Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Jan 13, 2008 5:09 am 
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Wow, this sounds a lot like a CERTAIN in-game spell that can't be directly mentioned on the forums.

No, seriously, it's incredibly difficult to RP an assassin when all you get is one kill per city before the whole assassination thing turns into a "bash into the city and kill everyone" thing.


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PostPosted: Sun Jan 13, 2008 6:10 am 
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The original idea sounds better good. It is not an immunity to the law NPCs but will allow someone outlawed a chance to get into a city and do what business he has. Obviously this will come at a large expense, but a rogue should be rather wealthy anyways. Like D said, this will only help the economies, and worst case scenario the rogue pays and fails his check and ends up in jail. Its a win win for the city.


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PostPosted: Sun Jan 13, 2008 6:58 am 
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I think it would be simpler if you made a save check to see if a guard see's through your disguise. Don't need to pay off NPCs, just need to be able to disguise yourself and walk by, possibly unnoticed. Characters that have already greeted a rogue have a chance to see past a disguise, make it the same for law NPCs.


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PostPosted: Sun Jan 13, 2008 8:21 am 
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SK Character: Aritha
I really don't know why everyone is on a "let's make rogues super incredible" kick. If you want more variety (Salandarin's stale comment), then sure, give them some useless but pretty looking things they can do. They really don't need any more of a tactical advantage. Maybe they are a bit inferior in straight up melee...but that makes sense. I suppose it all really comes down to whether you see a rogue as being an assassin/cut purse or a street thug (which I imagine more as a merc). As it is, they can deal sick damage and that's what they are meant to do. Even more (uh oh Salandarin, here's the [REDACTED] argument), since they do get scrolls, they can do sick damage -fast- to ethereal opponents, something no other class does quite so well, imo.

Do they have shortcomings? Sure, every class does. However, only a few can work around them as well.


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PostPosted: Sun Jan 13, 2008 8:24 am 
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Just as a prop for bards. They also can do sick damage to ethereal opponents.


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PostPosted: Sun Jan 13, 2008 8:55 am 
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You can't give rogues an ability to avoid law, thats just too overpowered.


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PostPosted: Sun Jan 13, 2008 12:12 pm 
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I was actually going to start a thread to give necros a poison fart, but whatever...


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PostPosted: Sun Jan 13, 2008 12:50 pm 
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Yopparai already did that one.

Quote:
A drunk male god queefs a really smelly one.


Anyone still have the log of that?


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PostPosted: Sun Jan 13, 2008 1:30 pm 
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Location: I am at one with my duality.
I am personally a fan of taking scrolls away from rogues and giving them a true poison skill that requires regents that can be herbed by scouts or bought in various places. Using these regents, they make poisons that can do some of the same things as other classes, and maybe a few more. Certain poisons are applied to weapons, others put into drinking containers and/or over food. And some poisons cancel each other out (just to make sure you can't load too much onto a backstab).

I would love to see one that makes someone bleed out a little bit (even though there is a skill in the game that allows this), maybe ones to slow the opponent, curse them, etc., etc. This makes them rely less on not-so-great scrolls that are bought or other classes so much. It doesn't change their abilities completely, but it is a small boost in the way of the fact that it is their own prep rather than relying on others. They should also be able to maybe make an item like a smoke bomb that casts faerie fire and has a dirt kick like affect, so they can smoke bomb guards to get into places. And maybe they can even get a sort of poison applied that saps magic from the room and removes people from being ethereal? There are a lot of ways to play around with it, and it should eventually come down to experimenting with the effects of regents.

An advanced haggle would go well with this, too. Through the rogue's sheer guile (read: charisma) they have found ways to take haggling to a whole new art. Utilizing this skill, they have learned how to rob a man blind by their sheer wits, and no other person in the realms can swindle someone quite like they can.


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PostPosted: Sun Jan 13, 2008 4:19 pm 
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Sorry for the double post, but I have a new idea and would like to bump that up.

It would be really fun/useful if rogues had an ability, sort of like scouts, to find new paths into, out of, and through cities. Basically, each city would be equipped with rogue only entrances that can be accessed once they have the skill. This way they can lead parties around guards and out of locked down cities. You can call it subterfuge if you wanted. I'm not sure of a good name for it, but it would make them more assissin-like, I think, whithout allowing them to completely subvert the laws.

I'm not sold on the idea or how it works, exactly, but it would be very interesting, to say the least.


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