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[Idea] Region/Racial unique abilities
https://shatteredkingdoms.com/forums/viewtopic.php?f=22&t=14586
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Author:  Erevan [ Thu Dec 14, 2006 11:29 am ]
Post subject:  [Idea] Region/Racial unique abilities

This thought came to mind yesterday.

Its obvious how some races have certain innate abilities, but I was thinking, perhaps there could be some other innate abilities that would need you to be of the appropriate level for someone to teach it to you. A technique passed on only to elven warriors, for instance, or a spell only taught to griffon mages of master level, etc.
The other idea was regional spells/skills or traits, something that you only get when your character is created in a certain region. For example:
Quote:
Militia training.
Region: Empire.

Military personel trained in the barracks of Katar have learned how to better behave themselves in a military formation. They have learned to anticipate eachother's movements in combat so that they can fight more effectively in a formation. When fighting in a phalanx with three warriors in the front, they each gain bonuses to hit, dodge, and parry blows by combining their movements with their adjastant allies.


...And so on, and so forth.

Thoughts?

Author:  Kerrien [ Thu Dec 14, 2006 12:43 pm ]
Post subject: 

Halflings with innate invis in the wastes would be fun.

Author:  Fepel Veiled [ Thu Dec 14, 2006 12:47 pm ]
Post subject: 

What happens if you move? Does the skill go with you?

And that looks dangerously like a pre-existing cabal skill.

Author:  Goldlantern [ Thu Dec 14, 2006 1:36 pm ]
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I like the theory behind this one, but I don't like the example. I'd love to have "extra" stuff you can learn, in the manner of swim, that doesn't normally appear on your skill list. Like, say, the trapper that threatens to lay a trap for you - maybe he can teach you "anti-personnel mine". This could also be combined with quests - complete a quest, gain a skill. Maybe have a quest that ends (successfully completed) with the choice of learning one of three skills.

Author:  Syndal [ Thu Dec 14, 2006 1:45 pm ]
Post subject: 

Anti-personnel mine. :-?

Author:  Forsooth [ Thu Dec 14, 2006 1:59 pm ]
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I think it's a nifty idea, but incredibly hard to balance and execute. Look how long religion-specific clerical spells have been in coming. That's easy compared to this.

Author:  Goldlantern [ Thu Dec 14, 2006 4:28 pm ]
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I actually forgot all about those. He's actually doing that?

Author:  The Mighty Fluffball [ Thu Dec 14, 2006 7:14 pm ]
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Religion spells would be great, but NOT if they're existing spells!

Author:  Salandarin [ Thu Dec 14, 2006 7:55 pm ]
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*insert QQ over long-lost symbol powers*

This discussion reminded me. I really loved those. :(

Author:  Erevan [ Thu Dec 14, 2006 8:17 pm ]
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And whats wrong with the old religion spells? :p I miss nature people sprouting dragon wings and flying!

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