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Hawkey
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I'm wondering about those Skill level maximum extensions we could get in year 1.

 

When we get to skill level 12, 13, 14 and so on we arn't getting any more spells or phemes or lore. I assume those were meant for year 2.

 

Will an imported character with Incantation methods 14 be missing out on those future level up rewards or will they be awarded retroactively upon porting to year 2?

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Sounds good :)

 

I was thinking about the design of an item.

 

Deflecting Chest Armor:

This lightweight chest armor Increases your Duel Skill by 1, and grants you an extra point of Vitality - even exceeding your natural Maximum.

 

Beyond the armor's heavy-as-nothing feature, it is nothing more than normal Chest Armor.

 

 

Shouldn't it have some kind of damagereduction ability? like -1 to all damge or at least -1 to all physical damage. It might not exist in Year one as a possibility but it would make sense that carrying bulky armor would provide some protection against potential damage. Maybe add it for year 2 if it isn't possible in year 1?

 

Also, there doesn't seem to be an/any equpmentslot/s for "Writing supplies", like a Quil Pen. Or do they work from the bag/backpack?

If things can be used from your backpack then it would make sense if "lockpicks" and certain crafting tools belonged to that category.

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In practice damage resistance and damage avoidance being operated simultaneously is often a pain from a mechanics perspective. Damage has no game effect until the student hits 0 vitality, so in a duel the two methods by which the armour can protect you have similar mechanical effects - I'd go for one or the other for the sake of simplicity

 

In my view the item slot which needs expanding is the "miscellaneous slot" - you only get one. Ideally, without changing the total number of item slots available, you would allow a misc item to fit in any unused item slot, but that change might require some of the less common slots to be merged into misc to avoid inflation.

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Yeah, maybe an extra Misc slot, or the ability to switch items from your backpack to your active slots during events or Adventures.

If you got an alchemy tool in your backpack and you get a Chemistry event then it would be nice to be able to equip the items you got in your backpack for that event. I guess it's impossible for year 1 but it would be nice for year 2 or 3 and onward.

 

Mod tools description of the Hawk familiar :)

 

Condotierre is a genuinely handsome predator; look at him and you see huge golden eyes, and plumage of warm browns and cool silvers. He's also made almost entirely of muscle and talon, and - once you really get to know him - there's something in the way he perches that says very clearly that he'd really rather be somewhere in the distant air picking hopeless fights with dragons. He's certainly clever for a bird, and an affectionate friend, but there's a kind of craziness there.

 

I think it needs a special Tallon strike attack or something for duels. Maybe it could enchant those tallons for use as a wand in later years (familiar wand that is) ;)

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How about a Glamour that makes them both look like dragons!

 

Good enough for me, couldn't care less ;) When they get tired of it I'm sure they both got enough skill to dispell it, I taught my hawk some negation aswell :) seemed harmless and useful.

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Perhaps an ability in year to to teach your familiar a spell?

 

Healing touch seems like a good spell for your familiar, if something bad happens to you that might actualy help you a lot if your familar can cast it on you when you have been badly hurt.

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What determines my familars casting skills and the spells it knows then?

 

Is it limited to what you teach it? If I train my Hawks Incantation skills to 5, is that it's skill at incantation?

Or is the skill 21 like my Student with all the equipment? Or is it limited to the bond level of 10?

 

I notice my familiar has a list of spells, it's ofcourse a lot shorter than my students list.

It would seem overpowered if the familiar can cast at the same level as the student without being trained at the use of certain magic.

 

How does the bond allow the casting of magic? Is it some kind of willing magic into being like the dragons do it?

 

Personaly I don't really care if the fish is using it's fin or nose or if the hawk is using it's beak or tallon to cast spells. Might be tricky for Mr Pebbles though if it can't move.

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Mr. Pebbles can roll around, but has nothing pointy for casting. I've talked with the legate about this and, well, In the stupid rock's case he sort of has a few innate magical abilities in lieu of traditional spells. These may or may not depend on the bond as plot requires. The rock, even if it knew spells and could cast them traditionally, would likely not use them for their intended purposes.. so it's *definitely* a good thing that he can't.

 

Take my word on that part.

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Mr. Pebbles can roll around, but has nothing pointy for casting. I've talked with the legate about this and, well, In the stupid rock's case he sort of has a few innate magical abilities in lieu of traditional spells. These may or may not depend on the bond as plot requires. The rock, even if it knew spells and could cast them traditionally, would likely not use them for their intended purposes.. so it's *definitely* a good thing that he can't.

 

Take my word on that part.

Maybe Mr Pebbles can project phemes somehow or mimicry them on "his" surface to form spells ;)

 

Personaly I think it would feel better if the familiars actualy had to work to accomplish a spell rather than just think of the spell they want to create. Unless you teach it soem incredibly powerful advanced skill t odo jsut that.

 

Least it's a personal preference. It would add character imo :)

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Believe me. *BAD IDEA*

 

Imagine this scenario.

 

You're doing your homework when suddenly, the words on the paper suddenly and irreversibly leave the paper because "you were running out of parchment, so obviously Mr pebbles' gave you more space to work with. Isn't he so helpful?"

 

Only apply that to every facet of your life. :)

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How about a potentialy epic dueling competition that starts for second years and onwards to teach the students the basics of dueling and to inspire them to learn more about this "noble" art.

 

With duels supervised by the nurses and Professors of the Acdemagia. It could be a good introduction to the new dueling system if it's held relatively early.

 

It would be a friendly competition more in line with medival tournaments, even if those could be potentialy dangerous. There would be prices for the winners of each agegroup.

 

There would be a set of duels with the partisipants being dispelled of all hostile curses and healed between each duel.

 

I guess you would have the choice of abstaining from partisipating even if it's encouraged by School traditions and the competitive nature of the colleges.

 

The Student enters the dueling circle with their familiar as their second. (I think that's how it was described in one of the lore documents, that the familiar would often serve as second unless you had a friend with you, in this case it would make sense that you can't bring another student with you to win the competition for you. Your familiar is your constant companion however.)

 

Perhaps the winners of each duel could earn some merits for their college, increasing amount for each tier. It might favor Morvidus with Philipe and Joana on their team, on the other hand other schools seem to have few worthy contenders aswell.

Godina even has a wrestling team that could rush the oponents and use their wrestling skills if they get the chance.

 

Vernin, Avila and possibly Hedi probably the lowest amount of bullies and athletes I would think. I guess Vernin has Vincent Eins(25 Fitness at the end of my game!), wrestling skills and incatation) and Louise and her Hochmeister. She has good fitness, strength, endurance and Athletics skills including wrestling.

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It sounds a tiny bit extreme to make a whole class out of it given how specialised it is in usage.

Training Fencing at one of the mercenary guilds sounds like it could be fun though, I kind of like the idea of picking up surprise skills for attackers. Things they don't expect from a wizard.

It should also make it easier for you to defend against a sword wielder who gets in close, perhaps you can summon magical blade of some sort when you get cornered and use it for fencing if you got the skill.

 

Just by knowing fencing styles you would have an easier time avoiding and dodging attacks, which could reduce the enemys chance of sucess or your chance of sucess at dodging. Whichever way you prefer to put it ;)

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I don't know jet how crafting works in year 2 but I would love if anyone who started Botany Extra Credit and got to at last step 4 get some different receipt in year 2.

1) the one for the Holly wand (I don't mind if this one then can be done in one crafting call)

2) for the True Holly Negation Wand

3) for the Dragon Bone Negation Wand

 

2 & 3 should keep the number of days necessary with the year 1 adventure that's why more receipt might be necessary.

 

I suggest this now so it can added to the importing tool for year 1 chars.

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