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Elrond
11-23-2009, 12:04 AM
It seems that attaining "Legendary" status in any given power or skill has a definitive "de ja vu;" as one reaches a level of skill that cannot be surpassed by others.

Well! I might not be the best-suited to talk about this since I have a grand total of ZERO legendary powers, and only 3 legendary skills; but it does seem to me that a "Legend" should be rewarded with a "Legendary" ability.

How come the chap in Zum's Battlegrounds can heal 100% SP with one waive of the hand, while our legendary healers cannot?

That is not fair, I say!!! :p

I would like to suggest opening a discussion on what "Legendary" ability one should attain when attaining "Legendary" status in any given power or skill.

Here is some food for thought to start things off:

Conjuration:
Ability to conjure a (only 1) permanent item that gives a +4 MR and +4 SP bonus.

Destruction:
3 Charges of Power Destruction, each inflicting 250 SP damage on an enemy.

Divination:
3 Charges of defensive weaponry, each making hero 18+ to hit for enemy for 3 consecutive rounds.

Elementalism:
3 Elemental Attacks daily, each attack inflicting 200 SP points of damage to an enemy

Fortification:
3 Total Protection charges a day, each charge negating an enemy attack (100% probability).

Gating:
5 Gating charges daily, each opening a teleport to anywhere in Sryth.

Illusion:
Ability to enchant weapon (+4 MR), armor (+4 SP) permanently. If Solundar can do it, why not us?

Necromancy:
Undead Horror (3 daily charges), each charge paralyzing an opponent for 3 rounds.

Restoration:
3 Full Heal charges daily (Yes that's another 3 QS heals through restoration).

Shadow Magic:
3 Weapon Mastery Charges daily, each giving an additional +100 to MR for 3 consecutive rounds.

Telekinesis:
3 Telekinetic Attacks daily, each inflicting 200 SP damage against an enemy.

psychoadept
11-23-2009, 04:32 AM
I like these ideas! The numbers might need to be tweaked, but the powers all sound like good ideas.

zmflavius
11-23-2009, 01:20 PM
I like these ideas! The numbers might need to be tweaked, but the powers all sound like good ideas.

I concur.

jimyred
11-23-2009, 09:06 PM
[COLOR=black]
Divination:
3 Charges of defensive weaponry, each making hero 18+ to hit for enemy for 3 consecutive rounds.


How would this work, since the enemy is not the one rolling? Are you thinking to drop the enemy's MR to 18 less than ours (which would be the equivalent of us being 18+ to them)? That would just make them 3+ to hit for us.

BTW, totally love the idea, even though I'm a long ways away from legendary. My highest power is currently 73 . . .

And since you had Skills in the title of this thread, I think a Legendary Archer should be able to range attack enemies before the combat actually starts. Maybe not to the 200SP level you are suggesting for powers, but at least something. I feel that I could make better use of my bow. (Wrong thread for this, but I'm hoping that the "special prize" that we get for scoring 3,300 in the tournament will be a special bow that can do something cool . . .)

smv1973
11-24-2009, 03:29 PM
I like the idea. You should send it to the GM. I sure he would do some tweaks but it would be nice for Legendary powers to have some extra benefit's.

wetheril
11-24-2009, 06:20 PM
I'm with smv1973 and psychoadept on the idea; I like the thought of legendary powers giving an additional perk. Some of the ones listed seem better than others, so I agree the GM could adjust it to what he sees fit.

thingirl
11-24-2009, 09:30 PM
My friend, you have some good ideas there. Elf. :p

Elrond
11-24-2009, 11:43 PM
I like these ideas! The numbers might need to be tweaked, but the powers all sound like good ideas.

I concur.

Thanks Psychoadept and Zmflavius, I totally agree that the numbers (and whole idea for that matter) needs much refining.

How would this work, since the enemy is not the one rolling? Are you thinking to drop the enemy's MR to 18 less than ours (which would be the equivalent of us being 18+ to them)? That would just make them 3+ to hit for us.

BTW, totally love the idea, even though I'm a long ways away from legendary. My highest power is currently 73 . . .

And since you had Skills in the title of this thread, I think a Legendary Archer should be able to range attack enemies before the combat actually starts. Maybe not to the 200SP level you are suggesting for powers, but at least something. I feel that I could make better use of my bow. (Wrong thread for this, but I'm hoping that the "special prize" that we get for scoring 3,300 in the tournament will be a special bow that can do something cool . . .)

I don't know if the idea made sense in the hero becoming 18+ to hit; And that needs a better suggestion to fix it.

I'm with smv1973 and psychoadept on the idea; I like the thought of legendary powers giving an additional perk. Some of the ones listed seem better than others, so I agree the GM could adjust it to what he sees fit.

I like the idea. You should send it to the GM. I sure he would do some tweaks but it would be nice for Legendary powers to have some extra benefit's.

I'm holding off on sending it to the GM till the concept and details are refined. And it would be great if more skill suggestions come to light.

My friend, you have some good ideas there. Elf. :p

Thanks a ton for the compliment, Thingirl! It was a very pleasant surprise!

Young Ned
11-25-2009, 11:26 AM
I'm holding off on sending it to the GM till the concept and details are refined. And it would be great if more skill suggestions come to light.

There's only so much refining we can do when we don't know the inner details of how the mechanics of Sryth are implemented. I'd say give the GM the basic concept and let him refine the details, since he has a better idea of how to do so.

thingirl
11-25-2009, 02:04 PM
My friend, you have some good ideas there. Elf. :pThanks a ton for the compliment, Thingirl! It was a very pleasant surprise!

Although, technically you're half-Elvin with the lifespan of an elf.

And YN, I like that idea.

Scarbrow
11-30-2009, 04:28 PM
While I think that the ultra-powerful blasts of 200 SP are too much, specially because the comparable items require fairly long quests, these are excellent ideas. My contibutions:


Conjuration:
Ability to conjure a (only 1) permanent item that gives a +4 MR and +4 SP bonus.
Rather than permanent, I would suggest increasing the number of available items past Conjuration 70, and for Legendary the daily ability to invoke a powerful item. I'd give those items a wide range, so if you've really good equipment (**cough**Thordon**cough*) you won't benefit at all, but if your equipment is only decent (that is, not Tallys) you may or may not benefit from the item. Alternatively, you might receive temporary duplication of a random Tallys Item, what would ensure the wide range of power and make it easier for the GM to code since he wouldn't have to create many new items for a few Legendary players.


Destruction:
3 Charges of Power Destruction, each inflicting 250 SP damage on an enemy.
Elementalism:
3 Elemental Attacks daily, each attack inflicting 200 SP points of damage to an enemy
Telekinesis:
3 Telekinetic Attacks daily, each inflicting 200 SP damage against an enemy.

For these purely offensive powers, I'd rather keep them as they are.
You could also add the option of deploying ONE uber-powerful strike at the cost of ALL your NvR (min NR 20) for Destruction.
For Elementalism, you could summon an Elemental, that fighting alongside you either lowers the enemy's MR, or sometimes distracts it, like when fighting in multiplayer.
Telekinesis could also offer you the chance of automatic fleeing (like in throwing your enemy far away to let you run)


Divination:
3 Charges of defensive weaponry, each making hero 18+ to hit for enemy for 3 consecutive rounds.

As previously stated, that would be the enemy being 3+ to you. I'd reduce that to 3 charges for 1 round, or better 1 charge for 3 rounds.


Fortification:
3 Total Protection charges a day, each charge negating an enemy attack (100% probability).

Duplicating BoP, this seems quite good.


Gating:
5 Gating charges daily, each opening a teleport to anywhere in Sryth.

Since cost of movement is so low currently, I'd make that unlimited teleportations. Or maybe adding the ability to "mark" a location as your "home" and Gate to there from any other place in the realms, very useful for when you leave Tarn, or other scenarios that require long time (I mean, number of clicks) to get in.


Illusion:
Ability to enchant weapon (+4 MR), armor (+4 SP) permanently. If Solundar can do it, why not us?

Quite the perfect argument. But Solundor is not just a Legend: he invented that method of improving items. I would suggest 1 daily charge for temporarily imbuing your weapon with such bonuses.


Necromancy:
Undead Horror (3 daily charges), each charge paralyzing an opponent for 3 rounds.

Absolute genius! Completely agree.


Restoration:
3 Full Heal charges daily (Yes that's another 3 QS heals through restoration).

Very good one, too.


Shadow Magic:
3 Weapon Mastery Charges daily, each giving an additional +100 to MR for 3 consecutive rounds.

Make that just 1 daily charge, and I'm in.

Also, for all of these suggestion involving "charges" there could be a price attached, like BoP. Something like needing a special component for those spells, sold only at the Grey Circle.

Elrond
12-01-2009, 03:54 AM
Wow, Scarbrow! Thanks for taking the time to comment on the idea. Thanks for the compliments on the suggestions you thought were good; and thanks for the feedback on the other ideas. I can venture to say that the suggestion is much better now than before. I'll have to work on it a bit to incorporate the feedback; and then send it to the GM.

Oldschool
12-01-2009, 04:01 AM
Excellent idea Elrond and nice feedback from everyone especially Scarbrow. The gold cost is a nice addition as well.

smv1973
12-01-2009, 05:21 AM
I think the Gating should allow you to summon a creature like a demon or something. Kind of like it does now because Gating is also a power that can be used for attacks and not just teleportation.

thingirl
12-01-2009, 03:22 PM
Familiars! You might be able to Gate up a familiar. Ok, maybe not, but...

Or maybe you can Gate something to or from your residence storage.

Scarbrow
12-01-2009, 05:29 PM
Familiars! You might be able to Gate up a familiar. Ok, maybe not, but...

Or maybe you can Gate something to or from your residence storage.

Those are also quite good suggestions.

Badstench
12-10-2009, 07:41 AM
I went back to Elrond's first post... although I see merit in the suggestions, the over-riding factor continues to be, "game balance".

I agree that 'legendary skills should benefit by 'legendary' abilities. However, this has already been adressed within the current game mechanics.

We all know that each 10 levels in a combat ability gains an increase by +1 to the respective statistic, +2 at higher levels, and +4 at legendary status. Is this not enough?

To add to the equation, success rates for casting spells are better. Is this not enough?

What I'm driving at is... there will come a point when the top echelon of player-characters can handle whatever the GM throws at us... sometimes it will be a challenge, but that's a good thing, yeah?

It's also true that the GM could throw an 'impossible' opponent at us. He hasn't done this to date, but the possibility exists.

My point is this... gosh I had a good holiday on a Pacific Island... oh... that's not my point. :)

My point is to warn players to the longevity of this game. New adventures might appear which are far below the abilities of long-time players, but will be gratefully received by mid-level characters.

In effect, what I'm saying is.... if you have a legendary character, enjoy the power! You earned it!

And if you think the game has become too easy, enjoy that, too! Sooner or later, you're gonna wish for the good old days when a lowly Tarn Rat was a real threat.

Why?

Runeskin is making a comeback. Are you so sure of your abilities?

****

This was not a detraction of Elrond's post.... it was more of a way of asppreciating his ideas.

Cheers dude.

jimyred
12-10-2009, 03:02 PM
I was thinking about super Legendary powers yesterday when over the course of 3 uses my WoD hit for an average of 97 damage, well below the 180+ damage it has done on other occasions. Could the balance come from making them have a variable amount of damage such as that? Can hit for high damage, but there's always that chance it could totally backfire on you. I mean, even the most legendary mages can't expect to have absolute control over their magic . . .

Elrond
12-12-2009, 12:33 AM
Thanks for your feedback, Badstench! It isn't taken negatively at all. An example of the motivation behind my post was "Restoration." At lvl 83 where I'm at right now, my max restore is 42 (83/2 rounded up) with a minimum of 8 (83/10 rounded down) for an average of 25 sp per restore. To reach that level I've spend approximately 309426 total xp (general and specific). I need to invest another 900000 xp to reach legendary status, which will give me +8 to my max restore (50) and +2 to my minimum (10) for an average of 30 sp per restore. That doesn't seem logical to me. The investment in lower levels is hundreds of times more feasible than at higher levels. The same can be said for damage in attack powers.

Other than bragging rights, which aren't high of all players' lists, why invest so much xp from lvl 90 to lvl 100 (648000 xp at a 25% discount) when all you get is a trivial improvement?

Badstench
12-12-2009, 10:08 AM
The same argument can be used to decry the items available from Tallys: why do high level items cost so much more than low level items when the results of each purchase only lift my MR or SP by 1 or 2 points?

Because the power bonus is incremental.

In other words, the bonuses afforded by high level abilities are, by their very nature, difficult to obtain, and 'difficulty' should not be a requisite by which the reward is measured (in the case of stat and ability bonuses).

Only the most dedicated adventurers will attain those levels and the attendant rewards, which should always be outside the ability of 'normal' folk to achieve.

But, to address your example involving Restoration. I do have legendary status in this power and feel qualified to offer an informed opinion.

True, it costs a lot of XP to raise powers to that level for what may seem like a paltry few points of extra healing. However, keep in mind that the minimum number of points healed also rises, which means that the median (average) number of points also rises. It's also my experience that the frequency of spell failure decreases dramatically.

But here's the biggie... at Legendary status, you get to heal some serious points during melee! When you can suddenly heal yourself by 25+SP during the middle of a fight, that could be a life-saving power to have... it's got Judge Fury out of a few sticky predicaments.

In short, I have noticed an obvious imrovement (quality-wise) of Restoration from level 90 to 100.

texlaw1992
12-12-2009, 05:55 PM
Re Badstench's post, the GM has thrown at least one impossible opponent at us - the Guildmaster / Man in the Hat.

I like most of the ideas posted re legendary powers, but since I'm quite a ways from having any, I'm sure any changes will occur long before I get there.

Elrond
12-13-2009, 11:27 AM
The same argument can be used to decry the items available from Tallys: why do high level items cost so much more than low level items when the results of each purchase only lift my MR or SP by 1 or 2 points?

Because the power bonus is incremental.

I have to agree that Tallys items bonuses are incremental. One can see a pseudo-incremental rise in value vs. bonuses. But with powers, you spend 33% effort to achieve 84% benefit (at lvl 83); then you have to invest 67% of the total effort to get the additional 16%. To me, that's just too disproportionate.

Scarbrow
12-13-2009, 03:17 PM
I agree with both of you, Elrond and Badstench

The power level of Items is incremental, as seen with Tallys Items. But even with that, not a long time ago it was astounding to see Magical bordering on MR 200 with his Legendary Unarmed Combat, and now many of the best characters (as I'm now seeing on the Hall of Champions (http://www.sryth.com/ci.php?f_c=hoc.inc&f_h=total), the top 25) have or can have an MR over 200, all the way up to Thordon's 250 MR, 250 SP. I know that all of those characters are big donors, winners of raffles and/or contests with huge AT rewards, etc. Also, 47 characters (to the day) have managed to best Barynbor, who is 9+ at MR 200 and designed to be a though fight for the current elite (I know my Krylinym, who has slipped to the 200th adventurer positions, won't challenge him for quite some time, since Rokkmo was almost too much for him).

Where I want to arrive is here: Owing to changes introduced by the GM, the highest tier of power available for a character has increased dramatically on the last two years, and specially this last year. However, the damage and effectiveness of Powers have remained static for years (since the beginning). To me, is obvious that the Power system was designed with a certain reference frame of how much time would take for a character to reach lvl 100 (And I think that the GM secretly hoped this was as near as "never" as it could be) and what other powers would have the character at that time. There was a time when nobody could think of wielding a single item with the ability of dealing more than 100 damage on one stroke, and now we have 2 permanent (and 1 temporary, the Bell, which most if not all of the old-timers have in reserve) items with that level of power.

I think this makes the old Powers fairly unbalanced. And as Elrond points out, owing to the changes to the XP system (now it's way easier and quicker to achieve 10,000 XP per day, and gold is no longer an issue - though I can grind more than 10,000 gold in a couple of hours, so it never was for me) training a power to level 30 is something you can do as you start your character, training to level 50 is usually accomplished in days, if not hours, and if you really dedicate to just one of them, you can train to 70 in a week. You can achieve much power for just a comparatively little price, and then the uphill climb begins. Since the prices for the early levels cannot be easily adjusted (for they would only make things harder for new players) and even higher levels are not easy to adjust, for many long-time players and big supporters of this game have already worked their way up to the top, I think the only viable alternative is to adjust the amount of (awesomeness) power the Powers grant. And as the power you obtain until level 70 is fairly balanced, if somewhat easy to obtain, I think the correct way is to add more power, in an as much imaginative way as it's possible, to the higher levels, and bear with the overall increment of power of the elite the same way than he (the GM) is currently dealing with the never-seen-before MR levels.

EDIT: Oh, and as for Impossible enemies, I just tested my Wanderer's Bell on the Man on the Leather Hat. Dealing a total of 1359 damage to him reduced his life to 94%. He was at 95% at 1341, tough, so I calculate him to be around 25,000 SP. Pretty impossible, yes :D

Arik
12-13-2009, 08:09 PM
I think the special abilities are a good idea. However, I also think that at 210 MR and 220 SP or so, you're as powerful, combat-wise, as you can get; any more power is superfluous. I'd like to see more adventures specifically for 210+ MR characters.

I also think that at 70, most skills are as powerful as they can get. A character with 70 Horsemanship or Lore or Diplomacy, for example, is about as powerful as a character with 100 Horsemanship/Lore/Diplomacy. I think there should be more high-level skill checks, and I think that Diplomacy should have a role in in how much gold you can get for your items.

zmflavius
12-13-2009, 08:17 PM
I think the special abilities are a good idea. However, I also think that at 210 MR and 220 SP or so, you're as powerful, combat-wise, as you can get; any more power is superfluous. I'd like to see more adventures specifically for 210+ MR characters.

I also think that at 70, most skills are as powerful as they can get. A character with 70 Horsemanship or Lore or Diplomacy, for example, is about as powerful as a character with 100 Horsemanship/Lore/Diplomacy. I think there should be more high-level skill checks, and I think that Diplomacy should have a role in in how much gold you can get for your items.

I agree with the second part, but not with the first part.

Generally, "quests" are meant to be available and doable by all, unlike "challenges," which have no standing on your gameplay apart from the prestige and the minor rewards. On this note, all the PGs and the main quests have been doable by normal players, though donating may make them easier.

For example, in the quest, Underfoot, most of the quest is basically mid-level, but there's a small extra where you fight Candles the Cat, who is 9+ at 200 MR. While anyone can complete this using WoD and FoD, donations make it much easier.

Next, on challenges:

The Battlegrounds and Barynbor are probably the only events where only a donator can win for certain. If you don't donate, you'll have a hard time excelling. But none of those are "neccessary" in the game, in fact, they're more for the prestige (and xp) than actual advancement.

So a quest (especially a key quest) that requires a high donator-only MR would not be fair to all Adventurer Guild members, since the Guild is supposed to unlock all content for you. On the other hand, if the donator-only MR is optional and only for the prestige and the top XP reward, then I'm fine with it.

wetheril
12-13-2009, 08:27 PM
I'm going to chime in my agreement with Zmflavius. Defeating Barynbor is optional (and not needed to advance the storyline), and so is placing high in the challenges at Zumryn's.

As an AG player who has donated significantly for my primary character, Altaria, even I wouldn't be in favor of key quest content that only a select few donor elites had a chance of completing. That said, there IS an increase in quests/adventures that have very difficult combat encounters; The Giants of Gallowtop Hill, PG VI, Underfoot, the Winds of Mt Stonejaw, etc. all come to mind.

The one with the highest 9+ MR is supposedly an event in Tarn at MR 250. Even so, this combat can be won with combat items such as the finger of dread/wand of dragon fire, etc.

Arik
12-13-2009, 08:32 PM
In response to Zmflavius, I think that donations should have less of a role in your MR/SP/NvR, and how much you play Sryth should have more of a role. I also think that there should be a lot (more) minor but rewarding quests that are not replayable, so that you can get a high MR/SP/NvR without grinding so much. (I don't grind much, so I have low skills and powers. I hate grinding, and I don't see the point of spending hours on parts of a game you don't enjoy. Don't get me wrong末I love Sryth, I just hate grinding.) Finally, I think that MR/SP/NvR should rely more on skills and powers than it does now, so that you don't have to donate as much to become powerful末but that would reduce the amount of money the GM makes, so maybe the AG membership cost should be increased. I think there is truth to what Zmflavius said, and that these suggestions would make it fairer.

zmflavius
12-13-2009, 08:36 PM
In response to Zmflavius, I think that donations should have less of a role in your MR/SP/NvR, and how much you play Sryth should have more of a role. I also think that there should be a lot (more) minor but rewarding quests that are not replayable, so that you can get a high MR/SP/NvR without grinding so much. (I don't grind much, so I have low skills and powers. I hate grinding, and I don't see the point of spending hours on parts of a game you don't enjoy. Don't get me wrong末I love Sryth, I just hate grinding.) Finally, I think that MR/SP/NvR should rely more on skills and powers than it does now, so that you don't have to donate as much to become powerful末but that would reduce the amount of money the GM makes, so maybe the AG membership cost should be increased. I think there is truth to what Zmflavius said, and that these suggestions would make it fairer.

If grinding and not donations made the difference, then donations would be devalued, as you mentioned above.

However, if to cover the loss of donations, basic membership was hiked, the level needed to hike the membership cost would probably be too expensive for most people to get.

Therefore, I disagree.

Arik
12-13-2009, 08:59 PM
I would estimate that half of the AG members do not donate. If the AG subscription price were raised by $5 or so, most AG members would still subscribe, and a lot of people would still donate, just because they would want particularly high stats for the sake of having particularly high stats (and maybe some optional content, such as Barynbor, should be made more difficult because of this.)

But it's a difficult question, and ultimately I'm not sure that that's what should be done.

Arik
12-19-2009, 10:35 PM
I just thought of a power for high Conjuration:

At level 85 Conjuration, you can conjure ONE item like the Phantom Items. This item, depending upon the conjurer's choice, gives one of the following bonuses:

+1 MR, +1 SP, +1 NvR
+2 SP, +1 MR
+2 SP, +1 NvR
+2 MR
+2 NvR, +1 MR

In addition, this item permanently raises one of the conjurer's stats by 1. This bonus is taken into consideration when skills and powers are trained.

At level 90 Conjuration, you can conjure ONE more of these items. This item, depending on the conjurer's choice, gives:

+5 MR
+6 NvR
+8 SP
+3 MR, +5 SP, +3 NvR

At level 100 Conjuration, you can conjure a final one of these items. This item allows 15 points to be distributed among MR, SP and NvR. No more than 7 points can be applied to MR, 9 points to NvR, or 11 points to SP.

zmflavius
12-19-2009, 11:12 PM
I just thought of a power for high Conjuration:

At level 85 Conjuration, you can conjure ONE item like the Phantom Items. This item, depending upon the conjurer's choice, gives one of the following bonuses:

+1 MR, +1 SP, +1 NvR
+2 SP, +1 MR
+2 SP, +1 NvR
+2 MR
+2 NvR, +1 MR

In addition, this item permanently raises one of the conjurer's stats by 1. This bonus is taken into consideration when skills and powers are trained.

At level 90 Conjuration, you can conjure ONE more of these items. This item, depending on the conjurer's choice, gives:

+5 MR
+6 NvR
+8 SP
+3 MR, +5 SP, +3 NvR

At level 100 Conjuration, you can conjure a final one of these items. This item allows 15 points to be distributed among MR, SP and NvR. No more than 7 points can be applied to MR, 9 points to NvR, or 11 points to SP.

But that wouldn't really make sense, because the phantom items are a genius creation of illusion, not conjuration (Solundor's a illusionist).

Arik
12-19-2009, 11:24 PM
That's true...what about items that attach to your armor/weaponry like icons (but you don't need imbuable items)?

wetheril
12-19-2009, 11:33 PM
I would estimate that half of the AG members do not donate. If the AG subscription price were raised by $5 or so, most AG members would still subscribe, and a lot of people would still donate, just because they would want particularly high stats for the sake of having particularly high stats (and maybe some optional content, such as Barynbor, should be made more difficult because of this.)

But it's a difficult question, and ultimately I'm not sure that that's what should be done.

You know, you're the first person I have heard of advocate a price hike for AG-membership! Though this would probably be somewhat more profitable for the GM, I'm not sure what the majority of players feel about it.

Arik
12-19-2009, 11:54 PM
Actually, I think $5 is too extreme末the loss of income because of the loss of donations could probably made up for with an additional $2.50 AG cost.

Maybe someone should set up a poll to find out what players think of this.

jimyred
12-20-2009, 08:09 PM
Maybe Arik is the GM in disguise . . .

How about a randomly occurring use of the power during combat? Kind of like the random MR boost from your weapon subskill? Of course, you wouldn't want it draining your NV, so it would have to not cost any NV to happen, so that might be not workable . . .

wetheril
12-20-2009, 08:23 PM
Maybe Arik is the GM in disguise . . .

If that were the case, he'd be happy with the donation I made this morning! :D

How about a randomly occurring use of the power during combat? Kind of like the random MR boost from your weapon subskill? Of course, you wouldn't want it draining your NV, so it would have to not cost any NV to happen, so that might be not workable . . .

Or a random chance a use of the power won't drain your NV?

Oldschool
12-21-2009, 12:16 AM
Maybe Arik is the GM in disguise . . .



Another name added to the list of "suspects" from the forum ranks. ;)

Elrond
12-21-2009, 10:53 PM
I think the special abilities are a good idea. However, I also think that at 210 MR and 220 SP or so, you're as powerful, combat-wise, as you can get; any more power is superfluous. I'd like to see more adventures specifically for 210+ MR characters.

I also think that at 70, most skills are as powerful as they can get. A character with 70 Horsemanship or Lore or Diplomacy, for example, is about as powerful as a character with 100 Horsemanship/Lore/Diplomacy. I think there should be more high-level skill checks, and I think that Diplomacy should have a role in in how much gold you can get for your items.

Another name added to the list of "suspects" from the forum ranks. ;)

Hmmm ... I don't think so! Arik seems to think that 210-220 with lvl 70 AS&P is as powerful as one needs to be. He could be putting us off; but wouldn't that discourage donations?

texlaw1992
12-21-2009, 11:25 PM
I have a feeling the GM probably did some analysis before deciding on the $19.95 price point. The GM would have to do further analysis before raising fees, as while it would not bother me, it might bother others.

As an example, I serve on the board of several local United Nations - related organizations, including our local Model UN. A few years ago, someone proposed raising delegation fees by $15.00, which seemed eminently reasonable to me. Still, there was quite a bit of backlash from less affluent schools who participated in the program, so we never implemented the fee hike. Lesson: don't hike fees without first getting feedback from your consumers.