Shattered Kingdoms

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 Post subject: [Idea] Class (or class group) specific cabal abilities
PostPosted: Mon Apr 30, 2007 5:25 pm 
Its been bothering me for quite some time how each cabal attracts a specific class or two more intensly as some class abilities with some cabal abilities make for some 'uber' combinations, and was trying to think a few ways to solve that.

An Idea would be to give each cabal a few extra skills, one for each group of classes: the warriors getting some warrior oriented skill, the adventurers some adventurer oriented skill, etc.

Im not really sure if this idea will be considered or just laughed at, as new cabal skills is probably the last thing that would be added to SK in the short future, but I thought I'd drop the idea anyway.


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PostPosted: Mon Apr 30, 2007 7:45 pm 
Wow, I like this.

I like this idea a lot.

I really, really like this idea.

Would only require adding 3 skills/spells to each cabal, too. One could rotate, 4 could be the same for everyone.

Man, I like this alot. Everan gets my <3.


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PostPosted: Mon Apr 30, 2007 8:09 pm 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
Wouldn't that be 4 skills/spells per cabal? Warriors/Clerics/Adventurers/Casters?

Not sure what I think about it, though more variety (especially in the form of new abilities) in the game always sounds good to me.


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PostPosted: Mon Apr 30, 2007 10:36 pm 
Each cabal already has 5 skills, so one would be allocated for one of the four classes, while 3 others placed in. This way everyone has the same 4 cabal base skills and 1 swapping.


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PostPosted: Tue May 01, 2007 12:40 am 
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Wont help at all... casters will still go adept and fighters MC... This only adds a bit more twink to the casters adepts or fighter MC...


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PostPosted: Tue May 01, 2007 6:22 am 
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Players should not be joining for skillsets. They should be joining for the roleplay.

No leader should be letting someone join the cabal solely for the skillset. If a player can't keep his character's roleplay up to a high standard then that is what the cabal uninduct command is for.


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PostPosted: Tue May 01, 2007 8:20 am 
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Cyra wrote:
Players should not be joining for skillsets. They should be joining for the roleplay.

No leader should be letting someone join the cabal solely for the skillset. If a player can't keep his character's roleplay up to a high standard then that is what the cabal uninduct command is for.


Agreed.

Besides, priests are already getting religion-specific spells.


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PostPosted: Tue May 01, 2007 1:30 pm 
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I like this idea alot.....and to fix what meztiso said, i would say reconfigure all the cabal skills/spells to make them totally class based....although I would say save that until after alot of other things are fixed/implemented.....


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PostPosted: Tue May 01, 2007 2:00 pm 
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Cyra wrote:
Players should not be joining for skillsets. They should be joining for the roleplay.

No leader should be letting someone join the cabal solely for the skillset. If a player can't keep his character's roleplay up to a high standard then that is what the cabal uninduct command is for.


Only twinks join solely for the skillsets, but only hardcore rpers join solely for the roleplay. The other 90% of sk does it for some mixture of both, which means that you very, very rarely are going to get any barb/mercs in the adepts.


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PostPosted: Tue May 01, 2007 2:49 pm 
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I am glad that my regime had both.


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