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#952 - 12/19/07 02:53 PM
Re: If no Pwipe - Ideas for HM/High Level characte
  
[Re: ]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Signature Abilities - - High-Mortals used to be allowed unique enter/exit messages (Upon seeing the back of Malhavoc's Black-Hand as he entered, I knew I wanted to be a legend, back in the day). I'd say this isn't something to do so much as a perk.
- I agree with Guinness, although I'd go a step further and have a wizard assigned to HM signature abilities. A HM concepts a skill/spell/item, the wizard codes the skill/spell/item, it is approved, and becomes the focus for some quest that the HM completes in order to obtain the skill/spell/ability.
City Founding - Cities are useless without things to draw folk to them. Only HMs should be able to found a city, and it should take both cash and experience. They should be able to purchase mob spawns (that give the HM no xp for hunting), shops (that carry wares at prices they dictate), and static items (fountains and message boards, places to pray at death, etc).
Worshipper Recruitment - I'd envision this as a jump-off point for a piety system for gods. HMs could recruit/convert mortals to their god's cause, and the HM would gain powers/abilities (think reduction of DC for followers, "ritual blessings" of present worshippers, special hit chances, special protection chances, instant-rez on death) for those who choose their worship and attribute it to the HM.
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#1506 - 03/20/08 12:49 PM
Re: If no Pwipe - Ideas for HM/High Level characte
[Re: Cerberus]
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Ganelon
Ganelon
Unregistered
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I'd like kitty kicking. I could go onto the world map and kick every lion and panther I meet there
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#1508 - 03/20/08 01:16 PM
Re: If no Pwipe - Ideas for HM/High Level characte
[Re: ]
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Minstrel
journeyman
   
Registered: 12/14/07
Posts: 90
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I suppose it could be a bit like "elite classes." You have all the base guilds, and then when you reach HM, you have the ability (assuming you have the necessary skill level and pre-requisites) to train something not available to the rest of the guild. It could either be one spell/skill, or one path which might lead to several spells/skills, but disallow spells/skills from other elite paths.
Two obvious paths for an enchanter, for example, might be weapon-crafting and armour-crafting. Or it could be more specialized than that, even...blade artificers, blunt artificers, etc.
Nightblades could have paths that allow for more powerful, varied poisons, or theme-appropriate blade spells, or more illusionism spells that give various combat effects.
It's generally a fun system in other games. Might be fun in Darke.
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