[CF-Devel] Class/Race split (again)
Andreas Vogl
andi.vogl at gmx.net
Sat Oct 7 19:35:58 CDT 2000
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It's been proposed several times now to split classes and races.
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Races would provide certain intrinsics, classes would provide others.
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I will execute the whole project if there is a consensus in favor
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(though I'll be glad to have help.)
Splitting races/classes is a great idea, I like it. I can´t
think of any reason why that should not be good.
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My idea is that a player would first choose a race for his char,
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and then choose a class, much like it is done now. [...]
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I propose the following races:
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http://langmuir.eecs.berkeley.edu/~peterm/Race.html
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Basically that´s quite a good concept for races already.
Neverthless, here´s my thoughts in particular:
- I would remove the "denied fire" from trolls, it would make them too
unpopular I believe. It´s quite easy to get a ring of Life (regen +2),
so regen+2 does hardly justify even the vuln. fire IMHO.
path_attuned: restoration would also fit into the troll-concept btw.
- What about removing the vuln. poison for quetzals? It´s already
hard enough to get along with those fellows. And no way to collect
pros/immus easily. Besides, I don´t know why a dragon should be
vulnerable to poison anyways.
- In general, I would add a few more spellpath- and vuln/pro/immu-
attributes to make the races more unique. In particular I´d say
Half Orc and Northman are too similar to each other yet.
What about: Northman - prot: cold, path_repelled fire
Half Orc - prot: poison, path_repelled turning (->holy word)
What I especially like about your race-proposals is that every race
fills a certain purpose.
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For Classes:
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http://langmuir.eecs.berkeley.edu/~peterm/Class.html
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Your proposal for classes is good too, and quite useable as it is.
But still, it´s so sweet - I must state some of my own ideas:
The monk will probably be used by fireborns only, but maybe that´s
not even all that bad? It provides the fireborns with an additional
stats-bonus "for free" (and meditation!). That might be a chombo
for quite devastating spellcraft... If the armour/ac bonus per level
would be adjusted a little - Maybe quetzals wouldn´t suck anymore?
What about providing the Priest with the "staff to snake"-spell as
startequip? That spell rocks for lowlevel priests and it would fit
extremely well (a certain Moses-effect).
Lockpicks for thieves? A must :-)
Viking seems to be more a race than a class to me. Could you imagine
a wraith, or an elf being a viking? Moreover, the purpose doesn´t
differ from the warrior very much. Since we´ve already got the
"northman"-race, maybe we should let go of it?
I guess the Wizard got Pow +3 rather than Cha +3, a little typo.
Btw - how about a cloak of minor protection for the wizz?
Ninja without karate-skill? He already got lots of skills, maybe
remove smithery or bowyer in return...?
Barbarian: Perhaps I played Diablo too much but... I would prefer
skill mountaineer instead of woodsman :-)
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Discussion: (On Races)
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My problem is that humans seem very boringly vanilla: what could
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make them an attractive choice?
In almost every MUD you´ll find a seemingly boring human race
without any special abilities. Still, humans are allrounders
and usually very popular to start out with.
I´m really looking forward to that race/class-split thing.
It will create a lot of fantasy-atmosphere I think.
Ah, one last thing: We´ll need new icons for at least the troll and
the gnome. Too bad I suck at drawing. Perhaps someone could come up
with some cool pixmaps/pngs?
To save work, we could use the same race-icons for all classes
at first. But we could change their colours for example...
Andreas V.
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