[Scrymud] hi hi
Justin Piper
justin at wanfear.com
Sun Feb 3 12:27:34 PST 2002
On Sun, 2002-02-03 at 11:57, n/a n/a wrote:
> 1) Have an effect on the cleric if they aren't good or
> evil. Most cleric players prefer thinking of
> themselves as one of these, and so this would be a way
> of enforcing the roleplay, so to speak. Have
> something like Khaav's no mana regain, except with Hp
> or something.
I think for this to be sensable we'd have to also do something with the
religion field. Not so bad an idea in itself, but that would mean we
need some religions.
> 2) [spell] Fist of Heaven: Clerics don't do much
> damage, so this would be a spell to increase bare
> handed dice count and damage. I'd think level 18 or
> thereabouts, around 50 or 75 mana to cast, lasting
> around 3-8 ticks, depending on your level and all.
> And, of course, it'd only really be any good if you
> weren't weilding something. I was thinking it'd be
> good coming after cause critical.
Er... that's sort of the idea. Clerics aren't /supposed/ to do much
damage. The "don't fsck with me or I'll shove this staff up your ass"
class is wizards. I'm not big on the idea of clerics that can go around
raining death o'er the land.
> 3) [spell] Spirit Guide: Necromancy seems to come to
> a halt after raise dead. The addition of greater
> golem helped out, but I think it needs some more
> spice. This would be after raise dead, maybe level 12
> or so, around 40 or 50 mana. You'd need a corpse, and
> it'd come up as "The revived spirit of Grock" or some
> such title. I was thinking that they could have a
> larger amount of hitpoints when they come up
> (significantly larger.. my level 29 animated corpse
> has like 120 hp.) and come up as the mage class
> (which, of course, would require a large increase in
> the mana, since my level 29 corpse has 10). I dunno
> if you set bad_assedness and benevolence for
> summonables, but if you do, I think the bad_assedness
> should be up there, and the self preservation low.
> Benevolence might depend on you alignment.
Instead of YASS (yet another summon spell), how about some cleric spells
to actually deal with the undead? We've got to have the only cleric
class in existence that can't turn the undead.
> 3) [skill] bury: I think this should be a purely
> clerical skill, and might have prerequisits of
> religion and heal or something like that. Basicly,
> it'd give you hp and mana in return for buring the
> corpse, which would dispose of it. Or maybe put your
> regens up for a few ticks. Something like +20 or 25
> per regen. And, of course, if it did the regen
> instead of the healing, you wouldn't let the benefits
> stack or anything.
How about it raises your alignment? Couple that with religion and fix
it so clerical spells actually require your diety to favor you and we'd
actually have some use for two stats that don't really do anything.
> 4) [idea] Have someone (i will if no one else is
> interested) write up a newbie cleric stratagy guide,
> which would load near the cleric teacher, just like
> newbie guides. You could do this for every class, but
> it'd certainly make it easier for newbie clerics.
One thing I've thought would be cool would be to allow players to write
notes/books/etc and leave them for others to read. It's not feasable
right now, but it'd be perfect for guides of this sort, imo. For now,
there's not really anything keeping 4445 builders from making books the
old fashioned way. Only problem I see is that someone actually has to
maintain it for it to be useful for long.
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