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Update warrior.dm #1165
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Update warrior.dm #1165
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Splits normal Warrior into Mighty Warrior and Agile Warrior. Now with fixed equipment slots.
Shouldnt swift warriors get the new dodge trait? |
I've gone back and forth on that on my head. I don't know how much of a
difference it really makes, but they probably should. They get fewer stat
points than mighty warriors.
I'd like to hear other's opinions though!
…On Sun, Jun 2, 2024, 1:09 PM AssortedBeads ***@***.***> wrote:
Shouldnt swift warriors get the new dodge trait?
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I like the idea for making warriors more interesting, but the names don't really fit imo. I wrote up two alternatives if you want to use them: |
joebro... you reduced the swords skill on the heavier class... why? I thought you put them on par skill wise but no, you just made them apprentice in swords? like tf????? |
" Either way, their combat skills are on-par with Templar and Men-at-Arms."
Probably cause the swifter class needs to be better at something in weapons than the other class otherwise its just a nerfed, lighter-armor version of a warrior, basically a weaker rogue. Maybe you'll understand how balancing works one day when your skull produces a brain to fill it. |
I agree with the armor, I'll change that.
As for the rouge thing - in a fight, they SHOULD feel like 'Rouge, but
better'. The things they trade for that are skills. They don't get sneak,
climb, pickpocket, and all those various things that let Rouges be the true
troublemakers they are.
My thought process is this - if a swift warrior and a rouge with equally
robust players just walk up to each other and start swinging, the warrior
should usually win. But if the flight starts with the rouge shooting the
warrior in the back of whatever their weakest-armored part is and then
closes into melee, the rouge should usually win. And the rouge has the
skills to pull that off more often than not, so long as they are even a
little careful.
…On Thu, Jun 6, 2024, 10:35 PM YosemiteYam ***@***.***> wrote:
" Either way, their combat skills are on-par with Templar and Men-at-Arms."
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They're not supposed to be, adventurers are last place in the skill
hierarchy of combat roles; Knights/Captain - Men at arms - Town Watch - Bog
Guard/Adventurers - Non combat roles. Although the skills you gave them
aren't actually making them on par with templar/men at arms so it should be
fine.
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The agile/duelist version shouldn't start with studded armor. Studded
is the best light armor you can get, it shouldn't be what you spawn with
but work toward, give em normal leather or hide.
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Strength bonus of 3 to the strong warrior is abit too insane, keep it
at 2. They're already strong as hell and frequently end up stronger than
the captain of the guard/knights with the right racial roll.
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Might want to compare the swift "warrior" to the rogue traits in order
to avoid just making a beefier rogue. Maybe not have them have the same
speed, but the swift warrior has either slightly more str or endurance,
since they are a warrior after all.
joebro... you reduced the swords skill on the heavier class... why? I
thought you put them on par skill wise but no, you just made them
apprentice in swords? like tf?????
Probably cause the swifter class needs to be better at something in
weapons than the other class otherwise its just a nerfed, lighter-armor
version of a warrior, basically a weaker rogue. Maybe you'll understand how
balancing works one day when your skull produces a brain to fill it.
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About The Pull Request
Splits normal Warrior into Mighty Warrior and Agile Warrior.
Now with fixed equipment slots.
Why It's Good For The Game
Warriors are in a weird place right now, They aren't actually better fighters than Rangers, Paladins, or the like - Even Bards have the same combat skills. This boosts them a bit, and lets them choose between heavy gear and strength, or light gear and speed. Either way, their combat skills are on-par with Templar and Men-at-Arms.