A small idea.

Postal

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How about letting us choose whether Parry effects our title or not, since its hard to control it leveling (Not getting hit :S). And it would also allow for some more diversity in titles. If it's possible I mean, I'm not the only one thinking about this idea.
 

Thothie

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Parry will (eventually) be eliminated as a separate skill.

Your parry value will be dependant on the type of weapon you wield, your skill with said weapon, and whether or not you have a shield (multiply), and if so, what type of shield.

Titles will (eventually) be handled by a custom title system, and maybe even, actually do something. You'll have to meet certain qualifications to acquire titles, and likely do a bunch of quests for and/or donate items to a special trainer.

For instance:
msc_titles_thumb.gif
(Just, for instance, mind you, nothing's set in stone.)
 

Postal

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What exactly will invisibility do? :eek:

Edit://And what exactly will be light armor
 

Borya

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Postal said:
What exactly will invisibility do?
Players will be unable to see you, your weapon models probably wouldn't show for the duration, monsters wouldn't aggro you until you struck them first and would lose interest once you put a certain amount of distance between you and them, monsters would choose other targets to aggro instead of you if others are available, possibly (if codable) a bonus to your hit roll and a penalty to hit rolls made against you.

Postal said:
Edit://And what exactly will be light armor
Leather, Fire Lizard Skin, Serpentskin, Unarmored probably *should* count, probably also some limitations on helms (nothing better than the leather cap looking one?)
 

Srgnt Rehab

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Thothie said:
For instance:
msc_titles_thumb.gif
(Just, for instance, mind you, nothing's set in stone.)

This is beautiful but... Any chance we could have archery be its own branch? (Just a suggestion) OR if we keep it the same, for title reasons, could it be ... Replace Archer with Marksman, Ranger 1 with Archer, Archer would branch to Ranger, or Shadow Archer... This would make sense because if you wanted to be a shadow archer, you wouldn't be archer, ranger 1, then shadow ARCHER again. This change could still be applied if archery was its on branch.
 

Srgnt Rehab

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It has been almost 2 days and no one has replied to my post on this. I really like this title system idea, and would like to see it go places.
 

Age

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The way it is makes sense in my opinion.
Sure you start out as a Bladey, but even the most skilled of archers has to have some sort of blade on him. It's only one title before you get Archer anyway.
 

Srgnt Rehab

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Age said:
The way it is makes sense in my opinion.
Sure you start out as a Bladey, but even the most skilled of archers has to have some sort of blade on him. It's only one title before you get Archer anyway.

Tis true! I really want to see this system be put into play.
 

PBarnum

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Thats if we ever see an update... MiB has likely abandoned all work on MSC :|
 

Thothie

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ceriux said:
:idea: ...will there be.... :!: multiclassing :oldshock: :!: :?:

That's... What we have now, and you keep complaining about... >_> Basically, under the current system, everyone is forced to multi-class for an optimal character build.

Many of the titles there are multi-functional, if that's what yer at. Paladin's couple divination magic with defensive combat capabilities, for instance, and we could come up with more hybrid titles. Generalists can do it all, just as they do now, but will take longer to be as good at a particular function than a specialist would.

Rehab said:
This is beautiful but... Any chance we could have archery be its own branch? (Just a suggestion) OR if we keep it the same, for title reasons, could it be ... Replace Archer with Marksman, Ranger 1 with Archer, Archer would branch to Ranger, or Shadow Archer... This would make sense because if you wanted to be a shadow archer, you wouldn't be archer, ranger 1, then shadow ARCHER again. This change could still be applied if archery was its on branch.
That's more or less what's there... I don't, personally, want to completely re-balance the system in such a way that it'd result in wild power changes to the current characters (due to the mass rebellion from all those who felt they were 'nerfed' in the process - although MiB, of course, feels differently.) As a result, to make these class-titles possible, and functional, characters will have to be somewhat rounded, reach a certain basic power level, before they start specializing. Otherwise you'll have folks endlessly complaining about their class/title being extraordinarily weak or what not. Thus, each class has minimum HP requirements, as well as some other item or quest requirements, that'll ensure you won't have players accidentally crippling themselves by going down a particular development path. Forcing archer specialists to reach certain requirements and an extra title before they go down that path is just one example of how to help ensure players can't accidentally turn themselves into paper tigers. Ranged offensive specialists and mages, and the like, will be weaker, hitpoint wise, but the minimum requirements should prevent them from being one-hit-wonders.

P|Barnum said:
Thats if we ever see an update... MiB has likely abandoned all work on MSC :|

Meh, he's pretty apathetic at the moment, to say the least. Not *quite* dead yet, but definitely in a coma. I suppose, we can still get *something* out, so long as he doesn't actually kick the bucket entirely - but I dunno how the game will survive if we lose anyone else, or if I split myself.
 

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Even when the whole msc community had its... big split and world war... you still hung around. I know that was when you said you were done. But even after saying that, you still did more than MiB.
 

ceriux

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i meant multi classing as in a mixture of two classes. not every class.
but you did answer my quest thanks =)
 

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I don't know why, but I don't agree with the way the classes are named on that tree you have there. For starters, it's "thaumaturge", not "thamaturge". The actual definition of the word is a worker of miracles, so it should technically be in place of the Healer classes.

Just saying and all.
 

CrazyMonkeyDude

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Miracles dun have to be of a passive nature. ;) Especially when dealing with Video Games.

Also, how many times has Thothie mentioned that the system he posts is not set in stone?
 

Tentadrilus

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The whole reason why I'm mentioning it is because it isn't set in stone ;). Miracles are usually defined as things that aren't possible under the laws of nature, but people usually pin them to deities and holy figures (such as Jesus), making me want to assign the whole thaumaturgy thing with the divination tree.

Plus it's nice to be as grammatically correct (and therefore as professional) as possible.
 

Thothie

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Now yer just nit-picking. ;)

"Wizard" translates to miracle worker, if you want to stretch it as well. ;)

Thaumaturgy is a magick more often affiliated with hermetic sorcery practices - of linking symbol to subject, or causing small scale symbolic events to manifest in a larger scale. Having it's origins in mathmatical Quabalic mysticism, it's the sort of magick practiced by the likes of Aleister Crowley who called it, "The Science and Art of causing Change in conformity with Will." (Crowley liked to capitalize a lot.)

However, tis true, Thaumaturgy is usually a lengthy alchemical or formulaic process, involving symbols and correspondences, astrological timing, in addition to mental focus. Sympathetic magick also qualifies as Thaumaturgy in the broader sense, I suppose, but even that involves ritual and a material link.

What the MSC wizards do would likely be more accurately described as Evocation - just "zap wow pow!" raw application of power, no ritual, no planning, no preparation, no focus - just pulling raw elements out of the air and flinging them at foes.

Just thought Thaumaturge might sound a little more sophisticated than Evoker, but I'm not fixed on anything, mind you. ;)


Probably not a good idea to go looking for depth in a system that has none, but the lore of MSC dictates all magic to be a pale pulling on the surface of the real true ocean of magic called 'Fate' - and the power of the remaining triad of gods prevents any being in the world of Leaen from accessing that ocean. Not sure how that translates into the evocations we see in game, but it might be something to think on, when coming up with titles for MSC magicians.
 

RaphaelSolo

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Thothie said:
Now yer just nit-picking. ;)

Have to agree with Thothie on this one. Personaly I think he's got it right on the money. Anytime I have seen any caster classified as a thaumatuge in any fantasy RPG their magic has always been offensive in nature, also very often shamanistic as well. Should be interesting to see how it all plays out if this class tree makes it into the game.
 

Tentadrilus

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Well, Christian saints who are described as thaumaturges don't have any associations with magic, although I see what you mean. I vote that you rename the Healers the Thaumaturges, and the magicians the Spellweavers, Warlocks, Spellbinders, Occultists or Soothsayers.

I guess our definitions of nitpicking differ. Well, my apologies if I'm a bit intrusive, but I like working with words, me.
 

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No Monk? It'd be nice to see some unarmed there, I'd gladly trade all of my weapons for the ability to wreak havoc with my bare hands.
 

Thothie

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As far as his place within the team, at least in AD&D to D&D 3.5, I've never been entirely sure where the Monk fits. I mean, he's got all these special attacks, but lacks the hitpoints and attack tables to be an effective front line warrior, and has no aid nor support functions. Tis more of a stylistic thing, I suppose.

To do something like that in MSC would require a lot of new anims and features I suspect.

One thing I've always wanted to do, that may go well with that sort of style, is to add a greater range of mobility to the player. I'd like the player to be able to tumble, by double tapping left or right strafe for instance. The ability to lunge and leap backwards would also be good. Such things would also require new animations, and I'm not entirely sure how much work it would be, code side.
 

CrazyMonkeyDude

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Well, the lunge forward could probably be incorporated as the jetpack jump (shift+jump forward), if that bit is even still in there. Not sure about backwards, and if I'm sure double-tap sideways could be set up as well. Would make for some neat dodging abilities.
 
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