Racial Preffered class.
Racial Preffered class.
I was looking up some races and there classes. I was curious as to why halflings require a 200 accumulated to become rogues? When thieves are the favored class of that race? While wizards and warriors are the more less seen ones for that race?
You ask 'What is a tri-force?'
Spaki says 'But vessels for godly energies would be hard to come by. Let alone tri-forces.'
Spaki says to you 'Just a word I heard from a fellow with a green tunic.'
Spaki says 'But vessels for godly energies would be hard to come by. Let alone tri-forces.'
Spaki says to you 'Just a word I heard from a fellow with a green tunic.'
Because rogues require 200 kismet, and if halfling rogues did not then everyone would just create a halfling rogue to be free of the charge. (Not literally. Just to make the point.) And thus rogues would be able to be created by newer players when the point of the charge is to make sure people are a little experienced before making them. etc
Beshaba potatoes.
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- Sword Grand Master
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"Kismet" was introduced as a measure to qualify many things (and, for most of those, this sytem failed). The "things" that kismet was supposed to represent vary widely, from:
- how much a player contribute to the game (by generating roleplay, making other players feel welcome, helping newbies, contributing areas, contributing ideas on the forum, writing publications, ....): e.g., you are rewarded with some kismet when you send in a publication
- how good the player's roleplay is: e.g., being rewarded for good roleplay increases your kismet
- how well the player behaves with respect to the "rule of conduct" on FK (e.g., no rampant pkills, no rampant thieving, ...): e.g., "punish" / strikes take kismet away from your account
The kismet cost on rogues (and evil characters) was introduced because we felt that such characters could only be played by people who already know "how things work" on FK. In many other multiplayer games, all you have to think about is how powerful you can become, and you are not required to, for example, be OOCly fair to other players. We did not want to have players used to this kind of game come to FK and start grieving all the other players. That's how you should interpret the kismet restriction in this case.
With that in mind, halfling rogues should require as much kismet as say, aasimar rogues.
Note that - in one of the many debates going behind the scenes -, we are examining options to replace kismet, with measurements that would better describe what we need.
- how much a player contribute to the game (by generating roleplay, making other players feel welcome, helping newbies, contributing areas, contributing ideas on the forum, writing publications, ....): e.g., you are rewarded with some kismet when you send in a publication
- how good the player's roleplay is: e.g., being rewarded for good roleplay increases your kismet
- how well the player behaves with respect to the "rule of conduct" on FK (e.g., no rampant pkills, no rampant thieving, ...): e.g., "punish" / strikes take kismet away from your account
The kismet cost on rogues (and evil characters) was introduced because we felt that such characters could only be played by people who already know "how things work" on FK. In many other multiplayer games, all you have to think about is how powerful you can become, and you are not required to, for example, be OOCly fair to other players. We did not want to have players used to this kind of game come to FK and start grieving all the other players. That's how you should interpret the kismet restriction in this case.
With that in mind, halfling rogues should require as much kismet as say, aasimar rogues.
Note that - in one of the many debates going behind the scenes -, we are examining options to replace kismet, with measurements that would better describe what we need.