DIR Return Create A Forum - Home
---------------------------------------------------------
Aldeon LARP
HTML https://aldeon.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: General Discussion
*****************************************************
#Post#: 28--------------------------------------------------
Rogue Skill ideas
By: hjordanr Date: August 22, 2013, 3:36 pm
---------------------------------------------------------
I think we can all agree that the skill tier system won't work
with rogue skills right now so I've written up a few ideas for
rogue skills. Additional skills and critique of these skills is
encouraged. If anyone can think of a good system for Taunt and
Intimidate that would be grand. I left Silent Movement in there
because I'm not sure if it's useful to have it in the larp or
not yet.
#Post#: 38--------------------------------------------------
Re: Rogue Skill ideas
By: aaronsfrench Date: September 3, 2013, 4:17 pm
---------------------------------------------------------
It's a good start, and I like where some of the ideas are going.
However, some are a bit overpowered, and seem a bit out of a
rogue's jurisdiction. For example, Cheat Death is actually
already a ability in the books using path of spirit called "Back
from the Dead" which normally requires having "Natural Heal 3
Wounds At Will (20 x Natural Heal 3 Wounds)" and "2 x Natural
Regenerate Limbs" for per-requisites. Feign Death is very nice,
but I find it hard to see how a rogue will be able to hide his
state from a magic effect like detect Spirit. I am not trying to
sound like this should not be done, I really enjoy the idea of
having rogues better equipped for other situations. Opinions are
necessary for development though, so I am trying to help out
with what I can.
#Post#: 39--------------------------------------------------
Re: Rogue Skill ideas
By: hjordanr Date: September 4, 2013, 8:40 am
---------------------------------------------------------
Some of these powers are pretty much supernatural in their
nature such as Feign Death. Cheat Death might not be
overpowered since you need to buy Escape Bonds and Labryinthine
Mind before you can buy Cheat Death which would itself cost a
good chunk of character points. These two skills in particular
are based on the idea that rogues would be able to outsmart or
outwit Death itself in order to come back to life. Feign Death
is similar in its intent as a culmination of a rogue's ability
to lie and survive. It might still be a little out of the
flavor of the game, but those are just my thoughts on those
skills.
#Post#: 43--------------------------------------------------
Re: Rogue Skill ideas
By: hjordanr Date: September 9, 2013, 9:43 am
---------------------------------------------------------
I'm posting the contents of the file attached to the first post
in case of problems viewing the document or in case people
didn't notice the attachment.
Rogue skill ideas
Labyrinthine Mind- Escape Bonds for mind affecting affects,
Escape Bonds as prerequisite.
Silent Movement-
Cheat Death- Escape a death effect or rise after completing a
death count putting the character back up at 1 body. Can only
be bought once and requires Escape Bonds and Labyrinthine Mind.
Feign Death- player calls “Feign Death” and creates the
appearance of being dead. This holds true to any attempt to
detect life in the player such as First Aid, Detect Mind, Detect
Life, Detect Spirit, etc. The character can only be reduced to
0 body after this effect is called and may not be killing blown.
Taunt-
Intimidate-
Untraceable- the player knows how to evade those who wish to
track them down. Extra successes on a tracking bead pick are
not given for tracks going over mud, snow, or through thick
brush and Keen Scent only gives +1 success instead of +2. In
addition, the character can only be tracked within 20’ feet of
his final location and can only be sensed within a 5’ radius.
Lucky- the player can redo any one bead pick that they fail with
one use of this skill.
Size Up-this skill allows the player to focus on a target and
read their body language to learn something about them. The
player observes a target and does a 10 count. At the end of
this 10 count the player receives information on the wealth,
power, and status of that target.
Hidden Movement- The player is no longer constrained to a small
space around where they initially used hide. With this skill a
player can move as far as they want at a walking speed until
they decide to come out with a full count. This does not work
with Surprise to hasten coming out of hiding.
Taunt and Intimidate are blank because I couldn't think of a
good system for implementing them but I still think they could
be worthwhile skills to have. Silent Movement is blank because
I wasn't sure if it needed to be a skill since a character using
Hide and/or Surprise is automatically assumed to be moving
silently already.
#Post#: 86--------------------------------------------------
Re: Rogue Skill ideas
By: Zaud Date: October 13, 2014, 4:09 pm
---------------------------------------------------------
Currently no way for a Rogue to reduce the damage they take from
a trap/failed disarm trap skill check. Giving them an edge is
such a situation I believe is a good idea. Some possibilities to
put out there. Skill costs I am still rough on so I will leave
that up to others who are more knowledgeable about the game.
Though with the power of spell casters in the game to put out
defensive spells on the fly, the costs should be lower for
rogues who specialize in these kind of maneuvers compared to the
cp cost of the mana/spell casting that a wizard can do as a
'side' option.
1/2 Damage from Traps (either all traps and/or only ones they
are trying to disarm)
Go to 0 from Trap Damage even if the damage would normally take
you to -1
A resist vs trap special effects that is renewable 1/trap/time
period.
How these enhance role play: By making rogues the 'best' when
dealing with trap damage you give them a purpose. Since they
have so few hit points and no way to augment them (like a spell
caster can) these benefits are just bringing them to the level
of other classes. At the moment the 'best' trap detector is a
fighter since they have the most hit points, or a wizard with
the buffs to counter special effect damage. (or better yet, a
fighter who has been given the buffs from the spell caster).
Game Balance Concern:
In LARPs where you can make 'movable' area effect traps giving
rogues an ability to resist/reduce damage can be unbalancing
when combined. (Example: Chest trapped so that when it opens it
deals 5 damage to everyone in an area of effect may not seem
like a big deal, but you combine 10 or even 20 of these traps in
one 'chest' with a character immune/virtually immune to the
damage and it can be a bit unbalanced) This is just an example
from another larp. I have not fully understood the trap system
in this game yet.
#Post#: 96--------------------------------------------------
Re: Rogue Skill ideas
By: Zaud Date: December 2, 2014, 6:02 pm
---------------------------------------------------------
Now that I have gone through the Spell section of the book, the
fact that a spell exists to create Keys makes Rogues even less
useful to the game world. I recommend doing a 'review' of the
game via statistical analysis.
Things to look at: Number of PCs using different skills/classes.
(and I would use stats based on characters who have been played
at least 3 times, so your data is not cluttered by 1 shot
characters people tried but did not like). Also review how much
CP/XP characters have earned with the class/at game as compared
to bonus for donating to the game. This data will be useful for
a number of reasons and I am fairly certain it will also show
that Rogues are at a significant disadvantage as things stand.
#Post#: 102--------------------------------------------------
Re: Rogue Skill ideas
By: ZachC Date: February 26, 2015, 9:27 am
---------------------------------------------------------
For the trap damage thing, Rogues get Alertness the cheapest.
With one use of Alertness you can say that you did not set off a
trap, at least if you accidentally activate it. I'm not sure
about trying to disarm. If it doesn't cover that then maybe it
could be errata'd in. I think we're also looking at lowering
the cost of Alertness by a point or so.
*****************************************************