Mage Classes and Group Question

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moritheil
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Mage Classes and Group Question

Postby moritheil » Thu Sep 11, 2003 2:27 pm

http://sojourn3.org/phpBB2/viewtopic.php?t=11709

This comment sparked my interest. ARE there too many mage classes? What do mages think?

Also, what would happen if groups had maximum capacities by slots, instead of just a single number? For example, if the group max size was set at 16, but allowing for only 4 mages, 4 priests, 4 warriortypes, and 4 rogue/others?
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Dalar
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Postby Dalar » Thu Sep 11, 2003 7:08 pm

If group restrictions were like that then zones would be long and boring.
It will be fixed in Toril 2.0.
Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Thilindel
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Postby Thilindel » Thu Sep 11, 2003 8:16 pm

I don't think there are too many classes. There are far more in AD&D. Just having an alchemist doing clerical/enchanter stuff wouldn't be very good idea. It was just a spontaneous post.
Stamm
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Postby Stamm » Thu Sep 11, 2003 9:30 pm

In AD&D there's a lesser difference between the classes.

You pick one 'school' and you get extra 'power' in that school, and can't learn from opposition school(s).

For that to work here, invokers would get all but one of the following spell lists in addition to their own - necromancer, elementalist, illusionist, enchanter. Which would be pretty huge.

A system that might work is that everybody is a mage until level 25 or 30 or so. And then at that level they get to choose to specialise in a school.

Specialising in that school strips them of some spells (gate, relocate, stoneskin, some they might keep, some lose) gives them access to special spells that only their school has (i.e. dragonscales, elemental form, raise undead, sandblast, etc).

I don't think it'd be that much different than the way things are now... I suppose it'd mean more spells for mages overall. If the mud was wanting to make things more possible in smaller group sizes then it might be a good thing. Maybe a necromancer could cast stoneskin, but it'd take him *******, he'd fail chant often, and it wouldn't be a patch on elementalist stone.
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Postby Corth » Fri Sep 12, 2003 3:38 am

I would still argue that splitting the sorceror class was the worst move in sojourn history... It made the players overpowered, but at the same time, made their classes less fun to play.

Corth
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth

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thanuk
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Postby thanuk » Fri Sep 12, 2003 4:25 am

Corth wrote:I would still argue that splitting the sorceror class was the worst move in sojourn history... It made the players overpowered, but at the same time, made their classes less fun to play.

Corth


If i remember correctly, everyone bitched about having to specialize at level 26 or 31 or whatever, so they just made them specialize at level 1 instead. :wink:
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Treladian
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Postby Treladian » Fri Sep 12, 2003 6:14 pm

Spec fire pwned j00!
moritheil
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Postby moritheil » Fri Sep 12, 2003 6:49 pm

Dalar wrote:If group restrictions were like that then zones would be long and boring.


Would they? Or would you think really hard and come up with a really ingenious way to use more melee damage and less spell damage and still get the job done in comparable time?

I'm not quibbling for no reason - it seems that every time there's a kink in the rules, someone manages to turn it out in their favor. Maybe this would just encourage leaders to be creative in their tactics, and we'd see things that would surprise all of us.
Yotus group-says 'special quest if you type hi dragon'

Shevarash OOC: 'I feature only the finest mammary glands.'

Silena group-says 'he was so fat and juicy..couldnt resist'
Dalar
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Postby Dalar » Fri Sep 12, 2003 9:35 pm

moritheil wrote:
Dalar wrote:If group restrictions were like that then zones would be long and boring.


Would they? Or would you think really hard and come up with a really ingenious way to use more melee damage and less spell damage and still get the job done in comparable time?

I'm not quibbling for no reason - it seems that every time there's a kink in the rules, someone manages to turn it out in their favor. Maybe this would just encourage leaders to be creative in their tactics, and we'd see things that would surprise all of us.


with the amount of mage classes in game, i really doubt elementalists/liches would get any play and the 1 enchanter would get pissed that he has to globe 8 people b/c the stupid leader felt like filling up the group spots. if these group limits existed you'd have to fix a bunch of classes, though they already need to be fixed anyways :)
It will be fixed in Toril 2.0.

Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Gerad
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Postby Gerad » Sun Sep 14, 2003 4:29 am

One way to make the game harder and more fun:

pwipe.

ahem.

-gerad
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These are the pale deaths, which men miscall their lives
All this I cannot bear to witness any longer
Cannot the kingdom of salvation take me home?</I>
Yayaril
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Postby Yayaril » Sun Sep 14, 2003 9:14 am

8)

You can enjoy your own personal pwipe by just deleting your own character or making a new character and not twinking him, Gerad.
Gyrx
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Postby Gyrx » Sun Sep 14, 2003 12:41 pm

Yayaril wrote:8)

You can enjoy your own personal pwipe by just deleting your own character or making a new character and not twinking him, Gerad.


well said

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