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Topics - parthenos

#1
Suggestions / Overhaul the Squire perk
February 03, 2021, 07:13:59 AM
The squire perk is way too badass, tasteful and corresponding to the setting's themes of nobility and chivalry to remain an underused choice along with the other more nebulous perks for characters that might have otherwise used the perk as part of their characterisation. I will attempt to convince you why below by illustrating a few of my grievances, and perhaps providing a quasi-believable alternative.

My primary grievance lies in the Disarm feat which I believe the design of the perk is centred around. This is for two reasons- it turns the perk into a niche which would primarily be attractive to those wishing to take disarm and save a feat. And that it encourages every character who takes the perk to make use of the Disarm feat. While by no means I condemn the usage of the feat by those who take the perk for this purpose, I myself find it difficult to imagine myself playing a warrior who's martial education was steeped in morality and honour striking to disarm an opponent, only to continue attacking, or to deprive them of their weapon entirely.

It also makes the perk rather underwhelming to those who would rather not invest into Disarm further. I think the Charisma bonus is fine and indicative of a character's greater attention to interpersonal relations. But small idiosyncrasies such as this are not often portrayed between players, leaving the perk to have a rather underwhelming feeling outside of its useful active.  The level 1 skills are also appropriate, and should stay.

In a perfect world I'd change the Level 8 bonus for the Level 5 bonus, with Squires receiving the Charisma boon at Level 5, and the extra feat given at Level 8 to be something more theme appropriate such as the knight's Rallying Cry or Inspire courage which are both small AB radius boosts, or something equivalent that would represent the Squire's education in the leading of men, women and whatever.

This is a small idiosyncratic gripe that I put forward with the humble knowledge of its own insignificance. Perhaps some DM, when given the time, might flock their divine gaze to this unwashed suggestion thread and find a better alternative. Until then I play man at arms, lol.
#2
Suggestions / A buff to low level quest rewards
September 07, 2020, 08:12:32 PM
After what I feel are some recent changes, it would seem that the low level quests in the module have been nerfed in the rewards department to some degree. This includes both the experience rewards and the loot given by the quests. As most of these quests are solo and involve running from one point to another with no modicum of in game sensibilities I am puzzled by the need to prolong the experience. The lowered item drops in quests results in certain builds being outright unable to complete some of the quests on the lower end of the questing bracket. I have been forced multiple times to make whispers asking for players to come and sell me healing supplies for the last of my coin since I was walking around doing quests at ND.

Without divulging too much of my own personal grievances in fear of this becoming a rant post, I understand that EFU is not an entirely mechanically oriented server and that there must be a reason for these changes- however to this end I do not understand why accumulating levels and supplies becomes almost trivial once characters are able to tackle the more challenging content in the module. I have been playing COR for a while, and I am unable to reliably reach level 5 on low AC, unsustainable builds due to not having the supplies or levels to continue questing after the initial delivery quests. This is pretty frustrating, as I can't imagine anyone cba to be level 4 for an extended period of time.

I feel like adding more healing/consumables drops to the loot table and perhaps buffing the experience rewards somewhat would lead to a healthier server :)



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repost from the screenshots thread, i had two tabs open lol