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Dwarf: Mine Prospecting, Regen while Drunk (its only cute, not useful for combat), 'Feral Rage' like effect while drunk.
might be better to make it so that dwarves can use alcohol as HP potions. Also, might want to give dwarves -2x or 3x balance. from my understanding, they have horrible balance.
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I would recommend +0.1 Attack per level (max +5attack), +3 damage every other level (Max +75damage), -1 wis/int every tenth level (max -5) and finially -0.1 mobility per level (max -5 mobility) for the "Drunken Rage"
i disagree. + 5 base AR and 75 damage is a lot of bonus for a triave.
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Gerp: Everything they have now, plus Mine Prospecting. HECK, the whole reason they are gerps is they were the dwarves that mined in radioactive mines! Would add a little something to the game to have two mining races anyway, especially when one can eat rocks and the other drinks too much ale.
sounds great.
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Avatar: Favor stays max'ed, easier to become crowned
I agree
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Beauty: As is, plus innate ability to charm mobs
i agree
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Comet: -2 pounds weight carriable per level (max -100 pounds) +1 speed every other level (max +25), This would be a perment effect (not activated effect) and would stack with current spells, potions and bard songs. Think 'Speedy Gonzales'.
bad idea. I'm still shivering at the fact that some races/classes are way faster than others. Maybe it's just me.
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Cyclone: +90% resist air (doesn't effect resist max), weapons and spell damage BECOMES air damage (A sword might still sever, but it does airnot slash damage), Astral walk for free, -20% resist blunt
i'm not sure about the -20% blunt damage
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Fist: +3 damage per level (Max +150), +1 attack
sounds good but most people dont fight with their fists. This tarsign is useless. Perhaps it should be called something else besides the fist.
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Landslide: +90% resist blunt (doesn't effect resist max), weapons and spell damage BECOMES blunt damage (A sword might still sever, but it does blunt not slash damage), +2 DamRed per level (max +100), -20% resist air
lower the 20% air resist to 10% and add -70% water resist.
I understand that -70% is alot, but it's very fair considering you get 90% blunt resist.
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Moon: forced into Werewolf at night. Regen (limp + HP), DamRed, and HP gain based on the phase of the moon(Closer to full the more they get). For a negative, Werewolf form uses Blood Points, if char gets vamp'ed they instantly die (removing the vampire effect upon slay).
perhaps MAJOR HP increase in Werewolf form. also, some MINOR speed bonus and the skill track(only in werewolf form).
what's a Reed?
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Waterfall: +90% resist cold (doesn't effect resist max), weapons and spell damage BECOMES cold damage (A sword might still sever, but it does cold not slash damage), Aquabreath, -20% resist fire
lower -20% fire to -10% and add -70% electric resist
Lizardmen finially get there well earned attention.
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Lizardmen: Aquabreath, GREATLY improved Balance (maybe x2 or x3 since they have tails!), Ability to secrete 10 sips of decent poison every 3 hours(a good poison please), +50% poison resist, -50% cold resist (they are cold-blooded after all)
sure they got a tail, but does a tail really result in more balance? i'm not sure on this one, i should do some research on this.
being cold-blooded does not mean that they are resistant to cold. all it means is that they cant warm up. In other words, they are screwed in HOT AND COLD wether. This is why lizards constantly move in and out of the shades because they cant warm up nor cool themselves.
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Orc: 10% weaker at magic, Feral Rage whenever they BLEED, no extra damage from berserk or aggressive combat styles
instead of whenever they bleed, make the activation at 50% HP.
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Pixie: +20% magic complexities and innate fly when NOT kinshaped. When kinshaped -0.1 mobility and -0.1 attack per level (max -5). (Why? because sudden change in size would make them clumsy.) -50% air resist (because air attacks would blow them around)
not sure what to do with them, but they need some kind of physical damage roll reduction because of their tiny size. i cant imagine a tiny pixie able to do major damage wielding a needle.
Vogar, you forgot trolls.
Here's my wild dream for a pixie(it's unfair that's why it's my wild dream!)
this only apply to pixies fighting in their true form.
a 1 ft pixie vs a 10ft dragon: all of the pixie's physical damages are reduced by 80%
a 1 ft pixie vs a 9ft troll: all of hte pixie's physical damages are reduced by 70%
a 1 ft pixie vs a 5ft human: " " by 40%
a 1 ft pixie vs a 3ft dwarf: " " by 20%
a 1 ft pixie vs a 1ft pixie: " " by 0%