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Post by guyphillips on Nov 5, 2004 1:23:55 GMT -5
those are accursed undead and i believe the process to make such creatures was lost when noctus disappeared. they are insanely powerful and giving certain pc's the ability to make them would be incredibly unbalanced. wights are insanely powerful in combat, esspecially with the ability to retaliate up to 3 unholy damage. spectres are bound to a certain area where their bones reside and cannot be killed without digging up and destroying the bones. liches... ho boy.. where do i start... as a matter of fact, just ask zip why no pc can be one.
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Post by Wallace MacBix on Nov 5, 2004 15:44:24 GMT -5
hmmmm okay i get the idea, really strong undead type things = hell lot of pain to fight, but it does give the PC's a different change of fighting instead of the standard troll, goblin, or rat, ect. something new, or obsecure, usually gives them a chalenge and makes them rememeber times when they fought something like it, example scarecrows, and gargoiles. not seen too often but when they are you either run or have a really good fight with it.
also i think that the ability/spell/ballad of flying should be reworked. most things can handle flying through trees, and it makes just about all the avions usuless. almost all of the trails are tree covered which makes their use really hard. also if the avions had the ability to "perch" (by crouching next to the trunk of a tree) on trees so they wouldn't have to keep walking. owls perch on trees all the time and having an owl come from behind a tree to assinate someone would be better than just out walking/running any thing that flys.
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Post by Wallace MacBix on Nov 7, 2004 17:41:45 GMT -5
last night on the bus ride back from our compition i thought of some more stuff, frist off what about....
Name: "Iron Skin" ritual/ballad Duration: 1 Day/as long as being sung Components: 2 Effect: Imune to unenchanted weapons Rank: 4 or 5
be a nice touch or if abalities were ever added to either tradesmen or it could be for an NPC creature. something like an Iron Golem or anything made of Stone or something that lives in very harsh enviroments.
also i rememebr when i first started playing and people were talking about masters i never knew if they meant that the title "master" was a 6th special rank (the 5 ranks on the charts and than a special Master Rank) or if it was 4 ranks and the 5th was given the title of Master. obviously i know the answer now, but what about adding another rank besides whats on the lore charts. the "Master Rank" with the title being Master Trade (how 5th rank names are just the name of the trade so it'd be Recruit, Trooper, Soldier, Veteran, Warrior, Master Warrior, ect for the other trades). and mabye than abilities could open up to some trades or more exclusive lore. just something i was thinking about when i was looking at the stars day dreaming.
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Post by Wallace MacBix on Nov 16, 2004 19:46:51 GMT -5
i wish there were more artifacts out in the realm the only ones i know of are the Sword of Karthis (Altar's sword) and Staff of Solnus (Brother Love's Staff). i mean i remember being told stories where they had they granted the knowledge of parry or something along those lines so i know some of them were pretty riduclious. i still wish more were found, Evermore used to be a gigantic city miles wide there has to be some stuff left from when the orcs raided the city (i hope my history is correct).
Edit: I filled in the blanks! ;D
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Post by guyphillips on Nov 17, 2004 20:30:58 GMT -5
well, there are actually quite a few artifacts already in the game. problem is that the people who know where they are/have some are very protective of them. i'm talking protective to the point that they dont bring them to the game but instead have them physically buried in parts of new jersey. also, because of the incredible power some of them grant to their wielder, it throws off game ballance a bit and as such the decision has already been made that no new artifacts will enter the realm. if you can get your hands on an already existing one though... well... grow eyes in the back of your head.
some of the artifacts in game are pretty awesome though. there's the sword of solnus which is a permentantly sharp sword III which grants the wielder elemental path I (flare) and 5 mana with which to cast it. there's also the brooch which makes the wearer immune to crushes (crush limb and skull)... umm.. there are so many more but it woud take a while to name them all. if one of the older players who frequents these boards happens to see this post, why don't you impart your knowledge and tell us about some of the cooler ones?#nosmileys
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Post by Wallace MacBix on Nov 21, 2004 20:09:08 GMT -5
not sure if i posted this before but if i did i'll post it again. what about some beasts having "Elemental Absorbtion" - they gain back body as if it was a healing spell. here's an example with one of the few elemantal beasts i know hounds, lets use fire hounds.
Normaly.....
Vulunerabality: EP1 for Ice (5 Ice): 10 damage
Invulunerabality: Flare (5 Fire): No damage
but....
Elemantal Absorbtion: Fire (5 fire): 5 body healed
every elemantal style beast does not need it, but a few could get it as an ability. one down side would be that said elemantal beast could just walk through its approate type of barrier and than be fully healed.
also (yet again i forget if i mentioned this before or not) flying really needs to become useful. between our 3 camp sites for Evermore and the 1 for Inverness there is very little area with no tree cover. there for making the fly spell/ballad/abbility almost useless. i remember talking about this with someone (draws blank.... on who) but he said that birds in real life can fly through the trees. and its true and it doesn't make the birds too powerful because up in the air they can't attack you anyways, and if your out of sureshots or true aims, just run past it. and to my knowledge most birds don't have more than 8 body, so they are not unstopable the good old fashion way.
i think that birds should get an ability to "Perch" onto trees, where they can just crouch next to a tree as to be perched at the top of it on a branch, and than be allowed to "swoop down" when they wish. also i think normal flying should be allowed under tree cover (flying up and down, ect) but high flying should be the think that is restricted to tree cover, but not with the current rules. they should be able to high fly only under a clearing but after they are high flying they should be able to fly where they want because they are above the tree line, but to come back down from high flying they need to find another open area. just my oponion.
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Post by Wallace MacBix on Nov 22, 2004 16:26:28 GMT -5
okay just thought this up, what about a spell caster being able to 'double' their spell without the action. it would cost double the mana, unrecoverable, and if over casted occured than mana burn for X min, where X =rank spell you tried to double.
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Post by Wallace MacBix on Nov 25, 2004 7:31:05 GMT -5
okay Vlos said this a while ago, but just reminded me like 2 days ago, and since she can't get on the site herself i will post it for her. She wishes there was a "Double Cast" being able to cast 2 of the same spell at once. 9 sylables than throw 2 spell packets instead of one. mana is used acordingly.
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Post by Wallace MacBix on Dec 1, 2004 15:45:26 GMT -5
okay Vito Dan and myself were in gym today and we talked about a cool topic. there's a crt. strike, and now a crt. shoot; what about crt. throw? an alchemist only action (vito argues that alchemists don't have anything to set them apart from other trades, yes they have alchemy but anyone can buy it from them, not like 4 fatal lore for a warrior or hero stand for a Caliever) anyways i think it could do one of a few things, or there could be more than one alchemist only action.
"Crt. Throw": either double (or triple) the effects of said vial {Ex. "Crt. Throw Acid Vial 100 (150) solid blows [it normally does 50]}.
"Mix": maybe a ritual (or a knowledge not too sure how it'd work) that lets 2 vials/pastes/elixirs to be mixed together to provide a dual bonus. 2 Pastes could be applied in 1 min, but for vials it could combine a stun and a knockback, an acid and a smoke.
not too sure if that’s a good idea or not, but thought i'd post our everyday discussions up here anyways.
Vito if i said anything wrong just yell at me.
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Post by Wallace MacBix on Dec 22, 2004 16:36:23 GMT -5
(i know this is branching off of the previous 6 pages but i really am out of ideas...at least for now)
i wish i had a real great kilt, the leg things to go along with it, a better tounic type shirt, the pouch that goes with the kilt (i was told the names of these things more than once but my memmory is completly horrible), plate/chain mail, a winged helm, thrown claymores ;D, and finally i wish i had a way to keep a dagger in my kilt so that i could reach in to my kilt and (eventually) impale someone with my "10in of Pain", and make it a venom blade and get fast death posion so i can say "My seed is leathal," but thats just me.
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Post by Gravius on Dec 23, 2004 0:20:03 GMT -5
I feel sorry for those poor sheep who would have to deal with that "seed".
Anyway, please don't follow through with that last idea... please... But the rest sounds OK.
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Post by Wallace MacBix on Jan 3, 2005 22:45:50 GMT -5
i've said it before and i'll say it again, it'd be cool if each trade got something that only they had, now i don't mean runes, posions, alchmy, ect because thats the point of different trades. i mean like a cool trade specific master rank lore.
EX: Ritual where you become imune to noninchanted weapons.
Ritual where you can become imune to a single element.
Ritual that gave you retaliate (either for a person or mabye just to be put on a shield/buckler/armor), or a cleric version would be that it just worked against undead.
Ritual that gave you imunity to heavy weapons.
Ritual that let you have a claw instead of a hand (i know that alchimests used to be able to deform a human arm into a claw permentaly, but why not just let them be able to do it for a day).
Ritual that granted imunity to a specific spell (other than elemental path and dominate).
Ritual that granted imovalbe and unstoppable.
Ritual of potency II (or potency III).
Ritual of being able to trancend plains (quicksand, lava, water, ect.)
now i know some trades already have some stuff that makes them really cool, but yet again i'm just throwing stuff out there.
all of these would be a duration of a day and would be 3 components and there should be some sort of rule where your only allowed one of these at a time, kinda like you can have only 1 iron limb. also after tradesmen get these ability the lesser creatures always get a hold of them so it could strengthen the NPCs as well.
well thats about all the crazy stuff my mind thought up tonight. i know most of it isnt' that good but its just food for thought.
oh and on a side note. brawling...i want it ;D ;D
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nop
-Learner-
Bring him back intact includes redundant organs.
Posts: 48
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Post by nop on Jan 4, 2005 2:13:40 GMT -5
the problem with these rituals is power curve. If masters are immune to something like fire damage, a fire hound is no scarrier than a normal hound. now the flame hound needs to get more melee power to stay competative.
enter the lowly apprentice. On a good day he can take a regular hound. with some help and teamwork, he can take a flamehound. Can he ever hope to kill the new uber flame hound? probably not.
what draws me to realms is the fact that the masters are not exceedingly much more powerful than an initiate. Just watch Orion versus Conway in a shortsword match. If the creatures are made more powerful, the younger tradesmen (read: new players) are going to be discouraged. Also, you end up createing alost a need to power through the ranks, which isn't much fun. It distracts from the roleplaying and turns MR from a LARP to a RL fighting game.
that's just my 2 cents
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Post by Wallace MacBix on Jan 5, 2005 0:21:29 GMT -5
i understand everything you just said, duly taken and noted. and that is another reason why MR is so amazing, the roleplaying aspect. but just to tell you about something being uber powerful, that can be easily fixed by each individual person toning themselves down. how many times have you been on a standing or a modual when you know a creature had fatal lore, but they didn't use it. the NPCs are there to entertain not role over the PCs, i was just some of these rituals would be a decent ideas if they were twieked correctly. most of them i juat made in a vain attempt to find something new to add to this thread, i'd rather not it die, but it needs feedback from other people about what they would thing would be cool to have.
also besides flying needing a revamping, almost all avians are really weak. i think some stronger versions of avians should be introduced. i know there are ravens, crows, owls, but even an apprantice could more than likely take down anywhere from 3 to 5 of them (depends on who it is of course) i just think some better avians should be introduced to make command avian somewhat useful.
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nop
-Learner-
Bring him back intact includes redundant organs.
Posts: 48
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Post by nop on Jan 5, 2005 12:20:24 GMT -5
the problem with saying things to make the topic not die is it makes previous good ideas seem not as credible. While the idea of each race getting one abilty (abilities are things like bounding, fortitude, stuff only monsters get normally) is an interesting idea. Not terribly powerful, but adds a lot of flavor. It would also be straightforward to implement and easy to understand, most people know the abilities anyway.
Adding a secret "6th rank" changes the gamer radically. It may not be seen obviously, but it effects things like spiritquest. It would also change things about ediudition in modern earth and other non-fantasy settings that allow eriudition.
you may be beter off just nameing simple ideas that may or may not work. Also, if you really want them to work, flesh it out a bit more so as to keep the discussion going. Instead of saying "highlanders should have hurl, and every other race somethng else" say "I think every race should have an ability. Elves should have X, weetles should have Y..."
this difference makes your suggestion seem more thought out and thus, more credible. That's the whole point of my previous post. Sometimes when fleshing out ideas you have, you fid your own flaws and see why some things are not the way the are.
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