It's not a bad idea, but once one person knows where they are, everyone knows where they are and it loses all mystery. I'm certainly not opposed to it, but it's not going to be a grand affect unfortunately.Teach wrote:One thought about the skills, it might be neat to implement a "master" of certain styles (sword/shield, dual, 2hander) and stash those trainers in some odd location level appropriate for the dwarf to find, like perhaps a trainer in clanghammer for one skill, and maybe a trainer somewhere else for another skill, This would also be a great way to send people off to zones that might be underutilized otherwise.
Firm Grasp does this. The proposed "Shieldbuckler" does this as well.Teach wrote:My apologies on the disarm proposal, it was getting a little late (well, it's late now too) and I was trying to get an idea across. What I was trying to get across was an idea for actually being able to "resist" being disarmed, since there really isn't any way to prevent disarming except for being first to the punch.
Eh, I think this debate would be revealed in playtesting. Do the combinations of each style balance or is one more powerful when you take all the skills into account.Teach wrote:As for sword/shield style, I think that giving the same hit/dam bonus that dual will get would be appropriate, with block being it's own ability also available. Logic behind this, you're only getting one weapon's worth of attacks as opposed to 2 weapons worth. The other weapon's use is sacrificed for block.
It does when you think about them as priests. You don't get much more offensive priest spellish than the "cause X" spells. (yes i made up the word "spellish" )Teach wrote:Cause critical doesn't really have a place on the list. Flavor wise, it just doesn't seem like it belongs. (Hums the sesame street "one of these things isn't like the other tune")
Heh, I can't believe nobody noticed that until now. I added it to level 10, where it currently is.Teach wrote:Umm, dual wield isn't on the slist....
"dwarf is able to imbue a magical non-spell weapon with a spell (item becomes no-drop, personalized, timed) "Teach wrote:The imbue ability should check for spell_weapon as opposed to magic IMO, as I've found weapons that don't ID as magic but are spell_weapons.
Right from the description on the first page. "magical NON-SPELL weapon"
I'm not opposed to any of this. Again I remind people that certain spells are cast on their targets regardless of where you want them to be case (like armor and shield). Dispel magic is a good choice, but is it too powerful? Something to be considered. There are certain spells that should never ever ever be on spell weapons (except maybe as quest prizes). Death field for instance...Teach wrote:Imbued affects would be neat if they were more flavorful than just a damage spell, something with functionality like "spellcleaver" (dispel magic) seems a bit neater than "really pointy" (cause serious.) Another twist that might be interesting would be type specific effects, IE 2handers can get earthquake whereas a comparable 1hander would get a single target nuke.