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Rarikou wrote:As for skills... let's 3 a minimum of 3, maximum of... oh say, 5 or 6. As Kres points out, not having a limit would murder fairness entirely. And for the subclasses, start with 1 or 2.
Rarikou wrote:We should consider the letters to be a 'attribute' level, where it tells us not how much strength the user is at, but rather the general facility (I.E Someone with the 'A' stat in strength meaning he has an incredibly high lvl of strength, like 200, while he has an 'f' in agility, weighing it at a measly 5-10)
Either way, there characters should have a stat limit, Say, starting characters can only have one Stat in the 'A' rank, 1 in the 'b' rank, one in the 'c' rank, and so forth. That's a logical way to do things
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Kestrel wrote:Well, as long as we're displaying both numbers and letter-rank that's fine. I think numbers are far more accurate, you guys like letter-ranks. Win/win. (Though I'fd give players a numerical value to spread out over their starting stats and calculate/assign letter-ranks afterwards :P)
Kestrel wrote:Raising exp requirements per level is silly. It's done in MMO's to get players to move from boars to bears. Or to simply work with the player addiction to keep them sucscribed longer. Neither is a valid tactic in an RP.
Kestrel wrote:Now if all the exp for those actions splits evenly across the party (so say someone kills a mob and everyone gains 6 exp) that would be fine and fair.
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Kestrel wrote:On my own skills, here are the Charmer skills. Tank in the making (will become more dedicated as skills are unlocked.)
Charmer
- Call Spirit: Summons a spirit. Skill can be held to summon multiple spirits (1 per 0.3s,) but renders the caster immobile. The skill has a 2s CD. Up to 12 spirits can be summoned at a given time. Each increases aggro generated by attacks 20% for a total of 240% extra generated aggro. Additionally they add a drain effect for every successful hit of 2% per spirit (capping at 24%) of the damage dealt. Spirits are fuel for Charmer skills and the two passives only applies before use.
- Haunt: Causes spirits to distract an enemy and pull aggro. On average it takes 2 haunting spirits to keep up with a single dedicated DPS class in terms of aggro. Each spirit that haunts also reduces the target's END by 2%
Like the ranger/dancer, I'll add a small pro/con list (because I liked that idea.) Take note though, it's likely to change overtime as new skills are unlocked.
Pro's
- Very powerful CC; can lock down areas effectively.
- Powerful defensive support with silence.
- Can turn the tie of battle by spreading status effects inflicted by anyone in the party.
- Can quickly generate high amounts of aggro on single targets.
- Self-sufficient: if DPS cease their attacks, can occupy a boss due to healing properties and decent evasive ability.
- Good agility stat, providing high mobility.
Con's
- Lacks convenient and powerful damage options; slow to solo enemies.
- While generating a lot of aggro, cannot block to migate damage and must rely on evasion (and moving tanks can be pretty difficult to deal with for support and DPS alike.)
- Cannot easily aggro hordes of enemies at the same time, especially if spread over the map.
- While possessing good defensive stats. does not have the massive END-stat of a true paladin/guardian/knight.
- Resource management (spirits) determines success (will become a bigger deal as skills are unlocked.)
Oh and also, I'd like to know what you guys think about the following type of weapon:
WEAPON:
Magic Lamp; A weapon that summons a djinn's arms to punch and swipe at melee range dealing bludgeoning damage based on the magic stat. It's attack speed is medium, it's range is similar to a spear's.
--
As for rules... Personally my rulesets extend to "Play fair, use common sense, obey site rules, if you stay away for an extended period of time or your behaviour is destructive to the RP the GM reserves the right to control or kill your character."
I'm currently wrapped up in both GM'ing my own game (nearly 2 years old now, go us!) and helping a friend of mine as a co-GM with a game he recently got up. So for the near future, I don't think I'll be offering my servives in terms of GM-ship.
Oh also is there a minimum amount of points needed to put in a skill? Else I could just leave STR at 0 and use my points elsewhere.
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