Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Oct 13, 2006 2:35 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Well the trip part doesn't really figure into the power equation. If you were flying or mounted, you couldn't be tripped anyway. And if you are going to prefer walking, you are gonna use up more movement.

Since it is a command ability, you'd have to type it before the bash hit you. It's also a command you'd be using at the start of a fight in place of something more offensive - such as a bash of your own. And if your party flees or retreats, you'd likely be stranded.

So I don't think it's quite as overpowered as it's being made out so far.


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PostPosted: Fri Oct 13, 2006 2:37 pm 
I think dwarves need more strength.


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PostPosted: Fri Oct 13, 2006 2:39 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
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You know, I'm a perma00b, and always will be (that's the "perma" part) but if it's too overpowered, why not just make it an automatic skill that decreases the probability of a successful bash or trip?


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PostPosted: Fri Oct 13, 2006 2:40 pm 
That's actually a good idea, so, seconded. :lol:


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PostPosted: Fri Oct 13, 2006 2:48 pm 
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Dwarves already have an automatic ability. I'd rather give them something that would be more tactical.


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PostPosted: Fri Oct 13, 2006 2:49 pm 
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I agree that dwarves should be totally un-tip-overable.

He did say it would take ME and PE, so thus a dwarf priest wouldn't be able to do it for long while healing himself....he'd eventually run out of mana.

I'm for it.

Give griffons an arieal opening attack or innate saves too.


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PostPosted: Fri Oct 13, 2006 2:59 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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I'm not really a huge fan of an auto ability like that. It's like sneaking or hiding. You don't really know if it's working or not, and you don't know what to attribute the success of a missed bash to. Think of it this way, too. A dwarf using some sort of stability stance isn't any less easier to bash. You can still bash them, but they won't be bash lagged. In fact, they'll be a big fat target for not moving. Here's a better detriment, if we are really considering this:

No dodging. And it works better if you're near max in weight. As per my opening paragraph, while using this skill, a dwarf CAN be bashed, it just has no effect on them. So they'd take bash physical damage, but not the lag.


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PostPosted: Fri Oct 13, 2006 3:13 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
How about an innate ability that would allow dwarves wield medium sized wpns w/o the penalty for being larger then they are. They still cannot use large wpns but they would be able to use medium wpns without restriction.


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PostPosted: Fri Oct 13, 2006 3:16 pm 
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Joined: Wed Sep 08, 2004 12:28 pm
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This may not be tactical, but how about something which encourages them to wield axes? Sure, maybe that's a stereotype, but I've always thought a dwarf ought to be wielding a proper axe preferentially over other types of weapons. Farm equipment? Sickles? Ugh.

So, I'm in favour of anything which mitigates whatever disadvantages there may be to a dwarf wielding an axe (where class-appropriate, of course), or, if I'm really thinking outside the box, some other high damage weapon. I'm still not current with the "new" weapon system, but I'm assuming that high damage weapons are slow or inaccurate or both. Slow is fine -- there's other ways to speed up weapons and get those extra attacks, I believe -- but what about giving dwarves something "finesse-like" for certain types of high damage weapons, to increase accuracy? Tinker with the magnitude of the effect as desired.

If the complaints about damage dealt have any merit, this would address it. They're already superb tanks, so I'm not sure they need to be made less bashable. Maybe there's even some way to spin this so it's a tactical skill, rather than automatic.

I would support the less bashable thing, though, if that's what D's willing to give them.

I also love the mining/forging skill idea, though that opens up an area of SK which could be dealt with much more comprehensively in the future, code willing.

Peace,
Bux


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PostPosted: Fri Oct 13, 2006 3:23 pm 
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I was not envisioning the Earthmeld would make you immune to bash damage, just the knocking over part that causes lag.

I kind of like the idea about axes except for a few things. I don't think every dwarven class currently gets axes. We could make it an innate axe skill and then dwarves just get some special accuracy buffs when using their axe. But again this is an innate skill that is not tactical.


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