|
|
|
|
|
|
Posted: Fri Dec 02, 2005 10:59 am
What are people's thoughts on inclusion of the Paladin class?
Paladins are, to my reckoning, physical characters who can use spells of the element they belong to, but only up to a certain point. They are neither particularly good with weapons nor with magic but have abilities that utilize a combination of both.
It seems like this might help to assuage the desires of people who want to have a mix of hand-to-hand and magic in their roleply, but I don't want to open up a metaphorical can of worms with this.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Dec 02, 2005 12:26 pm
Okay, my thought: I know we have a casting roll, but are we going to have any sort of equivalent roll for physical attacks? If not, it'll fall on the paladin-user's shoulders to make sure they don't exagerate their own physical abilities.
I, for one, am against physical-attack rolls, but in this case, it would be easier. Perhaps Paladins can do difficulty rolls (as discussed in the previous thread) for both physical and magical tasks, but they receive a penalty to either?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 02, 2005 2:35 pm
Would Paladins advance?
That is the only problem I could think of. Say a person is a Paladin. They have the skills (Example) of a base Squire/Acylote. So they have a tiny bit of skill in both.
If they have a 'class tree' of advancement, then the limits would have to be a bit harsh. Counting they would effectively become a Knight/(Second Tier Caster), and steadily grow stronger.
I'm all for Paladins. But I am favorable of the idea of them basically being fighters with some 'nice tricks'. Like a Light Elemental Paladin being able to use the lowest level of Light Arrows. Or an Earth Elemental Paladin conjuring up a weak shield.
Eh...yeah.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Dec 02, 2005 3:26 pm
A paladin is a holy knight. Since we have several different religions, there is no real one way to have it.
A paladin would more or less be a knight-type who is devoted to his/her specific element. Now, you could simply say that 'service is its own reward', and not have to doll out special abilities simply because people want to play this popular, yet multi-specialized class.
However, if you want to be that way with it, I'll propose a few things.
1. Make a special paladin spell tree, that determines which spells they would get at each level, so that we don't have to argue over them advancing at the same rate as a spellcaster or whatnot... likely, having only a few spells per level.
or...
2. Allow the paladin to choose 1-2 spells from his element spell tree when he advances in level. He will know those spells and none of the other ones.
or...
3. A paladin has an aura of his element about him, but no active abilities. The aura augments the use of his element around him (lowering DC for casting by 1 for everyone within 30 feet or so) and inhibits the use of the opposed element in the same way (DC raised by 1 within 30 feet for, say, a fire mage if there is a water paladin present). This does not increase as level advances. What does increase, though is elemental immunity (a slight resistance to the opposed element, and a large resistance to the aligned element... or vice versa, I unno). Though that's mainly on player/GM shoulders to remember when damage is dealt... :shrug:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 02, 2005 4:21 pm
I like the third suggestion Josh made.
Only thing is, Aura-esque abilities are hard to play in RPs. Especially in one like WoG, where new people have a tendency to come in. When I first joined WoG way back when, I remember that there were so many threads running. And I did not want to read them all, so I chose a place to 'slip in' and ran with it.
Thus the problem with auras. If a person does not know (Insert character here) is a Paladin, they will not recognize the aura. And thus will cast regularly until caught and informed. Or someone of say Fire element, might not know that the Paladin in the room is of the Water element, and cast regularly.
Its' confusing. Since I doubt WoG Paladins will put a disclaimer at the end of each post, "Fire Elemental Field Pwns Your Water"
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Dec 03, 2005 11:21 am
Another thing to do would be to give a paladin the ability to cast spells, but with a -4 penalty to their rolls (assuming the system Josh suggested in the other thread). That way, a beginning Paladin would be unable to even cast level 1 spells (or the equivalence, since I understand spells won't be directly connected to levels, so to speak; in this context, level 1 means DC 4), a second-tier Paladin would have 1/6 chance of casting that spell, the third rank up would have 1/2 chance at level 1, with 1/6 chance at level 2, and so on.
Again, it would fall on the player to make her paladin a weaker physical fighter than your standard knight.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Dec 03, 2005 7:39 pm
Well, if I can get myself going on building up the level-gain system for the physical classes, that shouldn't necessarilly 'fall on a player', so much, since there will be a 'stat sheet' of sorts that directly states: "So and so is simply better than you in [this area]."
...blargh.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 12:38 am
A concencus has been reached on the Paladin issue. Thank you for your input, we hope to hear your thoughts and opinions on the class list when it is released to the public. ~ The Management
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|