Shattered Kingdoms

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 Post subject: [Idea] Region/Racial unique abilities
PostPosted: Thu Dec 14, 2006 11:29 am 
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?


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 Post subject:
PostPosted: Thu Dec 14, 2006 12:43 pm 
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Mortal

Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Halflings with innate invis in the wastes would be fun.


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PostPosted: Thu Dec 14, 2006 12:47 pm 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
What happens if you move? Does the skill go with you?

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


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PostPosted: Thu Dec 14, 2006 1:36 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
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.


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PostPosted: Thu Dec 14, 2006 1:45 pm 
Anti-personnel mine. :-?


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PostPosted: Thu Dec 14, 2006 1:59 pm 
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Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
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.


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PostPosted: Thu Dec 14, 2006 4:28 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I actually forgot all about those. He's actually doing that?


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PostPosted: Thu Dec 14, 2006 7:14 pm 
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Mortal

Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
Religion spells would be great, but NOT if they're existing spells!


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PostPosted: Thu Dec 14, 2006 7:55 pm 
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Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
*insert QQ over long-lost symbol powers*

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


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


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