Saturday, July 28, 2012
Darkness Falls: Bone Update
Yesterday I posted about the new approach to Evil's archer class using skeletons and their "bone" command. As Rangers and Gnolls both get significantly more than simply volley. In the future, I'm going to be making a series of posts regarding specific classes and races as well as mechanics changes I've made in favor of making the playing field a little more equal, things like a version of bless for all three realms. Anyway, I digress. The as of yet to be named new archer skeleton guild is still in the brainstorming stage but I think I've got a good idea of where I want to take it in terms of their side benefits. After consulting my two assistants, the ideas we've come up with are plays on the "bone" command, that is, the skeletons ability to break off a piece of itself and use it as a tool. Obviously since they would have to fire arrows at a rather fast pace, they would need some sort of regeneration to replace the components lost. With that in mind Masterpuppet suggested we give them a minor regeneration. This will be better than the best "Quick Heal" abilities than other classes have but less than Zombie's quick heal. Additionally they will have access to limited transport type spells. Something akin to "Masterpuppet removes his skull and launches to the east as his body crumbles to dust!" While in the target room people would see "A skull comes flying into the room from the west and lands on the ground as a skeleton begins to regenerate at it's base! Masterpuppet rises!" At the moment this is all I have for them, and I am hesitant to add more, but it is always possible. It is also most likely they will be studded leather wearers.
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