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Date:    2009 Jul  9 16:56
To:      dentin all
From:    void
Subject: new classes
------------------------------------------------------------------------
Most of the ideas presented for new classes simply involve splitting off
existing skill trees that make sense where they currently are, or adding
new skills that would make sense as part of one of the existing classes.

Because of this, the biggest fear I see from players is that skill trees
will be moved around and they'll need to run billions of exp to be able to
continue doing what they can do now.

I think the only class ideas that are good are classes that are
fundamentally different from what we have already. So here are my ideas on
what might make good new classes.

----------
Bard:
The bard is a musician and entertainer. I really dislike the D&D idea of
giving the bard magic or making him a jack-of-all-trades class, since we're
a multi-classed mud. The bard would learn various buff/debuff songs and
performances, which would only stay in effect while the bard is performing
and would be interrupted if the bard is attacked.
Some examples:
-A battle song that gives a slight boost to the bard's group in combat.
-A lullaby that improves the regen of sleeping group members.
-A marching song that reduces room lag and movement cost.
-A pacifying song that makes aggro enemies hesitate.

Bard songs could also have the side effect of drawing wandering mobs like
lightning flash (or perhaps making them tend to wander away for some
songs). A very few existing skills would make sense as part of the bard
class (bribe and ventriloquate are the only ones that come to mind).

----------
Craftsman or Artisan:
This class specializes in making stuff, and perhaps gathering the materials
to make stuff. The forage, fishing, and skilling skills would fit into the
lowest levels of this class. It would also make sense to give the crafter
access to brew potion.

One skill tree for this class could be making armor. Base material types
(or object compositions) would have default stats. Items could be improved
by tempering in a 'material' type object, adding one or more points of the
material's stats into the base object (up to the composite limit, perhaps
modified by the character's level and skill). For example: my steel
breastplate has no effects, and my lump of unobtainium has damroll +2 and
zapsave -2. If I temper the breastplate with unobtainium, I end up with a
breastplate that has +1 damroll or -1 zapsave, and I can repeat this until
the item reaches its limit.

Another could be a scribe skill tree: the character could write spellbooks
or scrolls for spells/skills that are known.

There could even be a set of merchant skills: lower prices from npc shops,
alter the rent of player shops, and set a limit of number of objects
displayed in a shop based on the character's level and skill.


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