Races | |
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Deneb | Posted 8 Dec 2009 When I make a new character, I hardly give any thought to what race I want to be. For most people, they choose Orc and switch to Drow at gen 10. And really, that's a pretty good plan because differences between the races (except for Orc and Drow/Elf) are practically nonexistent. When I took a look around on my mage, I was the only human in my clan. I really should be Drow because it's better but I stay human ONLY because I dislike long ears. Races and their benefits need to be rethought. One simple (though, not simple to implement) would be to readjust max stats instead of having 25 as the max stat for everything. Halflings with 25 strength and Minotaurs with 25 strength and Elves with 25 strength sure as hell doesn't add any flavor to Tempus. You give me a choice between the three classes and I'll always choose Elf for all my classes. For example, starting at 25 these classes have these max stats: Human 24s 27i 25w 25d 24c 27ch Elf 24s 25i 27w 26d 24c 27ch Drow 24s 26i 26w 25d 23c 24ch Half Orc 26s 23i 24w 24d 26c 23ch Orc 27s 22i 24w 24d 27c 22ch Minotaur 28s 23i 24w 23d 26c 22ch Halfling 22s 26i 25w 28d 22c 25ch Dwarf 26s 25i 24w 25d 26c 24ch Tabaxi 25s 23i 24w 25d 27c 25ch |
Azimuth | Posted 8 Dec 2009
:D |
Wrath | Posted 9 Dec 2009 I think humans should remain pure generic, all 25's. Also, what each attribute really is should be discussed as well. For example, wisdom is usually a measure of a character's spirituality, hence how well they can be a devotee of a deity. Hence, I feel elves, who generally only worship themselves, should have less wisdom than a human. Human: all 25's : no resistances or weaknesses, a versatile race that acts as a basis for comparison for the other races. Being so versatile, they can specialize in weapons much easier, requiring less gold to do so and able to handle more specializations. Elf : 23s 27i 23w 27d 24c 27ch Being smaller in stature than humans, they are obviously less strong, but also more agile. Their long lives give them more experience at life, and therefore they have better problems solving skills and can handle more memorization and complex spell casting. They also feel they need very little help from anyone or anything, hence they aren't big fans of the Gods, so their wisdom is less than humans. Being isolated early in their lives has slightly reduced their resistance to disease, so their con is just slightly less than a human's. They are generally attractive and have excellent powers of persuasion. Because of their long lives and superior intelligence, they have natural resistance to sleep and charm spells. They also have night vision. Drow : 22s 27i 25w 27d 22c 20ch They are also smaller in stature than humans, and are even less strong than their forest cousins. They are very agile though. They are also very intelligent, and unlike elves, they have a strong devotion to the evil Gods, from whom they draw power. Living underground, away from the sun, their constitution isn't as strong as the elves. Their pale, green-tinged skin and red eyes also make them less attractive, and their forceful mannerisms reduce their charisma. The Drow can see in the dark, and have resistance to sleep and charm spells. Dwarf : 26s 23i 25w 24d 28c 22ch As they are shorter and stockier than humans, they are slightly more strong and slightly less agile. Their acute stubbornness limits their intelligence as they absolutely refuse to think they could ever be wrong. They believe in the Gods, but they do not feel that only through them can they achieve greatness. Also being stubborn, they can take a beating and are resistant to disease. As even the women have long facial hair, their appearance leaves something to be desired. Dwarves have a natural immunity to disease of all kinds. Also resistant to the cold. Tabaxi : 25s 23i 22w 27d 25c 24ch Their animalistic qualities make them just as strong as a human, even though they are slightly smaller. These qualities also make them quite a bit more agile, not as intelligent, and quite healthy. Their feral qualities generally make them lack the type of devotion it takes to become a cleric or knight. Generally pleasant looking, and soft spoken, they have fair charisma. The tabaxi's fur keeps them protected from the cold, making them virtually immune to all cold based attacks. Halfling : 22s 25i 27w 27d 22c 25ch Being so small of stature, the strength and constitution of halflings are quite a bit less than humans. Being small has its advantages in agility and dexterity, however. They are every bit as smart as a human, and because their social order is heavily influenced by the Gods, they make excellent devotees. Looking very much like a miniature human, their charisma is very similar as well. Halflings complete devotion to their God gives them a bonus when using faith-based spells. This also gives them resistance to opposite aligned faith-based spells. Orc : 27s 22i 25w 23d 27c 20ch Big, ugly creatures, orc's are quite stronger than a human. Their size also allows them to take a beating, but makes them generally slower and less agile. They aren't known for their intelligence, but they have strong inherent faith towards the evil gods. Being ugly and not well-spoken, their charisma is lacking. Orcs have natural regeneration of hit and move points. Half Orc : 26s 23i 25w 24d 26c 22ch Being a mix between a human and an orc, they have a nice average of stats between the two. They are slightly stronger and can take more damage than humans, and are also slightly less intelligent and less agile. They are also not quite as ugly as their full blooded orc cousins. Because of the mix of genes, they are resistance to disease, cold and fire. Minotaur : 28s 22i 22w 23d 27c 20ch These ferocious beasts are enormous compared to humans. They are far and above stronger, and can take a beating like a champ. They are little more than beasts however, and therefore have greatly lesser intelligence and wisdom. Being so massive also makes them slower and less agile. They are quite ugly, except when they wear a gold ring in their nose, then they are ugly with jewelry. Minotaurs are able to go berserk at will, and resistance to stun and knockdown abilities. I also think we should add some races. Here are some ideas. Lizardrace : 27s 20i 20w 26d 27c 20ch We could come up with a cool name for them. They are slightly larger than humans, and so they have more strength and con, but still very agile. They have small brains and are fairly dumb, and have no love for the Gods. Not pretty creatures. They absorb 50% of fire-based attacks as move points. Any cold-based attack slows them for a short time. Dragonrace : 27s 27i 20w 22d 25c 23ch A magical cross-breeding of a dragon and a human. They have increased strength and intelligence, but their arrogance leaves them no room for faith. They are less agile than a human, but their constitution is very similar. They are able to breathe fire once per day, and are resistant to cold, fire and lightning. Trolls : 26s 23i 23w 24d 27c 20ch Already in the game, just make them more playable. They have bonus to hitpoints, say 5-10%, have natural regeneration, and are weak to fire. Birdrace : 23s 26i 26w 26d 20c 25ch A magical race of bird people. You get the idea. They get NFLT. |
Deneb | Posted 9 Dec 2009 That run down of all the classes is pretty cool. There's just a problem with wisdom; it needs to be redefined to fit into those descriptions. If it were to stay as wisdom then I would think an elf would have the highest wisdom due to their long lifespan. Maybe we should just call it spirit instead of wisdom. Lizard race and Dragon race both remind me of draconians. |
Eternal | Posted 29 Dec 2009 Lizardfolk : 27s 20i 20w 26d 27c 20ch Lizardfolk are primitive reptilian humanoids typically standing from 1 to 2 feet taller then humans. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. Typical weight is between 200 and 300 pounds (90 and 136 kg). They have small brains and are fairly dumb, and have no love for the Gods. Not pretty creatures by any means. |
Eternal | Posted 29 Dec 2009 Bird Race aka Half-Griffons? 25s 26i 25w 26d 24c 25ch Half-Griffons are a strange magical race created as a result of a hidden valley where humans and griffons shared life. Half-Griffons are swifter then humans and quite intelligent. Their unusual creation means Half-Griffons are less well put together than humans and suffer a penalty to con. Half-Griffons have the ability to fly and are resistant to mind attacks. How ever they should be wary of what a strong crushing blow can do to their fragile hollow bones. |
Kabal | Posted 11 Jan 2010 I really like all of these ideas, and i think they should be given some thought into being implemented into the game. It would be nice to have a little more spice added to the game. And would also make people give more thought in their classes before choosing their original class. i was also wondering if the classes already had those resistances? Like the Minotaur having a resistance to knock downs? |
Kabal | Posted 11 Jan 2010 how about Half-Giants: 28s 17i 19w 20d 28c 19ch standing from 10 to 15ft tall they are quite dumb and have a low wisdom. they have the strength and constitution of the giants and inherit their intel. This being said, they have slightly higher wisdom from the human side. Also since there half-giant, a 25% resistance to magic would be given. (just spit-balling here) |
Raznarl | Posted 12 Jan 2010 I gotta agree that these ideas are great. I'm not sure what each stat really affects though. For example, does int add damage dice or just a +damage for a mage. Or does a Thief get +damage from dex? or a cleric damage from wisdom and so on. |
Deneb | Posted 4 Jun 2010 Here are some racial traits aside from max stats: Human - Increased skill learning capacity (125 => 160) and slightly reduced resistance to elemental damage Elf - Regenerative properties aren't affected by age, if the elf is outdoors increased natural spell resistance and if not outdoors all damage received increased by 5% Tabaxi - Natural resistance to cold, very small chance to add an extra (clawing) attack when attacking and reduced max skill learning capacity (125 => 90) Dwarf - Natural 10% damage reduction (separate from normal damage reduction percentage, the max 75% one) and -3 speed Minotaur - Increased physical damage by 10%, natural resistance to stun and knockdown abilities, +5 to Thac0 and increased magical damage received by 10% Drow - Can naturally see invisibility and transparency, increased magical damage by 5% and -10% max HP Halfling - -5 to Thac0, +3 speed, -5% max HP and physical damage by -5% Half Orc - Increased max move by 10%, increased resistance to cold and fire, -10% to max mana and sometimes loses concentration when casting spells Orc - Increased max HP by 10%, increased resistance to all elemental damage, +50 to armor class Here are some races that are not choose-able and their racial traits: Troll - Natural 10% damage reduction, extra HP regeneration per tick and increased fire damage received by 15% Draconian - Increased magical and physical damage by 5% and increased damage received by 5% Ogre - Increased max HP by 10%, increased physical damage by 10%, +5 to Thac0 and +50 to armor class Demon - Increased magical damage by 10% and reduced resistance to status change Undead - Increased resistance to stun, psionic abilities and pinches, natural 10% damage reduction, increased fire damage received by 10%, -3 to speed and all affects from skills and spells that already exist like sunray For suggestion sake, undead has been separated from the rest because all races can become undead. If you become undead, you retain all of your racial traits along with the undead traits. So you can become races like an undead elf, undead orc or even a good aligned undead human knight like King Learander. One can turn undead by being near death (negative HP) and an evil casts animate dead on you. So, instead of casting death knell to grant powers to the evil cleric he or she casts animate dead reviving the character with full HP and is now undead (is not charmed by the caster). Casting animate dead on corpses will still have the same affect though. Good clerics can reverse the effects of the undead by a new spell called 'exorcise'. Exorcise only works on trusted and/or grouped players, not mobs. Otherwise, exorcise deals damage (lower than sunray) to the undead and adds waitstate (like death touch). Whew. Have at it. |
Imperfect | Posted 17 Jun 2010 Dragonrace : 27s 27i 20w 22d 25c 23ch A magical cross-breeding of a dragon and a human. They have increased strength and intelligence, but their arrogance leaves them no room for faith. They are less agile than a human, but their constitution is very similar. They are able to breathe fire once per day, and are resistant to cold, fire and lightning. Trolls : 26s 23i 23w 24d 27c 20ch Already in the game, just make them more playable. They have bonus to hitpoints, say 5-10%, have natural regeneration, and are weak to fire. well I like these two alot but they should be an immy award, the last thing we need is 10 gen 10's running around oblivious to fire/ice/lightning, maybe 3 different scaled dragons? Blue scaled dragon 50% ice resist red scaled dragon 50% fire resist and gold scaled dragons for lightning resist, on a side note you could also reserve platinum and titanium scaled dragons…. Platinum has maybe natural hp regen and NFLT and titanium maybe has… mv regen and some type of translocation skill? but uses mv due to the spiritual nature… |
Imperfect | Posted 17 Jun 2010 same with trolls as far as an immy award :p |
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