imperial blades, or arbiters.

My point is that caballed chars should be closer to uncaballed
in their abilities. Cabal powers should be a pleasant
add-on, but not your main tool.

Waht do you think about it?

> I think that is a good idea for a Power.. but as they stand, I think they are underestimated in their current power. I haven't played a Defender so I can't comment on their specific abilities. I've fought a lot of them, though, and they are pretty formidable.

> I like your idea, somewhat like the reverse of being bloodthirsty. But I don't think that the 'affects' should be that Simple. For instance, you have it like this...
>
> affects:
> power: defend modifies none by 9 hours
> modifies dam by -10 for 9 hours
>

> I think it should be something more along the lines of...

>
> You are affected by:
> power: 'defend' modifies none by 0 for 10 hours
> power: 'defend' modifies none by 0 for 10 hours
> power: 'defend' modifies dam roll by -5 for 10 hours
> power: 'defend' modifies hit roll by -5 for 10 hours
> power: 'defend' modifies hit points by 150 for 10 hours
> power: 'defend' modifies save vs spell by -10 for 10 hours
> power: 'defend' modifies armor class by -20 for 10 hours
>

> The first affect with 'none' would be the sanctuary. The second affect with 'none' would be that they would be sort of entrapped and NOT able to move until defend wore off. This would be the drawback of Defend.. a big drawback. Obviously those values would have to be worked out by level, skill in the Power, and such.. but I just wanted to illustrate my point that it should have a lot of affects attached to it.

>
> > I know, it won't get implemented, but think it would fit into the defender role. Defenders should be the ones that soak up damage but don't do much damage themselves.
> > So this new power "defend" would add a sanctuary affect on top of the resist, but would reduce their dam roll.

> > defend
> > You tense up as you prepare to defend your village and beliefs.

> > affects:
> > power: defend modifies none by 9 hours
> > modifies dam by -10 for 9 hours

> > I guess I see the defenders as being the villages type of armadillo. Comments and flames?


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