FeedBack from Players Desired- New Advanced Rules discussion
The two disrupt would cause issues with combat as it affects a basic rule of the game rather than a skill. Your opponents would have to wonder whether you had the skill or forgot or didn't hear the call / hit.
Sticking to modifying the actual skills a discipline already has makes more sense.
Sticking to modifying the actual skills a discipline already has makes more sense.
My posts in no way reflect that of anyone else nor are they in any way official.
So an instant Cure poison is broken, but a 5 second 10 lash is not?
Now I like the idea of Rogues being able to set Traps in Combat, but that is what Hero points are for.. I would be vaery against a 5 sec. set Trap. Now maybe spend a LP and 5 Sec. to Diasarm a trap might be better.
I can get behind Wayne's idea.. although 1. it is sort of reduntant to say in the skill that people cannot use thier skills while being cured of poison as they could not anyway via the Poison rules? Might cause some comfusion if people read that before "Poison".. I have seen that happen. Also I would bring the Combat Cure Poison down the 1 LP if it is a 30 Second count.. But otherwise I can get behind it.
Now would you like to do something similar to Cure Disease as well or is that skill Broken as well?
Also if we playtest these skills next year, I would still like to leave the possibilty of 2 LP Instant Cure to be playtested for power, I am still of the opinion it would be fine - but if seen as too powerful then Wayne's idea is a good middleground.
Now I like the idea of Rogues being able to set Traps in Combat, but that is what Hero points are for.. I would be vaery against a 5 sec. set Trap. Now maybe spend a LP and 5 Sec. to Diasarm a trap might be better.
I can get behind Wayne's idea.. although 1. it is sort of reduntant to say in the skill that people cannot use thier skills while being cured of poison as they could not anyway via the Poison rules? Might cause some comfusion if people read that before "Poison".. I have seen that happen. Also I would bring the Combat Cure Poison down the 1 LP if it is a 30 Second count.. But otherwise I can get behind it.
Now would you like to do something similar to Cure Disease as well or is that skill Broken as well?
Also if we playtest these skills next year, I would still like to leave the possibilty of 2 LP Instant Cure to be playtested for power, I am still of the opinion it would be fine - but if seen as too powerful then Wayne's idea is a good middleground.
The Counter skill sounds interesting, bt even more situational than the Lash resist skill.. How about adding both of them to Improved Avoid Trap?
Improved Avoid Trap - Through their advanced knowledge a character with this skill may now spend 1 Lp to resist any Lask attack, as well as they may spend 1 LP when struck by a trap to negate the damage of the trap for all others that would take damage from it.
Also I have had some time to think about it at work tonight, and I definetly would push for the 2 LP Improved Cure Disease, and Improved Cure Poison skills to be tested and keep Wayne's idea as a secondary if somehow the other ones are found to be over-powered.
Improved Avoid Trap - Through their advanced knowledge a character with this skill may now spend 1 Lp to resist any Lask attack, as well as they may spend 1 LP when struck by a trap to negate the damage of the trap for all others that would take damage from it.
Also I have had some time to think about it at work tonight, and I definetly would push for the 2 LP Improved Cure Disease, and Improved Cure Poison skills to be tested and keep Wayne's idea as a secondary if somehow the other ones are found to be over-powered.
- General Maximus
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I would treat cure posion and disease the same. the only difference is cure posion takes 2 life and cure disease costs 1 life.
Maybe 5 secs is to quick but the issue with setting traps is you need something that makes a buzzing sound (aka the equipment) and than a way to trigger the trap. It will take you longer than a 5 count to get it all setup anyhow.
Than when it is triggered, you have the great chance of hurting your friends.
The only way I see quick traps working is if you have the proper equipment. You need the ability to drop the traps quickly and than back off to a safe distance and than trigger the trap. I'm thinking walkie's would work good.
Now, in the current rules a master rouge could set a trap, stand over it and when a group of badies come, they can be the buzzer and do 10 lash to them. The question is, how cheeze is that? This allows a rouge to have a 10 lash for a 1 minute count which can not be moved. If this ok to do, than the 5 sec count is wayt o powerful. But if you have to drop equipment, than it would not be to bad. maybe a 10 or 15 count. It all depends what you can do with the trap skill.
Maybe 5 secs is to quick but the issue with setting traps is you need something that makes a buzzing sound (aka the equipment) and than a way to trigger the trap. It will take you longer than a 5 count to get it all setup anyhow.
Than when it is triggered, you have the great chance of hurting your friends.
The only way I see quick traps working is if you have the proper equipment. You need the ability to drop the traps quickly and than back off to a safe distance and than trigger the trap. I'm thinking walkie's would work good.
Now, in the current rules a master rouge could set a trap, stand over it and when a group of badies come, they can be the buzzer and do 10 lash to them. The question is, how cheeze is that? This allows a rouge to have a 10 lash for a 1 minute count which can not be moved. If this ok to do, than the 5 sec count is wayt o powerful. But if you have to drop equipment, than it would not be to bad. maybe a 10 or 15 count. It all depends what you can do with the trap skill.
- Atrum Draconus
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The counter for others thing is how master used to work that got nixed, probably because it causes a rewind for other people. " *Buzzz* AAARRRGGHHHHHH Wait I'm a master rogue, none of you take that damage. "
Drop equipment or not 5 or 10 seconds for a 10 lash trap is WAY WAY too much. Although I would certainly like to see a way to do traps that doesn't suck (my opinion only) I'd love it. Unfortunately it's just not gonna happen.
Drop equipment or not 5 or 10 seconds for a 10 lash trap is WAY WAY too much. Although I would certainly like to see a way to do traps that doesn't suck (my opinion only) I'd love it. Unfortunately it's just not gonna happen.
Atrum Draconus
House Draconus
Hand of King Chimeron Draconus
ANNOSUS DRACONUS!
House Draconus
Hand of King Chimeron Draconus
ANNOSUS DRACONUS!
That is a very good point. So any other ideas?The counter for others thing is how master used to work that got nixed, probably because it causes a rewind for other people. " *Buzzz* AAARRRGGHHHHHH Wait I'm a master rogue, none of you take that damage. "
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
The Game Master Lite
Frag the weak, Hurdle the dead!
i think these are really good ideas, of course they are going to need a bit of tweeking, but having this system makes a player, much like myself, feel like there is still room for major advancement past lvl 20, whereas if this wasnt the case, i would just play a character for 5 events then switch because at that point your pretty much as good as your going to get.
- Atrum Draconus
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Personally I don't see the rewind issue being too big a deal from my experiences with Traps.. as rare as they are, and now that Lash is only 5 feet.. you might get at best 3or 4 characters along with the Rogue if you are dang lucky and if the Rogue has this skill, that means he has been playing a very long time so should be right on the LP expenditure (if the character wants to).. and letting the people in the trap radius know they do not take the damage.(thanks to that character of course, so he can now take a bow)..haha