Post by Variaz on Mar 22, 2009 1:36:36 GMT -5
Well, I'm looking at the races, and it seems like some races feels a little underpowered. For 008, I am making some changes to the races, so that the currently underplayed races gets a little more love. Not that I have anything against Celestials and Zulgors, but since we're humans, I thought it may be interesting to be able to play as our own race.
Anyway, here's some changes, along with some comments.
HUMANS:
+1 skill points every 3 levels is almost as good as the Marksman's Accurate Shots or the High Monk's Energize Self ability. Because this bonus was completely overpowering the humans, I decided to remove it to balance things a bit. ;D
All right, it was a pretty obsolete bonus that completely failed to reflect Humans' adaptability. So instead, while keeping their existing bonus, I am giving them +25% to Fighting, Shooting and Spellcraft, the general skills. Now THAT'S adaptability. And that means they make nice Fighters too! And I gave them +25% to Conjuration and the new Music skill as well. With bonus to Charisma, Leadership and Music, they should make good bards. And summoners. And fighters. And anything, really.
HALF-ELVES:
+1 skill point every 5 levels was even worse than the humans. Removed that, and gave them +10% to Fighting, Shooting and Music, and also Conjuration and Mysticism(see Elves below). The bonus to spellcraft is now 25% instead of 10%, because both humans and elves have it, and is therefore not affected.
ELVES:
Removed the -25% constitution penality. Constitution is too important at higher levels to allow any races to have penalities in it. Also, I gave them +25% to Mysticism, due to the fact that their kingdom of Nimbraya is more religious in nature, and so Mysticism is a natural choice for would-be priests.
DWARVES:
Dwarves now gets +25% to Mining. Other than that, no other changes. I think they are pretty good overall.
GNOME:
Removed the -25% Strength penality. There are strength-based and dex-based fighters out there. But being bad at both isn't a good thing. Plus, they descend from dwarves, and while weaker, they don't have to be THAT much weaker. Also, I've given them +10% to Mining, since they no longer live in mines, but they did at one time if you read their history, so it's not completely lost.
KOBOLD:
I have taken away all their penalities. The constitution penality didn't make much sense. Having spent so much time in contact with poisons of all kind, they cannot have a bad constitution. They won't get a bonus due to their smaller size, but certainly not worth a penality. For strength, despite being short, they had to survive for many years in dungeons full of monsters, so it make sense that they can fight well. And charisma? Originally, I made them to be aggressive and wild. So far, I have depicted them as anything but that. Kobolds are capable of adapting themselves to a civilized life style, and therefore, I have removed their penality to Charisma.
As for bonuses, I've given them +25% to Swords if they wield one-handed swords, as they are often depicted as using, and also +25% to Daggers since they are short blades as well. The Swords bonus works with "COULD2H" swords, such as long swords or katanas. I think these changes makes the race much more playable now.
DEVLINGS:
Removed the constitution and strength. You would expect demonic blood to at least give descent constitution, and it's a shame to have a polearm bonus without strength to benefit from it. Other than that, I don't think they need any other changes. Devlings are good at hitting stuff with spears and moving very quickly. Exactly as they are in-game.
CELESTIALS:
Gave them bonus to Mysticism and Divination schools. Since they are divine beings, it makes sense that they would have a better control over the spiritual realm(as well as healing magic) and the fate of other beings.
DEMONS:
Demons now gets +25% to Elemental and Alteration schools. Even if the Rhyzendalian demons are more moderate, they will always enjoy burning and cursing stuff.
ZULGORS:
After all, they are raised along with other humans, there's no reasons why their intelligence should be inferior. So they now get +25% to intelligence, but not charisma, they tend to be less sociable and more reclusive. For skills, they now get Fighting at +33%, because zulgors just LOVE Power Attacks.
Well, that's about it for now. If anyone has any ideas, feel free to post. But I think that it makes the races more playable now.
Anyway, here's some changes, along with some comments.
HUMANS:
+1 skill points every 3 levels is almost as good as the Marksman's Accurate Shots or the High Monk's Energize Self ability. Because this bonus was completely overpowering the humans, I decided to remove it to balance things a bit. ;D
All right, it was a pretty obsolete bonus that completely failed to reflect Humans' adaptability. So instead, while keeping their existing bonus, I am giving them +25% to Fighting, Shooting and Spellcraft, the general skills. Now THAT'S adaptability. And that means they make nice Fighters too! And I gave them +25% to Conjuration and the new Music skill as well. With bonus to Charisma, Leadership and Music, they should make good bards. And summoners. And fighters. And anything, really.
HALF-ELVES:
+1 skill point every 5 levels was even worse than the humans. Removed that, and gave them +10% to Fighting, Shooting and Music, and also Conjuration and Mysticism(see Elves below). The bonus to spellcraft is now 25% instead of 10%, because both humans and elves have it, and is therefore not affected.
ELVES:
Removed the -25% constitution penality. Constitution is too important at higher levels to allow any races to have penalities in it. Also, I gave them +25% to Mysticism, due to the fact that their kingdom of Nimbraya is more religious in nature, and so Mysticism is a natural choice for would-be priests.
DWARVES:
Dwarves now gets +25% to Mining. Other than that, no other changes. I think they are pretty good overall.
GNOME:
Removed the -25% Strength penality. There are strength-based and dex-based fighters out there. But being bad at both isn't a good thing. Plus, they descend from dwarves, and while weaker, they don't have to be THAT much weaker. Also, I've given them +10% to Mining, since they no longer live in mines, but they did at one time if you read their history, so it's not completely lost.
KOBOLD:
I have taken away all their penalities. The constitution penality didn't make much sense. Having spent so much time in contact with poisons of all kind, they cannot have a bad constitution. They won't get a bonus due to their smaller size, but certainly not worth a penality. For strength, despite being short, they had to survive for many years in dungeons full of monsters, so it make sense that they can fight well. And charisma? Originally, I made them to be aggressive and wild. So far, I have depicted them as anything but that. Kobolds are capable of adapting themselves to a civilized life style, and therefore, I have removed their penality to Charisma.
As for bonuses, I've given them +25% to Swords if they wield one-handed swords, as they are often depicted as using, and also +25% to Daggers since they are short blades as well. The Swords bonus works with "COULD2H" swords, such as long swords or katanas. I think these changes makes the race much more playable now.
DEVLINGS:
Removed the constitution and strength. You would expect demonic blood to at least give descent constitution, and it's a shame to have a polearm bonus without strength to benefit from it. Other than that, I don't think they need any other changes. Devlings are good at hitting stuff with spears and moving very quickly. Exactly as they are in-game.
CELESTIALS:
Gave them bonus to Mysticism and Divination schools. Since they are divine beings, it makes sense that they would have a better control over the spiritual realm(as well as healing magic) and the fate of other beings.
DEMONS:
Demons now gets +25% to Elemental and Alteration schools. Even if the Rhyzendalian demons are more moderate, they will always enjoy burning and cursing stuff.
ZULGORS:
After all, they are raised along with other humans, there's no reasons why their intelligence should be inferior. So they now get +25% to intelligence, but not charisma, they tend to be less sociable and more reclusive. For skills, they now get Fighting at +33%, because zulgors just LOVE Power Attacks.
Well, that's about it for now. If anyone has any ideas, feel free to post. But I think that it makes the races more playable now.