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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Game idea: Might & Magic XI: Across the Bridge of Dimeensions
Thread: Game idea: Might & Magic XI: Across the Bridge of Dimeensions This thread is 2 pages long: 1 2 · «PREV
Animeman73
Animeman73


Hired Hero
posted May 27, 2015 10:29 PM
Edited by Animeman73 at 07:44, 30 May 2015.

Well since it's been a while sicne anyone posted here  guess I'll double post now. I've been thinking about ideas for the Alliance quests and I've come up with great ideas.

Good:
The Empire: A branch of the Holy Church of Elrath has decided that they need to be in charge and have the church take complete control of the kingdom. This comes as Queen Freyda and her husband King Duncan are giving the people more freedom to choose their destiny for themselves. If the player and his characters seek to join the Holy Empire then the quest is to uncover and stop the conspiracy against Queen Freyda and her family. The quest is given to the partyif you choose the Empire's applicant for the position of chancellor.
Irollan: Findan has fallen ill with a strange ailment. The ailment is in fact a very rare poison from an animal found on the island of the Might & Magic XI story. The druids have determined the only cure is a set of rare herbs and roots which are only found on the island. However the areas where the herbs and roots are are currently being guarded by renegade Druids. And as it turns up someone in Irollan wants Findan dead, someone who has a radicalized pacifist/isolationist mentality. As with the Empire quest the party must find those herbs and roots and discover and expose the one behind the plot.
Hashima: A cult of evil ninjas with an affiliation to a certain cult last seen in Might & Magic X: Legacy, have freed their kin and taken over the ruins of a village on the far side of the island. Their goal to drive everyone off the island and use it as a base from which to launch attacks on Hashima and eventually go after the throne of the eternal Empress. If the party takes Hashima's candidate for chancellor, their goal is hunt down these ninjas and their leaders and stop the cult before they become too powerful.
Dwarves: Some leftover forces of Rolf and the former king have survived and fled to the Island, and it gets worse. Wulfstan's youngest son and daughter have been kidnapped. Dwarves of course are renowned for loyalty to clan and family. And even the great King Wulfstan and his wife Phaedra are no different. Should the party choose the dwarf candidate for chancellor then their job is rescue the prince and princess and take from the Dwarves a powerful Shantiri magical item of incredible destructive magical capabilities.And while at it put the last of Rolf and the former king's followers in their place.

Well that completes the good aligned countries alliance. Please let me know if you have any questions or if you want to continue.
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Jiriki9
Jiriki9


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Altar Dweller
posted May 27, 2015 11:29 PM

I am a bit confused now. For the same reason as before. ...I thought are in the ...new world or whatever. But wouldn't such a plot like the empire quest rather happen in Ashan itself? That was what I meant before as well...

Otherwise wonderful ideas!

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Animeman73
Animeman73


Hired Hero
posted May 28, 2015 12:53 AM
Edited by Animeman73 at 07:36, 30 May 2015.

Jiriki9 said:
I am a bit confused now. For the same reason as before. ...I thought are in the ...new world or whatever. But wouldn't such a plot like the empire quest rather happen in Ashan itself? That was what I meant before as well...

Otherwise wonderful ideas!



Here's where it becomes interesting. I thought about that and here's the answer I came up with. Freyda has a spymaster who learns of the plot and learns the conspirators in particular are meeting with the group of dark elf assassins on the island to discuss the fine points of the plan. What will make it even better is...Freyda and Duncan themselves are coming to your island/continent kingdom to finalize the alliance themselves. After all it's the first time in well...forever that the holy Empire has a new duchy added to it. The party's job is as stated stop the assassination and expose the assassins. And that means the party is going to have to traipse through a dungeon or two to stop the assassination team and get the evidence needed to expose the assassins. And here's the catcher...the assassins want to end all the duchies and amke so the church controls all lands, all titles, all the nobility...and that includes the charcter and parrty's lands.

I hope this clears things up. Any other questions or would anyone like to hear about the neutral kingdoms the party can ally with?
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Jiriki9
Jiriki9


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posted May 28, 2015 07:57 AM

I really like this! Well...next things I'd like to know about... a bit about the islands geography ... maybe something bout artifacts.

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Animeman73
Animeman73


Hired Hero
posted May 29, 2015 04:23 AM
Edited by Animeman73 at 17:03, 29 May 2015.

Jiriki9 said:
I really like this! Well...next things I'd like to know about... a bit about the islands geography ... maybe something bout artifacts.


Ah Jiriki9 my good fellow you continue to ask some marvelous questions. Since this island continent was part of the Shantiri Empire the wizards gave it a wide variety. It ranges from rocky deserts and beach-sides, to lush green fields, magnificent forests full of tall deciduous and evergreen trees, hot steamy jungles with nasty naturally occurring quicksand traps (Inspired by Might and Magic III: Isles of Terra) and hot steamy geysers. There are also mountains some clear and other that are covered in snow year round thanks to the strange magics of the Shanttiri Empire. While some areas are hot year round I thought it might be great to add some realism and add some real seasons.  As an added obstacle there will be minor quests involving building bridges across small and big rivers of the island continent. it sounds tedious but the main character and the party will get some experience points which will help in the long run.

Artifacts? But of course what would Might and magic be without the artifacts. Taking a cue from Might and Magic X there will be small tombs and hidden crypts with artifacts but many more that can be found in the various dungeons and hostile structure throughout the continent. Some them require experience to activate their full effect (That is they level up). Their abilities will vary. And Let's take a little something from out of Might and Magic VI-VIII Relics. Powerful weapons, Armor, and items that have beneficial effects that are balanced out by other not so beneficial effects. Choose carefully before you wield these things.

Take care while in the game because some relics are cursed beyond belief. Fortunately to counter this I thought of something new to add to the game. Foundries. Foundries are places you can take cursed items. You get the amount of gold each cursed item is worth and in turn the cursed items are destroyed. Be careful not seel anything which is completely beneficial because once they're gone they're gone for good.

And as the topper to it all once you meet up with the ancient you learn the Blaster skills. That's right in a nod to the old Might and Magic universe I'm bringing back the blasters , that is the hand blasters and the rifles.

I hope I answered your question, Jiriki9, anything else and is there anyone who has questions? Please feel free to stand up (Proverbially) and let me know. As I said, are there anymore questions, and are there any other viewers who have questions? Or would you like to know about the Neutral alliance quests?
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Jiriki9
Jiriki9


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posted May 29, 2015 07:35 AM
Edited by Jiriki9 at 17:18, 29 May 2015.

Seasons?! Nice! What about weather.

Crossing quests sound interesting. Similar could be done underground, either bridges over chasms or helping some dwarves dig through a wand into unknown grottos (potentially some nice horror waiting on the other side. What about a good ol' beholder? )

eah, that answeredmy questions.

EDIT: yes, please tell about the other alliance quest.
...also I personally would not mind a bit more storyline detail, if you can give it...maybe on the tutorial?

EDIT 2: Also, I recently sent you an instant message via hcm, maybe check it out

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verriker
verriker


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We don't need another 'eroes
posted May 29, 2015 09:03 PM

why would the Reckoning have created a rift to a whole other universe? why would the Kreegans care about conquering Ashan?

why do they conveniently happen to end up in the Ashan universe, on planet Ashan, and not any other random place out there in infinity, like the Marvel universe or the universe of Mr. Bean for instance?

just some thoughts lol
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Animeman73
Animeman73


Hired Hero
posted May 30, 2015 07:25 AM

verriker said:
why would the Reckoning have created a rift to a whole other universe? why would the Kreegans care about conquering Ashan?

why do they conveniently happen to end up in the Ashan universe, on planet Ashan, and not any other random place out there in infinity, like the Marvel universe or the universe of Mr. Bean for instance?

just some thoughts lol



Ahh, and we have someone else who has some questions, marvelous! Excellent questions verriker.

The reckoning created the rift due to the massive amount of excess metamagical energy left over after the explosion from Antangarich. There was so much unstable energy left that the chaotic nature of it tore open a rift to the universe of Ashan. Why would the Kreegans care about conquering Ashan? Because well thanks to the particles of chaos energy have given the Kreegan the ability to do the unthinkable...alter the DNA of other creatures and turn them into Kreegan. The chaos energy has given the Kreegan the power to be like the borg.

The reason is...there was leftover energy from when the Demon Sovereign was banished by Sareth. Since banishing someone like the Dmeon Sovereign back to his prison would take a lot of magical power the remainder of the energy attracted the magical rift like a magnet (Isn't metamagical physics fascinating stuff?). As to why the Kreegans would want Ashan, since they now have access to a new universe thanks to the rift and new poqwer through chaos energy the Kreegan matriarch would have the ability to make herself into the ruler/Goddess of both universes (Ah how great power and lead to great ambition). Also since the Kreegan hate anything that even remotely dissimilar from them, you can probably guess how they would feel about the creatures of Ashan.

Thanks for the awesome questions verriker I hope I answered them to your satisfaction. Now does anyone else have any questions or would you like to learn about the quests for the neutral characters? Please feel free to make yourselves heard, and i shall attempt to answer as best I can. STep up and make yourselves heard.
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Jiriki9
Jiriki9


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Altar Dweller
posted June 02, 2015 12:03 PM

Quote:
why do they conveniently happen to end up in the Ashan universe, on planet Ashan, and not any other random place out there in infinity, like the Marvel universe or the universe of Mr. Bean for instance?

First, I really see an awesome Marvel movie script coming through that gateway
Second, I think it is due to an element that Terry Pratchet once called "Narrativium", which is existent in the discworld universe and might be elsewhere, and it ensures that things happen...well, as they SHOULD happen! It is supposedly the same stuff that madde gollum find the ring, Harry potter meet Ron on the Hogwarts Express, the voyager being pushed into the delta quadrant and ultimatively made any fairytale prince and princess fall in love.

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Animeman73
Animeman73


Hired Hero
posted June 02, 2015 07:23 PM

Jiriki9 said:
Quote:
why do they conveniently happen to end up in the Ashan universe, on planet Ashan, and not any other random place out there in infinity, like the Marvel universe or the universe of Mr. Bean for instance?

First, I really see an awesome Marvel movie script coming through that gateway
Second, I think it is due to an element that Terry Pratchet once called "Narrativium", which is existent in the discworld universe and might be elsewhere, and it ensures that things happen...well, as they SHOULD happen! It is supposedly the same stuff that made Gollum find the ring, Harry potter meet Ron on the Hogwarts Express, the voyager being pushed into the delta quadrant and ultimately made any fairytale prince and princess fall in love.


Narrativium, oh very good Jiriki9, very good. _Takes off hat.- Here's to you Terry Pratchett. Now on to the next matter...the neutral  kingdoms.

The Orcs:Gotai and his mate's child has come of age and she is a firebrand of a berserker barbarian. Gotai's daughter and her chosen mate have always had a bad habit of going into places which possibly might be more than they can chew. With the nuptials impending Gotai's clan is about to make an important alliance with a clan that were once bitter adversaries of Gotai's clan. However a rogue orc and his co-conspirator, a powerful Necromancer, have their sights set on taking command of the Orc tribes so they can take over the Necromancers and then use the island and it's Shantiri artifacts to take over Ashan with the help of the Black Skull pirate clan. (Incidentally in my game the Black Skull pirates are destined to be one of the factions that will become a major pain to become one of the Raider and his merry band.) The Raiders must first rescue Gotai's daughter from the crypt she's being held in and then uncover the little conspiracy and finally protect Gorai's daughter and her beloved on their wedding day.

The Silver city Mages: This island of the Shantiri as one could probably guess is what the Wizards of the Silver Cities would consider a gold mine! Should the party choose the silver city candidate for chancellor their mission will be the following. Zehir and his scholars have detected another powerful magical artifact of the Shantiri which has the potential to help bring the wizards of the Silver cities jump years ahead in their knowledge and magical power. However the location of this place is scattered into map fragments scattered around the island. Risking life and limb the party must secure these pieces before one of Zehir's rivals does, and then confront the powerful lich guardian who guards the artifacts.

The Dark Elves: This alliance quest is arguably one of the most interesting. Should the party choose their chancellor from the candidate sent from Raelag's clan, here's the quest. After years of bitterness and angst something incredible has happened Raelag and his wife (The former Queen Isabel) have a daughter who has caught the eye of Findan's son (And the feeling from Isabel and Raelag's daughter towards Findan's son is mutual). The two have agreed to wed , if it goes through it will mean Irollan and the Dark ELves will take a long overdue step closer to ending hostilities between them. Malassa and Sylanna themselves have even offer their approval. But there are selfish forces from both the Irollan representatives and the Dark Elf clans who genuinely want to destroy the other and are willing to conspire to have Isabel and Raelag's daughter and her beloved murdered in order so they can begin their genocidal war. And where the party comes into play is both factions also intend to take the party out so they can lay claim to the island and it's Shantiri artifacts for their purposes. The party's job is one thing find and take out each of the chief members of the Conspiracies which threaten the blossoming new elf unity, and protect your rule over the new island/continent kingdom.

Well how's this? Any questions or would you like me to continue?
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Jiriki9
Jiriki9


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Altar Dweller
posted June 03, 2015 09:11 AM

Well, at this point I muss confess I see some kind of repition in the alliance quest coming up:
Empire: UNCOVER Church Fanatics CONSPIRACY
Irollan: find herbs ...and UNCOVER THE PLOT to kill findan
Hashima: Hunt down the Ninjas...who PLOT to take over and attack Hashima^^
Dwarves: Rescue prince and princess, take artifact ...and finish of the CONSPIRING enemies of the leader^^
Orcs: Rescue Gotai's daughter, UNCOVER THE CONSPIRACY and protect Gotais daughter
Silver Cities: Well,not a conspiracy, this time.
Dark Elves: UNCOVER TWO CONSPIRACIES!!!

So far, almost ALL of these include a conspiracy and while I like conspiracies, I must say I would rather see a bit of variety here. The Wizard quest for the artifact is a good example, the Findan cure thing could be done without conspiracy. Other ideas I personall see:
-killing an enemy of the chosen alliance. Not a conspirator. Simply an enemy. Could be the chancellor of an enemy faction.
-The faction is trying to raise a structure/big settlement on the island, the hero has to help this, in a long series of quests in which this structure grows and grows, until its ready.
-simply WAR (on the island) between two of the factions, with a lot of battles you get involved in, a few tries on diplomacy in between, etc.
-Finding someone (not necessarily a rescue, they could be missing, or it could be a rumor that a Shantiri Sage lives on the top of a VERY high mountain and a faction seeks their wisdom.

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Animeman73
Animeman73


Hired Hero
posted June 04, 2015 03:08 AM

Jiriki9 said:
Well, at this point I muss confess I see some kind of repition in the alliance quest coming up:
Empire: UNCOVER Church Fanatics CONSPIRACY
Irollan: find herbs ...and UNCOVER THE PLOT to kill findan
Hashima: Hunt down the Ninjas...who PLOT to take over and attack Hashima^^
Dwarves: Rescue prince and princess, take artifact ...and finish of the CONSPIRING enemies of the leader^^
Orcs: Rescue Gotai's daughter, UNCOVER THE CONSPIRACY and protect Gotais daughter
Silver Cities: Well,not a conspiracy, this time.
Dark Elves: UNCOVER TWO CONSPIRACIES!!!

So far, almost ALL of these include a conspiracy and while I like conspiracies, I must say I would rather see a bit of variety here. The Wizard quest for the artifact is a good example, the Findan cure thing could be done without conspiracy. Other ideas I personally see:
-killing an enemy of the chosen alliance. Not a conspirator. Simply an enemy. Could be the chancellor of an enemy faction.
-The faction is trying to raise a structure/big settlement on the island, the hero has to help this, in a long series of quests in which this structure grows and grows, until its ready.
-simply WAR (on the island) between two of the factions, with a lot of battles you get involved in, a few tries on diplomacy in between, etc.
-Finding someone (not necessarily a rescue, they could be missing, or it could be a rumor that a Shantiri Sage lives on the top of a VERY high mountain and a faction seeks their wisdom.


Those are some fantastic suggestions Jiriki9. I shall have to consider the revamps while at work tomorrow. But you've given me some great ideas. And this is why I'm glad I put up this thread and asked for questions and suggestions from you guys. You're making this look better. Thanks Jiriki9 and to all who've asked questions or offered suggestions thus far. Well anyone else have any suggestions or questions fie away and I shall hear.
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Animeman73
Animeman73


Hired Hero
posted June 08, 2015 04:31 AM
Edited by Animeman73 at 06:42, 10 Jun 2015.

Okay folks Jirilki9 gave me a great idea to think on. And we'll I'm making an adjustment to the Irollan alliance quest. there will no conspiracy here. Instead Findan contracted a poison from an animal native to the island continent the raider and his party are on. For this quest the party must first find a legendary wise man who is actually from the time of the Shantiri Empire but has been staying with a time bubble awaiting the time to be needed. Unfortunately the Black Skull pirates also know this and have sent a force out for the purpose of killing the sage. The first job is to take down the large force of Black Skull pirates and their commander, a mini-boss. After conferring with the sage the party must go around the island collecting the various herbs, and other ingredients from various portions of the island continent.

(And Jirilki9 give yourself a pat on the back and take a bow because you inspired me to take this idea a little further.) Here's where the sage comes in handy later. Once the party has achieved an alliance with Irollan, via the antidote, if the main character is a Priest (The 1st promotion in the game.) or they have a party member who is a priest then for their promotion to High Priest of Sylanna a problem has arisen. A congregation of Sylanna's followers have arrived and wish to establish a temple in your keep. However their lead Priest suddenly died of a heart attack and they are unsure of what to do next. Hence where the sage comes in. Since the sage is a master Priest of Sylanna the party must recruit him. He immediately takes command of the group and gets the temple in your keep organized. This same quest can be used for the Good, Neutral, or Evil alignments the characters just have to go to different places in accordance with their alliance. Either way the party will earn moral points with the keep guards, servants, and the townsfolk. ANd Morale is very important in the game as it tends to determine how safe and hoiw friendly the townsfolk are towards you and the rest of their small country.

Well are there any questions? Does anyone else have any suggestions?  Or would anyone like to hear about the Evil allegiance quests? Stand up and be counted and don't be shy.
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Jiriki9
Jiriki9


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Altar Dweller
posted June 09, 2015 09:52 AM

Of course I want to hear about the evil allegiance quests!

Also, the elven story looks nicey.

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Animeman73
Animeman73


Hired Hero
posted June 14, 2015 05:41 AM

All right everyone it's time for the Evil alignment alliance quests. Just be warned there will be some serious depravity here, and ruthlessness.

The Necromancers: Should the party agree to join the Necromancers A letter arrives for the party from the Necromancer council stating they're coming to sign the treaty of alliance. However when you get your Necromancer steward you also get vampire spies. their leader,a  female vampire, informs you that The necromancer council means to take you out so they can duke it out over your lands. Shortly after you got to bed trying to come up with a strategy you receive a visit from the Spider Goddess herself. She charges you with a great task. Nothing less than restoring Arantir back to life, or his undeath state so he can get things organized with the necromancer council and get Hersh back in shape. The party must fight 4 mini bosses and their legions in various undead filled dungeons across the continent to find the body parts needed to create a new body for Arantir to inhabit. Then the party must rescue the Necromancer capable of performing Asha's desired rite, none other than Kasper.  AS soon as all the pieces are in pace more trouble arrives in the former of Silver city wizards who know what the party is trying to do and want things with the Necromancers council to remain as they are. Get ready for a fight against wizard forces including a very large and nasty Titan named Goliath. Fortunately if you defeat the Titan you won't have to worry about the wizard because at that moment Arantir will awake in his new body and it won't end well for the lead wizards. Afterwards Arantir dubs the party to be Asha's living champions the Soul Reapers.
The next task is to trap the Necromancer council in the meeting chamber with Arantir and he'll see to the rest. Again it doesn't end well for the Necromancer council if you succeed. Once that's done the party as well as those Necromancers who remained loyal to Arantir are all proclaimed to be part of his new Necromancer Council.

Sheogh: This is where things really get nasty. If you decide to take on the succubus candidate then things get very interesting. She presents you a crystal which contains a message from the Demon Sovereign himself. He demands that you free him and help get his body back as he doesn't like competition. It won't be easy though. The container for his essence has been found by a expedition force of Knights and an Angel from the Unicorn Empire. And since in this place you're from Sheogh you're the enemy so get ready for a fight! Afterward  Afterwards The Demon Sovereign asks you to collect several unholy relics he has scattered about the continent for an emergency such as this. And one of them incidentally will take you into a lair full of Kreegan. Once you have the artifact The Demon Sovereign will teach the rite will allow you to create a temporary vassal for him. However the Kreegan matriarch senses what you're about and sends a force of winged Kreegan to stop you. Once the Demon Sovereign has his new body he proclaims you to be his new Chaos Lords, his mortal enforcers of his will.  However at that moment another force, this time from the Unicorn Empire will arrive to try and depose you and take down the Sovereign.But you have an advantage as the Soveriegn will instantly give your hit points and mana a charge up, after that it's clobberin' time!

Well, how does this grab all of you who're reading this page? Any questions or thoughts from any of you are welcome.
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Jiriki9
Jiriki9


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Altar Dweller
posted June 15, 2015 03:37 PM

They do sound nice. ...though bringing back the sovereign maybe might have a bit much of influence on Ashan?

Next, if I may request I'd like to either get more detailed skills or spells info.

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Animeman73
Animeman73


Hired Hero
posted June 27, 2015 06:01 AM

Hey everyone, sorry if it's beena  while since my last post I've been involved with my weekly writing quota and a short story I've been working on. All right now how about those skills.

As i stated before I felt that the old system from Might & Magic 6-8 was the most efficient so I felt we should go back to it. So Characters can learn skills from the Fighter Guilds and Thief guilds they join (For a membership fee of course).
And each skill will cost gold. Come on did you think I'd have be free, sorry the guilds got to stay in business somehow. I still haven't figured out what the cost for wach skill should be or perhaps a flat rate for all skills would be good, Let me know your thoughts on this. As for the skill once you learn it it starts off at 1. From there when you gain new levels you gain skill points to add to each of those skills. Here are some of the skills. Let me know if you want more please.

Mountaineering: Do not even THINK of attempting to climb a mountain without this skill or walk mountain paths. Mountain ranges can be treacherous in footing not to mention not knowing the terrain will get a person hurt or killed. This skill makes climbing mountains easier as well as walking paths. Also fighting in the mountains can also be rather treacherous.
Normal: Climbing Mountains and walking Mountain paths is enabled. Mountain combat penalty is reduced by 1/4
Expert: Penalty reduced by 1/3
Master: Penalty is reduced 1/2
Grandmaster: (Druids and Rangers only) Penalty eliminated.

Path finding: Where Mountaineering helps with mountain ranges path finding helps in forest and jungle regions. Fiighting penalties are reduced so that your party can dish out more damage while not getting hung up by the forest.
Normal: Walking through forests and Jungles enabled. Fighting penalty reduced by 1/4
Expert: Penalty reduced by 1/3
Master: Penalty reduced by 1/2
Grandmaster (Druids and Rangers only) Penalty eiminated.

Meditation: A great spell for those who use either holy or arcane spells. meditation a;llows a character to tap into more of the power of mana and increase the amount of magical energy they can use. Just the thing for those who loe to hurl lots of spells and/or use lots of protective magic.
Normal: 2 points more mana per point of skill.
Expert: 4 mana points per point of skill.
Master: 6 points per points of skill.
Grandmaster: (Wizards, Clerics, Druids, & Alchemists only.) 8 points per point of skill.

Swords: The quintessential weapon of any tank type hero (Knights, Paladins, Mercenary, Samurai, Ranger). It means the charcter can actually wield this weapon to greater and greater effect depending on the skill. Sword type weapons are Short Swords, Long Swords, Katanas, Wakazashis, Claymores, & 2-handed swords.
Normal: Damage is increased by 2 points per point of skill.
Expert: Damage is increased by 3 points per point of skill. Deflection is increased by 2 points per point of skill.
Master: Damage is Increased by 4 points per point of skill. Deflection is increased by 3 points per point of skill
Grandmaster: (Mercenaries, Samurai, Knights, Rangers, & Paladins only) Damage is increased by 5 points per point of skill. Deflection is increased by 4 points per point of skill. Wielder has 50% chance of striking a critical blow which which does an extra 20 damage.)

Mace: This skill allows a person to be able to properly wield the blunt weapons in the mace class (mace, Morning star, flails, clubs). The skill with this weapon is much the same with the sword.
Normal: Damage increased by 2 per point of skill.
Expert: Damage increased by 3 points per point of skill. Deflection ability increased by 2 points per point of skill.
Master: Damage increased by 4 points per point of skill. Deflection ability increased by 3 points per point of skill.
Grandmaster: (Clerics, Druids, Paladins, & Knights only.) Damage increased by 5 points per point of skill. Deflection increased by 4 points per point of skill. 50% chance of a stunning blow which freezes an opponent for a turnb of combat.

Well that's all I have so far. Anyone want more or have any suggestions?




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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted June 29, 2015 10:09 AM

I think I'd go for quite some different guilds and would maybe make it so that they have more than one guildhouse each, and you cannot learn each skill everywhere.
I would then make the Fighters Guild teach "heavy" weapon skills: Sword, Mace, Axe, Spear, Crossbow, maybe Bow, too. I would also give them a skill increasing the effective use of medium and heavy armour and shields (better damage reduction probably). Finally, if you want to include such, the fighters guild could offer some skills giving special ability/ies or special effects, f.e. Armor-Crushing to ignore armour with heavy weapons, or the typical heavy strike with more damage for the cost of accuracy.
The Thieves Guild would offer Light weapon skills like Daggers and Throwing Weapons and different stealth and trickery skills but also skills like Haggling and Diplomacy.
The Mage Guild should not only offer spells, imo, but also quintessential Spellcaster Skills like Meditation, Spell Schools and maybe Sorcery (quicker or more effective casting). It could also offer Skills of Potionmaking and such. And it shoudl definitely teach fighting with Staffs, imo.
I would then have an Explorers Guild (fitting as the island is new land), offering all the wonderful skills for travelling, like your mountaineering and Path finding, but other survival stuff as well.
If you want to include Crafting, I would make Crafting Skills as well and you could then make a Craftsmen Guild. They would offer all the Crafting Skills.
...With such a number of guilds, I personally would also tap the number you can be member in to 3. A typical choice would then be to choose Fighters, Theives or Mages, depending on your fighting style, and add Explorers and Craftsmen. But you might also skip one of the latter...

The skills themselves sound reasonable and I like the system of learning them from the guilds!

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Animeman73
Animeman73


Hired Hero
posted July 14, 2015 02:30 AM

Jiriki9 said:
I think I'd go for quite some different guilds and would maybe make it so that they have more than one guildhouse each, and you cannot learn each skill everywhere.
I would then make the Fighters Guild teach "heavy" weapon skills: Sword, Mace, Axe, Spear, Crossbow, maybe Bow, too. I would also give them a skill increasing the effective use of medium and heavy armour and shields (better damage reduction probably). Finally, if you want to include such, the fighters guild could offer some skills giving special ability/ies or special effects, f.e. Armor-Crushing to ignore armour with heavy weapons, or the typical heavy strike with more damage for the cost of accuracy.
The Thieves Guild would offer Light weapon skills like Daggers and Throwing Weapons and different stealth and trickery skills but also skills like Haggling and Diplomacy.
The Mage Guild should not only offer spells, imo, but also quintessential Spellcaster Skills like Meditation, Spell Schools and maybe Sorcery (quicker or more effective casting). It could also offer Skills of Potionmaking and such. And it shoudl definitely teach fighting with Staffs, imo.
I would then have an Explorers Guild (fitting as the island is new land), offering all the wonderful skills for travelling, like your mountaineering and Path finding, but other survival stuff as well.
If you want to include Crafting, I would make Crafting Skills as well and you could then make a Craftsmen Guild. They would offer all the Crafting Skills.
...With such a number of guilds, I personally would also tap the number you can be member in to 3. A typical choice would then be to choose Fighters, Theives or Mages, depending on your fighting style, and add Explorers and Craftsmen. But you might also skip one of the latter...

The skills themselves sound reasonable and I like the system of learning them from the guilds!


Tapping the number of guilds not be a bad idea However I'm thinking 4 instead of 3. No sense getting into all the guilds if there's one that can never be used. ALos I was thinking about having the players be able to get discounts from the various guilds by doing quests for certain guild leaders and members. I like the idea of having the SOrcery skill. I'll get back to you how to handle it. But this has all kinds of marvelous potential. The theives guiold teaching light armor and weapons, that could work. It would make sense sicne thieves have to be light on their feet. Fighter's Guild teaching heavy weapons and armor that would also work. AN explorers guild. the could work pretty well for Rangers, SCouts, and Druids sicne they spend a great deal of time in the wild. I'll have tot ake time to contemplate the quests. ANyway here are the guilds you can join.

Mages Guild: Sells Arcane skills and spells.
Healer's Guild: Sells Clerical and Paladin spells as well as Priest skills.
Fighter's Guild: Sells skills in various Heavy weapons and Armor.
Thieves Guild: Sells light weapons and armor as well as thieving skills.
Explorer's Guild: Sells Maps and various Ranger, Druid, Scout skills.
Crafter's Guild: Sells ingredients and Alchemy and craftiung skill.

Anything else?
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2015 10:47 AM

Sounds good. Looking for more infos

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