Put monks back in the game!
Put Orcs in the game, and allow them to basically be the "humans" of the underdark.
Glaman returns to the den in which he has hybernated for 2 years.
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- Sojourner
- Posts: 34
- Joined: Fri Jan 26, 2001 6:01 am
- Location: Huntsville, Alabama USA
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Orc Good. --but put them in a town like SS not in the UD plz.. us deepdwellers dont like the smell...
Orcs sound nifty... but they wouldnt make very good "humans of the evil side" closer to dwarves or barbies really since they are to dumb to be mages
and they would me more appropriate on the surface anyway
i think it would be cool to see either goblins or kobolds (kinda like evil little halflings) just cause i like the idea of loaying an anoying little rat :)
*yip! yip!*
Cir
Orcs sound nifty... but they wouldnt make very good "humans of the evil side" closer to dwarves or barbies really since they are to dumb to be mages
and they would me more appropriate on the surface anyway
i think it would be cool to see either goblins or kobolds (kinda like evil little halflings) just cause i like the idea of loaying an anoying little rat :)
*yip! yip!*
Cir
There is nothing wrong with Monks - IF they are balanced properly ... you need them to have more AC restrict ... more Weight Restrict so they can wear minimul EQ - but still have good hitting power - and lower thier EQ slots .. like a Monk with Loose Necklace Beads would impede thier ability to properly use Martial arts without getting sumwhat messed up ..(not really but good to balance) lower abilities like Chants - or make em harder to Obtain - have to learn em from a Great Monk Master or sumptin - Grand Master of Flowers so they are in D&D1
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