Skills/Spells for evils

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Syletia
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Skills/Spells for evils

Post by Syletia » Thu Mar 08, 2012 10:38 pm

As an evil, I've found it more difficult to gain certain skills/spells that are READILY available for the nicer people :) It takes either sucking up and not being able to learn it, or to go to a place that realistically you wouldn't be in, due to your nature, faith, etc. (But this is a game, after all). So perhaps adding a few more spells/prayers/skills for the evil druids/wizards/priests could be taken into consideration?
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Re: Skills/Spells for evils

Post by Algon » Thu Mar 08, 2012 10:44 pm

I totally agree with this suggestion. Especially if this is something that any ol' goody can get whenever they want. I could understand if it was a skill/spell that would be kinda of geared towards the good population, but if its something neutral...I do not see why an evil should not have as much right to it as a goody.
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Re: Skills/Spells for evils

Post by Dapher » Fri Mar 09, 2012 12:06 am

I am well aware of the fact that Ched Nasad is a place for drow. I am also aware that there are lots of feats/skills/spells that are taught there. That may be an avenue for surface dwellers and drow to interact more often. If Ched Nasad were opened up to more races, but still an evil city.
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Re: Skills/Spells for evils

Post by Aldren » Fri Mar 09, 2012 12:18 am

I agree with Dapher here. There are missing trainers for some skills and spells for evils, and Ched would make a good high-level place for surface evils to struggle to get to (in a group) and would be a good place for us to learn some of the more exotic skills/spells/feats that we don't want to enter good cities/temples to learn.

Cheers.
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Re: Skills/Spells for evils

Post by Syletia » Fri Mar 09, 2012 12:33 am

Aldren wrote:I agree with Dapher here. There are missing trainers for some skills and spells for evils, and Ched would make a good high-level place for surface evils to struggle to get to (in a group) and would be a good place for us to learn some of the more exotic skills/spells/feats that we don't want to enter good cities/temples to learn.

Cheers.
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Re: Skills/Spells for evils

Post by Lirith » Fri Mar 09, 2012 12:35 am

Silly forum lost my post.

Surface evils can get there already (or attempt to). Unless something has changed recently, I believe that is the case.
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Re: Skills/Spells for evils

Post by Dapher » Fri Mar 09, 2012 12:38 am

You are correct, they can get there. I have been escorted there by a drow. The problem is you cannot get into any of the mercenary guilds or schools. Without being able to join those you cannot train from anyone, or trade with anyone other than PCs
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Re: Skills/Spells for evils

Post by Lirith » Fri Mar 09, 2012 1:21 am

I've bought things there before with a non-drow. I can't remember if I trained or not, probably not. However, I don't think that non-drow should be accepted into any of the schools or guilds there. If there are spells and skills in places that aren't IC appropriate for evils to learn there are plenty of other places that could fulfil that. I know there was a list of which ones were missing for which alignments, I'll check for the link later.
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Re: Skills/Spells for evils

Post by Selveem » Fri Mar 09, 2012 3:21 am

I think, in general, this needs to be exhaustively discussed. It's been brought up plenty of places. I made a list of feats that are still missing from the game that don't have neutral trainers (some have been implemented since I posted it, I'm told, but my post wasn't ever updated).

It would be nice for players to have the ability to contribute; crowdsourcing assistance can be useful, Android tells me.
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Re: Skills/Spells for evils

Post by Kallias » Fri Mar 09, 2012 10:16 pm

Alignment shouldn't be a problem unless the trainers are coded specifically to not allow evil characters to train from them.

I have a real hard time with the idea that it is uncharacteristic to seek a spell or skill outside your normal haunts, and it seems to be specific to Forgotten Kingdoms...although, admittedly, has gotten much better over the years. I think the root of this idea that good and evil PC's should never be in other faiths' temples or cooperate comes from how we tend to view the FR pantheon as not really a pantheon at all, but broken up into a bunch of separate faiths. Every god acts under Ao in a single pantheon, acknowledging any of the gods means that you acknowledge the existence and legitimacy of all the other gods (spare Cyric followers, who are in a different stratosphere). A Talos follower going into a Mystraan temple and learning a spell isn't (at least it shouldn't be) a big deal. In my opinion it would be a much more severe instance of cognitive dissonance for a primarily good character learning from a primarily evil trainer. I still have a hard time answering the question "Who do you worship?" in this game...imagine a Grecian being asked that 2500 years ago.

Although none of this applies for evil races, since they are visibly evil :) Nothing personal, but evil races are more appropriately named "monster" races...only implemented into the D&D realm for PC use because gamers like myself and you guys have a huge penchant for playing an evil race...scientists still have no idea why. *cough*sociopaths*cough*

I would be very much in support of removing alignment restrictions from trainers. With obvious exception of paladin trainers. I know it's not going to happen, but supporting something that isn't in the realm of possibility is the Ron Paul way.

tl;dr Your character worships more than one god, it's not a big deal to go into opposing faith's temples...especially if you're doing so as an evil for personal gain.

/Ron Paul
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