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#721 - 12/13/07 01:58 PM
Re: Crafting Guild
[Re: Charon]
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Ganelon
Ganelon
Unregistered
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Booo...
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#722 - 12/13/07 02:10 PM
Re: Crafting Guild
[Re: Charon]
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Muod
member
Registered: 10/04/07
Posts: 148
Loc: MA/CA
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well i would say fighters can loose S all together, I would redo fighter guild entirely and change the way they are in combat, give them new skills which could better customize a fighter, give them the ability to do body block for people but have it always work, make it a new skill. I would like to see something like weapon specialization/focus from dnd for fighters, even a cleave/great cleave skill would be great. they already have an enhance critical skill. what about combining all the other skills which arn't used much, combat awareness, drunken fighter, those type of skills into one over arching skill. it would let them be able to train it and not have to weight the price they are paying
I think the chanter runes should become LT and no need for perm rune spell, you cast a rune and say takes an hour and its perm when done. chanter shields are not needed, they can be tossed out entirely, no guild really fits to have them as is. personally i would make sure any skill/spell the crafting guild gets is a long term.
Personally i really like the idea of having the crafting guild guild. I would not move aether barrier from AMs just doesn't seem like a craft but thats my opinion. I would combine the mist type spells that elems/tinkers/necros get into one and place it to the crafting guild.
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#735 - 12/14/07 02:35 AM
Re: Crafting Guild
[Re: garin]
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Guinness
Guinness
Unregistered
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First of all. I don't think we should discuss about how much XP we should put into crafting skills/spells. This issue should be calculated well before Crafting guild in. Otherwise, it will not fit its purpose.
In any calculation should be variables and constants :). So, the primary constant is which skills/spells should be in Crafting guild.
Suppose, one spent years and trained almost everything in crafting. So, with current list he will be able to rule MUD alone. I DO NOT think this was an original idea of that guild.
Let think on it in this way:
Those skills are in list with category (t - trade... why not crafting? )
1.Craft armour - forge amour from ingots, or fashion from leather 2.Craft weapon - forge weapon from ingots, or use carpentry 3.Make potions - brew potions 4.Scribe runes - inscribe runes armour/weapon, and at the rooms 5.Make enchantment - forts, puissance, accuracy, light 6,7,8...Common skills: detect magic, mark, survey
If ice and flame weapon would be allowed in 5. then corrupt, bless, vampiric should be there as well. And I would to see poison, singing, acid chant types too.
TW and TA shouldn't be in this guild. As well as dispel rune, pick/install lock, install trap, balance (because it adds nothing to wield % but equals puissance+accuracy). As an option they should be very high level, and can't be allowed without specialization: Weaponsmith, Armour, Rogue...
To make things "harder" we may have some prereqs to complete crafting. For example, to enchant weapon with fire you should stay at the forge, hold weapon and cast any "fire" spell at it. So, guild with no spells couldn't do enchants. But this way means a lot of changes with primary skills, beacuse it will be hard to make all prereqs balanced now.
Regards, -Guinness.
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