It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Nel-A: Can I vote for 6 - Base of Operations please!
Alright, Base of operations has 3 votes, so that will be the next quest.

We will vote again when that quest begins.
Oh nice, I found a sweet freeware dungeon creator called Dungeon Crafter III.

Anyone is welcome to create any dungeons they'd like to see used in the future and e-mail the pictures to stoicsentry(at)gmail(dot)com. Have fun!


...now if only I could figure out a way to make better *outdoor* maps as well...
Post edited December 30, 2011 by stoicsentry
Okay I'm curious. Do I level up the same way? As in distribute skill points amongst skills?
Post edited December 31, 2011 by MrWilli
avatar
MrWilli: Okay I'm curious. Do I level up the same way? As in distribute skill points amongst skills?
Nope. You always roll a d(20) for every effect. You can do anything you want, though your chances to succeed depend upon your class.

As a Knight, you would have:

-Automatically resists "fear"
-Automatically resists "charm"/"mind control" (including "telepathy")
-Can buy and ride a steed
-Can equip 2 weapons
-Improved damage vs. dragons
-Improved charisma
-Improved ability to "stun" with shield
-Can choose to "guard" an ally, re-directing some of the damage the ally would take to the Knight.
-+10 HP.
-Increased strength

If you want to go the Telekinesis route instead, I would suggest Psionicist. class instead.

What changes when you level up is: 1) you gain 1HP, 2) you are entitled to use weapons and items that require higher levels.

At higher levels, I want to introduce "unique" combat moves/spells/etc. for classes, but for right now, it's nice that classes are more sharply outlined. I apologize for the confusion.
avatar
MrWilli: Okay I'm curious. Do I level up the same way? As in distribute skill points amongst skills?
avatar
stoicsentry: Nope. You always roll a d(20) for every effect. You can do anything you want, though your chances to succeed depend upon your class.

As a Knight, you would have:

-Automatically resists "fear"
-Automatically resists "charm"/"mind control" (including "telepathy")
-Can buy and ride a steed
-Can equip 2 weapons
-Improved damage vs. dragons
-Improved charisma
-Improved ability to "stun" with shield
-Can choose to "guard" an ally, re-directing some of the damage the ally would take to the Knight.
-+10 HP.
-Increased strength

If you want to go the Telekinesis route instead, I would suggest Psionicist. class instead.

What changes when you level up is: 1) you gain 1HP, 2) you are entitled to use weapons and items that require higher levels.

At higher levels, I want to introduce "unique" combat moves/spells/etc. for classes, but for right now, it's nice that classes are more sharply outlined. I apologize for the confusion.
So level ups just make sure we don't get overpowered items?
avatar
stoicsentry: Nope. You always roll a d(20) for every effect. You can do anything you want, though your chances to succeed depend upon your class.

As a Knight, you would have:

-Automatically resists "fear"
-Automatically resists "charm"/"mind control" (including "telepathy")
-Can buy and ride a steed
-Can equip 2 weapons
-Improved damage vs. dragons
-Improved charisma
-Improved ability to "stun" with shield
-Can choose to "guard" an ally, re-directing some of the damage the ally would take to the Knight.
-+10 HP.
-Increased strength

If you want to go the Telekinesis route instead, I would suggest Psionicist. class instead.

What changes when you level up is: 1) you gain 1HP, 2) you are entitled to use weapons and items that require higher levels.

At higher levels, I want to introduce "unique" combat moves/spells/etc. for classes, but for right now, it's nice that classes are more sharply outlined. I apologize for the confusion.
avatar
MrWilli: So level ups just make sure we don't get overpowered items?
For now, yes. That, and give you a lot more survivability in combat (as 1 HP can be a big deal, since damage will rarely exceed 20 - and that's a *perfect* roll. Most likely average out at around 10.)

...for now.

I want to introduce more special moves/combat abilities/spells at higher levels. I'm just trying to work out a system that keeps characters a little more static. But certainly, there should be room for improvements.
Post edited December 31, 2011 by stoicsentry
avatar
stoicsentry: snipe
okay got it.
avatar
stoicsentry: snipe
avatar
MrWilli: okay got it.
If there's any special abilities you want to see for particular classes, please let me know. I will work on implementing people's suggestions.
Maybe Slayer ability as a specialization bonus at higher levels.
avatar
MrWilli: Maybe Slayer ability as a specialization bonus at higher levels.
Yeah, we can definitely do that. Knights have it for dragons already, maybe make additional options for "racial enemies."
There's a SUGGESTION section in the forums now. If you're registered, you can post threads or reply to existing ones.
There is a friendly 1 on 1 sparring match HERE.

This is only for those that are not involved in the current quest.

New characters welcome!
Shadow Knights need a Magic Specialization called Arcana
It would be very nice of clerics could bless a room or a doorway so evil things had to pass a difficulty check to pass into/through them. It's just a thought.
Do you think we could add a list of perks that participants could pick from? We could roll for them in combat or in dialogue for instance?