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Re: [dragwars] Re: The New Rules, my 5 cents.

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  • rumtap@aol.com
    perhaps a couple of extra skills for the barbarian would also help. Here a couple off the top of my head Improve strength- barbarians admire brute strength in
    Message 1 of 13 , Jan 1, 2009
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      perhaps a couple of extra skills for the barbarian would also help. Here a couple off the top of my head

      Improve strength- barbarians admire brute strength in their warriors and will work hard to improve their strength. Taking this skill allows the character to add +1 to their strength score. this can improve combat factors, encumbrance, resistance to poison etc. can be taken 3 times but can't take strength higher than 18.

      Dodge- Barbarians learn to increase their agility to avoid being hit. A barbarian with this skill can roll a d6 and on a 1 the blow is avoided. A Barbarian can not use this skill while using a shield as it throws of their balance.

      Damaging Blow- The Barbarian's weapon of choice is the 2 handed sword or the battle axe as these weapons do great damage. A barbarian with this skill inflicts double the normal damage on a critical hit when armed with these weapons. 


      -----Original Message-----
      From: Christopher Loh <chloh77@...>
      To: dragwars@yahoogroups.com
      Sent: Mon, 29 Dec 2008 3:07 am
      Subject: Re: [dragwars] Re: The New Rules, my 5 cents.

      I agree with rumtap that the assasins should not be powered down. The class is generally okay. In fact, I think that the power balance of the old assassin when being compared to sorcerers, warlocks, newly improved mystics and elementalist is quite good. The only 2 weak class are knights and barbarians.
       
      Knights and Barbarians
       
      The track skill seems to be just a dirty old bone that is being thrown in hope that the balance be adjusted back to the warrior class. However I feel that it takes more than this adjustment to reverse the imbalance. In fact, an adjustment to their level advance stats is necessary to address the issue.
       
      At the same time, the beserk skill of the barbarian is too weak. It is a good roleplaying tool (Thorsten berserks and beat the crap out of everyone) but illogical (most of the time) for a PC to go berserk. Explore the mechanics, 3 defence for 1 attack. A barbarian is likely to lose to a knight, of the same level and stats, in a duel. He is even more likely to lose should he go berserks.
       
      Even if you have the blod rage skill (skill of mighty), the knight would still widen the advantage with main guache. A barbarin hit once, adds 1 to damage. A knight attacks TWICE and damage TWICE! Both attacks are sure hits since both combatants got 0 defence. However the knight get to attack twice.The additional 5 hp of the barbarian (2 from the basic template and 3 for the negative HP) is unlikely to do much to overcome the disadvantage of the two attacks from the knight and the superior armour. Should the knight takes Main Guache, Sword Master and Weapon skill.... the Barbarian is a CONFIRM goner.
       
      Perhaps the Barbarian berserk should be improved? Berserk, 1 defence for 1 attack. Blood rage, 1 defence for 3 attack. A +1 bonus to damge for every 5 points of defence being sacrificed. In case anyone should be worried about game imbalanced, you can run a fight between the knight and barbarian using the above rule.
       
      I also feel that knights should be given their skills of the mighty earlier. It could be given as a skill system like the Assasin (choose 1 at level 1, choose another at 3 and etc). If GM is afraid that it would result in overly powerful knights perhaps a "watered down" version of the same skill could be introduced and "double specialisation" (with rank requirement) is needed before the knight gets to enjoy the full benefits.
       
      Example the "watered down" version
      Disarm technique - 1d6 instead of 3d6
      Expert Parry -1 to 3 on d20
      Main Guache - Half attack or +1 to defence
      Master Bowman - 50% of second arrow at end of round. Double specialisation is needed for the +1 AC
      Quick Draw  - 50% chance that weapon is drawn or to exchange weapon (think that the Quick draw system in original DW is quite pointless, who would go around not drawing weapon when you expect trouble?)
      Swordmaster - 50% chance of crit on a roll of 2
      Weapon skill - +1 to armour bypass roll to every subsequent round rather than every round.
       
      Seriously the difference of 2 hp, 1 evasion, berserk and armour expert is too small. The introduction of the skill system of the knights earlier and the improve berserk of the barbarians should further differentiate the 2 warrior class in game mechanics which will translate to styles of combat (Skill based versus Rage based).
       
      Assasin
       
      Perhaps a more stronger version of certain assasin skills are made available to rogues? Some GM and players are not comfortable with having assasin in the game. Some might want to play rogue but not assasin. In this case, perhaps the player could sacrifice some asssin skills (e.g. Unarm combat, throwing spikes, Shock attack, Death Vow, Mediational techniques, Alchemical techniques and track. Instead they gain the more potent version of the rest of the skills.
       
      Example
      Breakfall 8m at level 1, 14m at level 3, 16m at level 5
      Climbing Minus 1.5 times his level from the difficulty level
      Disguis Roll once every 2 hour
      Pilfer No -4 penalty
      Pick Locks 25% +10% per level and max is 95% (assuming that using the old assasin, otherwise the new assassin will be better at picking locks)
       
      Chris
    • rumtap@aol.com
      thinking more about what Chris has said I d keep knight skills the same and start them earlier but not from first rank. Pick one at 4th, another at 6th, then
      Message 2 of 13 , Jan 2, 2009
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        thinking more about what Chris has said I'd keep knight skills the same and start them earlier but not from first rank. Pick one at 4th, another at 6th, then at 8th, 9th etc.

        I'd give the barbarian a couple of extra skills as i have said and do the same, but bloodrage can only be taken at 8th. I'd have beserk as a starting skill as is and have an upgrade to 1a for 2d as a skill choice. Another skill idea is improve stamina, gives an extra health point.

        just an idea

        Patrick


        -----Original Message-----
        From: rumtap@...
        To: dragwars@yahoogroups.com
        Sent: Fri, 2 Jan 2009 1:12 pm
        Subject: Re: [dragwars] Re: The New Rules, my 5 cents.

        perhaps a couple of extra skills for the barbarian would also help. Here a couple off the top of my head

        Improve strength- barbarians admire brute strength in their warriors and will work hard to improve their strength. Taking this skill allows the character to add +1 to their strength score. this can improve combat factors, encumbrance, resistance to poison etc. can be taken 3 times but can't take strength higher than 18.

        Dodge- Barbarians learn to increase their agility to avoid being hit. A barbarian with this skill can roll a d6 and on a 1 the blow is avoided. A Barbarian can not use this skill while using a shield as it throws of their balance.

        Damaging Blow- The Barbarian's weapon of choice is the 2 handed sword or the battle axe as these weapons do great damage. A barbarian with this skill inflicts double the normal damage on a critical hit when armed with these weapons. 


        -----Original Message-----
        From: Christopher Loh <chloh77@singnet. com.sg>
        To: dragwars@yahoogroup s.com
        Sent: Mon, 29 Dec 2008 3:07 am
        Subject: Re: [dragwars] Re: The New Rules, my 5 cents.

        I agree with rumtap that the assasins should not be powered down. The class is generally okay. In fact, I think that the power balance of the old assassin when being compared to sorcerers, warlocks, newly improved mystics and elementalist is quite good. The only 2 weak class are knights and barbarians.
         
        Knights and Barbarians
         
        The track skill seems to be just a dirty old bone that is being thrown in hope that the balance be adjusted back to the warrior class. However I feel that it takes more than this adjustment to reverse the imbalance. In fact, an adjustment to their level advance stats is necessary to address the issue.
         
        At the same time, the beserk skill of the barbarian is too weak. It is a good roleplaying tool (Thorsten berserks and beat the crap out of everyone) but illogical (most of the time) for a PC to go berserk. Explore the mechanics, 3 defence for 1 attack. A barbarian is likely to lose to a knight, of the same level and stats, in a duel. He is even more likely to lose should he go berserks.
         
        Even if you have the blod rage skill (skill of mighty), the knight would still widen the advantage with main guache. A barbarin hit once, adds 1 to damage. A knight attacks TWICE and damage TWICE! Both attacks are sure hits since both combatants got 0 defence. However the knight get to attack twice.The additional 5 hp of the barbarian (2 from the basic template and 3 for the negative HP) is unlikely to do much to overcome the disadvantage of the two attacks from the knight and the superior armour. Should the knight takes Main Guache, Sword Master and Weapon skill.... the Barbarian is a CONFIRM goner.
         
        Perhaps the Barbarian berserk should be improved? Berserk, 1 defence for 1 attack. Blood rage, 1 defence for 3 attack. A +1 bonus to damge for every 5 points of defence being sacrificed. In case anyone should be worried about game imbalanced, you can run a fight between the knight and barbarian using the above rule.
         
        I also feel that knights should be given their skills of the mighty earlier. It could be given as a skill system like the Assasin (choose 1 at level 1, choose another at 3 and etc). If GM is afraid that it would result in overly powerful knights perhaps a "watered down" version of the same skill could be introduced and "double specialisation" (with rank requirement) is needed before the knight gets to enjoy the full benefits.
         
        Example the "watered down" version
        Disarm technique - 1d6 instead of 3d6
        Expert Parry -1 to 3 on d20
        Main Guache - Half attack or +1 to defence
        Master Bowman - 50% of second arrow at end of round. Double specialisation is needed for the +1 AC
        Quick Draw  - 50% chance that weapon is drawn or to exchange weapon (think that the Quick draw system in original DW is quite pointless, who would go around not drawing weapon when you expect trouble?)
        Swordmaster - 50% chance of crit on a roll of 2
        Weapon skill - +1 to armour bypass roll to every subsequent round rather than every round.
         
        Seriously the difference of 2 hp, 1 evasion, berserk and armour expert is too small. The introduction of the skill system of the knights earlier and the improve berserk of the barbarians should further differentiate the 2 warrior class in game mechanics which will translate to styles of combat (Skill based versus Rage based).
         
        Assasin
         
        Perhaps a more stronger version of certain assasin skills are made available to rogues? Some GM and players are not comfortable with having assasin in the game. Some might want to play rogue but not assasin. In this case, perhaps the player could sacrifice some asssin skills (e.g. Unarm combat, throwing spikes, Shock attack, Death Vow, Mediational techniques, Alchemical techniques and track. Instead they gain the more potent version of the rest of the skills.
         
        Example
        Breakfall 8m at level 1, 14m at level 3, 16m at level 5
        Climbing Minus 1.5 times his level from the difficulty level
        Disguis Roll once every 2 hour
        Pilfer No -4 penalty
        Pick Locks 25% +10% per level and max is 95% (assuming that using the old assasin, otherwise the new assassin will be better at picking locks)
         
        Chris
      • Captain Starkiller
        Have to agree with that. ... power than their rank.. and the damage is way too high. I think d6 per magic point is plenty depending on if armour factor is
        Message 3 of 13 , Sep 6, 2011
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          Have to agree with that.
          --- In dragwars@yahoogroups.com, rumtap@... wrote:
          >
          > The elementalist should not be able to put more magic points into raw power than their rank.. and the damage is way too high. I think d6 per magic point is plenty depending on if armour factor is subtracted or not which is yet to be clarified.

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