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       #Post#: 28--------------------------------------------------
       Rogue Skill ideas
       By: hjordanr Date: August 22, 2013, 3:36 pm
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       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
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       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
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       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
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       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
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       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
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       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
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       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.
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