Full Gear Balance Proposal and 2 Questions
Jan 28, 2014 22:51:18 GMT -5
Post by Deleted on Jan 28, 2014 22:51:18 GMT -5
Dear all, we are looking at balancing Faction Gear and Gear in General primarily for PvP. Kaito is already working through Hunting Areas, and PvE balances are easy to adjust accordingly, so try and keep in mind that this won't really affect hunting in terms of difficulty as things are implemented.
This is our proposal. Please raise any thoughts or questions here.
Order of Appearance:
1. A Few Notes on What We Have Now
2. General Gear Change List Proposal
3. Notes on PvP Balancing by Kaito
4. Practical Example - With Full Gear List (Only a few changes actually made to this as per General Gear Change List proposal)
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5. A Question to Debate on How We Are Roleplaying Lore [RP and Gear Issue]
6. A Question to Debate on How We Are Roleplaying Healing [RP and Gear Issue]
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1. Existing Stuff
- All factions are essentially a variant of:
Weapon: +3, keen, 1d4electrical, 1d4positive, 3massive
Weapon: +4, keen, 1d6 electrical, 1d6positive, 4massive
R3: Weapon: +5, keen, 1d8electrical, 1d8positive, 5massive
Weapon: +6, keen, 1d10 electrical, 1d10positive, 6massive
Weapon: +7, keen, 1d12electrical, 1d12positive, 7massive
Weapon: +8, keen, 2d6electrical, 2d6positive, 8massive
Existing Heron Marked Blades:
+8
Keen
2d6 Massive Criticals
2d6 Bonus Damage (divine)
2d6 Bonus Damage (positive)
1d6 Bonus Damage (magic)
+8 Soak 10 Damage reduction
Other stuff useful to know about existing gear:
- If we did an exact transfer to a faction ring of all stats we possibly could now, everything except for Aes Sedai, Black Tower and Wise One Shields would shift (although all bonuses could be on the Ring except a little AC bonus)
- Damage resistances in channeler factions presently go something like 5/5/10/15/20 (Beginning at Rank 2)
- At Rank Epic 3, you would get +6ac over someone with +5 gear (Equivalent of 3/4/5/7/9/11 AC Deflection on Ring)
- At Rank Epic 3 in melee you'd get +12 fort, or in channeler, +12 universal
- Damage resistance available up to 20/ for some elemental and up to 10/ in epic loot/shops for melee damages
- Non-Faction gear would stay the same
- Best Epic Loot Weapon Example: Tairen longsword: +8vs orc, 1d6 fire, +5, keen, 1d6 positive, +1d6 massive
- Best Shop Weapon Example: Falme (Mrs. Nakh): (WEAPON ASSORTED), +5, keen, +1d6 positive
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2. General Change List Proposal [See 3. Balancing by Kaito for understanding of reasons behind changes]
- Again, I would stress that these changes are designed to make PvP more exciting and dynamic rather than penalize PvE. Kaito is already working through Hunting Areas and PvE balances are easy to adjust accordingly, so try and keep that in mind.
- Everything possible to be placed on a Faction Ring
- Faction AC Bonus Becomes Max +8 on Ring Instead of +11 at Epic 3
- Damage Resistances and Soak Universally capped at +5
- All Faction Saves would be made Universal but progress at the rate of 3/4/5/6/7/8 (instead of going to 12)
- Epic Shield AC reduced by 1 (to +5 instead of +6)
- Channeler shields remain at max +5
- All weapons damage reduced and faction enhancement reduced to max +7 (HMB = +8)
- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
- Max bonus weapon damage 2d6 + 1d4 (HMB)
- Existing Feats, Immunities, Spells, Warder Regen and Attribute Bonuses left untouched
- The other usual +5AC stuff would all be available
- No Skills changed (other than posing questions about Heal and Lore on channeler gear)
- Note: Overall Save Cap still is +20
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3. Kaito’s Notes on PvP Balancing:
What Changes Affect:
AC - Balances PvP in regards to Str'er vs Dex'er. (Higher favors dex)
Damage - High weapon damage favors Dex'ers and dual wielders. Lowering it would create a much better reason to create str based fighters instead. Since a dex'er without lots of bonus damage does about half the damage they do now. They do even less if its against an enemy that's immune to crits. Now a WM dex fighter crits for about 130, pre-super weapons they crit for about 70. On reflection I kind of liked this dynamic. Basically I recall all PvP people on TA going dex and all Pve focused people going str for hunting. But I could go either way on this decision.
Enchancement/AB on weapons - Favors Str fighters and especially high defense focused dex'ers. Allowing str fighters to better hit a dex based fighter and allowing high defense dex'ers (ones with both epic dodge and self conceal V) to cover their lack of attack bonus that they had to sacrifice to achieve that much defense.
Max Attribute Bonuses - Lowering this would simply nerf all monk builds. I could go either way on if we want to do this or not.
Resistances - I find most of these to be too strong on everyone when it comes to PvP. In a lower damage environment, str fighters would be practically immune to non-crit dex'er damage and dex'ers would take reduced damage on the very few times they did get hit by other dex fighters making the fight go on forever. I suppose it favors str fighters slightly more when I look at it like that.
Saves - Favors Str fighters with dev crit mainly. Even if it gets changed I'm currently thinking I'll have it be a fort save to do bonus damage instead of fort save vs instant death. I'll need to rework spells with save vs death at some point too, but I can actually control that DC via Spell Hooking.
Absolutely none of these affect PvE. Once PvE is rebalanced anyway (which is on my to-do list).
AC - I'd lower all AC on faction gear to +8 at epic 3 on the ring. Would have to nerf caster shields or modify them so casters only get +8 bonus total even with a shield on (+6 ring/+7 shield or something).
Damage - I'd lower all weapon damage to 1d6 bonus positive or divine. Maybe 2d6 total.
Enchancement/AB on weapons - I'd cap this at +7 or +8 at epic 3.
Max Attribute Bonuses - I think monk builds provide diversity. Nerfing this would mostly just eliminate those.
Resistances - Either remove all or just leave some pieces with with 5/- against one type. I may reconsider this part.
Saves - Maybe cap at +15 instead of our current +20. I'm not sure what the spread on gear would be. Honestly I'm not that against +20 save gear. I used to be on principle, because I liked TA's setup, but now that I think on it it only hurts and save or die users (which I don't like when it comes to PvP). As far as PvE I can change DC to whatever I want. I'll have to think on this as well.
- I also feel these changes would open up a greater diversity of build option.
- Note: Overall Save Cap still is +20
- Refer to 2. Proposal List for suggested amendments rooted in Kaito's comments.
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4. Practical Example:
Weapon Changes for all Factions with Weapons
[Rank 1] +3, Keen, 1d4 divine, 3 massive, [damage pure max = 7] +3CR
+4, Keen, 1d6 divine, 4 massive, [damage pure max = 10] +4 CR
+5, Keen, 1d8 divine, 5 massive, [damage pure max = 13] +5 CR
[Rank Epic 1 = Cap for Aiel (Melee)/N-Faction] +6, Keen, 1d10 divine, 6 massive, [damage pure max = 16] +6 CRIT
+6, Keen, 1d12 divine, 6 massive, [damage pure max = 18] +6 CR
[Rank Epic 3] +7, Keen, 2d6 divine, 7 massive, [damage pure max = 19] +7CR
[Bow Mighty: 3/5/7/9/11/12]
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- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
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Heron Marked Blade
+8, Keen, 2d6 Bonus Damage (divine), 1d4 Bonus Damage (Positive), 8 massive, +8soak5dr [damage pure max = 24] +8CR
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E1 Capped Factions
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Wolfkin(Melee)
Ring: AC (Deflection: 3/4/5/6) 2/4/6/8 DEX, Hide, MoveS 5/10/15/20 ; 2/4/6/8 STR; An Emp, Search 5/10/15/20,; 2/4/6/8 CON, Darkvision, Listen, Spot 5/10/15/20
Universal: 3/4/5/6
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Aiel (Melee)
Ring: AC (deflection: 3/4/5/6) 2/4/6/8 STR, immune fear, listen, spot 5/10/15/20, expedit, then haste up to x4/day ; DEX 2/4/6/8, Hide, Ms 5/10/15/20, +1/2/3/4/soak 5; CON 2/4/6/8, Con, Disc, 5/10/15/20
Universal: 3/4/5/6
Weapon: As Above
Stat-less Aiel Garb x2
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Aiel Channelers
Ring: AC (deflection: 3/4/5/6) ; +1/2/3/4 -5soakdr, Immunity Fear, Random Dispel up to Mordens 2/day, Listen, Spot 5/10/15/20, Cha, Int, Wis 2/4/6/8, Conc/Disc/Heal/Lore/SC 5/10/15/20, Shield Prof ; immune word of faith ; , fire + cold (/5), (then from rank 3 = then fire, cold electric (/5) then add piercing (/5)
Universal: 3/4/5/6
Shield: (small shield +1) 5/6/7/7 weight reduct (10%), arcane spell failure – 0.5%
Stat-less Aiel Garb
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Non-Faction
No changes other than Saves Altered to: Universal: 3/4/5/6
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E2 Capped Faction
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Warder Gear (Melee)
Statless Fancloth
Ring: (AC Deflection: 5/6/7); 6/8/10 STR ; Immune: Fear and Word of Faith; R3 Spells: Haste x 2, Resurrect x2, Flame x2 ; RE1: Haste x3, Resurrect X3, Flame x3; Haste X4, Resurrect X4,Flame x4; 6/8/10 DEX ; Hide/MS 15/20/25 ; Displacement; One With Land (3 and 2; 4 and 3; 5 and 4/day); 15/20/25 CONC, DISC, LISTEN, SPOT ; +4soak5/ +5soak5/ +6soak5; 6/8/10 CON ; Regen 3/4/4
Saves Universal: 5/6/7
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E3 Factions
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The White Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8): Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Heal/Lore/Persuade/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res -/5 (Rank 2 = just fire and pierce; Rank 3 - Epic 3 rest)
Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster classes (spell lvl 1-3)
bonus spell slots: all caster classes (spell lvl 2-4)
bonus spell slots: all caster classes (spell lvl 2-5)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Statless Shawl
Shield:
Rank 2: (small shield +1) 6ac, weight reduct (10%), arcane spell failure – 0.5%
(medium shield +2) 5ac, weight reduct (10%), arcane spell failure – 15%
(tower +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
Weapon: As Above
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The Black Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8); Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Heal/Lore/Intimidate/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res (Rank 2 = just fire, acid, cold; Rank 3 - Epic 3) -5/ max, martial weap. Prof
Saves Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (3-7)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Weapon: Weapon: As Above
Statless Armour
Shield:
Rank 2: (small shield +2) 6ac, weight reduct (10%), arcane spell failure – 15%
(Tower Shield +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, , weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
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Legion of the Dragon (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, spot 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour
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Children of the Light (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, taunt 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour and Cloak
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Younglings (Melee) [Change: High Reflex, Medium Fort, Lower Will]
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, hide, move silently, 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Spot, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless: Cloak
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5. How should Lore Skill be Roleplayed?
Should it reflect knowledge about things in the world?
Should it also reflect knowledge of weaves? Or should it be just knowledge of the "world"?
If it isn't to affect knowledge of weaves, should we see Spellcraft as the sole domain of knowledge of weave?
Should lore be removed from Channeler (Aiel/WT/BT) Gear unless 1) Playing a Brown/Roleplaying a character that puts effort into collecting knowledge most actively?
Should lore be removed from gateways or not, or lowered then?
Could lore be something capped as a skill unless progressing as a knowledge RPing/Brown Sedai person? E.g. Max +10 or such? Or just simply removed?
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6. How should Healing be Roleplayed?
It would be good to sort out how power to Heal can be determined. We'd like to favour Healing Classes with Heal spells most directly, but would like the option of having a better range of Healing capability than all/nothing?
I'd also be happy to have a better distribution making Heal (the standard weave) a little less canon allowing for more variation.
Thoughts?
We could, for example, tie Faction Heal Skill bonus to a commensurate level of Healer Class Taken. E.g:
5-10 (Cleric/Druid) = +10 SKILL; 11-20 (+15); (21-30) (20) (31-36) (25) (37-40) (30)
It would also mean that Clerics/Druids would always atleast have some Heal, even if they didn't fully specialize.
This could work alongside some system like this, meaning Sorc/Wiz that wants to do a little healing would have to more heavily invest and not just rely on Faction Gear (I'll quote Sere in full here, though, because it gives you the flavour of what could be meant).
Pure Sorc/Wiz
*I think that's the strongest a pure non-healer class should get. Even if they invest 100+ in heal, perhaps they can heal a little better then other sorc/wiz but should still be along the same guidelines.
Druid/Cleric Hybrids and Bards
This is our proposal. Please raise any thoughts or questions here.
Order of Appearance:
1. A Few Notes on What We Have Now
2. General Gear Change List Proposal
3. Notes on PvP Balancing by Kaito
4. Practical Example - With Full Gear List (Only a few changes actually made to this as per General Gear Change List proposal)
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5. A Question to Debate on How We Are Roleplaying Lore [RP and Gear Issue]
6. A Question to Debate on How We Are Roleplaying Healing [RP and Gear Issue]
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1. Existing Stuff
- All factions are essentially a variant of:
Weapon: +3, keen, 1d4electrical, 1d4positive, 3massive
Weapon: +4, keen, 1d6 electrical, 1d6positive, 4massive
R3: Weapon: +5, keen, 1d8electrical, 1d8positive, 5massive
Weapon: +6, keen, 1d10 electrical, 1d10positive, 6massive
Weapon: +7, keen, 1d12electrical, 1d12positive, 7massive
Weapon: +8, keen, 2d6electrical, 2d6positive, 8massive
Existing Heron Marked Blades:
+8
Keen
2d6 Massive Criticals
2d6 Bonus Damage (divine)
2d6 Bonus Damage (positive)
1d6 Bonus Damage (magic)
+8 Soak 10 Damage reduction
Other stuff useful to know about existing gear:
- If we did an exact transfer to a faction ring of all stats we possibly could now, everything except for Aes Sedai, Black Tower and Wise One Shields would shift (although all bonuses could be on the Ring except a little AC bonus)
- Damage resistances in channeler factions presently go something like 5/5/10/15/20 (Beginning at Rank 2)
- At Rank Epic 3, you would get +6ac over someone with +5 gear (Equivalent of 3/4/5/7/9/11 AC Deflection on Ring)
- At Rank Epic 3 in melee you'd get +12 fort, or in channeler, +12 universal
- Damage resistance available up to 20/ for some elemental and up to 10/ in epic loot/shops for melee damages
- Non-Faction gear would stay the same
- Best Epic Loot Weapon Example: Tairen longsword: +8vs orc, 1d6 fire, +5, keen, 1d6 positive, +1d6 massive
- Best Shop Weapon Example: Falme (Mrs. Nakh): (WEAPON ASSORTED), +5, keen, +1d6 positive
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2. General Change List Proposal [See 3. Balancing by Kaito for understanding of reasons behind changes]
- Again, I would stress that these changes are designed to make PvP more exciting and dynamic rather than penalize PvE. Kaito is already working through Hunting Areas and PvE balances are easy to adjust accordingly, so try and keep that in mind.
- Everything possible to be placed on a Faction Ring
- Faction AC Bonus Becomes Max +8 on Ring Instead of +11 at Epic 3
- Damage Resistances and Soak Universally capped at +5
- All Faction Saves would be made Universal but progress at the rate of 3/4/5/6/7/8 (instead of going to 12)
- Epic Shield AC reduced by 1 (to +5 instead of +6)
- Channeler shields remain at max +5
- All weapons damage reduced and faction enhancement reduced to max +7 (HMB = +8)
- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
- Max bonus weapon damage 2d6 + 1d4 (HMB)
- Existing Feats, Immunities, Spells, Warder Regen and Attribute Bonuses left untouched
- The other usual +5AC stuff would all be available
- No Skills changed (other than posing questions about Heal and Lore on channeler gear)
- Note: Overall Save Cap still is +20
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3. Kaito’s Notes on PvP Balancing:
What Changes Affect:
AC - Balances PvP in regards to Str'er vs Dex'er. (Higher favors dex)
Damage - High weapon damage favors Dex'ers and dual wielders. Lowering it would create a much better reason to create str based fighters instead. Since a dex'er without lots of bonus damage does about half the damage they do now. They do even less if its against an enemy that's immune to crits. Now a WM dex fighter crits for about 130, pre-super weapons they crit for about 70. On reflection I kind of liked this dynamic. Basically I recall all PvP people on TA going dex and all Pve focused people going str for hunting. But I could go either way on this decision.
Enchancement/AB on weapons - Favors Str fighters and especially high defense focused dex'ers. Allowing str fighters to better hit a dex based fighter and allowing high defense dex'ers (ones with both epic dodge and self conceal V) to cover their lack of attack bonus that they had to sacrifice to achieve that much defense.
Max Attribute Bonuses - Lowering this would simply nerf all monk builds. I could go either way on if we want to do this or not.
Resistances - I find most of these to be too strong on everyone when it comes to PvP. In a lower damage environment, str fighters would be practically immune to non-crit dex'er damage and dex'ers would take reduced damage on the very few times they did get hit by other dex fighters making the fight go on forever. I suppose it favors str fighters slightly more when I look at it like that.
Saves - Favors Str fighters with dev crit mainly. Even if it gets changed I'm currently thinking I'll have it be a fort save to do bonus damage instead of fort save vs instant death. I'll need to rework spells with save vs death at some point too, but I can actually control that DC via Spell Hooking.
Absolutely none of these affect PvE. Once PvE is rebalanced anyway (which is on my to-do list).
My Recommended Changes:
AC - I'd lower all AC on faction gear to +8 at epic 3 on the ring. Would have to nerf caster shields or modify them so casters only get +8 bonus total even with a shield on (+6 ring/+7 shield or something).
Damage - I'd lower all weapon damage to 1d6 bonus positive or divine. Maybe 2d6 total.
Enchancement/AB on weapons - I'd cap this at +7 or +8 at epic 3.
Max Attribute Bonuses - I think monk builds provide diversity. Nerfing this would mostly just eliminate those.
Resistances - Either remove all or just leave some pieces with with 5/- against one type. I may reconsider this part.
Saves - Maybe cap at +15 instead of our current +20. I'm not sure what the spread on gear would be. Honestly I'm not that against +20 save gear. I used to be on principle, because I liked TA's setup, but now that I think on it it only hurts and save or die users (which I don't like when it comes to PvP). As far as PvE I can change DC to whatever I want. I'll have to think on this as well.
- I also feel these changes would open up a greater diversity of build option.
- Note: Overall Save Cap still is +20
- Refer to 2. Proposal List for suggested amendments rooted in Kaito's comments.
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4. Practical Example:
Weapon Changes for all Factions with Weapons
[Rank 1] +3, Keen, 1d4 divine, 3 massive, [damage pure max = 7] +3CR
+4, Keen, 1d6 divine, 4 massive, [damage pure max = 10] +4 CR
+5, Keen, 1d8 divine, 5 massive, [damage pure max = 13] +5 CR
[Rank Epic 1 = Cap for Aiel (Melee)/N-Faction] +6, Keen, 1d10 divine, 6 massive, [damage pure max = 16] +6 CRIT
+6, Keen, 1d12 divine, 6 massive, [damage pure max = 18] +6 CR
[Rank Epic 3] +7, Keen, 2d6 divine, 7 massive, [damage pure max = 19] +7CR
[Bow Mighty: 3/5/7/9/11/12]
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- Shop weapons capped at: +4, keen, 1d4divine, 1d4 massive
- Epic weapons capped at: +5, 1d6divine, 1d5 massive, keen
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Heron Marked Blade
+8, Keen, 2d6 Bonus Damage (divine), 1d4 Bonus Damage (Positive), 8 massive, +8soak5dr [damage pure max = 24] +8CR
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E1 Capped Factions
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Wolfkin(Melee)
Ring: AC (Deflection: 3/4/5/6) 2/4/6/8 DEX, Hide, MoveS 5/10/15/20 ; 2/4/6/8 STR; An Emp, Search 5/10/15/20,; 2/4/6/8 CON, Darkvision, Listen, Spot 5/10/15/20
Universal: 3/4/5/6
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Aiel (Melee)
Ring: AC (deflection: 3/4/5/6) 2/4/6/8 STR, immune fear, listen, spot 5/10/15/20, expedit, then haste up to x4/day ; DEX 2/4/6/8, Hide, Ms 5/10/15/20, +1/2/3/4/soak 5; CON 2/4/6/8, Con, Disc, 5/10/15/20
Universal: 3/4/5/6
Weapon: As Above
Stat-less Aiel Garb x2
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Aiel Channelers
Ring: AC (deflection: 3/4/5/6) ; +1/2/3/4 -5soakdr, Immunity Fear, Random Dispel up to Mordens 2/day, Listen, Spot 5/10/15/20, Cha, Int, Wis 2/4/6/8, Conc/Disc/Heal/Lore/SC 5/10/15/20, Shield Prof ; immune word of faith ; , fire + cold (/5), (then from rank 3 = then fire, cold electric (/5) then add piercing (/5)
Universal: 3/4/5/6
Shield: (small shield +1) 5/6/7/7 weight reduct (10%), arcane spell failure – 0.5%
Stat-less Aiel Garb
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Non-Faction
No changes other than Saves Altered to: Universal: 3/4/5/6
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E2 Capped Faction
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Warder Gear (Melee)
Statless Fancloth
Ring: (AC Deflection: 5/6/7); 6/8/10 STR ; Immune: Fear and Word of Faith; R3 Spells: Haste x 2, Resurrect x2, Flame x2 ; RE1: Haste x3, Resurrect X3, Flame x3; Haste X4, Resurrect X4,Flame x4; 6/8/10 DEX ; Hide/MS 15/20/25 ; Displacement; One With Land (3 and 2; 4 and 3; 5 and 4/day); 15/20/25 CONC, DISC, LISTEN, SPOT ; +4soak5/ +5soak5/ +6soak5; 6/8/10 CON ; Regen 3/4/4
Saves Universal: 5/6/7
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E3 Factions
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The White Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8): Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Heal/Lore/Persuade/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res -/5 (Rank 2 = just fire and pierce; Rank 3 - Epic 3 rest)
Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster classes (spell lvl 1-3)
bonus spell slots: all caster classes (spell lvl 2-4)
bonus spell slots: all caster classes (spell lvl 2-5)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Statless Shawl
Shield:
Rank 2: (small shield +1) 6ac, weight reduct (10%), arcane spell failure – 0.5%
(medium shield +2) 5ac, weight reduct (10%), arcane spell failure – 15%
(tower +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
Weapon: As Above
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The Black Tower (Channeler)
Ring: (deflection: 3/4/5/6/7/8); Cha, Int, Wis 2/4/6/8/10/12, Conc/Disc/Heal/Lore/Intimidate/ SC 5/10/15/20/25/30, Shield Prof ; immune word of faith; fire, pierce, cold, acid res (Rank 2 = just fire, acid, cold; Rank 3 - Epic 3) -5/ max, martial weap. Prof
Saves Universal: 3/4/5/6/7/8
[Not Completely Sure of Bard Distribution – But Aren’t Any Epic Bard Channelers I know Of]
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (2-6, 1-5 bard)
bonus spell slots: all caster bonus spells (3-7)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
bonus spell slots: all caster classes (spell lvl 5-9)
Weapon: Weapon: As Above
Statless Armour
Shield:
Rank 2: (small shield +2) 6ac, weight reduct (10%), arcane spell failure – 15%
(Tower Shield +3) 5ac, weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
5ac, , weight reduct (10%), arcane spell failure – 50%
5ac, weight reduct (10%), arcane spell failure – 50%
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Legion of the Dragon (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, spot 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour
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Children of the Light (Melee)
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, intimidate, taunt 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Con, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless Armour and Cloak
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Younglings (Melee) [Change: High Reflex, Medium Fort, Lower Will]
Ring: AC (deflection: 3/4/5/6/7/8) 2/4/6/8/10/12 STR, hide, move silently, 5/10/15/20/25/30, DEX 2/4/6/8/10/12, (From RE1) 4/5/6Soak 5 ; CON 2/4/6/8/10/12, Spot, Disc, 5/10/15/20/25/30
Saves Universal: 3/4/5/6/7/8
Weapon: As Above
Statless: Cloak
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5. How should Lore Skill be Roleplayed?
Should it reflect knowledge about things in the world?
Should it also reflect knowledge of weaves? Or should it be just knowledge of the "world"?
If it isn't to affect knowledge of weaves, should we see Spellcraft as the sole domain of knowledge of weave?
Should lore be removed from Channeler (Aiel/WT/BT) Gear unless 1) Playing a Brown/Roleplaying a character that puts effort into collecting knowledge most actively?
Should lore be removed from gateways or not, or lowered then?
Could lore be something capped as a skill unless progressing as a knowledge RPing/Brown Sedai person? E.g. Max +10 or such? Or just simply removed?
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6. How should Healing be Roleplayed?
It would be good to sort out how power to Heal can be determined. We'd like to favour Healing Classes with Heal spells most directly, but would like the option of having a better range of Healing capability than all/nothing?
I'd also be happy to have a better distribution making Heal (the standard weave) a little less canon allowing for more variation.
Thoughts?
We could, for example, tie Faction Heal Skill bonus to a commensurate level of Healer Class Taken. E.g:
5-10 (Cleric/Druid) = +10 SKILL; 11-20 (+15); (21-30) (20) (31-36) (25) (37-40) (30)
It would also mean that Clerics/Druids would always atleast have some Heal, even if they didn't fully specialize.
This could work alongside some system like this, meaning Sorc/Wiz that wants to do a little healing would have to more heavily invest and not just rely on Faction Gear (I'll quote Sere in full here, though, because it gives you the flavour of what could be meant).
Jan 28, 2014 15:02:36 GMT -5 @patrickbob said:
Pure Sorc/Wiz
- Pure sorc/wiz and NO heal = unable to heal
- Pure sorc/wiz and 50+ heal* = can heal very minor wounds (non-cannon: able to keep someone near death alive until they can receive proper healing)
*I think that's the strongest a pure non-healer class should get. Even if they invest 100+ in heal, perhaps they can heal a little better then other sorc/wiz but should still be along the same guidelines.
Druid/Cleric Hybrids and Bards
- 1 - 5 cleric/druid levels or 1 - 9 bard levels and NO heal = can heal very minor bruises and cuts (non-cannon: able to keep someone near death alive until they can receive proper healing)
- 1 - 5 cleric/druid levels or 1 - 9 bard levels and 50+ heal = can heal more major bruises and cuts
- 6 - 10 cleric/druid levels or 10 - 19 bard levels and NO heal = can heal more major bruises and cuts
- 9 - 10 cleric/druid levels or 10 - 19 bard levels and 50+ heal = can heal things like broken bones as well as more major bruises and cuts
- 11 - 19 cleric/druid levels or 20 - 29 bard levels and NO heal= can heal things like broken bones as well as more major bruises and cuts
- 11 - 19 cleric/druid levels or 20 - 29 bard levels and 50+ heal = can heal most injures but can only sustain in near-death situations
- 20 - 34 cleric/druid levels or 30 - 40 bard levels and NO heal = can heal most injures but can only sustain in near-death situations
- 20 - 34 cleric/druid levels and 100+ heal = can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling (when we get it)
- 34 - 40 cleric/druid levels and NO heal = not sure would do this. can save people from near-death situations, but not talented enough to excessively heal or do things like gentling/stilling* (when we get it)
- 34 - 40 cleric/druid levels and 100+ heal = can heal just about anything