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View Full Version : Guild Enhancement Ideas



DaCapn
01-14-2009, 10:05 AM
Cross-post from officials:


I think it would be cool if guilds were structured such that you could pick 6 guild skills out of a pool of 8 or so (I named 6 because that's how many we have now and 8 I basically just picked out of a hat). That way people who play non-locksmiths can become grandmasters and everyone can get more skills that they like. I know Herektir doesn't do rogue gambits for RP reasons, for example.

One idea I have for such a skill is poison making and application:
- Make it in the guild
- Apply it to weapons
- Apply it to spiked armor/shields
- Put it on food or in beverages to assassinate someone (you could make it volatile so it evaporates out of the food if left out or something). Also you could make some way to detect it, like perception-based on the first bite/sip. Some measures would need to be taken to make sure it doesn't turn into a game people play with town center herbs.

I'd be curious to know what other people might come up with.

Obviously such a change would be need to be handled delicately since people would like to switch out some abilities (I know I'd drop subdue in a second, and probably rogue gambits if something else was cool and available). This would be especially difficult since it doesn't work off of the same paradigm as training points.

Tolwynn
01-14-2009, 10:08 AM
I've got a guild enhancement idea. Put skills in the guilds that don't even have them yet.

DaCapn
01-14-2009, 10:23 AM
I've got a guild enhancement idea. Put skills in the guilds that don't even have them yet.

That's a good NON-ROGUE GUILD enhancement idea. That would be a great idea to discuss/post in a NON-ROGUE category.