Major Improvements To The Game (NOV 2013)
- Goggs
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Quartermaster
OOG: Cory W-S
"If you can dodge a wrench, you can dodge a Maul."
- Goggs
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One of the lovely things about Berserkers in KR is that they aren't described as just "you're a big person who likes to kill stuff lots," but actually have their own RP description, like the other classes. This description includes:
"Berserkers view small weapons as inadequate for their abilities and refuse to use anything smaller than a two-handed sword to create their carnage."
However, Berserkers now have access to the skill Master Florentine, which seems somewhat at odds with their RP description. With this as a consideration, can we expect to see any of the following changes:
- An updated Berserker profession description
- Berserkers using Master Florentine with pairs of two-handed or bastard weapons
- Something else entirely?
Quartermaster
OOG: Cory W-S
"If you can dodge a wrench, you can dodge a Maul."
- Goggs
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- Are bound weapons that are destroyed (e.g. by a Shatter Weapon) also considered to be un-bound?
- If a player leaves one of their bound items in an IG space and then moves more than 5ft away from it, what happens? Can it still be picked up and stolen?
- If an item with the "physrep stealable" property is bound, is the physrep indeed still stealable?
- Can trinkets still contain casted abilities? If so, when determining whether the trinket is a bauble, a device, or an INVENTION, do we use the converted career point cost, or the build cost to learn the ability? (e.g. Incinerate: costs 6 MP to cast, but 3 build to learn.)
- Furthermore, if an ability is cast using a trinket, does it have the same Source trait as if it had been cast normally? (e.g. Incinerate normally has Source: Arcane (Fire), will it still have this source if it's cast from a trinket?)
- From the rulebook:
Once a character becomes eligible to purchase a promotion skill, she can purchase it at any time, regardless of whether she opens additional profession lists.
Quartermaster
OOG: Cory W-S
"If you can dodge a wrench, you can dodge a Maul."
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Ex. Have a weapon with fire spell: cloud of smoke. Spend the build to get the spell. Do not have mp for the spell. Then use said item, calling cloud of smoke. allowed?
- Alexandre Blythewood
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Does this mean:When using trinkets, you may use skills that are not on your professions, however you may only utilize one type of trinket per period.
-You can use one Bauble, one Device, and one Invention each period.
-You can use any number of Baubles OR any number of Devices OR any number of Inventions each period
-You can use any number of trinkets in a period, so long as they all have the same skill in them (ie. only Parry trinkets)
-Alexandre Blythewood
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- Ib
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Ib Flett
Asbjorn Vigdisson
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- Akira Saralonde
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I'm making an alt this month and I'd like to be able to figure out the math on what skills I'll be getting with the 50 build before I go, if possible!
Akira Saralonde
Treasurer of Ostcliff
OOG: Kaitlyn Bober
- GJSchaller
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Akira Saralonde wrote: With the jump in new character levels, will skills cost more build now?
I'm making an alt this month and I'd like to be able to figure out the math on what skills I'll be getting with the 50 build before I go, if possible!
That would defeat the purpose of giving you more build.
Costs for lower list skills will remain the same. The idea is that you can start with more than two spells and 4 MP, or more than 12 body and a Crit. It's now possible to start with a Weapon Prof and a Parry, a Strength, and plenty more Body or Casting Points so that you don't use your one and only trick your first game, and be "empty" for the rest of the period. You can't start with 3rd Ranks or 7th Level abilities... those you still need to earn and learn In-Game. But it won't be such a climb up from the beginning any more.
- Ded Dawg O'Doul
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- Fie!
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Owen Piper
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Marshal and Personal Quest Team
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The 40 is unspent, and you spend it at game like you normally would, through learning or self teaching.
- Akira Saralonde
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Akira Saralonde
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- Brunner Von Ritter
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Second question is a bit more direct. If you have used a pledge to get a magic item, will the build towards the magic item be refunded AND the build used in the magic item be essentially transferred into ready skills? or would it just be ordinary build that has to be relearned?
Finally, with those who are only with us once in a blue moon, would lesson time be reduced/avoided?
OOC Name - Martin Bridge
- Gallion
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The major improvements we are working on (The ones we posted about, along with the ones we will not have ready until Jan/Feb) are all part of a large, linked together change that is intended to do a few things to the Knight Realms rules system:
- The changes (in thier completion) will bring the lower level characters up some with the starting boost, and lower the super high level characters down a little in power, by reducing the high end numbers of BP, AP and Weapon Damage. The Magic Item change will largely help with this as well, by creating a situation where more low level characters will get and keep special items, and higher level characters will stop compiling an unlimited number of items on top of thier already hefty arsenal. The nature of this change is to facilitate a more well rounded blending of power in an environment were both low level and high level characters exist at the same time.
- All the while, the Heroic Lists will make the high end game rules fun and engaging for the higher level characters. In theory the Heroic lists are intended for high level characters, characters who have existed in the game world for many years. These Heroic lists will not be huge, in fact they will be quite small. The average only has six skills, out of which you can only pick four. These skills are more potent than normal skills and are designed to augment your very specific profession title. Gold piece for Gold piece, the master lists are worth more at face value, but the Heroic lists are an additional boost your character can gain above the master lists, and the skills on them are meant to be "cool".
With all of these changes taking place, NPC enemies will need to be reduced in power level. This is great news for allowing the low to mid level characters to not feel overwhelmed in the game world. We will spend the next many months playing around with NPC stats to find the right balance, but none of you need worry about being hosed in the transitional period. We will be paying close attention to NPC stats in comparison to where we are at in these improvements.
So far the response has been mostly very positive, and I thank you all for that. Change is hard for everyone, but really great change is worth struggling through the heartaches. In the end, the game system will be a lot more fun for characters of all levels across the board and that is a goal we are very eager to work hard for!
Thanks!
- James C. Kimball Director, Knight Realms
- Tsoli
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- Rowan Uidhir
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Cost: 200 SP
Either +10 BP (Healable); or +5 of any and all Career Points types. This fate refreshes periodically. Character must be below 5th level to purchase this Fate.
Is it safe to assume that this will be changed to Characters level 10 and under?
You know what they about when you assume )
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-Rowan Uidhir
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(OOG) Teresa Amore
- Terzak
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please let me know or send me a PM if easier
Thanks
Cyan Bloodbane
oog- Chris D
- Galean Vardok
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Wytchwood: An armament or item comprised of at least fifteen units of Wytchwood grants its bearer one use of the skill Ignore Magic each period; the item must be wielded in hand to invoke the Ignore Magic. If a Wytchwood item is broken, the pieces will re-bond after five uninterrupted minutes of being held together. It can be used to forge armaments and items that require units of wood.
With the new rules can you not get ignore magic unless you already have it? And if you can is it still per period or is it per event?
IG: Galean Vardok
OOG: Devon M.
- Terzak
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