I'd like to see more selectable skills for the classes that don't have them.
Allow dark knights to give up melee to focus more on spells like lose third attack to gain a better magic strike that uses more spells like fireball. Give paladins a choice to choose flails and spears but they lose holy word. Or a focus more on spells to gain but they lose polearms, but their lay hands skill works on themselves.
I'd also like to see bards to be given a selection to make their songs better. For instance, a modification that enhances all songs or that makes them have different effects. Something like making reverberate a change damage types or gives them the ability to refrain all songs at the cost of second attack and the extra attack from brawl.
Selectable skills makes for replayability as far as I'm concerned without losing the base of the class. As well, it makes for more variation in the rock/paper/scissors. It bothers me that there some classes have more banes than others. For instance, want to kill most mages (necros aside)? Roll a thief, monk or ninja because they pretty much control the attrition game most mages could play. It takes cabal skills to overcome the weaknesses. Want to kill a warrior or ranger or druid and it takes specific class/cabal to make their lives equally hard. An example is an ogre warmaster is enhanced by his cabal skills as well as it offsets his weaknesses. Being able to cure mals on tap is powerful for a magic vuln race.
A drow invoker isn't really able to offset his low HP by going Savant unless they pick mysterum, which is lackluster in my opinion for fighting Warmasters.
An expansion if the ID spell to include the location where the item is worn. Tired of literally searching my id files for stuff to wear on a body part and not having an easy way to search. It would look like this:
Object 'elemental spine' is type armor, worn **wrist**, material thorns.
Extra flags: hum.
Weight is 10, value is 400, level is 30.
Armor class is 0 pierce, 3 bash, 0 slash, and 5 vs. magic.
Affects hp by 30.
Affects mana by 10.
Proposal: Forbid Storm giants from going High Sight crusader.
Reason: High Sight Damage + Giant lag to OP vs meeles.
How: Make scrolls a pre-requesite for High Sight (or forbid roar + whips). This excludes warriors and zerks, leaving everyone going high sight having to be a paladin. Or as alternative, coding a new racial skill for storms and then forbidding the high-sigh on that skill, just like Ilithiad and psi.
pick a number for saves to see heavily diminishing return. if there is one already set, halve it. see how it goes. if it sucks, change it the next week. continue adjusting. the end.
Bimonthly meetings interspersed by bimonthly RP sessions in 2019.
This this. Lets us have a IMM_PC vs IMM_PC RP light plot, that players can participate.
Like some Red Dragon (DM_PC) with goblin minions taking hold of something unimportant like the crossroad west of the forsaken lands, and some Rheydin Noble Baron (DM_PC) trying to stop them. Unknown to them the Red Dragon is looking for the fabled dwarven treasure of Sophie, the Merchant, which is in a sunken ship.
The Baron thinks it's just a goblin raid, when it's just Old dragons lust for gold. Baron tries to hire goblin slayers ™, to thwart the goblins.
Only for the goblin slayers ™, to find out that they should have been dragon slayers.
An when the dragon/Baron finally finds the treasure, it's not gold but plot twist, dragon eggs. And then when they hatch, plot twist, Sophie didn't have dragon eggs, it's lizards that start coming out of the Eggs, MSGA. :P
Can the auto-attack from the slith’s tail be every round?
Can their intelligence and wisdom be raised a few points higher?
Can neutral slith lose their consume corpse skill and instead gain a venom spit skill?
Venom - a 0-1 hour poison with a cooldown.
You want to go from a 65% chance of a tail strike per round at L50 (either trip [25%] or damage [75%]) to a 100% damage per round and no trip?
Aside from the +managain from increasing either, where would you, personally, like to see it? Or would it overly matter?
1-3 point increase to INT gives them +1 mana per level while keeping their practices to two.
A 1 point gain to WIS gives them +1 prac per level, 2-3 gives them +1 prac and +1 mana per level and a 4 point gain gives them +1 prac and +2 mana per level.
Wanna add some skill to fighting? Remove slam lag and replace it with movement deterioration where every successful slam will minus (50-100) movement points.