Some rogue idea

Archive of the Sojourn3 Ideas Forum.
tanuc
Sojourner
Posts: 1
Joined: Thu Feb 20, 2003 11:11 am

Some rogue idea

Postby tanuc » Thu Feb 20, 2003 11:19 am

After playing tonne of rpg games,surfing in the net,tis i present some ideas for rogue,hope ye enlighten me of any mistake..

Lore
Ability to lore (per days/week) on items (depend on ye level)

Trap
Thief can lay trap depends on their profinciency,The higher the proficiency in set traps is, the lower is the risk of your char hurting himself when placing the trap

lvl-1+: The trap deals out damage and slows the target (if save is failed).

lvl-11+: The trap holds the target if a (save is failed.)

lvl-20+: The traps explode fireball around the area (if a save is failed).

*lvl-40+: The trap para the target and slowly poisoning him/her/it
(this can be gain by quest :) )

Race bonuses for thieving abilities:

Human & Orc: no bonuses

Dwarf: open locks +10 / disarm traps +15

Halfling: pickpocket +5 / open locks +5 / disarm traps +5 / move silently +10 / hide in shadows +15
Gnome: open locks +5 / disarm traps +10 / move silently & hide in shadows +5

Elf: pickpocket +5 / open locks +5 / move silently +5 / hide in shadows +10

Half-elf: pickpocket +10 / hide in shadows +5

:wink:
By Moradin Hammer!
Zen
Sojourner
Posts: 411
Joined: Fri Aug 31, 2001 5:01 am
Location: Michigan

Re: Some rogue idea

Postby Zen » Thu Feb 20, 2003 12:47 pm

tanuc wrote:After playing tonne of rpg games,surfing in the net,tis i present some ideas for rogue,hope ye enlighten me of any mistake..

Lore
Ability to lore (per days/week) on items (depend on ye level)


The skill is already in the game, Bards have it.

tanuc wrote:Trap
Thief can lay trap depends on their profinciency,The higher the proficiency in set traps is, the lower is the risk of your char hurting himself when placing the trap

lvl-1+: The trap deals out damage and slows the target (if save is failed).

lvl-11+: The trap holds the target if a (save is failed.)

lvl-20+: The traps explode fireball around the area (if a save is failed).

*lvl-40+: The trap para the target and slowly poisoning him/her/it
(this can be gain by quest :) )


There have been rumors that trap skills were coming since I was a newbie on sojourn2, and likely before that. I think eventually, even the rumors gave up.

tanuc wrote:Race bonuses for thieving abilities:

Human & Orc: no bonuses

Dwarf: open locks +10 / disarm traps +15

Halfling: pickpocket +5 / open locks +5 / disarm traps +5 / move silently +10 / hide in shadows +15
Gnome: open locks +5 / disarm traps +10 / move silently & hide in shadows +5

Elf: pickpocket +5 / open locks +5 / move silently +5 / hide in shadows +10

Half-elf: pickpocket +10 / hide in shadows +5

:wink:



Skills such as steal, sneak, pick lock and hide like you mention are based on racial attributes. 100 agility for an elf is quite a bit more agile than 100 agility for a halfling, so the elf will have a greater success at agility based skills. Once the skill levels get high enough however, the racial/stat bonuses stop mattering. A halfling can evade and and elf can pick locks. The idea off racial skill bonuses is a hang over from D&D where and elf with 18 dex and a halfling with 18 dex had the same dex. Here, the idea of racial bonuses to skills is accomplished by racial modifiers to the stats the skills are based on.


Hope that help :)

-Zenriel

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