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Better Doomstones


Argomirr

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I'll continue work on this soon, but since the holidays are over things are getting busier so I might not make much progress.

 

As for the birthsign stones, I need your opinions. In the vanilla game, you can only have one set of spells at the same time; if you pick another set of spells at another Doomstone the old ones are removed. I don't want to use the same system because most of these abilities "run in the background", and you only notice their effects from time to time which makes picking just one set set very restrictive. However, allowing the player to have all abilities without any downside might be a bit much. So, what should I do to counteract this? Allow the player to have multiple spells, but not all? Or add some kind of penalty that comes with possessing such great powers? Or perhaps something completely different?

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As described in the book The Firmament, all the constellations are kinda grouped around the three main ones: warrior, mage and thieve, plus the serpent that goes on it's own. You could make it that the player could only have one of each group, or only those from the same group (that have a mutual affinity), or make the number of them the player could have depend on the player's birthsign and specialization, so the player could choose one of each group plus one of the group his/her spec is plus one of the goup his/her birthsign is plus the one that corresponds with player's birthsign for free. This way only a character that has choosen magic as specialization and a "mage-oriented" birthsign could have all four "mage-oriented" doomstones powers. Just an idea.
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I most definitely second the idea of only using doomstones that match your birthsign's constellation group. Sorry that I haven't gotten around to posting anything but I had a big project come up that I can't refuse (rent and food are good)
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Unfortunately, the Shadow's Cloak ability will be changed; as I already feared, moving a light source causes problems (Namely, the source itself moves, yet the light doesn't. Well, it does once but that's not what we're looking for.)

 

The ability will now give the player a 10% Chameleon effect when sneaking.

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