My net access crapped out for a day or two again. I will have to hunt down those who work at my ISP, and their families, then whack them repeatedly with soft rubber mallets.
I was thinking that the Orchids would specialise in smuggling, narcotics, extortion and human trafficking, and are based in the eastern provinces.
I'd love to hear some suggestions for the rangers/warriors/gnomes, and any feedback on the adepts or other classes. I wonder where Falatar/Flammifleur's got to?
My other main reservation would be that mental/psionic spells should probably be reserved for the sorceror, which is a bit like the Paladin/WoD, only applied to arcane spellcasters. The reason for this is that mind-affecting spells or biomancy are very difficult for wizards, for much the same reason that they tend to favour raw destructive firepower- simple thermodynamics dictates that it's easier to non-reversibly destroy things than to repair or tinker with complex, fine-scale systems, and both physical biology and the workings of the mind are extremely complex, fine-scale systems (This is why I put the Teratogenitor at very high levels.)
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Sounds good overall. I should point out that Commisions, by contrast, would be less effective, since the Trade doesn't like to 'outsource' so to speak. The other thing I'd add would be that the trade has greater-than-normal proficiency with weapons and traditional combat skills, meaning that some earn a living as hired mercenaries.The Trade would probably result in the hiring of Specialists, which makes Contracting a breeze and results in the Rogue performing sabotage and assassinations with higher than average skill and efficiency. Thefts would be limited to contracted espionage however and thus reflected in the inability to invoke Extortion.
Well, I meant to say that the Hand is specifically linked to Krypta and the priestesses, by contrast with the healer/warrior relationship.As for the Crimson Hand, one theory is that they'll slowly increase profit and loyalty if they're based off the Thuggee cults. One idea is that they'll slowly raise the town's morale by either converting the citizens to their religion of choice and/or killing off the stubborn cases. They might contribute to fights against other kingdoms, especially if they worship a diametrically opposite deity. Extortion would be boosted as a sufficiently influenced town would gladly fork over the gold for the cause.
Actually, I think the White Orchids are mentioned as one of the premier crime syndicates in the in-game help for the rogues' guild, so it would make more sense that the Crimson hand would act as 'secret police.' But your suggestions for secret police are certainly intriguing. This means that, if you have the Priestesses established in your kingdom, the Crimson Hand presence allows you to exercise the usual benefits of a rogues' guild without any of the usual drawbacks- high crime, disloyalty, etc.The White Orchid as the secret police model might reduce crime and infiltration, and enhance Solarii and Adept patrols, as well as encompass a little bit of the other two factions without their specializations and strengths.
I was thinking that the Orchids would specialise in smuggling, narcotics, extortion and human trafficking, and are based in the eastern provinces.
I'd love to hear some suggestions for the rangers/warriors/gnomes, and any feedback on the adepts or other classes. I wonder where Falatar/Flammifleur's got to?
I'm largely in agreement with you here.1. Highest Burst damage of all classes.
2. Very high sustained DPS, perhaps not as high as the barbarian, but ...
3. Highest Possible range of all classes with right specialization
4. Exceptional against buildings
5. Powerful AOEs
6. Powerful DoT, perhaps not as high as the priestess, however
7. Very dangerous Team Kill / friendly fire, very good chance of incinerate buildings if fighting in-doors.
8. Use Damage shields / feedback for defense, rather then damage absorption / armor or parry / dodge skills.
9. Some utility and manipulation spells, but nowhere as many as divine casters.
Not really. As I've explained, the daemonologist isn't tied to the Gods, but to the Elementals, or 'Daemons' as they are also known, which is an extension of, well elemental magic, and spells like Gate. The Geomancer's power is a reflection of the same methods that wizards' guilds and sorcs' abodes use in order to power their spells- by catching the aether winds and other ambient magics, (something explicitly mentioned in in-game help.)Those are the reasoning behind the arcane/mental/elemental skill tress. Your idea of geomancer / warlocks are specialists divine casters (whose power originate in an external source) They should therefore originate from one of the exiting divine caster classes, rather then wizard.
My other main reservation would be that mental/psionic spells should probably be reserved for the sorceror, which is a bit like the Paladin/WoD, only applied to arcane spellcasters. The reason for this is that mind-affecting spells or biomancy are very difficult for wizards, for much the same reason that they tend to favour raw destructive firepower- simple thermodynamics dictates that it's easier to non-reversibly destroy things than to repair or tinker with complex, fine-scale systems, and both physical biology and the workings of the mind are extremely complex, fine-scale systems (This is why I put the Teratogenitor at very high levels.)
While I agree that wizards should rely first and foremost on an 'active defence', if instances of "I'm meeeelting!" are going to be reduced, they need to have a better array of personal protective spells, and an assortment of personal meat-shields. (Or, at least, an ability to support team-mates a little better.)In short, gameplay wizard the wizard's class is a very offensively orientated. they focus on powerful alpha strikes that kills everything and leave nobody left to retaliate - which they are vulnerable to.
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