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Poll: Should this system be worked on and developed further?
You do not have permission to vote in this poll.
Yeah! I wanna see more! More prestiges!
39.13%
9 39.13%
Meh... I dunno. I'll wait and see.
13.04%
3 13.04%
I'd rather wait for the Official one.
47.83%
11 47.83%
Total 23 vote(s) 100%
* You voted for this item. [Show Results]

To get the ball rolling... [A Prestige System]
#1
...you need a good kick. And here's mine.
I know full well that the GM team is close to finishing their own system, but I thought I'd chip in.
Some ideas, I've borrowed from 'em, in fact.

Flammos' Cropped-Up Prestige System

~A Prestige System idea~


I shall start by explaining my notion of the Prestige Class concept: A Class not better, nor worse than a Core Class. Instead, a Prestige Class is specialized, and given more tools/abilities/spells to work with than a Core Class. This obviously allows them to excel in certain areas, but their vulnerabilities are equally evident. Just as the Steamwarrior will not survive for long against Electro-Magnetic Pulse weapons, the Warden will not work well if Silenced nor the Elven Ranger out of their woodland environment. Everyone has their advantages, yes, but so do they have disadvantages.

Prestige Classes in this system can be obtained by any Grunt who has been Active on CoTH for the period of two(2) months, and only on a character that has been actively role-played for one(1) month. This is because both the Player must be aware and get a general feeling of the Server into which they wish to integrate themselves, but also of the necessary character development that their character will have to undertake.

The procedure is a simple one. A Prestige Class Application would be sent to the GM team for review, noting the Character, Class and Motivation for the Player’s choice. The GM team reserves the right to Deny any applications that seem lacking in terms of motivation, should it prove unsuitable.

After a Prestige Class Application has been given the go-ahead, the Player will need to make a series of Forum Posts, containing either a self-written storyline in which their character is trained by an NPC, or a transcript of In-Game role-play in which another Player member of the chosen Prestige Class teaches the Player Character. The posts will most likely be monitored by the GM team, which once more reserve the right to interrupt training or annul it, if it does not fit Lore or for other such reasons.

It is important to note that no Player can post more than two(2) Prestige Posts per week, and that a bare minimum for achieving a Prestige Class is ten(10) Prestige Posts.

Due to there being some debate over the abilities, advantages and disadvantages of each Prestige Class, I have resolved to detail them in the remainder of this Post. Each and every ability has at least one reference that says ‘Yes, they can do that.’.

Two Examples follow(Chosen due to them being alphabetically the first):

The Archmage of the Kirin Tor

Spoiler:

Requirements:
~Class: Mage.
~Must be at least a fairly adept arcanist.
~Races most likely are Humans, Elves and Gnomes, though any Mage may take up the mantle of the Archmage, provided they have some connection to the Kirin Tor.

Features:

The Archmage may choose five(5) of any of the following:

~Arcane Fire: The Archmage may empower a single Offensive Damaging spell with a devastating amount of raw Arcane energy. This extends the range of the spell by up to eight hundred(800) feet, effectively turning it into arcane artillery, in addition to doing far more damage than normal. This ability is extremely draining, and may result in temporary loss of casting abilities.

~Arcane Reach: Any Melee-range spell that the Archmage casts can now be casted at a range of 30 feet, like normal ranged Mage spells. In addition, any ranged spells that the Archmage casts have an extended range of 60 feet.

~Mastery of Counterspelling: Any spell that the Archmage successfully counterspells, he automatically turns back against the original caster.

~Mastery of Energies: The Archmage becomes able to change the nature of his spells into any other spell type that he can cast. Thus, a Fireball can be turned instantly into a Frostbolt, and Arcane Missiles can become a deadly shower of flaming bolts, etc.

~Mastery of Shaping: The Archmage becomes able to shape magic to such a degree that he may shape his Area of Effect spells to his own liking, in cones, cubes, or whatever he so chooses.

~Spell Power: All of the Archmage’s spells become more powerful by a small increment. In addition, Area of Effect spells have their area of effect slightly increased.

~Spell-like ability: The Archmage may choose any one(1) small or medium potency spell and cast it freely, without being drained. Once the choice is made, it cannot be altered.

Pros for this class consist of them being powerful offensive spellcasters, with a number of ranged abilities.
Cons for this class consist of them being lacking in melee capabilities, in addition to having the frail constitution that most pure spellcasting classes share. Similarly, every Archmage dreads Anti-Magic Zones and Silencing effects.

Bottom line: A Glass Cannon.

The Assassin

Spoiler:
Requirements:
~Class: Rogue or Hunter(rare).
~Associations: Independent of most factions or affiliated with Ravenholdt, as that is where most Assassin training takes place, and where the Assassin’s League is located.

Features:

~Improved Backstab: Well-versed in anatomy, Assassins’ backstabs do more damage than normal Rogues’.

~Death Attack: An Assassin that spends enough time studying a target for an opportunity to attack may attempt to kill the target in a single blow. If the target successfully defends themselves or if the opportunity passes, the blow is counted as a mere Backstab.

~Poison Use and Resistance: Assassins become experts in handling poisons and often develop a resistance to their effects. Similarly, Assassins will never accidentally poison themselves when applying poison to a weapon.

~Improved dodging skills: Assassins cannot be flanked, and are rarely caught by surprise as nigh-uncanny dodge skills are taught to them.

~Hide in Plain Sight: An Assassin that is within ten(10) feet of a shadow that is not his or her own may meld into it, in a quasi-stealth state.

Spells: Assassin spells are counted as Divine spells.

~Disguise Self: Caster puts on a magical illusory disguise. They are still the same person underneath the disguise.
~Detect Poison: Caster can detect the presence of poison.
~Ghost Sound: Caster can create illusory noises.
~Shadowmeld: Limited, stationary invisibility, like the Night Elves have.
~Slow Fall: Caster has slowed falling speed.
~Alter Self: Caster may shape their appearance into an illusion that suits their fancy.
~Arcane Intellect: Caster makes themselves smarter.
~Darkness: Caster creates a thick cloud of black smoke.
~Invisibility: Caster becomes invisible. Any spell-cast or attack while in this state breaks the effect.
~Pass Without Trace: Caster has no scent and leaves no tracks.
~Bloodlust: Caster gains an adrenaline burst and a thirst for blood to match it.
~Deeper Darkness: As Darkness, only it cannot be seen through, even with magical means.
~Magic Circle Against Good: Caster designates a circular zone around them untouchable by Good-aligned people.
~Nondetection: Caster cannot be Scryed on, or otherwise tracked, seen or found by magical means.
~Suggestion: Caster enhances a suggestion they make verbally with magic, making it more potent.
~Clairaudiance/Clairvoyance: Caster creates a magical sensor through which they can hear and see.
~Dimension Door: Caster teleports a short distance(Think enough to go from Goldshire to Stormwind).
~Freedom of Movement: Caster is freed of movement-impairing effects and bindings.
~Greater Invisibility: Same as Invisibility, only the caster can attack and cast spells.
~Locate Creature: Caster turns around slowly in a circle and can figure out the direction of their targeted creature when they face that way.

Pros: A fair melee all-‘rounder with a variety of utility spells at hand. Capable of good damage in short bursts.
Cons: Lack of survivability in prolonged fights, and often if the first blow isn’t landed properly, the Assassin might lose the battle entirely.

Bottom line: A good utility class, making for a variety of non-combat uses as well as single-target combat ability, with detriment to survivability.

...These are just two examples. I intend on adding all of them. Absolutely all Prestige Classes. Including - to overhearing Grakor's musings - a minor alteration of the Scarlet Inquisitor, to fit most Paladins and Priests, and the Scarlet Battle Mage, to fit the general Battlemagi of the server.

Today's addition:
The Beastmaster

Spoiler:
Requirements:

~Race: Horde or Night Elf.
~Class: Hunter.

Features:

~Animal Companion: The Beastmaster is able to attract an animal companion from the surrounding wildlife.

~Wild Empathy: The Beastmaster is able to communicate with any animal via body language and vocalizations.

~Charm Animal: The Beastmaster gains the ability to halt the aggression of an animal, effectively turning it passive.

~Empathic Link: The Beastmaster gains the ability to share their emotional state(Curiosity, Hunger, Fear, Happiness) with their animal companion(s) over a distance of up to one mile.

~Natural Weaponry: The Beastmaster may grow horns, fangs or claws. He may also focus on a single such mutation, in order to make it more prominent and wicked, or simply allow them all to grow.

~Speak with Animals: The Beastmaster may comprehend and communicate at will with all animals, magical beasts and vermin.

~Magic Fang: The Beastmaster may enhance the offensive abilities of any animal under his will, sometimes to an extreme degree.

~Scry on Companion: At the peak of their powers, the Beastmaster may scry on their animal companion, wherever in the world it might be, and see and hear not only them, but the things that go on around them as well.

Pros: The Beastmaster is a nature-based class and in such an environment, it excels. With a multitude of animal companions at its side, this Class can be devastating.
Cons: The Beastmaster requires a natural environment and animal companions to function. Otherwise, it’s just a normal person with big teeth, horns and claws.

Bottom line: A pet class. Lose the pets and the natural environment, and you’ve disabled it.


The Berserker

Spoiler:
Requirements:
~Race: Orc, Troll.
~Alignment: Must not be of Lawful alignment.
~Affiliation: Horde.

Features:

~Rage: The Berserker can fly into a rage, which improves his combat prowess, but leaves him a little more vulnerable to attack.

~Ferocity: The Berserker is able to keep fighting even when disabled or dying.

~Rancor: The Berserker is in a constant state of readiness, able to fly into a bloody rage at a moment’s notice.

~Ogre’s Grip: The Berserker gains the ability to wield two-handed weapons in one hand efficiently. To the Berserker, one-handed weaponry is as light as a mere dagger.

~Burst of Speed: While charging, the Berserker is able to reach greater speeds, and his first blow is more powerful than normal, as he comes out of the charge.

~Fury: The Berserker is able to enter a state of Fury at his choice. In such a state, he attacks every target in melee range, be it friend or foe.

~Surge: The Berserker is able to execute a charge in a straight line at full speed, in which he attacks every target on the way, friend or foe.

~Superior Rage: The Berserker no longer suffers any defense penalty or vulnerability when raging.

~Undying Rage: At the height of his power, the Berserker no longer feels drained or fatigued after he rages, effectively leaving it with no penalty.

Pros: The Berserker is an offensively-geared melee class, able to deliver devastating blows.
Cons: The Berserker suffers from lack of defensive abilities as regards ranged or magic attacks.

Bottom Line: While the Berserker is nigh-unmatched in melee, ranged attacks or spellcasting can bring him down with ease.


The Duelist

Spoiler:

Requirements:
~Race: Any
~Affiliation: Any
~Alignment: Any
~Class: Rogue, Hunter or Warrior.

Features:

~Canny Defense: While unarmored or in light armor, the Duelist gains increased dodging skills.

~Improved Reaction: The Duelist’s reaction times increase, his speed doing so as well.

~Enhanced Mobility: While wearing no armor, no attack of opportunity can be undertaken against the Duelist.

~Grace: The Duelist is an adept acrobat in melee, able to dodge blows with far more ease due to heightened reflexes and training.

~Precise Strike: The Duelist is able to pick and choose where their attempted strike will land, to such a point that they can elect to affect major arteries or vital organs, giving their blows more damage.

~Acrobatic Charge: The Duelist is able to charge a target and deliver a vicious strike regardless of what obstacles are in his path... walls excluded, of course.

~Elaborate Parry: The Duelist is able to elect not to attack and instead focus all his abilities on defense, thus attempting to ensure his survival.

~Deflect Arrows: The Duelist is able to deflect incoming arrows, when using short weapons such as daggers or knives.

Pros: The Duelist is a melee class, focusing on melee and ranged defense. They are extremely hard to hit, and have a little offensive ability too.
Cons: The Duelist lacks much offensive ability and magical defense, as well as the constitution required to take heavy blows – as most of their abilities are geared towards light or no armor.

Bottom Line: Duelists are hard-to-hit, defensively-geared melee-focused individuals, but they are unlikely to survive many blows, due to their preference for light or no armor.

The Elven Ranger

Spoiler:

Requirements:
~Race: Night Elf or Blood Elf.
~Class: Hunter or Rogue.

Features:

~Additional weapon proficiency: Elven Rangers can use arrows in melee to attack, as if they were daggers.

~Extended Range: The Elven Ranger is able to fire their bow or crossbow at extreme distances, some reaching up to 250 feet.

~Favored Enemy: An Elven Ranger may pick up to four types of creatures and studies them. Due to this familiarity, he is able to slay them with greater ease.

~Archery Combat Style: The Elven Ranger is able to assume a combat style that allows him to shoot swiftly, accurately, and use more than one arrow at a time.

~Heightened Perception: The Elven Ranger’s senses grow extremely sharp, beyond those of other elves.

~Woodland Stride: The Elven Ranger is able to traverse wilderness with ease, not having to slow down to pass obstacles.

~Keen Arrows: The Elven Rangers’ arrows are sharper than usual.

~Swift Tracker: An Elven Ranger becomes a better tracker than the average Hunter.

~Bow Strike: An Elven Ranger is able to use their bow to deliver a melee strike; This is the reason for which most Elven Rangers use bladed bows, using them as though they were warglaives. The bow takes no damage from the blow.

~Anticipation: The Elven Ranger can notice the tiny movements of his enemies along with other visual and auditory cues that allow him to react more quickly in combat.

~Arrow Cleave: The Elven Ranger is able to cleave with arrows... That is to say that one successful kill with an arrow, will make the arrow drive forth into a new enemy.

Spells: Elven Ranger spells are drawn from their relationship with nature and the spirits of nature. Due to this, their spells are focused on archery, survival, wilderness, animals and stealth.

~Alarm: Caster places a magical tripwire and is able to know when it is tripped.
~Detect Poison: Caster detects the presence of poison.
~Detect Snares and Pits: Caster detects traps, snares and spike pits.
~Pass Without Trace: Caster has no scent and leaves no tracks.
~Resist Energy: Caster may choose one energy type and gain a resistance to it.
~Shadow Meld: Caster is invisible while stationary.
~Speak With Animals: Caster is able to comprehend and communicate with animals.

~Bear’s Endurance: Caster becomes more physically durable.
~Cat’s Grace: Caster becomes more agile, possessed of a feline grace.
~Cure Wounds: Caster is able to heal himself or others.
~Detect Good/Evil/Chaos/Law: Caster is able to see the auras of a kind of creatures around himself.
~Hold Animal: Caster can magically immobilize an animal.
~Protection From Energy: Caster gains protection from one type of energy.
~Speak With Plants: Caster is able to comprehend and communicate with plants.

~Invisibility: Same as the Mage’s spell, the caster turns invisible. But he may not attack or cast other spells in this state without breaking the effect.
~Neutralize Poison: Caster annuls a poison’s toxicity.
~Remove Disease: Caster annuls a disease.
~See Invisibility: Caster is able to see invisible creatures.
~Sentinel: Caster places a magical sensor in the shape of an owl. The caster may then choose to see through its eyes.
~Water Breathing: Caster may breathe underwater.

~Animal Growth: Caster may enhance the abilities of a friendly animal.
~Commune With Nature: Caster becomes one with nature and is aware of everything going on around him on a radius of one mile. This does not work in any artificial environment.
~Freedom of Movement: Caster is freed from bonds and movement impairing effects.
~Mark of the Wild: Caster places a mark on a friendly being, enhancing their abilities and granting them a small amount of natural armor.
~Nondetection: Caster cannot be scried on or Far-Seen or detected by any other magical means.
~Summon Nature’s Ally: Can summon any animal of the following:

Dire rat
Eagle (animal)
Monkey (animal)
Octopus (animal)
Owl (animal)
Porpoise (animal)
Snake, Small viper (animal)
Wolf (animal)
Bear, black (animal)
Crocodile (animal)
Dire badger
Dire bat
Elk (animal)
Hippogryph
Shark, Medium (animal)
Snake, Medium viper (animal)
Squid (animal)
Wisp
Wolf, timber (animal)
Wolverine (animal)
Ape (animal)
Dire weasel
Dire wolf
Eagle, giant
Lion
Owl, giant
Shark, Large (animal)
Snake, Large viper (animal)
Storm crow (animal)
Tallstrider
Arrowhawk, juvenile
Bear, brown (animal)
Bog beast
Crocodile, giant (animal)
Crocolisk
Dire ape
Dire boar
Dire wolverine
Dragonhawk
Kodo beast
Sea cat
Shark, Huge (animal)
Snake, Huge viper (animal)
Tiger (animal)
Unicorn.

Pros: A very versatile class when in nature, capable of a number of offensive, defensive and utility abilities and spells.
Cons: Outside the wilds, they aren’t very effective. Getting them out means that they lose a number of their bonuses, and in addition, they can only wear medium armors, leaving them far frailer than the average warrior.

Bottom Line: A useful class to have around in the wilds, whose efficiency decreases drastically when taken outside their favored environment.


The Fel-Sworn

Spoiler:

Requirements:
~Race: Any.
~Class: Any.
~Special: Must be a Warlock or be exposed to Fel poison, Fel spells or energies.

Features:

~Fel Corruption: For every mutation the Fel-Sworn takes, he takes another step towards the Evil alignment.

~Fel Breath: The Fel-Sworn may breathe a blast of conical Fel-fire from his lungs.

~Fel Fangs: The Fel-Sworn grows wicked fangs. They’re considered natural weapons, that inflict Fel damage.

~Fel Talons: The Fel-sworn gains long, black talons instead of nails. They’re considered natural weapons, inflicting Fel damage.

~Fel Wings: The Fel-sworn grows wings to fly with. At first, they aren’t all that maneuverable, nor fast, but as the Fel-sworn mutates further, they become larger and far more effective.

~Hellish Growth: The Fel-sworn doubles in size, his strength also increasing to match his new form.

~Fel Horns: The Fel-sworn grows twisted horns from his brow, inflicting Fel damage as natural weapons.

~Scabrous Hide: The Fel-sworn’s skin thickens and becomes scaly. Obviously, it doesn’t look all that pleasant, but it will be great at intimidating people and keeping the Fel-sworn safe.

~Spiny Tail: The Fel-Sworn grows a tail that aids him in maintaining balance. The tail also has sharp spines with which the Fel-sworn can inflict damage and Fel-poison. It also looks pretty cool.

~Darkvision: The Fel-sworn’s eyes grow fel-tainted to a point that they can penetrate darkness for a range of up to 60 feet.

~Sworn: Warlocks may attempt to command and bind Fel-Sworn, as they are treated as evil outsiders, I.E. Demons.

Additional mutations aren’t beneficial per se, instead merely aesthetic and representative of the Fel-Sworn’s journey to demonhood. I’ve chosen only to list those that actually offer some beneficial trait, rather than going on about hooves and digitigrade legs and red eyes, and so on.

Pros: A very versatile class, if one is in the company of others who wouldn’t outright attempt to slay a Fel-Sworn. A number of melee and ranged mutations can occur, in addition to defense and utility-oriented ones.
Cons: Not everyone’ll like you. This is a fairly tough Prestige Class to survive alone as, in addition to possible enslavement by Warlocks and Fel addiction.

Bottom Line: A great class for one-on-one role-play, but that should be wary of groups, especially good-aligned ones, as Fel-Sworn tend to be outcasts.

In addition, this Prestige System includes the option for Custom Classes. The summary of General Lore, Requirements and Features outlined by a Custom Class would be sent in a PM to the GM team for review. If given the go-ahead, they proceed just like any other Prestige.

I have only my own, somewhat spontaneously dreamed up Custom Class to give as an example, but here goes:

The Entropist

Spoiler:
The Entropist is a spellcaster class that is centered on concentrated Shadow, though with the nuance that its adherents follow the concept of Entropy, that is, that all things come to an end sooner or later. An Entropist casts his or her spells to help bring about the final ending of various things, but most Entropists believe that simple spellcasting can have entropic effects on the world around them.

Entropists in the world: Entropists are often solitary and nihilistic, and see themselves as independent of any sort of faction, beyond good and evil. To them, ‘the end’ simply is. It is neither good nor evil, just as much as life and death aren’t. Naturally, the factions that accept the use of Shadow would see Entropists, much like Shadowmagi, favorably, whereas those factions that condemn them would not look kindly on an openly-practicing Entropist.

Entropists are not generally belligerent, nor do they willingly seek conflict. In fact, the vast majority of them simply want to continue their spell-casting and practice in relative peace. They are more akin to seekers of knowledge and devout, quiet worshippers of the concept of an ending, rather than destroyers.

Requirements:
~Race: Any.
~Class: Shadow Priest or Warlock. It is only these classes that have access to Shadow-type spells in the first place, and without such ability, one cannot embark upon the path of the Entropist.
~Affiliation: Must be Independent. Entropists are a fiercely solitary lot.
~Must have (at least) one sign of corruption. This means that a Warlock should show some sign of Fel-corruption, and a Shadow Priest, some sign of Shadow corruption.

Spells and abilities: Entropist spells and abilities are gained through training and rituals undertaken by the aspirant, under the guidance of a master. The Entropist can be said to have seven steps to achieving the full potential of their Prestige Class.

1.A 1st level Entropist gains the ‘Entropic Shards’ spell: The Entropist is able to fire sharp shards of concentrated Shadow at a single target. It functions exactly as a Mage’s Arcane Missiles spell, only it does Shadow Damage instead of Arcane.

2.A 2nd level Entropist is able to use the ‘Shadow Cleave’ ability: The Entropist executes a damaging melee attack that does Shadow and Physical damage, affecting up to three targets in front of the attacker. This means that a Warlock will be able to use Shadow Cleave without Metamorphosis, and that a Shadow Priest gains the ability.

3.A 3rd level Entropist gains the ‘Void Zone’ spell: The Entropist channels negative energy into the area around him in a circle, doing Shadow damage both to the targets around him and to him/herself. This is due to the volatile nature of concentrated shadow energy. Thus, the Entropist takes as much damage as his targets do. It functions exactly as a Warlock’s Hellfire spell, only it does Shadow damage instead of Fire.

4.A 4th level Entropist gains the ‘Negative Energy’ spell: The Entropist fires forth a tendril of negative energy, that does Shadow Damage and jumps from one target to another, dealing less damage with each jump. It functions exactly as a Shaman’s Chain Lightning spell, only doing Shadow Damage instead of Nature.

5.A 5th level Entropist gains the ‘Nether Affinity’ Passive Ability: While the Entropist is in the Twisting Nether(Outland included) he/she gains regeneration, identical to the sort that Trolls have. Entropists seem to be invigorated the chaotic energies of the Nether while they are present in it.

6.A 6th level Entropist gains the ‘Nethersong’ Passive Ability: After an extensive dark ritual, the Entropist no longer ages, in an effort to continue their work for as long as possible. This has two drawbacks: The Entropist becomes so entrenched in the idea of a finite end, that they can no longer be resurrected by any mortal means, as if they had committed suicide. In addition, as time passes, the Entropist not only has severe nightmares, but also occasional waking visions that may incapacitate them for hours on end, effectively rendering them completely defenseless during that time.

7.A 7th level Entropist reaches the pinnacle of his/her power, gaining the ‘Singularity’ spell: The Entropist summons a head-sized sphere of concentrated Shadow energy that surrounds a point of matter that has collapsed in on itself. Basically, it is just a Shadow Orb that deals large amounts of Shadow damage to creatures and objects caught within, as it tries to tear them apart. The Singularity attracts pebbles, loose pages, cutlery and other small and light objects into it, on a very small radius. It obviously has no effect on animals larger than mice, and avoiding damage is as easy as taking a step away. It functions exactly as any orb of concentrated damaging energy, with the addition that small objects can be attracted into it.

Pros for this class consist primarily of burst damage capabilities, as it is an offensively-geared caster class.
Cons for this class are common to most casters. Vulnerable in melee, and nowhere near as resilient as their more warlike cousins, Entropists can only make up for their weakness with limited regenerative healing. To this are also added the nightmarish visions that incapacitate them from time to time, as well as the fact that they cannot be resurrected once they've passed a certain point.

Bottom line: The Other Glass Cannon with built-in healing, but no resurrections and hours of downtime.

So, the question falls to you, dear CoTH. Is this worth working on as up till now? There are around 30-40 Prestiges total - and I can likely add one daily. My only issue is that exams're coming up, but since I've got no school until exact exam days, I can keep on writing.

What'cha' think?
[Image: 2hhkp3k.gif]
Recommended reads: Divine and Arcane. Also, elves.
Wanna refer me in Tribes: Ascend? Clickies!
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#2
I'm just going to note here that; We already have a prestige system.

We're in the process of detailing every Prestige class so that it fits within CotH and, more importantly, World of Warcraft lore.

I do thank you for the effort put into this post, as a whole we could use a kick in the rear to get things finished up.
Reply
#3
It's coming back?

Then so am I.

Beer
Spoiler:
[Image: Boys.jpg]
Reply
#4
Eh. I feel like the pros and cons are a good thing, but players should be able to do it on their own. I doubt that the given cons would even be used that much. That, and I feel that Prestiges -are- more powerful then your average person. Yes, they have their weaknesses, but the Players should respond to that on their own.
Reply
#5
/nod. I think it's a nice effort, and I hope this convinces the GM team to kick it into gear to finish up. However, each character -will always be different. You cannot apply a generalized template for a prestige to all characters taking it. It just doesn't work.-
Spoiler:
[youtube]http://www.youtube.com/watch?v=9bZkp7q19f0[/youtube]
Reply
#6
Very well, then. Project suspended, at least for the time being. 'Twas more of an 'If you don't get to it, I'll do it all for you!'-kind of thing.

/snicker. Also, a Prestige Class -is- a pattern of skills and abilities. It doesn't change. Sure, every character acts differently in different situations, and that's what Role-Playing is all about, but Classes stay the same. 'S how you use them that matters.

As for them not being on par with Core Classes? Most of CoTH's Prestige Chars are a Core Class + A Prestige Class. In DnD terms, they're... hmm... A level 20 <Core Class> and a level 10 <Prestige Class>. Just due to that, they have more tools to work with than the average character. It's up to a Prestiged player to play to their strengths just as much as it is to show their weaknesses.

...And if the official system takes too long in cropping up, I'll continue this one.

/threats /growling /bristles /puffed-up fur 'n feathers.
[Image: 2hhkp3k.gif]
Recommended reads: Divine and Arcane. Also, elves.
Wanna refer me in Tribes: Ascend? Clickies!
Reply
#7
*Ahem*

We're working on it.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
Reply
#8
Well, it's not like we're making cookie-cutter character with prestiges. Marianna, Bailey, Caidrah and Mistal all have different strengths and weaknesses. It's because they each drank a different demonic species's blood. Navren and Fala'Thorei are different. They sealed a different form of demon in themselves, behind a different tattoo, bringing out a different strength, and many different weaknesses. Astus, Redis, Alistus, Haim and Kimee all have different Necromantic specializations, thus giving them things they have more of an advantage, and disadvantage, with. Aroes and Arianna, too. The list goes on. Basically, to give a class a specific set of advantages and disadvantages, IMO, takes the "This is my character, and what they're good at, and suck at, is my choice," out of it.
Spoiler:
[youtube]http://www.youtube.com/watch?v=9bZkp7q19f0[/youtube]
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#9
Whilist I disagree, I'm far too cold (literally) to actually write a decent rebuttal.

So I'll instead use the universal rebuttal that, even out of place, will grant me victory.

NO U.
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#10
What Uthaniel means is that, due to the choices made by the Player in their training, the specifics of people's Prestiges vary. And that's natural. It -should- be like that, because every character is an individual.

Just as Brewmasters have varying choices they have to make, so do Fel-sworn choose their mutations, and so do Demon Hunters make their paths. But they all have defining characteristics...

Archmagi too. Fel, even Templars have to choose what path they follow...

I'm only treating the defining characteristics of Prestige Classes, rather than the specifics, which are up to the Player that's going that route. It's more akin to a guideline, than a set of rules.

...Added Beastmasters.
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Recommended reads: Divine and Arcane. Also, elves.
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#11
And, ahem
We know you are working on it. This is general discussion, I posted a thread once also. Nothing stops them from DISCUSSING.

Danke
-Random Player #117
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#12
Merely trying to make a playful reference to the Verizon commercials.

Forgive me
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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#13
I didn't get it :(
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#14
But on a more applicable note to Flammos.
Personally I look at Warcraft from the view warcraft has always put off, power comes to those who strive for it, even the random no name hero in elwynn can aspire to greater heights and may succeed. One day becoming a grand warrior and leading the charge against some new threat.

Warcraft is a world of character progression both in power and politics, story and soul, blood and brutality. Looking at classes of the 'prestige variety', lets get this clear.
Prestige is fame, people knowing of you
Power is not nescessarily the same. When dealing with any change in powers, whether new ones, more power or less. Remember that is takes time and effort to achieve.

Warcraft is built off of heroic actions, heroic stories and those of heroic power. This world would be destroyed if not for the ability for characters to progress and become stronger.
I support the addition of a prestige system, but only if it remains true to warcraft. Seeing everyone being the same and not encouraging people to try and increase their power and/or character's standing in the world; that is not a warcraftian policy. That is moreso of a everyone loves ramond policy. Keep true to the heroism and battle prowess, you will forge a system that players will accept, this is warcraft people.
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#15
(06-08-2011, 11:05 PM)DaveM Wrote:
It's coming back?

Then so am I.

Beer

It saddens me greatly to know that a system as awful and out of place as the prestige system (which has *always* been awful and out of place) has nonetheless become so important to players that they don't feel they can RP on CotH without it.

Honestly, this thread is depressing.
Have you hugged an orc today?
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