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Old Aug 22, 2007, 05:20 AM // 05:20   #1
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Default RPG Features, Discussion and Ideas

Had the feeling Guild Wars could use, rather in Guild Wars 2, a system seen in some other RPGs.
Called Feats, Talents, Stats, Perks.. the names are many, but the function mainly the same.
They usually serve to make your character more unique and special.
So in that line, I've come up with a few things.

NOTE: I understand RPGs are hardly only about character development as narrow as just putting points in place.
However, I kind of like that aspect too.

------------------------

***First about FEATS/PERKS---

You can only have 3-4 maximum Feats/Perks chosen at any given time.
And maybe they weren't as easy as just going to a town and changing them around like attributes.
Maybe have a cooldown once you have chosen all 3-4 Feats/Perks before you can change them.
Like a day or something. Or no cooldown, I'm not really sure. Though they kind of lose their uniquefying ability
once they could be changed about freely. On the other hand I don't appreciate grind either, or just the game
trying to hold the player back. But it's for discussion mainly anyway.

***Second about STATS---

I kind of sometimes miss the Stat allocation of other RPG games, and sometimes I feel the attribute system alone
is too simplified, too static. At the end of the post I have tried to, just for discussion, give some ideas about
an added Stat system.


FEATS/PERKS:
3-4 max at a time.
You can choose a FEAT/PERK every 4-5 levels maybe.
Possibly not as easy to change as attributes now


THICK-HEADED
Thanks to your bony skull Dazed lasts 15% less on you.

HOT-BLOODED
Your temper is quick to raise and slow to cool down.
Your Fire damage effects are increased by 10%, but you have a 5% chance to be set on fire
for 3 seconds whenever you use a Skill that deals Fire damage.

MAGNETIC PERSONALITY
You are such a wonderful guy/gal allowing you to have one additional Hero in your party.

PACK RAT
You never trow anything away. It may come in handy later, so you need the space. You can equip an additional Belt Pouch.

SKILLED
You were born the best. You can add an additional point to two attributes.

ADRENALINE RUSH
You get easily pumped up and that excitement tends to last. You gain and lose Adrenaline 15% faster/slower.

CAUTIOUS
Keen eye for any possible indescrepancies. You take reduced damage from Traps (-10%) and Trap effects on you last 20% less.

EXPLORER
A thousand yard stare and feet to match. Your view of the Minimap is increased by 25% and your movement speed in non-PvP
instances increases by 5% while Outdoors.

MEDIC
You know CPR. All your Healing skills become 10% more effective.

SNIPER
You spent your summer days shooting at alchemy bottles behind the shed as a kid.
Your Bow attack range and accuracy increase by 10%.

TOUGHNESS
You shed off damage like water from a Moa's back. You take -3 damage from all Physical and Elemental attacks.

COMPREHENSION
Your arcane studies have granted you insight into all things magical. Spells cast against you have a 30% chance to gain you 5 Energy.

LEADER
While many might think otherwise, inspired leadership or tactical ability don't have anything to do with it.
It's all down to shouting! Your Shouts, Echoes and Chants last 10% longer and have a 10% increased radius.

PATHFINDER
Broken leg? Why, that's never slowed you down on a hot trail before.
Movement impairing effects on you are reduced by 10%.

TEAM PLAYER
There's no I in team. There's a ME, though.
When near to any Party members you and those Party members gain +7 armor.

WEAPON HANDLER
You were either a gladiator or a juggler in a past life by the looks of it.
Your attack speed increases by 7%.

SNEAK AROUND
You'd almost need eyes in the back of your head for this one..
Monsters have a reduced range within which they will detect you.
Also ranged attackers have their range reduced by 5% against you.

SURE-FOOTED
You stand there like an oak. You have a 15% chance to not be knocked down while not moving.

DRUNKARD
You never could be weened from the bottle. The duration of all alcohol effects on you increases by 10%.
While drunk you take -5% damage.

STUNT MAN
Known for fool-hardy performances, you won't go down so easily.
If you die, you are knocked unconscious for 6 seconds instead.
Cannot occur more than once every two minutes.

PSYCHOTIC
There is something wrong with you.
All Bleed effects you inflict last 10% longer and your Critical hit chance increases by 3%.

HYPNOTIST
"Look into my eyes, not around the eyes".
All your Hex Spell durations under 8 seconds are increased by 1 second.

BARGAINER
A silver tongue and honey lips will buy you the kingdom.
All Merchant prices for you are lowered by 5% while selling profits are increased by 3%.

NOSE FOR GOLD
Money doesn't smell, for you, it reeks.
You are able to scrape up 5% additional gold from any coins shared by your party.

SILENT DEATH
Sshhh!
Whenever you Shadow step to a foe, all Shouts, Chants, Echoes and Enchantments on that foe are suspended for 1 second.

NIMBLE FINGERS
Building model catapults as a child seems to have paid off.
Your chance to succesfully Salvage an item without it breaking increases by 5%.

HARMLESS
"Who, me?"
Whenever you deal damage to a foe not attacking you or casting a Spell at you, you deal 5% more.

LONER
You can't stand crowds, in fact, people in general cannot hold your interest for long.
Whenever you are not near any Party members, your damage is increased by 5%.

GHOSTLIKE
Rigorous training and intense meditation at the most hidden away monasteries have made you to be seen closer than may appear.
Your Shadow step range increases by 5%.

ANIMAL FRIEND
You always loved animals. And you also bothered to housetrain your pets.
Your animal companions deal 5% more damage and conditions on them expire 10% faster.

SNAKEBLOOD
Greenly skin and a lisp are definite give-aways.
Poison durations on you are decreased by 10% and you have a 3% chance to dodge attacks.

SLAYER
Wearing less armor allows you to exercise uttermost accuracy while wielding a weapon.
Your armor is reduced by 10% but your Critical hits deal 10% more damage.

MINDREADER
Concentrating on every little cue, be it a facial expression, pose or the way they breathe,
you have mastered the art of reading others.
Your interrupt Skills have a 3/4 second window after attempting to interrupt a foe to still receive the Skill effect.

SPIRIT GUIDE
Like the raftsman over the River of the Dead, you lead wandering Spirits back to where they belong; under your service.
Your summoned Spirits last 10% longer.

NECRONOMICON
Having studied the various methods of making the dead follow your will, you have finally found the right mixture of
embalming fluids, pieces of carcass and sheer willpower making you the master of an ever-increasing herd.
You can maintain an additional Undead servant.

STARE
You lock looks with a foe. That foe is interrupted.
Can only occur if neither you or target foe is engaging in any actions at the time.

DIVINE BLESSINGS
Faith, brothers. Your Monk or Dervish Enchantments last 5% longer.

BERSERKER
Rrraarghh!
Whenever your Health drops below 50% your melee attack speed increases by 15%.
Lasts until death or the Health deficit is regained.

DARKNESS
Sitting in your room, all the lights out. You can feel becoming one with the abyss.
You become 5% harder to hit.

COWARD
It's easy to be brave behind the backs of others.
Whenever adjacent to a foe, your Skills take 10% longer to recharge.
If adjacent to an ally, your Skills recharge 10% faster instead.

FLETCHER
You know how to balance an arrow. Your arrows move 10% faster.

SHIELDS
More than just a plate to eat off of.
While wielding a Shield, you gain an additional +6 armor.

FORTUNE FINDER
A fine eye for trinkets and jewelry, you can discern between an ordinary mound or something more lucrative.
Shows you the location of any and all Chests on the Minimap.

FEEBLE
Face in the books, dazzling good looks, but when it comes to duking it out, the guards are never close enough.
Your weapon damage is reduced by 30% while your maximum Energy is increased by 8.

SWORDFIGHTER
You know your Slashy-slashy for Splashy-splashy.
While wielding a Sword, your regular attacks have a 10% chance to inflict Bleeding on the target.

HAMMERTOE
Maybe wearing lead shoes might help.
Whenever you hit a knocked down foe with your Hammer you gain an additional attack that also deals its damage back to you.

AXEFIEND
Former woodcutter turned mercenary, you still hold on to you favorite tool/weapon.
Whenever you critically hit a foe with your Axe you have a 15% chance to inflict a Deep wound on the target.

STRONG TISSUE
Your sinewy body can take a lot of punishment.
Deep wounds last 50% less on you.

MUSICIAN
If you're not doing the drums, you have no place on a battle field.
Fortunately plucking a few chords has taught you how to handle any string.
Bow attack speed increases by 10%.

TWITCH
An annoying twitch has plagued all your later years, giving you a short temper but acute reflexes.
Whenever you gain a bonus to your Dodge from a Skill, that bonus is increased by 8%.

ACTOR
Cite a phrase, sing a sonnet, take a pose.
Your Stances last 15% longer.

DIVINE RIGHT
Unlike the scriptures, you are not afraid to judge.
Your Smiting skills recharge 10% faster.

LORE
Having loved the rich history of the world you know every symbol, every glyph, even the constellations by heart.
Your Signets and Glyphs activate 20% faster.

COLLECTOR
You cannot resist collectibles, be it cereals, diseases or.. minipets.
You receive a minipet every six months.

KABOOM!
Strange fluids coursing through your veins, as if remnants of an alchemical experiment.
If you die, you deal half your maximum Health's worth of damage to all adjacent foes.
Cannot occur more than every four minutes.

POWERS FROM BEYOND
Feeling the call of an early grave hop, you instead manipulate that echo outwards.
Your summoned Spirits or Undead deal 10% more damage.

HARVESTER
Dig around.
Whenever a dropped item is assigned to you, you have a chance of finding an additional item.

SCARS
Signs of a distant battle, self-infliction or just accident prone, you have some nifty scars to prove exactly that.
Increases coolness factor. (And you gain 10 additional hit points having endured something so grueling).

TRAPPER
Born a hunter, your Traps cost 10% less Energy and you have a 30% chance to not be interrupted while setting one.

MAGIC ADDICTION
Sometimes you can be too into something.
You have +15 Health and +5 Energy whenever you are Enchanted or Hexed.
Whenever either a Hex or Enchantment on you ends, you take 15 damage.

FANATIC
In for the cause. Perish ye who are not worthy.
Foes that are not under Enchantments take 10% more damage from your melee attacks.

KITCHEN KNIVES
Multipurpose is the word of the day. Either for cutting bread or your enemy's throat.
Your Daggers deal 15% less damage but you attack 15% faster while wielding them.

GANG MEMBER
Starting out as an errand boy, maybe one day you will rise to the top.
Whenever you are adjacent to a foe and and an ally, you deal 10% more damage to foes.

JOINED A CULT
You have joined a cult. Follow the mysterious leader, give from your purse and attend the meetings.
If any Party member within earshot is casting the same Spell as you, you both gain 3 Energy and 10 Health.

MYSTERIOUS STRANGER
Whenever you are out in the wilds, a mysterious figure can be seen just past the line of sight.
Maybe they'll stop just following you around and lend a hand?

VENDETTA
You hold grudges. You may forget the reason, but never the indignity.
If a foe reduces your Health below 50% of your maximum, for 20 seconds you deal 15% more damage to that foe.

NEGOTIATOR
Sweet nothings and empty promises can sometimes save the day. Provided the audience has the mental capacity to "get it".
You have a chance to persuade a group of sufficiently intelligent and reasonable enemies to stand aside.
(Charr, Centaur, Humans, Dwarves, Mursaat, Asura, Norn, Sylvari, Djinn).

TUNNELER
Otherwise known as a mole, you make your residences in the deep burrows.
Whenever you are underground your senses heighten allowing you to detect Traps, Secret doors and whatnot.

ONE FOOT IN THE GRAVE
You died? But so what. You incur only half the normal Death Penalty in any non-PvP areas while
also getting rid of it twice as fast.

MAPMAKER
Given a piece of parchment and some time for research, nobody beats you in mapmaking.
You can also read one with your eyes closed.
All dungeon maps you accumulate show their secrets more easily.

HEAVY ARMOR
Donning a suit of armor is not just about the practical side of being protected, you also want less encumbrance.
You gain +10 armor when not wearing a Shield but still wearing armor with an 80 armor rating or higher.

GENOCIDE
You have a trait for destruction. You'd even raze an orphanage if it gave you XP.
For Vanquishing an area, you receive 20% more gold and experience.

EDUCATION
Learned and wise, you know how things work. In theory.
You can move around 5 attribute points while not in a city or outpost.
Can be done once every 30 minutes. (Zoning into a city or outpost resets the timer).

WET PAPER BAG
Let's face it, your armor is more for the looks than actual effect.
Your armor is reduced by 15% but enemies have a 5% chance to miss with their attacks against you.
Requires 60 armor rating or less.

HULK
You are BIG. It will take some effort to bring you down.
You have +60 maximum Health. Must be medium height or up.

VAMPIRISM
You have acquired a taste for blood. And an aversion to garlic it seems.
Your life stealing Skills and effects steal an additional 10% life.

BATTERY
You are attuned to the natural Energy flows of your surroundings.
Whenever you gain Energy through a Skill, you gain 20% more.

TINY TIM
You are SMALL. The enemy would easily break you in twain if they could just catch you first.
Whenever you are attacked in melee, the attacker moves 10% slower for 2 seconds.
Must be shorter than medium height.

FROZEN CORE
Brrrrr. You'd need refridgeration just to avoid melting in room temperatures.
Your Ice damage is increased by 10% and slowing effects by 5%.

LIGHTNING CONDUCTOR
Yup, you like flying the kite in a storm.
Whenever you take or deal Lightning damage, all nearby foes take 10% of the damage.

BANKER
Money, money, must be funny. You're rich and excentric.
Your Storage can now hold twice the amount of cash. AND you get to collect interest on it annually. (2%).

HUMAN TORCH
You are on fire. Always.
You only suffer -3 Health degeneration while being on fire. Which you are. Always.

SICK SACK
Oh my, what a rotter.
You are diseased but only suffer half the Health degeneration. Non-stop.

MAKE-A-DEAL
There's always a hand ready to be shaked.
Your reputation gains are increased by 10%.

JINXED
Whenever something can go wrong, it does.
You never know when or where, but you just know it will. But don't say it out loud, you'll jinx it.

SLOW IN THE HEAD
You are special and people know it.
You cannot be Dazed or interrupted by non-Spell skills, but your Spells have an innate 30% chance to fail if hit.

ARCANE CASTER
Your Mesmer Skills have a 15% chance to resist being interrupted.



------------------------


The following are the "RPG Stat" points I've been trying to come up with.
Like attributes now, these would have a point allotment system in place. Each Stat has a scaling of 1-12.
You get enough points to max out maybe two Stats fully.
So 24 points when you get to lvl 20.
Unlike attributes, a Stat increase always costs only one point.

STATS:
1-12 points per Stat
Each increase costs only 1 point
Can be respecced just like attributes


BRAVERY
Your attacks deal +1..12 damage.

VITALITY
You have +12..144 maximum health.

INSIGHT
Your gain +½ Energy regeneration for every 4 points. (+1.5 total)
Increases the duration of your Enchantment and Hex spells by 3% for every 4 points. (9% total).

HARDINESS
Health degeneration and Hexes on you last 2% less for every 3 points. (-8% total)
Critical hit damage taken reduced by 2% for every 3 points. (-8% total)

MENTALITY
You have +2..24 maximum Energy.

DEXTERITY
Increases your Critical hit and Dodge chance by 1% for every 2 points. (6% total)
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Old Aug 22, 2007, 05:46 AM // 05:46   #2
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playing D&D too much, heh?
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Old Aug 22, 2007, 05:49 AM // 05:49   #3
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yea um no, i want to play GW not d&d, i like a simple fun game, which is what gw is, if you want that go to everquest 2 XD
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Old Aug 22, 2007, 01:55 PM // 13:55   #4
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I stopped reading after the first paragraph. No.
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Old Aug 22, 2007, 02:24 PM // 14:24   #5
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Nice ideas, but way to complex for GW. Guild Wars is about being an accessable and balanced game that is playable by everyone from the casual gamer to the competitive even if you have only 15 min to play or all night.

The ideas you outlined would alienate a lot of casual gamers.
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Old Aug 22, 2007, 02:28 PM // 14:28   #6
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/notsigned.... but not a bad idea
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Old Aug 22, 2007, 06:45 PM // 18:45   #7
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i hope all class have their own reusable resurrection spells, my second class is always limited into monk or rit just for reusable resurrection skills
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Old Aug 22, 2007, 08:46 PM // 20:46   #8
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Some of these are overpowered or unfair but I like the general idea of it. You could make it in such a way that it's done automatically on default for certain profession combinations (wammo's get melee and tank ones for example) in a tab in the hero panel so most casual gamers probably won't even know it's there. And more 'knowledgeable' players can personalise it themselves then.

Don't like the rpgstats very much though.
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Old Aug 22, 2007, 09:22 PM // 21:22   #9
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a lot of these remind me of fallout...
im sure they will implement them as racial characteristics in GW2
and others sound like the kind of things we will get for maxing out certain titles.
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Old Aug 22, 2007, 11:01 PM // 23:01   #10
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Oblivion would be a good game for you.
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