Author Topic: race bonus  (Read 4781 times)

0 Members and 1 Guest are viewing this topic.

gulca

  • Zone Leader
  • ***
  • Posts: 310
race bonus
« on: December 02, 2013, 11:30:20 AM »
Just random ideas on more racial bonus that you gain (or can buy) at legendary

1. Minotaur:
Secondary hand is treated as primary hand.
Head Charge: impale damage (with chance of major bleeding)
Minor ranger spells: up to c2

2. Kender:
Awareness, always sneak, steal, taunt, fade (28 dex)

3. Gnome:
Spells cast at 3/2 rounds (+ miscon % if trying to cast 2 spells in a round)
Book translator: can change a spellbook (charms/tablet/cleric/robes) into 1d5 pieces of scribed scroll

4. Hylar / Hill:
Bashmod against large race
+crit % from using axe/blud type
+regen 50% rate on land

5. Dargo elf:
Bashmod in water
+regen 50% rate in sea
transform to dolphin in water: spec tail slap (8 ticks cooldown)

6. Kago elf:
Bashmod in forest/outdoor
+regen 50% forest/outdoor
+summons 1d3 treants once a day forest/outdoor (cha check)

7. Silvi elf:
Minor mage spell: up to c3 (note: if mage class, you get bonus slot)
Spell evade (at 28 int)
Minor spell reflect  (at 28 int)
minor charm skill: 1 per day usable in no magic (cha check)

8. Quali elf:
Minor cleric spell: up to c3 (note: if cleric class, you get bonus slot)
Spell evade (at 28 wis)
Buff spells received with chance to effect group members (at 28 wis)
minor morale skill: 1 per day usable in no magic (tenecious heart/aid/hero effect) (cha check)

9. Half - Ogre:
Secondary hand treated as primary
Boulder throw: + area damage and chance of sitting on target (at 28 str)

10. Theiwar:
Minor animate: all humanoid corpse animatable to zombie,ghoul,wraith (cha check)
Chance to calm/charm undead (at 28 wis)

11. Goblin:
Chance to cast when silence (25+ dex)
Vicious claw: Minor bleeding over time + chance of poison

12. Human:
Can buy any skills from all classes (2rp for max of 4 skills)

13. Half - Elves:
Can buy any skills from all classes (3rp for max of 2 skills)
Elves racial bonus with reduction by 50% (only 1 elf race)

Chisul

  • Immortal
  • Zoner
  • *
  • Posts: 177
  • Favorite Zone: Mage Tower
Re: race bonus
« Reply #1 on: December 02, 2013, 01:38:19 PM »
Super creative!

Aristox

  • Overlord
  • Zone Leader
  • ******
  • Posts: 338
Re: race bonus
« Reply #2 on: December 02, 2013, 02:44:52 PM »
Super unbalanced!

sart

  • Guest
Re: race bonus
« Reply #3 on: December 02, 2013, 03:19:51 PM »
Super unbalanced!

Totally balanced actually.. as everyone would play Human.

Chisul

  • Immortal
  • Zoner
  • *
  • Posts: 177
  • Favorite Zone: Mage Tower
Re: race bonus
« Reply #4 on: December 02, 2013, 03:53:09 PM »
Sure it's not balanced. Sure it doesn't make perfect sense (ie boulder tossing in certain rooms). But more visible and useable racial bonuses would be tons of fun. Taunt, as one exmple, would be a blast to play around with.

Make them rank purchases with some negative offset so players would have to decide just how badly they want their gnome spitting spells so fast. Sure you can dump spells faster (with a cool down) but your mem time will go way up for spells cast in this fashion. I'm sure there are some creative ways to make racial bonuses more customizable.

corey

  • Zoner
  • **
  • Posts: 229
  • Favorite Zone: Brogs
Re: race bonus
« Reply #5 on: December 02, 2013, 05:27:01 PM »
Just random ideas on more racial bonus that you gain (or can buy) at legendary

1. Minotaur:
Secondary hand is treated as primary hand.
Head Charge: impale damage (with chance of major bleeding)
Minor ranger spells: up to c2

2. Kender:
Awareness, always sneak, steal, taunt, fade (28 dex)

3. Gnome:
Spells cast at 3/2 rounds (+ miscon % if trying to cast 2 spells in a round)
Book translator: can change a spellbook (charms/tablet/cleric/robes) into 1d5 pieces of scribed scroll

4. Hylar / Hill:
Bashmod against large race
+crit % from using axe/blud type
+regen 50% rate on land

5. Dargo elf:
Bashmod in water
+regen 50% rate in sea
transform to dolphin in water: spec tail slap (8 ticks cooldown)

6. Kago elf:
Bashmod in forest/outdoor
+regen 50% forest/outdoor
+summons 1d3 treants once a day forest/outdoor (cha check)

7. Silvi elf:
Minor mage spell: up to c3 (note: if mage class, you get bonus slot)
Spell evade (at 28 int)
Minor spell reflect  (at 28 int)
minor charm skill: 1 per day usable in no magic (cha check)

8. Quali elf:
Minor cleric spell: up to c3 (note: if cleric class, you get bonus slot)
Spell evade (at 28 wis)
Buff spells received with chance to effect group members (at 28 wis)
minor morale skill: 1 per day usable in no magic (tenecious heart/aid/hero effect) (cha check)

9. Half - Ogre:
Secondary hand treated as primary
Boulder throw: + area damage and chance of sitting on target (at 28 str)

10. Theiwar:
Minor animate: all humanoid corpse animatable to zombie,ghoul,wraith (cha check)
Chance to calm/charm undead (at 28 wis)

11. Goblin:
Chance to cast when silence (25+ dex)
Vicious claw: Minor bleeding over time + chance of poison

12. Human:
Can buy any skills from all classes (2rp for max of 4 skills)

13. Half - Elves:
Can buy any skills from all classes (3rp for max of 2 skills)
Elves racial bonus with reduction by 50% (only 1 elf race)

Why would anyone play anything but minotaur?

Alecto

  • Immortal
  • Zone Leader
  • *
  • Posts: 418
  • Favorite Zone: Dargaard Valley
Re: race bonus
« Reply #6 on: December 02, 2013, 06:33:04 PM »
what do I need to do to play a dargonesti elf?!?

gulca

  • Zone Leader
  • ***
  • Posts: 310
Re: race bonus
« Reply #7 on: December 03, 2013, 12:27:05 AM »
Let me elaborate a little more on some of the reasons behind the proposed legendary race ranks (if that is what you wanna call these).

1. Human by default is the jack of all trades but master of none. They have no limitations as to where they can go but then that also means they have no "specialty". They tend to learn things "fast" as long as it is beneficial in the short run. Usually they would start in a single class, then switch majors (I mean class) two years into college (I mean levels). But we can't have that in Arctic. So we only allow them to "learn" other skills once they have reach legendary status in their initial classes. Being greedy as they are, 4 extra skills is a good compromise between them rage quitting Arctic for good and over-pampering them (they'll multiply like gully dwarfs and Gulp won't have that).

2. Minotaurs.
Cows with horns or ugly human with hooves, no matter how you see them these guys are huge. When they reach legendary, their rage increases ten-fold. This allows them to bend over and charge at anyone who even dare to look or be in the same non-peace room for more than 1 sec. Strong and dumb as bulls, they only realized (after gaining legendary status) that their left-hands are as strong as their right. Picking up that weight 26 heavy dwarven two-hander in one hand and the brass dwarven two hander in the other is now possible. But they are so dumb that we won't tell them that with a secret keyword they can primary a 2-handed weapon and hold a primary sword as their offie.

3. Half-Ogre
Even bigger than minotaurs, these green ogres (I hope you are seeing an angry Hulk here) can rip the ground off and toss boulders all over. But nature being balance, wouldn't let them do that till they are legendary. With their immense strength and size, halberds and pikes to them are like poinards to the average humanoids. Normal swords? They use these as toothpicks, picking off plump gnome intestines in between their gums.

4. Gnomes
Gnomestalkreallyfast,I'msureweallknowifyouhaveevermetonereallife. But for the sake of the elderly in our audience, we'll explain how fast a gnome can go. Really fast. Reaaaallly faaaast. So naturally, they can cast spells at almost twice the rate as any normal person could. And since they are book worms with photographic memories, they can scribed complicated spells off books/charms/tablets they find and photocopy a few at no extra charge. But they can't stop scribbling notes in books they find, and magical books tend to get destroyed when you start pinning post-it and what not on them.

5. Half-Elves
Bastards. No one cares about them and they are lucky to have 2 extra skills and half the bonuses from their "elves" bloodline.

6. Elves (Silvi and Quali)

Silvernesti are the nobles of the elves. They are charming the day they are born. After 450 years, you would think they can at least charm something. (Yes they can now after legendary). Elves are magical in nature, so they have magical traits regardless of what class they go into. Silvis chooses intelligent as their main strength and thus magic user spells comes naturally to them. Avoiding dangerous spells are also one of their innate traits.

Quali on the other side of the forest tends to be more wise (or at least they claim so, but I really think its an excuse because they aren't born as charming as their cousins). Wise as they are, they become favorites of the good Gods of Krynn. They bless them with clerical spells and of course sharing is the first thing they taught in temples. Any buffs you get, you share it with your brothers and sisters.

Dyl

  • Zoner
  • **
  • Posts: 137
Re: race bonus
« Reply #8 on: December 03, 2013, 03:25:04 AM »
Ima tail slap all day long

Soran

  • Newbie
  • Posts: 7
Re: race bonus
« Reply #9 on: December 03, 2013, 01:00:05 PM »
Aside from the Qualinesti sharing buffs, I don't really like any of these. Especially the dual-wielding two-handed weapons. Yes, Minotaurs and Half-Ogres may be big and strong, but the best I could see is priming a two-hander and using a regular offie.  Even that would be over powered though. Using two two-handed weapons I could see only if they introduce Thri-Kreen playable race, or some other race with four arms.