Deities and Skills/Spells
Deities and Skills/Spells
I have a malarite fighter that i've played for a little while, but have pushed aside for a fighter of Talos instead. One thing that had surprised me was that when non-priest characters join a faith, they do not recieve anything extra, skill or spellwise, from their deity.
I can understand why this is so, but at the same time wonder what the benefits would be from adding those extra skills/spells. For example, as a malarite fighter, supposedly a huntsman, should he not recieve the Track skill to become a huntsman? If am trying to hunt anything, and cannot track it, i would not be a hunter at all, but rather a wanderer.
Supposing that every class recieved one single spell or skill most associated with their faith/class combination. Not only would this make things a little more interesting for all classes, but would make characters a little more different from eachother than before.
Just something I've been thinking about. Any thoughts, Suggestions?
I can understand why this is so, but at the same time wonder what the benefits would be from adding those extra skills/spells. For example, as a malarite fighter, supposedly a huntsman, should he not recieve the Track skill to become a huntsman? If am trying to hunt anything, and cannot track it, i would not be a hunter at all, but rather a wanderer.
Supposing that every class recieved one single spell or skill most associated with their faith/class combination. Not only would this make things a little more interesting for all classes, but would make characters a little more different from eachother than before.
Just something I've been thinking about. Any thoughts, Suggestions?
I can see this concept. For example, there are no evil rangers in FK, and the whole structure of rangers in FK from the quest to the Warden, would not gear toward an evil ranger (and thank God, as far as I'm concerned.)
BUT, why not allow Malarites, not just Priests, to acquire track and slice, making something more like a Huntsman, as mentioned. It is not a ranger, but it makes said fighter more apropo to his faith, instead of a city fighter wandering in the woods, which a Malarite is NOT.
Conceivably, I could see this being applied for all the faiths, a "characteristic skill," if you will. Subtle skills that are meant to distinguish the classes of a particular faith, as long as it's not something that gives a significant combat advantage over others of the same class... like hide and sneak for Maskites, or Animal empathy and/or language for Mielikkans, etc.
It would make the difference between the servants of the faiths richer, as well as give an added bonus to encourage chars to faith.
BUT, why not allow Malarites, not just Priests, to acquire track and slice, making something more like a Huntsman, as mentioned. It is not a ranger, but it makes said fighter more apropo to his faith, instead of a city fighter wandering in the woods, which a Malarite is NOT.
Conceivably, I could see this being applied for all the faiths, a "characteristic skill," if you will. Subtle skills that are meant to distinguish the classes of a particular faith, as long as it's not something that gives a significant combat advantage over others of the same class... like hide and sneak for Maskites, or Animal empathy and/or language for Mielikkans, etc.
It would make the difference between the servants of the faiths richer, as well as give an added bonus to encourage chars to faith.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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Try and come up with one or two skills for each of the 30 deities, that
1 - if given to all followers would not break the balance / increase the unbalance between classes/faiths, and
2 - would be interesting for all kinds of followers (we don't want all thieves to follow Tymora just because they don't gain anything new if they choose Mask),
3 - would be IC for followers of these deities, and
4 - could be given without breaking the "logic/consistency" of the world (would Talos make all his thief/fighter/non-spellcaster followers suddenly able to cast call lightning?)
If you give it a try, I guess you will soon see why this idea - while already considered for a short while - was quickly discarded.
1 - if given to all followers would not break the balance / increase the unbalance between classes/faiths, and
2 - would be interesting for all kinds of followers (we don't want all thieves to follow Tymora just because they don't gain anything new if they choose Mask),
3 - would be IC for followers of these deities, and
4 - could be given without breaking the "logic/consistency" of the world (would Talos make all his thief/fighter/non-spellcaster followers suddenly able to cast call lightning?)
If you give it a try, I guess you will soon see why this idea - while already considered for a short while - was quickly discarded.
First, self-correction is a good thing, but in some cases, everyone knowing exactly what is to come isnt. Second, While I think that if this is a task that is available, it should be open to everyone, but a bit of advice...dont go into it thinking it is an easy thing. The staff if FK has gone through rediculous lengths to ensure game equality. Remember in your "list" that your list must conform to the rest of FK, because I can almost assure you, there are no current plans to reqrite it around this "add-on". And finally, I'm asking for locations and such in good humor. While I will/would put 100% honest effort into such an idea, I dont expect at all that any change will come of it. Our faiths should be chosen based on RP, not skills and sup-items. IMO skills and spells for faith are an excelent idea, but they should all be relatively trivial. Its also my opinion that all sup-items should be non-player affecting and basically RP items, but thats another thread.
~Elenthis.
~Elenthis.
Far away and across the field, the tolling of the iron bell calls the faithful to their knees to hear the softly spoken magic spell.
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Well, the task as presented is actually impossible without the addition of multiple skills/spells to each deity. For instance, if you give hide to all followers of Mask, it would violate Dalvyn's rule number 2. Since there's always some class that has a skill, there's no way to make a list that conforms to the criteria without adding more than one to each faith.
Edit: Also, it would work if you created a new skill or spell for each faith. That's a lot of work, however.
Edit: Also, it would work if you created a new skill or spell for each faith. That's a lot of work, however.
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Re: Deities and Skills/Spells
Correct, Balmek. And I think that "Rule 2" above is very important (less we incite - from a technical point of view - thieves to follow other deities than thieving deities and so on): Indeed, if it is not satisfied, we will for example incite wizards to follow fighter, ranger, or thief deities instead of deities of magic, since they are more likely to get a "good new skill/spell" from those deities. So we can't simply dismiss this "rule". That's why such a system has next to no chance of being ever applied.
To go back to the original topic though:
To go back to the original topic though:
Non-priest characters get most of their skills when they join a guild (when warriors become fighters or rangers, or paladins; when rogues become thieves or bards; and when wizards become mages, illusionists, ...); so they are not really cheated when they get "no new skill" by joining a faith (they still gain access to (for most faiths) new areas, new shops, new items, a holy symbol, supplication, and so on).Rhemy wrote:I have a malarite fighter that i've played for a little while, but have pushed aside for a fighter of Talos instead. One thing that had surprised me was that when non-priest characters join a faith, they do not recieve anything extra, skill or spellwise, from their deity.
Actually, I am not going to say anything more about this, but there is an IC Malarite quest that allow followers of that god to learn tracking.Rhemy wrote:I can understand why this is so, but at the same time wonder what the benefits would be from adding those extra skills/spells. For example, as a malarite fighter, supposedly a huntsman, should he not recieve the Track skill to become a huntsman? If am trying to hunt anything, and cannot track it, i would not be a hunter at all, but rather a wanderer.
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Re: Deities and Skills/Spells
I'm Balek. Balmek is a different dwarf.Dalvyn wrote:Correct, Balmek.