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Re: CF: Re: "Monster" races
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: Re: "Monster" races
- From: Hwei Sheng TEOH <>
- Date: Tue, 21 Sep 1999 08:26:16 -0400
- In-Reply-To: <>
- Sender:
On Tue, 21 Sep 1999, Mark Wedel wrote:
> David Andrew Michael Noelle wrote:
> >
> > Well, I suppose if people really want to play a severely limited race
> > that has no significant benefits to balance it, we should probably let
> > them. We'd just have to make it clear that those races aren't
> > expected to be played seriously, and can't really compete with the
> > balanced player races. I'd hate to see what would happen to this game
> > if dog, cat, and green slime players decided they wanted to be
> > balanced with humans, elves, ogres, and beholders. As long as we have
> > a clear seperation between serious, balanced races and "just for fun"
> > races, I don't have a problem with it. Play a goldfish if you want.
> > Just don't expect your goldfish to become a powerful wizard.
>
> I agree with a lot of the above. But there are a few things to consider:
[snip]
> I think if anything, a first step would be to allow some of this/abilities via
> polymorph. That way, a character can get some feel for these alternatives in a
> limited basis. That may be interesting (imagine getting hit by polymorph and
> having to play a dog for a few minutes). Since polymorph keeps the same mental,
> having that dog be able to read can then make sense.
Now *this* sounds cool. We could even have quests where to get a certain key
or quest item, the player must find a way to polymorph, say, into a mouse to
crawl through a tiny hole, or something to that effect. This approach of
letting players play "obscure" classes is much better, I think, than having to
play an entire character using something like a dog with very limited
abilities. It would also justify the effort of implementing "obscure classes"
for players -- not so much a class, but more of a temporary form encountered
on some quests.
T
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