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From Rafermand 2.0
Melee Characters:(Last updated on 4/03/2008) I'm playing a little game off and on right now that i bought the other day called "Depths Of Peril". In it, melee characters get special abilities and moves but they don't have "mana". Instead, they have "rage". Rage only fills up while you are fighting and when you are not fighting, it slowly goes away. So, while you are fighting, your special moves become available depending on the amount of rage you build up. i thought this might be an idea to do something like this for melee characters to make them a bit different from the rest of the classes.
Everyone scores criticals (Last Updated 2/13/2008) Shouldn't even a lowly wizard have some chance to score a critical hit? I would think so. Maybe the Warrior is better skilled and would have a higher chance based on skill, but every body should have some kind of chance of getting lucky and landing some debilitating blow. Are there even going to be critical hits? And if there are... what are the effects? Just simply higher damage? How about having hit locations? I have the pen and paper Warhammer RPG (not the table top war game but an actual RPG) and it has a relaly nice crtical hit system complete with hit locations and detailed effects along with rules for non humanoid creatures. i don't think it would be very hard to implement and could add a lot to combat.
Quests That Matter (Last Updated on 2/13/2008) I think quests that really impact the characters as a whole would be great. For example (like we talked about on ICQ), you have a mine somewhere outside of town that is over run by some sort of creatures. As a result, Iron is very low to non existant in the town. Weapons are expensive and very rare. So is armor. So the players go out there and clear it. Now, NPC guards spawn there to protect the mine and the prices and options for weapon and armor in the town change as a result of the characer's clearing out that mine. Course, there should be a possibility of it being overrun again and I dunno exactly how that could work out but you see what i mean i hope.
Necromancers: (Last updated on 2/13/2008) Must. . . have. . . necromancers. No seriously. I love pet class characters. Dunno why. I even like those silly little pokemon games. I don't know why. So, I got to thibnking about necromancers. Why not have necromancers have to collect parts from a creature and be able to summon an undead version of said creature? So say i am fighting wolves. I collect necessary parts that i need... maybe put them into the crafting window... and then, using my character's necromancy skill, I am able to create a spell from those components that will summon an undead version of that creature...? Not all creatures should have an inventory (wherby the necromancer could make them carry and wear equipment). Only humanoid creatures. And not all creatures would drop things to be able to use in Nercomancy. One of the addicitve things about the stupid Pokemon game is just running around trying to collect the different Pokemon. Well, this would be kinda of the same thing. Or perhaps the Necromancer could have a soul trap spell (like in Morrowind) that allows them to trap the life essence of the creature they are fighting and then use that to summon an undead version. maybe the creatures health has to be below a certain percentage or something.
Themed GUI based on character class (Last Update on 2/13/2008) To get an idea of what I mean: http://www.eqinterface.com/downloads/fileinfo.php?id=4419
http://www.eqinterface.com/downloads/fileinfo.php?id=4541
A the very LEAST, different spell books.
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