Post by kendo on Mar 31, 2018 9:27:37 GMT
I am stealing this idea in broad strokes from the mud lostsouls.org. They have the equivalent of classes and levels. The levels serve both in a capacity similar to the way that they function on Higher Ground---new levels means new abilities--and also to determine the skill levels appropriate to that class. For example, using an axe is vital for a Dwarven Battlerager and the max might go from 30% to 35% when you make level 8 (all numeric values plucked from my nether regions). If your rating was 27%, it would stay 27%, but your *potential* would rise.
Unrelated to any of that, there are associations. Some religions have provision to accept followers of that religion's god. Following that deity can get you benefits. Apollo's followers can summon light. Nurgle's good can spread disease (maybe gain immunity?) There is a god that gifts all followers with a portable hole (loop) but the catch is, it's the *same* portable hole and any follower can remove what any other followers put in. In Lost Souls, languages can be vital, so there is an association that specializes in teaching languages. As things stand, knowing more languages means little, but...
My favorite association (but not suited to every character that I played there) was "Stalkers at the Gate." To get in, you sacrified a good artifact and an evil artifact. If you were not somewhere near neutral-neutral, you lost the artifacts and gained nothing. If you got in, he gave you a necklace with some gemstones. Going someplace and concentrating on a gemstone let you attune that gemstone, allowing you to instantly teleport to that location except in the few no-teleport locations. Also, you could only carry one more good than evil/evil than good artifact. You could carry more but, after a few tremblings and burns, the necklace would lop your head off. The necklace wanted to be worn all of the time and, yes, the necklace slot was about as important there as here. (Teleportation was usually harder and distances greater there than here. As I recall, the main map is like 40 squares of -10..0..10 east to west and 30 north/south. Just for comparison purposes.)
There are many others. Even were I to go back and look, a bunch were secret. Some excluded others, some fitted almost any class, many were alignment restricted and some were only useful for a narrow membership. Associations are limited only by your imagination. I do not advocate any of the preceding (maybe the loop?), but the idea itself could make Higher Ground much more interesting.
I am going to split this thread for several reasons: brevity on each topic, time available, ease of (I hope) discussion and maybe a broadening list of topics.
Cheers
Unrelated to any of that, there are associations. Some religions have provision to accept followers of that religion's god. Following that deity can get you benefits. Apollo's followers can summon light. Nurgle's good can spread disease (maybe gain immunity?) There is a god that gifts all followers with a portable hole (loop) but the catch is, it's the *same* portable hole and any follower can remove what any other followers put in. In Lost Souls, languages can be vital, so there is an association that specializes in teaching languages. As things stand, knowing more languages means little, but...
My favorite association (but not suited to every character that I played there) was "Stalkers at the Gate." To get in, you sacrified a good artifact and an evil artifact. If you were not somewhere near neutral-neutral, you lost the artifacts and gained nothing. If you got in, he gave you a necklace with some gemstones. Going someplace and concentrating on a gemstone let you attune that gemstone, allowing you to instantly teleport to that location except in the few no-teleport locations. Also, you could only carry one more good than evil/evil than good artifact. You could carry more but, after a few tremblings and burns, the necklace would lop your head off. The necklace wanted to be worn all of the time and, yes, the necklace slot was about as important there as here. (Teleportation was usually harder and distances greater there than here. As I recall, the main map is like 40 squares of -10..0..10 east to west and 30 north/south. Just for comparison purposes.)
There are many others. Even were I to go back and look, a bunch were secret. Some excluded others, some fitted almost any class, many were alignment restricted and some were only useful for a narrow membership. Associations are limited only by your imagination. I do not advocate any of the preceding (maybe the loop?), but the idea itself could make Higher Ground much more interesting.
I am going to split this thread for several reasons: brevity on each topic, time available, ease of (I hope) discussion and maybe a broadening list of topics.
Cheers