Akraasiel2005-05-04 21:57:31
This would only apply to those with no city guild connections:
Each area, for instance, the Shallach ruins, grey moors, etc. have unique peoples, with special cultures. Many rogues wind up with ties to a specific area at some time in their life. Perhaps create a pledge system for rogues, wherein they can PLEDGE NOTH (or whatever the name of the group leader is) at the leader of said faction.
They would then get access to a group aether, and access to a set of skills unique to the group, not necessarily comparable in power to the city skills, perhaps only one or two skillsets rather than the full three that guilds have. The power skills for such would require that you still be pledged to the group to work, but it would allow rogues a bit more utility and less uselessness than is currently existant.
One would only be allowed to pledge to one faction at once.
Some examples.
PLEDGE NOTH
(Dracnari Nomads:) Noth says, "Salut! Hail to Akraasiel, the newest of the Nomads."
Possible skills for the Nomads:
Knighthood (Blademastery only)
Rituals (Beastmastery)
Atheletics
That sort of thing. Or have a choice between knighthood and some other ability. *shrug*
Each area, for instance, the Shallach ruins, grey moors, etc. have unique peoples, with special cultures. Many rogues wind up with ties to a specific area at some time in their life. Perhaps create a pledge system for rogues, wherein they can PLEDGE NOTH (or whatever the name of the group leader is) at the leader of said faction.
They would then get access to a group aether, and access to a set of skills unique to the group, not necessarily comparable in power to the city skills, perhaps only one or two skillsets rather than the full three that guilds have. The power skills for such would require that you still be pledged to the group to work, but it would allow rogues a bit more utility and less uselessness than is currently existant.
One would only be allowed to pledge to one faction at once.
Some examples.
PLEDGE NOTH
(Dracnari Nomads:) Noth says, "Salut! Hail to Akraasiel, the newest of the Nomads."
Possible skills for the Nomads:
Knighthood (Blademastery only)
Rituals (Beastmastery)
Atheletics
That sort of thing. Or have a choice between knighthood and some other ability. *shrug*
Shiri2005-05-04 22:02:29
That's basically like new cities, but a copout version. Nah.
Richter2005-05-04 22:28:36
Has potential. *shrug*
Erion2005-05-04 23:24:57
I, personally, do not like the idea of skillsets for these seperate areas. Mainly because of the sheer amount of time Hajamin put into Crow and Night. It would be insane to do it for several villages.
Even if it was just us being able to pledge to a village, getting a seperate aether, but no set skills, I could live with that. Or maybe be given the innate ability to forget your main skill, and gain weaponry, and specialize? I mean, it's not like it's a secret or anything.
Even if it was just us being able to pledge to a village, getting a seperate aether, but no set skills, I could live with that. Or maybe be given the innate ability to forget your main skill, and gain weaponry, and specialize? I mean, it's not like it's a secret or anything.
Sekreh2005-05-05 01:53:42
Aye, it should be possible to be a cityless, guildless warrior. I mean it doesn't take much right? No secrets?
I like loyalty pledges, but it shouldn't be that easy. You should have to be allowed or perform a quest or something to get the aether, otherwise you could just spy or whatever, I don't know
Meh.
Has potential, that's for sure.
I like loyalty pledges, but it shouldn't be that easy. You should have to be allowed or perform a quest or something to get the aether, otherwise you could just spy or whatever, I don't know
Meh.
Has potential, that's for sure.
Faethan2005-05-05 04:08:30
I like the idea, but not too keen on the skillsets.
Thorgal2005-05-05 09:30:37
The last Lusternia needs are independant rogues.
Unknown2005-05-05 09:44:03
i always believed Lusternia was veering away from Rogues, thus making most of the good skills need Nexus power instead of any old power. Meaning that Beastmastery would have to have Flame Power, which means you'd need Gaudiguch, or the skill would be underpowered or if it didn't need power, overpowered.
Hajamin2005-05-05 10:03:10
rogues = bad, mkay
Unknown2005-05-05 10:40:46
It's ROGUE. Even gods make the typo.
Gwylifar2005-05-05 14:17:14
But on the other hand, you don't lose guild skills like in other IRE realms. I think it's not that Lusternia is more for or against rogues, it's just that they're limited in different ways.
One of the things I like about IRE is that the fabric of cities and communes and guilds forces people to associate with one another which encourages roleplay. In real life, there are advantages to being a "lone wolf", but there are also disadvantages. You don't have to do anything at someone else's behest, but no one is there to help you when you need it. In a lot of games, the advantages are modelled but the disadvantages are not, so "lone wolf" is the only viable style, and that makes RP less likely. IRE games seem to, at a really fundamental level that is easy to not notice, balance those factors, to force us to bump into one another enough to create roleplaying opportunities.
One of the things I like about IRE is that the fabric of cities and communes and guilds forces people to associate with one another which encourages roleplay. In real life, there are advantages to being a "lone wolf", but there are also disadvantages. You don't have to do anything at someone else's behest, but no one is there to help you when you need it. In a lot of games, the advantages are modelled but the disadvantages are not, so "lone wolf" is the only viable style, and that makes RP less likely. IRE games seem to, at a really fundamental level that is easy to not notice, balance those factors, to force us to bump into one another enough to create roleplaying opportunities.
Thorgal2005-05-05 18:23:10
What makes rogues in Lusternia special, is the fact that it is very hard to survive as one.
It isn't hard in Achaea..
It isn't hard in Achaea..
Unknown2005-05-07 11:44:30
QUOTE(Cuber @ May 5 2005, 10:40 AM)
It's ROGUE. Even gods make the typo.
113626
Er, Hajamin didn't spell it wrong. He just pluralized it...?
Unknown2005-05-07 11:46:09
He edited the post. It was rouges, I swear.
Summer2005-05-07 13:18:10
Actually, it isn't at all hard as a rogue. It's actually easier unless you're the type who insist on getting enemied everywhere.
Jack2005-05-07 23:29:49
QUOTE
You are an enemy of: Serenwilde, Kelpies, Delport, Southgard, Celestia,
Moondancers, Nihilists, Mesa, Faethorn, Terentia.
Moondancers, Nihilists, Mesa, Faethorn, Terentia.
And that's after paying about 300K to get unenemied to numerous org's.
Typhus2005-05-10 12:46:51
So far in Typhus's experience as a rogue Geomancers (which means basically no demense powers) I've found for all that you lose in the access in power and like, being a rogue is easier than I had previously thought before becoming a rogue. In fact, the only thing I could ever regret about being a rogue is the loss of social contact.