Variant Feedback?

Variant Feedback?

Griselda
Griselda

March 25th, 2002, 9:12 am #1

I think it's about time for the High Elves, Drow, and BattleMage variants to be given a home on the site. Although I still consider at least the two that I am a part of to be a work in progress, they are very playable now and have been tested, though not all of the classes have been tested at this point. (rest assured, if a rule change is made later, characters made before the rule change can choose to be "grandfathered in" and continue to use the old rules).

Specific comments I'm looking for-
If you play one of these variants, please let me know how they are doing!

I'm still trying to gauge the difficulty level of some of the drow classes, and make sure that they are challenging in normal, NM, and hell. Specifically, I think the rules for Drow Assassins and Fighters seem much too easy on the Assassin class, but I'm not sure what limits to impose that wouldn't cripple the other classes- the Necro Drow Assassin and the Baba and Pally Drow Fighters. Any ideas would be appreciated- I haven't tested the DA or Drow Fighter yet, although I am looking forward to it when I get a chance.

I'll post each variant as a separate reply to keep things organized.


Thanks!
-Griselda
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Griselda
Griselda

March 25th, 2002, 9:13 am #2

This set of variants may be used as single or team variants, though when playing as a team, the different ?races? may not be mixed.

High Elves
By: PrinceOfOuch, Griselda

Well known for their poetry, dance, song, lore and magical arts. When danger threatens them or their companions, elves reveal a more material side, demonstrating skill with swords, bows and battle strategy.

General-
Elves are vibrant creatures, and many have a natural glow about them. They will never wear an item which reduces their light radius. Items which increase light radius are highly prized.
Circlets are allowed to be worn by any elven class unless otherwise specified.
Will not use Axes or Crossbows.
All elven classes excluding mages will carry a bow with them to use until the enemy has moved into melee range. (discern melee range for yourself/or have team decide).
Unless otherwise specified At least 2 points per levelup must be allocated to energy and/or dexterity, dexterity must be 1.5 times higher then vit before vit is allowed to be raised, because elves are swift, but are more frail then most other races.
Plate type armors, unless otherwise specified, are not allowed.

Elven Mage - Sorcereress
Skills-
-Any allowed except Hydra, elves may summon a demon for some purposes, but never one of such great evil to fight their battles for them.
Items-
-Weapons- Staves, orbs are allowed but considered a ?wand? and thus no shield will be used with them.
-Only quilted and leather armors allowed. May use chain mail, but is required to have double the strength requirement for it; elves are able to manufacture certain chain mails that will allow the freedom of motion needed to cast spells while being worn but it is still slightly heavy.
-Only circlet type helms allowed.
-Leather and heavy gloves are only glove types allowed.
-Only boots and heavy boots type are allowed.

Elven Fighter- Paladin
Skills-
An Elven Fighter takes great pride in speed and accuracy. They should be proficient with both sword and bow, and pride themselves in the ability to switch weapons smoothly, even in the heat of battle. Elven fighters are dextrous and flexible- in some parties, they may provide ranged support. In others, they will be on the front lines more often.
-Their arrows rarely miss their mark (blessed aim).
-When fighting melee, they value attack speed above all else.
-They will not use cumbersome 2 handed weapons!
-Swords and bows are the only weapons used.
-Elven Fighters are not mages.
-They will never use Blessed Hammer.
-They will never use conviction.
-They will never use fist of the heavens
Items-
-Elven Fighters are not tanks
-Armors- quilted armor, leather armor, hard leather armor, studded leather, chain mail, scale male, ring mail and light plate are only types allowed.
-Will not use higher then a full helm (circlets, of course, are allowed).
-Gauntlet type gloves are disallowed.
-Any boots higher then heavy are disallowed.

Bard (sage/minstrel (?)- Barbarian
Skills-
-War Cries- (singing) are greatly favored, for while some can bolster the morale of the team, others can stun the enemy or even make it drops its defenses, and become an easier target for the team. The only problem is the bard can only sing one song at a time, thus he may only have one warcry active at any given time.
All war cries allowed
-Combat skills- The bard is a majestic fighter, more of his attacks for show, to stun his opponent with his awesome display and leave him vulnerable. Stun, Whirlwind, Leap Attack and Frenzy are allowed. A berserk is a loss of control, an attack of fury, and a bard will never lose his control.
-Masteries- only one point may be put into Iron Skin. Elves do not have a thick hide to protect them from the blows of enemies.
Items-
-Two weapons are a favored style among the elven bards and is the most used, though some will use a single sword, a sword and shield, a sword and dagger or even a sword and throwing weapon.
-Armors- quilted armor, leather armor, hard leather armor, studded leather, chain mail, scale male, and ring mail are only types allowed.
-Masks and great helms help add to the spectacular display put on by the bard, and may be used, along with circlets.
-Gauntlet type gloves are not allowed.
-Any boots above heavy are not allowed.

Ranger- Amazon
Skills-
-Javelin and spear tree are not allowed.
-Bow and Crossbow skills- all allowed
-Passive and Magic Skills- Slow missiles stopping projectiles is for a mage to do, and a ranger is not nearly as learned in spellcraft as a wizard. Decoy is not allowed, again such creations are for mages.
Inner Sight is a required skill. Must be raised to a minimum of level 5, then have 1 point added every ten levels thereafter, for an elven bow man rarely misses her mark.
Items-
-Main weapon is a bow, all types are allowed though no crossbows are. The ranger may carry a sword, in case of emergency, but will never engage an enemy in melee.
-Will not use any armor higher then Studded Leather for the armors forged of metals are to noisy to move around in a forest.
-Freedom of motion is needed, therefore only heavy/leather gloves maybe be used.
-Any boots above heavy are not allowed
-Circlets only, a ranger cannot afford to have her vision obscured by a helmet.

Fighter Mage- Assassin.
Wizardry comes naturally to an elf, more so then fighting, as a result, for every skill point spent in martial arts, 2 must be put into the Traps tree. And for every strength point distributed, two points must be put into energy.(along with the required 1/1 2/0 0/2 distribution of magic and dexterity)
Skills-
-Shadow Disciplines- Claw mastery, Burst of Speed (haste spell), physic skills, shadow warrior and shadow master.
-Traps- the fighter mages magic, all are allowed
-Martial Arts- the fighters combat skills, all are allowed.
Items-
-Armor- all light armor, excluding light plate may be used, chain mail may also be used, for elves are able to manufacture certain chain mails that will allow the freedom of motion needed to cast spells while being worn.
-Freedom of motion is needed, therefore only heavy/leather gloves maybe be used.
-Any boots above heavy are not allowed
-Circlets only, a mage needs to be able to project his voice well and not have it obscured by a helmet.
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Griselda
Griselda

March 25th, 2002, 9:14 am #3

I think it's about time for the High Elves, Drow, and BattleMage variants to be given a home on the site. Although I still consider at least the two that I am a part of to be a work in progress, they are very playable now and have been tested, though not all of the classes have been tested at this point. (rest assured, if a rule change is made later, characters made before the rule change can choose to be "grandfathered in" and continue to use the old rules).

Specific comments I'm looking for-
If you play one of these variants, please let me know how they are doing!

I'm still trying to gauge the difficulty level of some of the drow classes, and make sure that they are challenging in normal, NM, and hell. Specifically, I think the rules for Drow Assassins and Fighters seem much too easy on the Assassin class, but I'm not sure what limits to impose that wouldn't cripple the other classes- the Necro Drow Assassin and the Baba and Pally Drow Fighters. Any ideas would be appreciated- I haven't tested the DA or Drow Fighter yet, although I am looking forward to it when I get a chance.

I'll post each variant as a separate reply to keep things organized.


Thanks!
-Griselda
This variant 'can' be played with both elven and drow teams, though with the elves he will be constantly mocked and sometimes ignored, cause elves consider dwarves no fun at all, and this... unintellegent dwarf, is a good target for their insults. and with drow,he is considered no more then cannon fodder, because of course, he is a lesser race..

Battle Rager
By: PrinceOfOuch
Class: Paladin

charge at, jump on and thrash your oppenent, cutting him with your razor sharp spine imbedded in your armour, and making him cut himself for any attempt at struggling he makes, until nothing more then its shredded and battered remains are left.

This variant is meant as a co-op variant, but should work fine as a solo, but may be a bit slow at killing.

Stats-
Most dwarves can take a blow that would drop some of the strongest humans, but these dwarves, their training mostly involving running into barricaded doors, head first, seeing who can break it down first, are much tougher, though not necessarily as dexterous.
-Vitality is most used. Must be pumped
-Dexterity has a max of 90. May only distribute 2 dex per 5 points.
-Strength has no limit, except that once it reaches 100, Vitality must be 25 points higher then strength before can be raised.
-Dwarves distrust spellcraft, no points will be put into energy.
Skills-
-Thorns are to be maxed as soon as is possible. Is a priority, and must be maxed before zeal/sacrifice have any points put into them.
-Charge is to be maxed as soon as is possible. It may have points put into it once Throns are level 15.
-Sacrifice - required if you use spears type weapons.
-Zeal - required if you use blunt weapons.
-No other skills allowed.
Items-
-All defensive items must have attacker takes damage on them, with the exception of jewelry. The battle rager is allowed to wear any items, but once and attacker takes damage, item is found or becomes available, it MUST be worn.
-The only way to upgrade an item is if it has a higher attacker take damage on it.
-Only gems allowed on any shield are skulls. Jewels allowed if they have Attacker Takes Damage, or +vit.
-Shields that are socketed with perfect skulls are favored over any other.
-Only weapons that may be used are blunt and spear weapons. He needs to be able to do attack damage, but fists just wont cut it for some places, so a blunt weapon will simulate fists, and decided to allow spears to simulate a 'helmet horn' that some battleragers have(which hitting an enemy with, at full charge can impale the demon)
-If using Spears helmet MUST have horns on it.
Uniques Allowed- (1.09)
Helms- Howl Tusk, Blackhorn?s Face, Coif of Glory
Armor- Sparking Mail, Gold Skin, Skin of the Flayed One, Toothrow
Sheilds- Visceratuant, Lance Guard, Storm Guild, Swordback Hold
Gloves- none
Boots- War Traveler
Belts- Bladebuckle, Razortail
Unique weapons- only blunt and spear types.
(some items might have been missed)

Playstyle-
The battle rager, when finding and enemy will immediately charge at it, once he has hit the enemy he switches attacks to zeal/sacrifice and beats the monster he charged. The goal is to have the mob beat on him and take many times the damage they do to him. He is usually uncontrollable and charges enemies without a second thought, but in certain situations he knows enough to stay back. he hates ranged attackers and enemy magic users more then anything else, and will go out of his way to avoid them.
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Griselda
Griselda

March 25th, 2002, 9:16 am #4

I think it's about time for the High Elves, Drow, and BattleMage variants to be given a home on the site. Although I still consider at least the two that I am a part of to be a work in progress, they are very playable now and have been tested, though not all of the classes have been tested at this point. (rest assured, if a rule change is made later, characters made before the rule change can choose to be "grandfathered in" and continue to use the old rules).

Specific comments I'm looking for-
If you play one of these variants, please let me know how they are doing!

I'm still trying to gauge the difficulty level of some of the drow classes, and make sure that they are challenging in normal, NM, and hell. Specifically, I think the rules for Drow Assassins and Fighters seem much too easy on the Assassin class, but I'm not sure what limits to impose that wouldn't cripple the other classes- the Necro Drow Assassin and the Baba and Pally Drow Fighters. Any ideas would be appreciated- I haven't tested the DA or Drow Fighter yet, although I am looking forward to it when I get a chance.

I'll post each variant as a separate reply to keep things organized.


Thanks!
-Griselda
Drow
By PrinceOfOuch and Griselda
?Treachery. Deceit. Death. This is the way of the drow.?

The Drow are a race of brutally savage elves who devote their lives to furthering the will of the Spider Queen Lloth. Due to Lloth?s nature the drow have developed into a truly evil race, feared and despised by any surface dweller. Needless to say, if ever you meet a drow on any of your journeys, you are probably long dead before you know that they are there.

?Never underestimate your enemies, never overestimate your friends.?

General-

-Can be played as a party of drow, with one or more member of each class, or solo.

-The drow will never speak to a townsperson unless his or her head is covered.

-At least 2 points per level must be allocated to energy and/or dexterity. Dexterity must be 1.5 times higher than vitality before vitality can be raised, because elves are swift, but are frailer than most other races.

-The drow will never equip a bow except for a crossbow or a Spider?s bow. Most drow are proficient with the crossbow, and will choose to keep one (preferably with venom-tipped bolts) in one of their weapon slots. A drow who finds a Spider Bow is favored by Lloth, and will keep it equipped in the first or second slot as soon as they are able to do so. This special item must be found, and can never be given as a gift.

-The drow avoid ?holy? sounding items and spells such as Holy Bolt and Angel?s Staves.

-The drow cannot stand the intense sunlight of the deserts around Lut Gholein. They will not venture through these areas in the daylight except when it is necessary to complete the quests in each difficulty. They will also drink profuse amounts of liquids (all kinds of potions, antidotes, anything they can drink) while exposed to desert sunlight (even when all globes are full). They gladly take refuge in the shade of nearby bushes and architecture, and do not have to drink when their bodies are shaded. While traversing the desert, the drow will always return to town for more potions if he or she does not have enough to fill every belt slot. In addition, the drow?s equipment will not hold up to desert sunlight. The items weaken, and cannot be repaired (only ethereal items may be worn in desert sunlight). The drow can move freely through the desert, without restrictions, when the sun is not shining.

-A drow will never slay a spider, unless attempting the Spider Quest! Without a second thought, they will find an alternate route into the Durance of Hate. Single player drow and adventurous multiplayer drow will attempt to open the chest containing Khalim?s Eye without damaging Sszark or any other spider in that area. The drow will also not tolerate a spider being killed while she or he is on the level. If the drow is not on the level, she figures it is none of her business, but will warn the other character that their actions invite Lloth?s wrath.

The Spider Quest-
If a drow does slay a spider, she or he is cursed by Lloth, and may not continue to play as usual until the Spider Quest is completed successfully. The Spider Quest is always a solo quest. Lloth demands that cursed drow test themselves vs. the power of the spiders she controls. Although it is normally forbidden to kill a spider, the drow who has slain one inadvertently must prove to be stronger than the spiders. Paradoxically, ?sacrificing? more spiders is the only way to accomplish this, and Lloth certainly enjoys demanding sacrifice! The cursed drow must remove all potions from her or his backpack, kill any mercenaries, and enter the Spider Forest from Kurast. A full belt of potions may be worn. The cursed drow may not return to town until all the monsters (including the Spiders) have been slain in the Spider Forest, The Arachnid Lair, and the Spider Cavern. Any magical items that are found during this quest must be sacrificed to Lloth (left on the ground). In addition, upon completing the quest, the drow must remove their most prized piece of equipment, and sacrifice it by leaving it on the slain body of Sszark. If you fail, you may attempt the quest again, but you cannot continue ?normal? adventuring until completing this quest. If a drow becomes cursed before reaching Kurast, she or he may play normally until defeating Duriel. At that point, Lloth suddenly withdraws her favor and demands the Spider Quest be completed.
If a team drow becomes cursed and must do the Spider Quest, the team may not battle Mephisto until the cursed drow either completes the quest or dies trying. If a cursed drow dies while on the Spider Quest, he or she will be shunned by other drow thereafter.

Drow who are not cursed may attempt the Spider Quest for glory or Lloth?s favor, but they may not go back to adventuring as normal until they succeed at this quest! If you are not cursed, but choose to do the quest, you must begin the quest as soon as you begin Act 3. Also, remember that all drow must sacrifice their most prized piece of equipment on Sszark?s body, even if they are doing the quest just ?for glory?.

Stealth-

The Drow come from a world of darkness and extreme danger. They have survived by learning to use stealth and secrecy to their advantage. Their dark vision is far superior to that of humans, and they have mastered the art of moving silently after living for countless generations in the underdark.

-Metal gloves, boots, and armors make too much noise, and inhibit the natural dexterity of the drow. These will not be used unless otherwise specified. The main exception to this is the helm. Most drow who come to the surface choose to conceal their identity by wearing a helm (of any material) that covers their face (anything but circlets and crowns).

-The drow will never wear an item that increases their light radius, and prefer items that lower light radius.

-The drow will never cast a spell that calls attention to their location- auras and energy shield, for example. If partied, a drow may grudgingly accept a party member who uses an aura, but the drow will stay close to the party and not venture out while the aura is active, except to move outside of aura range. The drow will never hire an act 2 mercenary.

-Likewise, the drow will only use spells that do not draw a traceable line of fire, unless in the presence of monsters or party members who use the same spells. The intent here is to sow confusion amongst enemies, and confuse onlookers as to the origin of the attack. So, skills that are not allowed because they draw a traceable line of fire can be used while in the presence of friends or foes that use the same skills

-The drow enjoys remaining in darkness while illuminating the enemy, and enjoys curses, inner sight, etc.

Multiclassing- Some may choose to multiclass, and other variants (excluding the obvious mismatches like Angels) may be ?of drow descent.? In that case, you may choose to follow only the ?general? and ?stealth? rules for the drow. Drow characters who are not playing another variant will usually choose a class- Drow Assassin, Fighter, Mage, or Cleric.

___________________________________________________


Drow Assassin (DA)- Assassin, Necromancer
?He who does not walk quietly does not walk for long.?


Skills-

Assassin-
Martial Arts- None.
Traps- Blade Sentinel, Blade Fury, and Blade Shield are not used because they may betray the DA?s true location.
Shadow Disciplines- This is where the drow assassin truly ?shines.? Cloak of Shadows is a favorite skill, and must be raised to minimum of level 5, plus at least 1 point for every 5 levels thereafter. Shadow warrior and Shadow master are not allowed.

Necromancer-
Curses- Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.
Poison and Bone Spells- The DA will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, and Bone Spirit because these draw a traceable line of fire or surround the drow?s body.
Summoning- Lloth does not grant the power of summoning to a mere assassin!

Items-
The DA find shields too cumbersome, and will not use them.

______________________________________


Drow Fighter- Barbarian, Assassin, Paladin
?If ever you see a drow smile, you are already dead.?

Skills-

Barbarian-
Masteries- The drow fighter seeks to excel in one or two varieties of weapons, and will choose no more than two types of weapon mastery. If two weapons are chosen, the drow fighter will keep both weapon masteries at the same level whenever possible.
The drow are dexterous, but not thick-skinned. Only one point will be put into Iron Skin. Drow are much more resistant to magical attacks than humans are. Natural resistance must be raised to level 5 by level 35, and at least one point is added for every five levels thereafter.
Combat Skills- Leap and Leap Attack are only used when the sound of the leap is not likely to be noticed above the din of battle, or when there are no enemies within sight.
War Cries- The drow will not call attention to himself by uttering warcries, but he may use Find Potion, Find Item, and Grim Ward.

Assassin-
Shadow Disciplines- While the DA prefers to slink around wrapped in a Cloak of Shadows, the Drow Fighter prefers to enhance her own resistance to attack with Fade. All shadow discipline skills are permitted, except for Shadow Warrior, and Shadow Master.
Martial Arts- Fists of Fire, Claws of Thunder, Dragon Tail, and Phoenix Strike are not used because they draw too much attention to the assassin?s attack.
Traps- This drow is a fighter, and prefers to use her own weapon?s attack instead of a trap. No traps are used.

Paladin-
Auras- None.
Combat Skills- All are allowed except for Holy Bolt, Blessed Hammer, Holy Shield, and Fist of the Heavens.

Items-
-After level 12, the Barbarian Fighter will only use weapon classes in which he has at least 5 points of mastery.
-The drow fighters can wear metal armors, but need 1.5 times the normal strength requirement. Metal boots and gloves are not worn.
-Shields require 1.5 times the normal strength requirement.
-Drow favor fighting skill, elegance and speed above all else, thus a faster weapon is better then one that does more damage, in most cases.

______________________________________________________

Drow Mage- Necromancer, Sorceress
?To walk apart from House and Queen is to walk into the grave.?

Skills-

Necromancer-
Summoning Tree- All summoning spells are allowed. A clay golem is called a Mane, a lesser tana?ri force, and requires no golem mastery to be summoned. A blood golem, or Marailith, requires 5 points of golem mastery in order to be summoned. A Glabrezu (iron golem) requires 10 points of golem mastery, and a Balor (fire golem) requires 15 points of golem mastery.
Poison and Bone Skills- The drow mage will not use Poison Dagger; he will not lower himself to do an assassin?s work! The mage will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, or Bone Spirit because these draw a traceable line of fire or surround the drow?s body, unless in the presence of friends or foes who are using these spells.
Curses- Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.

Sorceress-
Ice Tree- Most of these spells draw a traceable line of fire; only Blizzard and Cold Mastery are allowed, unless in the presence of friends or foes who use the skills.
Lightning Tree- The mage will only use Charged Bolt, Static Field, Teleport, Telekinesis, and Lightning Mastery. Other spells draw a traceable line of fire or draw too much attention to the mage?s body, unless in the presence of friends or foes who use the skills.
Fire Tree- Hydra, the summoning of a Yochol, is revered for clerics; a mage would be slain for attempting such an act of blasphemy. The mage may use Warmth, Fire Wall, Meteor, or Fire Mastery. Other fire skills (not hydra!) may be used in the presence of friends or foes who use these skills.

Items-
-After level 24, a drow mage will not use a weapon other then staff, wand or orb. A drow mage will not use a shield.
- Gloves hinder casting, and will not be used.

______________________________________________________

Drow Cleric- Sorceress, Druid
?Lloth be praised! All victory is her doing!?

-Only females are allowed to be clerics, so all druid clerics are of course female (and get very offended, possibly violent, if referred to as ?he.?)

Skills-

Sorceress-
Lightning Tree- Static Field and Teleport only. Static field, the cleric?s faerie fire, can only be cast one time against a monster, unless that monster is fire immune.
Cold Tree- Blizzard only (no mastery). After level 30, Blizzard will only be cast against fire immune opponents. Prohibited ?line of fire? cold spells may be cast while in the presence of friends or foes that use those spells (but only against fire immune opponents after level 30!).
Fire Tree- The summoning of a Hydra, or Yochol, is the ultimate power in the hands of a cleric. The sorceress will always put at least one point into fire mastery or hydra each level up that she is able to do so. All other skills are secondary to her desire to reach maximum level in Hydra and Fire Mastery. Warmth is also permitted. A priestess who is not of high enough level to summon a Yochol may cast fire spells that a Drow Mage can cast. After level 30, the Drow Cleric will never cast a fire spell other than Hydra.

Druid-
Shape Shifting- None.
Summoning- The priestess will never cast Oak Sage, Heart of Wolverine, or Spirit of Barbs.
Elemental Skills- Fissure, Twister, Volcano, Tornado, Hurricane, and Armageddon are allowed. The chaos and confusion that is caused by these spells negates any chance that they would cause attention to the caster. When the priestess first learns Hurricane, she believes herself to be invincible within the eye of her protective storm cloud. Only time and experience will teach her how to effectively deal damage while protecting herself.

Items-
Weapons- The cleric will only use a snake whip (flail); the power of the whip shows the power of the cleric. If the cleric has not found a whip, another weapon may be used if the cleric is under level 30.

Special thanks to Morgane for creating the D1 elves, and also for the feedback on the D2 update. Also thanks to KingOfPain, Xandar, and Bolty for their patience with Grizt while she was getting into her role.

http://www.network54.com/Hide/Forum/mes ... 1009961926 Report from the Surface
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Griselda
Griselda

March 25th, 2002, 9:21 am #5

It seems that some of my punctuation from Word didn't translate to N54 so well. I could go back and change it but

-I wasn't logged in when I posted and would have to log back in as a moderator to do it

-It's correct in the original, and I'll make sure it's correct in the HTML version

So, can you please mentally insert quotations and apostrophes when you see a strange question mark? Thanks.

-Griselda
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Joined: November 29th, 2000, 9:05 pm

March 25th, 2002, 4:00 pm #6

I think it's about time for the High Elves, Drow, and BattleMage variants to be given a home on the site. Although I still consider at least the two that I am a part of to be a work in progress, they are very playable now and have been tested, though not all of the classes have been tested at this point. (rest assured, if a rule change is made later, characters made before the rule change can choose to be "grandfathered in" and continue to use the old rules).

Specific comments I'm looking for-
If you play one of these variants, please let me know how they are doing!

I'm still trying to gauge the difficulty level of some of the drow classes, and make sure that they are challenging in normal, NM, and hell. Specifically, I think the rules for Drow Assassins and Fighters seem much too easy on the Assassin class, but I'm not sure what limits to impose that wouldn't cripple the other classes- the Necro Drow Assassin and the Baba and Pally Drow Fighters. Any ideas would be appreciated- I haven't tested the DA or Drow Fighter yet, although I am looking forward to it when I get a chance.

I'll post each variant as a separate reply to keep things organized.


Thanks!
-Griselda
Chapter Seven of the rabbit cooking barbarian of Harogath got over hauled yesterday. Had added too much, and need to be re focusing toward a conclusion.

But worry not, Legionaires, you are there!!


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KingOfPain
KingOfPain

March 25th, 2002, 5:08 pm #7

I think it's about time for the High Elves, Drow, and BattleMage variants to be given a home on the site. Although I still consider at least the two that I am a part of to be a work in progress, they are very playable now and have been tested, though not all of the classes have been tested at this point. (rest assured, if a rule change is made later, characters made before the rule change can choose to be "grandfathered in" and continue to use the old rules).

Specific comments I'm looking for-
If you play one of these variants, please let me know how they are doing!

I'm still trying to gauge the difficulty level of some of the drow classes, and make sure that they are challenging in normal, NM, and hell. Specifically, I think the rules for Drow Assassins and Fighters seem much too easy on the Assassin class, but I'm not sure what limits to impose that wouldn't cripple the other classes- the Necro Drow Assassin and the Baba and Pally Drow Fighters. Any ideas would be appreciated- I haven't tested the DA or Drow Fighter yet, although I am looking forward to it when I get a chance.

I'll post each variant as a separate reply to keep things organized.


Thanks!
-Griselda
Want to see a naked ass in action? Welcome to my NightMare. BruiseKnee clvl 41(?) is in NM4, so is Gris' High Elf variant from above. IIRC, Cy also has a naked char near that clvl/diff/act.

Tonite and other Mondays maybe another good meeting time for those who want to see more coop action. AFAIK, with the disband of FF, Cy still logs on mondays and Gris gets to keep her earlier than usual play time 7pm. I will be on around 7 and possibly earlier.

So, around 7 bent if anyone can make it

PS:I might comment on the variants when I get some time out. KoPain is a Battle Rager in hell somewhere...

KoP

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Drasca
Drasca

March 25th, 2002, 9:54 pm #8

Chapter Seven of the rabbit cooking barbarian of Harogath got over hauled yesterday. Had added too much, and need to be re focusing toward a conclusion.

But worry not, Legionaires, you are there!!


I'm afraid I wasn't able to keep up originally. Perchance this is already hosted and I am merely blind?

-Drasca
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Griselda
Griselda

March 26th, 2002, 2:44 am #9

The links to all the sections should be on the RBD index page- http://realmsbeyond.net/diablo , and it can also be found in the "tales from beyond" section.

-Griselda
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KingOfPain
KingOfPain

March 26th, 2002, 4:42 pm #10

Want to see a naked ass in action? Welcome to my NightMare. BruiseKnee clvl 41(?) is in NM4, so is Gris' High Elf variant from above. IIRC, Cy also has a naked char near that clvl/diff/act.

Tonite and other Mondays maybe another good meeting time for those who want to see more coop action. AFAIK, with the disband of FF, Cy still logs on mondays and Gris gets to keep her earlier than usual play time 7pm. I will be on around 7 and possibly earlier.

So, around 7 bent if anyone can make it

PS:I might comment on the variants when I get some time out. KoPain is a Battle Rager in hell somewhere...

KoP
Doggone it! There's always something Hang in there!





Otherwise, had a great nite. Thanks to Cb, Cy, Griselda, Thenryb, Bolty, Thecla and Unoplank

KoP
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