[Scrymud] re: Assassin Criticism
Kadann "Let the hearts Bleed"
prophet_kadann at hotmail.com
Fri Jan 25 21:18:56 PST 2002
I'm sorry, in this, if I sound like I'm a jerk... I agree I don't know much .. this is my first time trying to write out a adequate class synopsis.
When I first heard about RPG's I found instant interest in the thief class. In the first game I played a thief, although only human with no magic whatsoever, could hide in any shadow, even a shadow of a desktop lamp. It was this power that a thief could do which made me love the unloved class so much more. Although SCRY's thief can't do such a thing, I hope that this sub-branch of them can keep, what made me love RPG's, alive.
----- Original Message -----
From: Justin Piper
Sent: Friday, January 25, 2002 8:46 PM
To: Kadann \'Let the hearts Bleed\'
Cc: Scry Mailing List
Subject: Re: [Scrymud] assassin class idea
Comments inline
On 21 Jan 2002, Kadann \'Let the hearts Bleed\' wrote:
> IDEA :)
> ______________________________________________________________________
> assassin/rouge class
> ----------------------------
> Always getting into trouble with people, stealing and swindling. They
> are fleet-footed, and usually have light fingers. They are experts at
> hiding, lock picking, stealing, and other skills of the more shadowy
> pursuits in life. Very good at getting in to trouble and just as good
> getting out of it. While they might not be the noblest people, a great
> asset to any adventuring party. You never know when you might need a
> door opened, or a scroll taken away from an enemy without notice. Just
> be sure to watch your own purse while you're at it.
> -must be a thief last remort.
I like this thought -- advanced remort classes. Maybe if you take one
of these you can keep your previous skills at their current levels?
{Nope}
> Slight Dagger - an attack that doesn't initiate a fight, and doesn't
> tell who did it. -level 8
> +must be hidden
> ~Lowers hp
> level 8-10= 10+weapon's dice roll
> level 21-25= 25+weapon's dice roll
> level 26-30= 40+weapon's dice roll
Hmm... kills from this can't give experience, otherwise you could just
go around killing without any risk. Also, anyone who can see hidden
should be able to see this like any other attack, and it should initiate
combat in that case. Also, there needs to be something to keep you from
using this over and over to kill critters for their gear. Maybe a flag
similar to already_hurled?
{If you get attacked by something.. you notice... right?
therefore if you stay there and let them kill you...
obviously you deserve to lose your gear?
It doesn't deal out enough damage to really hurt though.
Like a hit and run}
> Traps - able to set a trap in a room that stuns or injures next to
> enter it. -level 0
> +not visible
> -Fire trap- Lowers hp 30 -level 18
> -Stun trap- Lowers Mv 100 -level 8
Hmm... how about instead of one-shot effects, have the traps cast spells
on the mob that triggers them. The fire trap could deal periodic damage
untill the fire goes out (or the mob BBQ's). Stun enables the drunken
stumbling code and slows you down when you move from room to room. If I
could add a few, perhaps a blinding trap that affects anyone in the room
at the time when it goes off, and a snare that leaves people hanging
upside down by their ankles.
{my idea was an instant attack... with no long term affect.}
> Corpse Trap - done to corpses after mob or pc death, lowers, the next
> to person to loot the corpse, 100 mv
> -level 10
> Evasion - can not be hit -level 18
> +must be hidden.
Needs to be a way to defeat this. Maybe pick some attacks that you just
can't dodge. (Meteorstorm springs to mind)
{I completely agree}
> Dodge - lowers possibility of being hit by a sneak attack -level 20
> Crippling Strike - new infight move, mix of trip and bash -level 18
> ~Lowers hp
> level 18-25= 25+weapon's dice roll
> level 26-30= 40+weapon's dice roll
A mix? What kind of a mix?
{it's like your tripped ... and you are bashed... in one attack...}
> Blade Dodge - slightly raises possibility to dodge infight attacks. -level 4
> Skill Mastery - slight raise of dice roll. -level 0
> Slippery Mind - Lowers possibility of being charmed -level 15
Looks good to me. Kind of sparse, though. It needs more skills before
it's a viable class, imo.
{the reason not many skills... most skills would be from previous fact
that you were a thief before and would have them. this just takes it
a step farther for new and better skills}
Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.scrymud.net/pipermail/scrymud/attachments/20020125/2a97ef45/attachment.htm
More information about the ScryMUD
mailing list