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Re: Spicing up FK (New classes and New options)
Posted: Sun Jun 30, 2013 3:25 pm
by Lathander
some races are so outlandish
I think I would not be able to get behind adding anything with that distinction.
Re: Spicing up FK (New classes and New options)
Posted: Sun Jun 30, 2013 6:29 pm
by Solaghar
Harroghty wrote:We have a long tradition of teaching new builders. (Mask and Waukeen helped me a lot when I started.)
The big thing is being ready to really try.
Quoted! If you want to build, start small, then we can work up from there, but you have to be willing to give it a shot! Send me a PM for details... I can help you get rolling if you like, you could contribute to an area I'm working on now to get some of the basics done. Harroghty keeps a really nicely updated builder lessons thing for us as well...
Re: Spicing up FK (New classes and New options)
Posted: Sun Jun 30, 2013 8:50 pm
by Tyeslan
Lathander wrote:some races are so outlandish
I think I would not be able to get behind adding anything with that distinction.
Why not? It is a fantasy game, a lot of things are outlandish. If it were done properly, and put in right, we could have just about anything
I'll agree with Larethiel, and Vibius though. Fey'ri are not something that should be taken lightly, and many things are missing in game that would constitute putting them in. They aren't just evil elves, but the history behind them is quite dynamic.
Re: Spicing up FK (New classes and New options)
Posted: Sun Jun 30, 2013 8:55 pm
by Kaaurk
I've always wanted to make a Tanarukk I dont' think it would be too hard to put them in to the game!
Re: Spicing up FK (New classes and New options)
Posted: Mon Jul 01, 2013 4:22 am
by Harroghty
I believe that we are far better served by doing a few things right then by doing many things poorly. Building areas to add quests, training support, and role-playing opportunities for existing races and classes is my recommendation for improving the game. I say this for two reasons:
First, there are a ton of big needs! The Orc Camp needs love. Shadowdale needs love. Bards need trainers. Wizards need trainers. Wizards need more specialist schools. etc. etc. etc. The harvest is plentiful, but the workers are few.
Secondly, I have not seen a lot of willingness to embrace the role-play of diverse races. Experience suggests that more powerful exotic races would suffer tremendous abuse and add little real value.
Re: Spicing up FK (New classes and New options)
Posted: Mon Jul 01, 2013 4:50 am
by Gwain
Harroghty wrote:
Secondly, I have not seen a lot of willingness to embrace the role-play of diverse races. Experience suggests that more powerful exotic races would suffer tremendous abuse and add little real value.
I agree with this completely, despite the fact that many restrictions put in place when exotic races were first put into the game are no longer enforced/or are relaxed, there have been gross abuses of those races. I own it up to boredom, a desire to rp with others and a want to go to well-travelled locals over blatant abuse by players. Its just difficult to manage and temptation is always there. I applaud the introduction of the deep gnomes though, that execution is almost flawless in my opinion.
Re: Spicing up FK (New classes and New options)
Posted: Mon Jul 01, 2013 11:08 pm
by Kallias
In my perfect world, there would only be the core PC races. In my experience people try to force their characters into being interesting by being statistically unusual - as oppose to being interesting through personality and back story.
I don't think this is a unique problem to FK, but a common thread between the stereotypical person who is involved in roleplaying games. I've never found the idea that playing something furthest away from a human mindset is a more advanced version of mental exercise particularly convincing...honestly, I find it quite the opposite.
Tyson