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Old 07-17-2008, 08:30 AM   #121
Not another shrubbery
 
Join Date: Aug 2004
Default Re: How to protect casters?

Quote:
Originally Posted by CraigR
Sez who? "Worthiness" could be defined for that item as "rightful owner of the whistle".
This still doesn't seem to address B's point, that you're just a guy with a magic item, whatever the source and exact mechanics are.
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Old 07-17-2008, 08:40 AM   #122
mlangsdorf
 
Join Date: Aug 2004
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Default Re: How to protect casters?

Quote:
Originally Posted by Bruno
Herb Lore will get you a long way with the Healing potions. So would being a Martial Artist and having Regeneration (Chi, -10%). But yes, a dedicated healer is a damn good idea at least until you can pick up a Wand of Major Healing or some such.

I don't have much of a problem with requiring a serious healer type, though. I'm old-fashioned that way I guess.
The Martial Artist can only help himself, though.

I don't object to requiring a serious healer type. I object to the fact that the only serious healer type is the Cleric. There should be at least 2 roles that cover every aspect of delving. You can get a Bard or a Thief to do the in-town stuff; a Thief, Artificer, Scout, or Scholar to remove traps and open doors; a Scout, Wizard, or ranged Barbarian to deal with long ranged threats; Scout, Druid, or Barbarian to handle outdoor stuff; and Knights, Swashbucklers, Holy Warriors, and Barbarians break stuff real good. But the only source of cheap/free healing is a Cleric. What's up with that?
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Old 07-17-2008, 08:41 AM   #123
blacksmith
 
Join Date: Aug 2005
Default Re: How to protect casters?

Quote:
Originally Posted by Ze'Manel Cunha
That's simply a Pact limitation on a gadget.
I was thinking it more unusable by others.

Pact works nicely was well, but applying pact to allies seems a bit odd.
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Old 07-17-2008, 09:47 AM   #124
cmdicely
 
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Default Re: How to protect casters?

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Originally Posted by Kromm
In Dungeon Fantasy, because it's out-of-genre, where "genre" is defined as being the least common denominator of tropes shamelessly pilfered from AD&D, First Edition, Tunnels & Trolls, and similar late '70s and early '80s FRPGs; Rogue, NetHack, and all their clones; and pre-MMORPG CRPGs, most influentially the Diablo series.
Sort of OT, but while the Diablo series is clearly a non-MMO CRPG, its not at all pre-MMORPG; the first title came out after some successful MMOs and just as the genre was becoming popular.
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Old 07-17-2008, 10:37 AM   #125
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Default Re: How to protect casters?

Quote:
Originally Posted by cmdicely
Sort of OT, but while the Diablo series is clearly a non-MMO CRPG, its not at all pre-MMORPG; the first title came out after some successful MMOs and just as the genre was becoming popular.
Gameplay wise, I'd say Diablo is closer to roguelikes than CRPGs, of either Japanese or Western gameplay styles (Just with combat mechanics which are closer to MMORPGs than traditional roguelikes.)

Pre-MMO, to me, reflects genre rather than time period. I'd describe FFX and FFXII as being pre-MMO despite both coming out after the MMO genre became hugely popular, and in fact FFXII coming out after the Final Fantasy MMO.

Last edited by Gizensha; 07-17-2008 at 10:40 AM.
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Old 07-17-2008, 10:39 AM   #126
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Default Re: How to protect casters?

Quote:
Originally Posted by blacksmith
As I was thinking of beings that where intended for combat, they likely have a great many social disadvantages that don't come into play much.
The first rule of disadvantages if they aren't disadvantages, they aren't worth anything. You can have a guy who follows you around, but unless his bloodlust, berserk, and lecherousness causes you problems it's not really worth anything and his point value increases.

If they are followers or disciples of yours their interaction should be stronger than just a summoned ally that only helps in combat.
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Old 07-17-2008, 10:41 AM   #127
blacksmith
 
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Default Re: How to protect casters?

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Originally Posted by Kaldrin
The first rule of disadvantages if they aren't disadvantages, they aren't worth anything. You can have a guy who follows you around, but unless his bloodlust, berserk, and lecherousness causes you problems it's not really worth anything and his point value increases.

If they are followers or disciples of yours their interaction should be stronger than just a summoned ally that only helps in combat.
They would limit how the ally group can be used so they are disadvantages.
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Old 07-17-2008, 10:46 AM   #128
talonthehand
 
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Default Re: How to protect casters?

Quote:
Originally Posted by Gizensha
Gameplay wise, I'd say Diablo is closer to roguelikes than CRPGs, of either Japanese or Western gameplay styles (Just with combat mechanics which are closer to MMORPGs than traditional roguelikes.)

Pre-MMO, to me, reflects genre rather than time period. I'd describe FFX and FFXII as being pre-MMO despite both coming out after the MMO genre became hugely popular, and in fact FFXII coming out after the Final Fantasy MMO.
I'm not sure about that, 12 was in a lot of ways a lot like a single player MMO (if that makes any sense).
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Old 07-17-2008, 12:08 PM   #129
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Default Re: How to protect casters?

Quote:
Originally Posted by talonthehand
I'm not sure about that, 12 was in a lot of ways a lot like a single player MMO (if that makes any sense).
Yeap, pretty much.
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Old 07-17-2008, 03:45 PM   #130
LynGrey
 
Join Date: Jun 2006
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Default Re: How to protect casters?

I don't know if its been dicusses yet.... but there are is the options of diabling mobility. IE... Hack a leg of Orc #1 and then worry with Orc #2. Hooks, Sweeps, and Slams that are Strong are great ways to dorp people to the ground fast.. this limits their mobility IE) 2 turns to get back up, or move at a slower rate... at this rate the mage and run....


But as a mage I will quote a phrase from another game, every combatant knows "Geek the mage first"
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