Shattered Kingdoms

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Does SK really need more races and classes?
Yes 57%  57%  [ 28 ]
No 24%  24%  [ 12 ]
Wert Option 18%  18%  [ 9 ]
Total votes : 49
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PostPosted: Mon Nov 20, 2006 11:39 pm 
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Mortal

Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
Orcs, Minatours, Half-Orcs, Wyverns, Merfolk, Lizard people, half-giants, many many many more possibilities.

As far as classes, yeah we might need a few more, but that isn't as easy to point out as the races.


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PostPosted: Tue Nov 21, 2006 6:29 am 
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Joined: Mon May 20, 2002 7:36 pm
Posts: 540
Location: Seattle
SK Character: Galstan/Cyril/Ulrich/Elar
I'm voting for a Jedi class.


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PostPosted: Tue Nov 21, 2006 7:18 am 
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Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
I am not sure that we really need more class and races. I really think that there is a lot of other things that can be done around the mud then wasting all that time working on classes and races. But I did vote yes, I think that it would be great but I just do not think that it is the time, yet.


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PostPosted: Tue Nov 21, 2006 9:57 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I'd like to see more races and more classes on SK. These days I find I'm fairly limited in what I can do on SK, mainly because I've GMed the only classes I really like over and over again and I'm tired of them and some classes I don't like at all because of the concept behind them, warlock for example, so I'm running low on stuff I actually would like to do.


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PostPosted: Tue Nov 21, 2006 1:19 pm 
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Joined: Mon Jun 17, 2002 4:18 pm
Posts: 2026
Location: In the palm of the left hand black
I don't know about classes, but we do need more class on the mud.

:(


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PostPosted: Tue Nov 21, 2006 1:39 pm 
TheCannibal wrote:
I don't know about classes, but we do need more class on the mud.


Good luck with that.


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PostPosted: Tue Nov 21, 2006 1:41 pm 
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Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Orac wrote:
I'd like to see more races and more classes on SK. These days I find I'm fairly limited in what I can do on SK, mainly because I've GMed the only classes I really like over and over again and I'm tired of them and some classes I don't like at all because of the concept behind them, warlock for example, so I'm running low on stuff I actually would like to do.


So make a warlock then :P


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PostPosted: Tue Nov 21, 2006 1:56 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Woot! We do need a jedi class. Note, this is a suggestion for a CLOTH armor class.
Skills: Sword, dagger, staff, Trip, second, third attack, meditation, trance, fast healing, parry, riposte, Projectile deflection, Defensive stance, aggressive stance, create gem, create saber, self defense, kick

Spells:
Amateur Cure light, armor, telekinesis (Weight capacity increase)
Initiate Protection, Speed (self-haste), refresh, magical vestment
Journeyman Lightsaber, cure serious, Shove (group formation change)
Expert Persuasion (charm), Pull (room lure/group formation change)
Mentor Shield, Calm mind (Stops aggro NPCs/animals)
Master Absorb energy (heat/lightning)

Edit: Create saber would create a "tool" item, which would then be fitted with the "treasure" gem, that when created, holds up to three enchantments (of a strength from 1-4 for any moddable stat), which then requires the lightsaber spell to be lit and used as a weapon.

I didn't include e.parry, because they're not normally inclined to spend the effort blocking a fist or wrist with their lightsaber - not when they can usually stab an unarmed foe in the gut with it. Classwise, it'd be their main weakness, is that they're largely unused to dealing with barehanded foes.

Also, the "create lightsaber", can be used to make sabers of four varying types - short, which would fall under a pigsticker subtype, long, which falls under a landsknect subtype, default (no argument) which falls under longsword subtype, and double-bladed, which falls under the "bladed staff" subtype. I wouldn't give these guys dual wield, since that would either limit the class to 2 attacks without a saber (I'd have to scale down third attack for fairness), or force the class to use 2 sabers, which sucks.


Last edited by Goldlantern on Tue Nov 21, 2006 3:58 pm, edited 4 times in total.

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PostPosted: Tue Nov 21, 2006 2:01 pm 
Wow, that could actually work. :o
Persuasion would be a bit much though, and add e. damage.


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PostPosted: Thu Nov 23, 2006 3:06 am 
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Joined: Fri Sep 08, 2006 5:07 pm
Posts: 4
:drunk: Jedi ftw imo


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