04-23-2010, 05:25 PM
For a long time now we GMs have been discussing Prestige Classes and their role on CotH, sadly it seems they haven't had the impact we wished they would have, therefore some changes have been suggested. Now after having argued back and forth over this and listened to what the GMs have to say we come to you for your opinion, so read through the suggestion and post what you think, stay polite and this will go well!
The First Suggestion.
Removing the need for approval before starting the training process. Here the change is rather fundamental in that we want the prestige classes to go from being a reward to only certain players to something anyone could try, GMs would still keep tabs on the IC posts but they wouldn't need to be approved before hand either, instead we will read them as they are posted and unless there's something iffy in them, not meddle in the process. If there would be something we aren't fond of or if something that simply cannot be accepted (overpowered abilities, unrealistic interaction and such) we will speak up and, unless the player is cooperating, lock the character from further advancement.
This suggestion is paired with certain templates that will outline the strengths and weaknesses of the different prestige classes, before a class can be trianed there needs to be one of these templates. We have a few ready and soon to be ready but we will need the help of the community to finish the rest, I will provide an example further down in this post.
So, the main point of this is that instead of being a reward it will be a way for any character to advance and the GMs will be there to guide players right, so they don't go overboard (stay within the limitations as outlined by the templates) and also help them with their posts and such if that would be needed. So it'll be a learning experience too!
The Second Suggestion.
Here we would modify the system we already have by letting people apply for starting out as prestige classes or create character with a specific prestige in mind, which is rather hard to prevent in any case. If one would start out as a prestige one would, instead of having a training process, have a storyline which should involve several people and not centre around a RP hotspot. That is, we don't want prestige titles to be like just any character, they should be out in the world driving storylines, aiding plots and generally initiate great, more adventerous, RP. Not sitting at the bar in Ratchet drinking beer all day.
What is it we want?
Well, we'd like to see prestige titles take on a more meaningful role on CotH, right now we rarely see anyone going beyond applying for a class which is very sad, seeing how much potential the prestiges have for creating some very interesting and different RP. I, as in me, Nostra, believe that the templates will help some in this, since they specify what powers/abilities the different classes would have as well as strengths/weaknesses. This will hopefully make it clearer what a prestige can and can't do and thus let people feel more at ease using their powers, since they know they have support in what they do.
It's important to remember that a prestige title does mean a character would be more powerful than our standard characters, but not against anyone or anything, they are generally more specialized which means that they will excel in some areas but fall far behind elsewhere. To take a basic example, an Archmage would be a very powerful arcanist but if wounded by say, a dagger in the chest, the damage might be more severe due to his frail physical condition than for a warrior or even a "simple" mage who'd not have had to spent as much time with their noses in books.
Hm, that's all we had to say for now, we're looking forward to hearing your own suggestions and the discussion to come, just keep in mind to stay civil, as allways! If you do not feel like posting your opinion/suggestions here feel free to PM us GMs and we'll look at them privately instead.
The First Suggestion.
Removing the need for approval before starting the training process. Here the change is rather fundamental in that we want the prestige classes to go from being a reward to only certain players to something anyone could try, GMs would still keep tabs on the IC posts but they wouldn't need to be approved before hand either, instead we will read them as they are posted and unless there's something iffy in them, not meddle in the process. If there would be something we aren't fond of or if something that simply cannot be accepted (overpowered abilities, unrealistic interaction and such) we will speak up and, unless the player is cooperating, lock the character from further advancement.
This suggestion is paired with certain templates that will outline the strengths and weaknesses of the different prestige classes, before a class can be trianed there needs to be one of these templates. We have a few ready and soon to be ready but we will need the help of the community to finish the rest, I will provide an example further down in this post.
So, the main point of this is that instead of being a reward it will be a way for any character to advance and the GMs will be there to guide players right, so they don't go overboard (stay within the limitations as outlined by the templates) and also help them with their posts and such if that would be needed. So it'll be a learning experience too!
The Second Suggestion.
Here we would modify the system we already have by letting people apply for starting out as prestige classes or create character with a specific prestige in mind, which is rather hard to prevent in any case. If one would start out as a prestige one would, instead of having a training process, have a storyline which should involve several people and not centre around a RP hotspot. That is, we don't want prestige titles to be like just any character, they should be out in the world driving storylines, aiding plots and generally initiate great, more adventerous, RP. Not sitting at the bar in Ratchet drinking beer all day.
Example:
Spoiler:
Dark Apothecary
Requirements:
Forsaken only, all classes. Must already be a practiced Alchemist.
What is a Dark Apothecary?
The Royal Apothecary Society employs many Forsaken who have a great and consuming interest in alchemical methods. The most deranged of these become Dark Apothecaries. A Dark Apothecary is often an alchemist of the R.A.S., helping the Apothecarium develop and test its many new plagues and horrifying poisons. Their methodical scientific minds will move inexorably forward in the service of their goals without thought to morality or danger. With a tolerance built up from a great deal of exposure and decomposing flesh, the Dark Apothecaries become immune to many poisons and at least resistant to some acids. Indeed, these scientists are a fearsome weapon.
Who likes them?
-Forsaken society highly values its alchemists. The Royal Apothecary Society holds positions of status for Dark Apothecaries, and a moderate amount of command is gained by becoming one, especially in the later stages of training.
Who doesn't?
-Anyone who likes nature (I.E. Tauren, Night Elves, Orcs.) will hate the Dark Apothecaries.
-Living creatures are fearful and distrust the bringers of vile plagues... For good reason.
Strengths:
-Highly intelligent, and excellent poison-makers.
-Able to invent own brews if they have enough reagents.
-If trained within the Royal Apothecaries, there is an amount of value and status gained within Forsaken society.
Weaknesses:
-Often physically frail in melee combat.
-Many eschew their healing talents completely, and have little skill in making beneficial potions (For the living at least).
-Looked down on by many in living Horde society, mainly for their terrifying nature.
Skills and Benefits:
Here are a few skills and/or benefits you can expect to gain from the class, and how long it takes to learn or accomplish each goal. If you have something to add, please mention it to a GM for it to be added. You can do more than one at a time, and some will cause others to be given for free, but it should take you around 2 months or so to get a sort of mastery of the class, maybe longer. Remember that all these times aren't set in stone, but they represent a ballpark estimate that tries to take in account the importance of what's gained IC'ly, and the fact that you probably don't want to spend a year OOC'ly doing these things.
-Focus on one kind of alchemical creation, that kind has increased ability and potency (1 week). Most Forsaken will probably choose a harmful specialty, and the class is focused on harmful effects generally, but don't let that stop you from having your Dark Apothecary specialize in, for example, beneficial potions like healing, protection, or another sort if you want to.
-Increased resistance to poison (1-2 Weeks). Forsaken are already immune to a lot, but this will make you better. As well, the longer you work with poisons and try to become resistant to them, the more toxins accumulate in your body. The end result is that, after a month or two of training in this class, your character's bodily fluids become caustic and poisonous.
-The ability to make an "Unstable Concoction" out of any reagents on your person (1-2 weeks). This is a potion with a number of random effects that have a chance of happening once the contents are exposed to an object. The number of effects should be about 4-6 (That is, 1 four or six-sided die to roll. Makes it easier.) and include one null effect (Does nothing), one detrimental effect (Damages somehow, or maybe makes an oil slick or something), and one beneficial effect (Heals what it touches, or perhaps protects against acids.). You'll /roll [Number] to determine what happens after you do your action. Any other effects you can choose yourself, but note them down when you discover the potion.
-Royal Apothecary Society membership (1 month) This will allow you to have a few non-player lackeys to order around; people useful for menial gathering tasks and research while you're doing other things. Your service to the Apothecary Society is determined by your whims for the character. If you do one additional month of service to the Royal Society you'll be able to order around a player military members or player Apothecaries within reason, though this extends to Forsaken only.
-A set of personal tools (2 Weeks, or a great deal of in-character money), or a personal workshop with tools. (1 month and a lot of in-character money, or Royal Apothecary membership.) These won't exist in the gameworld unless you pretend they do, but they definitely help you out when you're making things. They're customized for what you work with, and probably can't be replaced easily.
-Custom Potion (2+ months). This is your crowning achievement, if you even succeed in making it. It will do whatever you want it to, within reason (I.E. A kill-anything disease will not work, but a poison that causes someone to Blight from the inside out is do-able).
Requirements:
Forsaken only, all classes. Must already be a practiced Alchemist.
What is a Dark Apothecary?
The Royal Apothecary Society employs many Forsaken who have a great and consuming interest in alchemical methods. The most deranged of these become Dark Apothecaries. A Dark Apothecary is often an alchemist of the R.A.S., helping the Apothecarium develop and test its many new plagues and horrifying poisons. Their methodical scientific minds will move inexorably forward in the service of their goals without thought to morality or danger. With a tolerance built up from a great deal of exposure and decomposing flesh, the Dark Apothecaries become immune to many poisons and at least resistant to some acids. Indeed, these scientists are a fearsome weapon.
Who likes them?
-Forsaken society highly values its alchemists. The Royal Apothecary Society holds positions of status for Dark Apothecaries, and a moderate amount of command is gained by becoming one, especially in the later stages of training.
Who doesn't?
-Anyone who likes nature (I.E. Tauren, Night Elves, Orcs.) will hate the Dark Apothecaries.
-Living creatures are fearful and distrust the bringers of vile plagues... For good reason.
Strengths:
-Highly intelligent, and excellent poison-makers.
-Able to invent own brews if they have enough reagents.
-If trained within the Royal Apothecaries, there is an amount of value and status gained within Forsaken society.
Weaknesses:
-Often physically frail in melee combat.
-Many eschew their healing talents completely, and have little skill in making beneficial potions (For the living at least).
-Looked down on by many in living Horde society, mainly for their terrifying nature.
Skills and Benefits:
Here are a few skills and/or benefits you can expect to gain from the class, and how long it takes to learn or accomplish each goal. If you have something to add, please mention it to a GM for it to be added. You can do more than one at a time, and some will cause others to be given for free, but it should take you around 2 months or so to get a sort of mastery of the class, maybe longer. Remember that all these times aren't set in stone, but they represent a ballpark estimate that tries to take in account the importance of what's gained IC'ly, and the fact that you probably don't want to spend a year OOC'ly doing these things.
-Focus on one kind of alchemical creation, that kind has increased ability and potency (1 week). Most Forsaken will probably choose a harmful specialty, and the class is focused on harmful effects generally, but don't let that stop you from having your Dark Apothecary specialize in, for example, beneficial potions like healing, protection, or another sort if you want to.
-Increased resistance to poison (1-2 Weeks). Forsaken are already immune to a lot, but this will make you better. As well, the longer you work with poisons and try to become resistant to them, the more toxins accumulate in your body. The end result is that, after a month or two of training in this class, your character's bodily fluids become caustic and poisonous.
-The ability to make an "Unstable Concoction" out of any reagents on your person (1-2 weeks). This is a potion with a number of random effects that have a chance of happening once the contents are exposed to an object. The number of effects should be about 4-6 (That is, 1 four or six-sided die to roll. Makes it easier.) and include one null effect (Does nothing), one detrimental effect (Damages somehow, or maybe makes an oil slick or something), and one beneficial effect (Heals what it touches, or perhaps protects against acids.). You'll /roll [Number] to determine what happens after you do your action. Any other effects you can choose yourself, but note them down when you discover the potion.
-Royal Apothecary Society membership (1 month) This will allow you to have a few non-player lackeys to order around; people useful for menial gathering tasks and research while you're doing other things. Your service to the Apothecary Society is determined by your whims for the character. If you do one additional month of service to the Royal Society you'll be able to order around a player military members or player Apothecaries within reason, though this extends to Forsaken only.
-A set of personal tools (2 Weeks, or a great deal of in-character money), or a personal workshop with tools. (1 month and a lot of in-character money, or Royal Apothecary membership.) These won't exist in the gameworld unless you pretend they do, but they definitely help you out when you're making things. They're customized for what you work with, and probably can't be replaced easily.
-Custom Potion (2+ months). This is your crowning achievement, if you even succeed in making it. It will do whatever you want it to, within reason (I.E. A kill-anything disease will not work, but a poison that causes someone to Blight from the inside out is do-able).
What is it we want?
Well, we'd like to see prestige titles take on a more meaningful role on CotH, right now we rarely see anyone going beyond applying for a class which is very sad, seeing how much potential the prestiges have for creating some very interesting and different RP. I, as in me, Nostra, believe that the templates will help some in this, since they specify what powers/abilities the different classes would have as well as strengths/weaknesses. This will hopefully make it clearer what a prestige can and can't do and thus let people feel more at ease using their powers, since they know they have support in what they do.
It's important to remember that a prestige title does mean a character would be more powerful than our standard characters, but not against anyone or anything, they are generally more specialized which means that they will excel in some areas but fall far behind elsewhere. To take a basic example, an Archmage would be a very powerful arcanist but if wounded by say, a dagger in the chest, the damage might be more severe due to his frail physical condition than for a warrior or even a "simple" mage who'd not have had to spent as much time with their noses in books.
Hm, that's all we had to say for now, we're looking forward to hearing your own suggestions and the discussion to come, just keep in mind to stay civil, as allways! If you do not feel like posting your opinion/suggestions here feel free to PM us GMs and we'll look at them privately instead.