Specialized Wizards in General

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Selveem
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Specialized Wizards in General

Post by Selveem » Sat Aug 11, 2007 3:14 am

If possible, could there be (in the World Information menu>Classes>Wizards information regarding the specialized schools the wizards choose) not only a description of what these schools 'offer' but what spheres they give up? Like, I know if you click on Evocation it says that an Enchanter can never cast from that specific sphere, but it would be helpful if you could click on 'Enchanter' and it tell you specifically what schools they are prohibited to learn from in FK.

Granted I didn't look through all of them, but I didn't see what schools are prohibited when I clicked Invoker.

Could this be updated?
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Post by Japcil » Sat Aug 11, 2007 3:17 am

See help spell spheres in game and see if that is sufficient if not we could write one up im sure.
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Selveem
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Post by Selveem » Sat Aug 11, 2007 3:21 am

Nodnod, that's what I was talking about with when I clicked 'Evocation' - it shows you that specific one couldn't do it, but it would be nice not to have to sift through other help files when the info could be easily added to the actual guild info.
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Post by Selveem » Thu Mar 20, 2008 2:41 pm

I know this isn't in the spirit of the original post, but the title seemed suitable for the purposes of my intent:

I've always had an annoyance with Wizards 'schools' requiring specific stats in order to join and begin to learn spells.

While I understand this was partly done so that characters don't min-max, I disagree with this restriction.

Now, I can't remember exactly what level of stats are required for each different school, but I do remember that to become an enchanter, you needed pretty high Charisma. For Invoker, the Con requirement was pretty high too.

I don't see the reasoning behind this. None of these are present in FR nor regular D20. An Enchanter is not a Sorcerer and thus does not need charisma for their spells to work. An ugly Enchanter/Enchantress's spells can be just as potent as their beautiful twin.

Further to the point, a new character/player wouldn't know exactly how many points (nor do I, anymore) they have to add to the stat requirements in order to join the school. If said player creates a character with the intention of having them become an Enchanter and builds them according to how they would in D&D... Guess what? Could be a complete waste of their effort, time, and patience.

Is it possible, perhaps, to re-evaluate this necessity?
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Post by Ekina » Thu Mar 20, 2008 4:47 pm

You can get a general idea of what stat points you'll need during char gen from the help file. I remember I was like one wisdom point of from being able to join the enchanter's guild and they switched things around for me. :]

I always plan my characters out entirely before I create them. It's unlikely that I'll leave the n00b temple and then decide I want to become a necromancer instead of an illusionist. So I don't see the need for the revision.

Besides, poor Charisma needs reasons to train it, otherwise no one would.
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Post by Selveem » Thu Mar 20, 2008 5:03 pm

Charisma affects a lot more things than you give it credit for. Even the more powerful characters will have a fairly high amount of charisma. It's just the way things are. I'm not going to get into the 'hints and tips' on how to create a character in FK.

Since stat points aren't visible in FK, even if you have a general idea, that doesn't mean a new player (or even some of our older players) would.

It was nice that an Admin switched around your stats for you, but that really shouldn't be necessary.

Even with the belief that 'well, no one would train it otherwise...' That shouldn't be a reason you can't join a general wizard's school (such as Enchanters, Transmuters, etc). How can you even back that? Do you know your classmate's Charisma score? So, how would the teachers have an IC way of knowing your exact score? "Well, I'm sorry Enchantress, but you just don't speak eloquently enough. We'll need to turn you away." Even a high Charisma character may not speak eloquently but be very beautiful and have just this aura about them that leaves others inclined to agree/be inspired by them.

If you want an 'elitist' wizard's guild, that should be a bonus _for_ having that high wisdom/charsima/constitution/whathaveyou. Maybe that would make available a teleporter, special (note: not powerful, but just cool) equipment, trinkets, etc.

I don't see any reason to require a specific amount of any other stat than Int to join a Wizard's school. And even that shouldn't be high. I think you only need to have 11 Int to be a Wizard in D&D?
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Post by Horace » Thu Mar 20, 2008 5:30 pm

Perhaps all it would take is a single sentence added onto the character creation wizard portion to show which stats are demanded to join...or just a mention that there are required stats and you should check to read the help files.

The information is out there in an ooc medium in the game, so the reasoning of finding it out in character is moot, why not just make it clear from the get-go with the specific stat requirements? I don't understand why it's kept so vague.

There is no benefit in hiding the stat requirements for basic guilds...the paladin help file makes it very clear what is needed, why hide the caster ones? I'd gladly make the adjustments myself if volunteer manpower is the issue.
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Post by Selveem » Thu Mar 20, 2008 6:42 pm

I appreciate that, Horace, and find that very generous.

What I was trying to say is that those extra stats (basically, any aside from int of 11+) shouldn't be required anyhow. Not to just commit to a specific school of magic.

Having said stats should be its own bonus and said characters, if it is so desired that they be rewarded, should have additional opportunities such as joining other schools that train specifically for their School.
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Post by Glim » Thu Mar 20, 2008 6:48 pm

Have just skimmed so someone else might have said this.

The stat requirements are a carryover from 2nd edition D&D when it was required to have a certain stat at a certain level to specialize in that school. Just explaining that it wasn't for min-maxing, but for these reasons.

Hope that helps,
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Post by Selveem » Thu Mar 20, 2008 6:53 pm

Ah, thank you Glim. Even more a reason to 'update.' ;)
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