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Title: Skills & Feats Suggestions


Garath Parradon - June 5, 2006 02:23 PM (GMT)
(I think it's only fitting that I should make the first post on the re-opened suggestions forum ;) )


I've been wanting new feats/skills for a while, and have my own list of ones that I thought/think would be cool. Especially things like 'enhanced speed/strength', those sort of things.


My idea is twofold:

One, Loth...do you have any ideas to include new skills/feats and if so, woul dyou like me to brainstorm some?


And two

Why dont' we have a list of feats that only ARPers can take? We have spells that fit in as such, why not skills/feats?


Also, I would recomend making some of these feets have requirements. like...if you have "Enhanced Speed" or something, you can only wear up to a certain weight in armor...something like that.



Thoughts?

ChildofRoses - June 5, 2006 02:57 PM (GMT)
I think those in general are good ideas, too - the ARPer thing gives people more of an incentive to acheive ARPer status, and that brings the quality of the whole board up.

Also, the requirement things would have to be very loosely based - for example, what if we put a 2-armor-item-maximum on the enhanced speed, and one person has, say.. a helm and gauntlets, whereas someone else has the heavier items, like a stomach/chest peice and a sheild? That doesn't seem to balance out correctly. Doing it by weight, too, would be fairly inaccurate, because then the deities would have to have the weight of all their armor items in their shops... Too much work for something that seems overly picky.

Garath Parradon - June 5, 2006 02:59 PM (GMT)
I wouldn't do it like that, I'd do it by armor classification


like...you can only wear up to chainmail armor with enhanced speed :p

ChildofRoses - June 5, 2006 03:03 PM (GMT)
So... I'm not very clear on armor classification or anything... But what if someone wanted to wear a helm instead of chainmail? Would that not be allowed?

Garath Parradon - June 5, 2006 03:05 PM (GMT)
I think the restrictions would only be for MAJOR armor pieces...like chest pieces and whatnot. Once again, this is all prototype.

Obsidian Nocturne - June 5, 2006 03:07 PM (GMT)
perhaps it would be a better idea if we made a general weight chart?

all normal helms = 1kg or something?
all mithril helms = .5 kg?
all normal chainmail = so and so?

then let them do the math?

ChildofRoses - June 5, 2006 03:09 PM (GMT)
I suppoooooose... I still don't like the restriction idea much, but that's just me. It seems like it'd need a lot of supervision to work, and that just makes it harder on the guys in charge. :/

Obsidian Nocturne - June 5, 2006 03:13 PM (GMT)
Well generally, we all monitor each other =P maybe we could have an extra category in our sigs which says overall armour weight = 293847928749 kilo grams

Garath Parradon - June 5, 2006 03:16 PM (GMT)
WAY too much work Obs. Loth will kill us all when/if she reads this.

Let's let Loth read the topic before we spam it anymore.

Dengar - June 5, 2006 03:33 PM (GMT)
You should simply have it that if someone is not allowed to wear too much armour if they have that skill/feat. No need to get complicated, but you need to think logically about buying armour if restrictions are in place.

Obsidian Nocturne - June 5, 2006 03:55 PM (GMT)
I suppose.. I was more or less just considering the thought of limiting godmoding by placing restrictions.. though yeah I guess it might involve too much work that may still be manageable.

Dengar - June 5, 2006 04:11 PM (GMT)
If you see some guy who is really quick carrying a load of heavy armour then tell him :p This idea hasn't even been approoved yet

ChildofRoses - June 5, 2006 07:53 PM (GMT)
Stop spamming zee topic! The restrictions, obviously, are the debated-over part of Garath's twofold suggestion, but it really boils down to Loth's opinion on it. :D

Garath Parradon - June 7, 2006 05:41 PM (GMT)
I've come up with a list of new feats and skills. As Loth comments on it, I'll be posting more.


Feats


Inspirational Song: Your music inspires all your allies in range to hear it. They all feel more alert, stronger, faster, and generally fit.
Prerequisite: Must have the skill ‘perform’.
Throw Anything: You are proficient at throwing…well…anything! That clumsy broadsword you carry around? Yes, you can toss it viciously at your opponent.
Deflect Arrows: Whether using your fists or your weapon, you are profficiant at deflecting arrows and other like-sized projectiles that are fired or thrown at you.
Magical Premonition: You have spent much of your life around magic. As such, you can sense when (and often times what) is being cast AS it is being cast, allowing you to dodge, deflect, or counter it with greater ease.
Prerequisite: Must have the skill ‘Knowledge: Arcana’.
Shot on-the-Run: You are so good with ranged weapons (bow, crossbow) that you can make an accurate shot while moving.
Wellspring of Power: You are one of those rare individuals with MASSIVE power and mana reserves. You can cast spells for long periods of time without draining your spiritual and/or arcane energies.
Prerequisite: Must have the skill ‘Knowledge: Arcana’.
Gift of the Divine (Speed): A gift from the gods, you naturally move faster then most mortals. Your reflexes, running speed, and over-all quickness is greatly enhanced.
Prerequisite: Must be an ARPer. May only have one ‘Gift of the Divine’ feat.
Gift of the Divine (Strength): A gift from the gods, you are naturally stronger then most mortals. You can lift heavier objects, swing weapons faster, and are overall unusually strong.
Prerequisite: Must be an ARPer. May only have one ‘Gift of the Divine’ feat.
Weapon Master: You have become one of the proud few masters of your chosen weapon. Only a few alive can wield it as well or better than you.
Prerequisite: Must have the feat ‘Weapon: Focus’.
Mounted Combat: You can fight upon a mount as well as you can upon your own two feet. This feat includes both ranged weapons and melee weapons.
Prerequisite: Must have the feat ‘Saddleback’.
Precision Strike: You have the uncanny ability to strike where it hurts your opponent worst. You know the vital organs of a creature, and can hit the vital parts to inflict the most damage.
Prerequisite: Must have the feat ‘Weapon: Focus’ with the chosen weapon.
Spell Focus: You are particularly good with certain types of spells. You can cast spells of that type with more power then another casting the same spell.
Prerequisite: Must have the skill ‘Knowledge: Arcana’. Must be an ARPer.
*NOTE* You MUST choose a specific school of magic when you take this feat. (Fire spells, Shadow Spells, Holy Spells, Summoning Spells).
Magical Resistance: Your body and soul are so strong that you have become SLIGHTLY resistant to magical attacks. This does NOT make you immune by any stretch, only slightly lessons the ill-effects or damage dealt by the spell.
Prerequisite: Must have the feat ‘Strong Soul’. Must be an ARPer.



Skills


Finding new skills was a bit harder, so the list won’t be nearly as long. This is what I was able to come up with.

*NOTE* Some of these the admin(s) can chose to give out based on racial abilities and what not, if they so choose.



Improved Sight: Your eyesight is uncannily accurate, and you can see for long distances.
Improved Scent: You have the nose of a beast, able to pick up faint scents that most normal humans would not be able to.
Sensitive Ears: You can pick up sounds that most humans would not be able too, picking out the different pitches and cords remarkably well.
Night Vision: You can see quite well in the dark.
Climb: You are proficient at climbing most surfaces (trees, walls, etc).
Balanced: You can keep your balance in almost any situation, and are very sure of your footing.
Disarm Device: You are quite good with your fingers and able to disable small devices and traps.
Gymnast: Your character is nimble and flexible, able to bend and move in incredible ways.

Samarin - June 7, 2006 05:55 PM (GMT)
some of those look damn fine! infact i may look at purchasing one or two of them myself if they become available

Dakota - June 7, 2006 06:59 PM (GMT)

...Only for ARPers?
What about people who've been continually rejected for ARPer? :r

Obsidian Nocturne - June 8, 2006 12:57 AM (GMT)
love the list Gar.... I sure want to splurge on some of those skills.. sight ... scent..

Ita the Reckless - June 8, 2006 02:32 AM (GMT)
QUOTE (Dakota @ Jun 7 2006, 12:59 PM)

...Only for ARPers?
What about people who've been continually rejected for ARPer? :r

There are so many things for non-ARPers that you shouldn't complain.

Anyways, I kinda like these. Even though skills and feats are one of the most minor character traits you can have. :p

Garath Parradon - June 8, 2006 02:34 AM (GMT)
lol. They cost 200g and 100g respectivly, I don't see them as taht minor! :p

Obsidian Nocturne - June 8, 2006 03:01 AM (GMT)
don't we have lotsa agility-speed oriented feats already though?

Garath Parradon - June 8, 2006 03:06 AM (GMT)
I don't think so. You need it, especially for fighters without magic-prevalence.

There's really only one speed-based feat in there, and it's the only feat that would improve a characters overall speed.

Dengar - June 8, 2006 03:11 PM (GMT)
Love 'em!! They look really good, and I can DEFINITELY see Dengar buying some of them!

Cathartic - June 8, 2006 04:36 PM (GMT)
Variety is good. As long as you make sure that feats do not overlap and are all balanced out, more skill and feats would be great.

:drool:

So I definitely approve of this idea.

Lothlómendil - June 8, 2006 09:16 PM (GMT)
1.) I do think adding new skills / feats is a good idea. Making some ARPer-only is also a good idea. I may re-arrange some of the current skills and feats too,

2.) WOW. Don't get so complicated :wacko: There will be no adding weights to items.
QUOTE
"WAY too much work Obs. Loth will kill us all when/if she reads this."

:yes:

3.) I have looked over the suggested skills / feats, and they're useable ideas but so far I have no specific comments. They are something to think about, but I won't make any promises about adding any at this point.

Garath Parradon - June 9, 2006 03:18 AM (GMT)
:) KK, thank you Loth :) Do you have any suggestions as to directions you want the feats/skills to go in?

Lothlómendil - June 9, 2006 03:23 AM (GMT)
Not really, but stray away from anything magical at all.

Obsidian Nocturne - June 10, 2006 07:30 PM (GMT)
skill:

Gymnast
- you are very nimble

feat:

Leg Mastery
pre-requisite: Gymnast skill
- you are capable of delivering deadly blows with your feet as far as your lower limbs could reach.


Garath Parradon - June 10, 2006 08:31 PM (GMT)
I *LOVE* the Gymnast. *adds*

The Leg Mastery would fall under Unarmed Combat, IMO.

Obsidian Nocturne - June 11, 2006 01:56 AM (GMT)
aw lol it would have been more specific seeing that let's say... taekwondo is different from karate in a manner that one specializes on punches while the other focuses on kicks ^_^

Garath Parradon - June 23, 2006 08:50 PM (GMT)
Unsure of where you want us to go from here with these feats. Do you have any requests of ones you like/dislike/want to see/suggestions on them, etc?

Lothlómendil - June 23, 2006 11:01 PM (GMT)
I don't have any more comments other than the one I've already given because anything to do with implimenting this request is too large of a project for me to work on it right now.

Obsidian Nocturne - June 26, 2006 04:01 PM (GMT)
Supreme Vision
One is capable of visually observing or trailing the quickest of movements valuable to catching the sleight of hands by tricksters, magicians and even opponents in battle.

Obsidian Nocturne - July 3, 2006 11:10 PM (GMT)
Unsurpassed Bravery
One is equipped with an incredible amount of will to accomplish a certain deed or action to the point that it prevents any form of fear to engulf him/her. Such nullifies fear-based spells and acts of intimidation.

Lothlómendil - July 4, 2006 02:55 AM (GMT)
I am merging this topic with the already existing topic about feats, I see no reason for two topics about the same subject. If the issue was that you didn't want to double post, you could have just used the edit button.

Aloric - August 19, 2006 01:17 AM (GMT)
I was thinking. We have the skill Intuit Direction, which allows for good navigation above ground, but maybe we need a feat that works for navigating underground? This is good for people who like to venture into mountain passes, mines, dungeons, and the Underworld and the like. Could be just a different form of Intuit Direction, one that works only underground. Or you could give it a brand new title. Underground Navigation?

Scipio - September 2, 2006 04:56 PM (GMT)
A skill for cooking? That would be perfect for some non-uber warriors!

Obsidian Nocturne - September 11, 2006 01:43 AM (GMT)
Inhuman might
Fortifies one's strength to one twice that of a regular human being.

Scipio - September 11, 2006 01:26 PM (GMT)
There's already a spell for that I think, Obs.

There should also be a few feats that allow only warriors to use certain types or weapons or only mages to use certain spells.


Obsidian Nocturne - September 12, 2006 12:14 AM (GMT)
Yeah there are spells but spells can always be dispelled which separates them entirely from inherently gained skills/feats.

I think overall that characters should be encouraged to rely once again on skills and feats as I'm starting to notice that most prefer the easy way out of deriving their power purely through spells. I hope the future melee additions solves this... I don't know... perhaps by being more specific in addressing combat requirements? Long ago, I designed a system of skills and feats, a hybrid of Dnd which kinda followed a level up system similar to gaining prc levels...

I was thinking

Balance
Level 1 - you are now capable of crossing a 1 foot in width bridge with ease.
Level 2 - after several months of training, you are now gifted with the ability to cross tight-ropes.

etc etc.

I think it will finally show people the necessity for skills in feats to back up what their characters are totally capable of in game.

Silnímarë Kikkamm - September 12, 2006 11:51 AM (GMT)
QUOTE
Yeah there are spells but spells can always be dispelled which separates them entirely from inherently gained skills/feats.


Loth did say to stay away from anything magical, though. I think that would include simulating the effects of a spell.

QUOTE
Not really, but stray away from anything magical at all



As for skill levels, one thing that I noticed in the old skills/feats was that it seemed that many of the feats were simply souped-up versions of the skills, hence the higher price, so you could simply create a feat to represent a higher training in it, simlar to your levels idea. Just my two cents worth.




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