" Races/Classes " (Slaanesh)back


2004/12/15, 07:46, Slaanesh: 
Many of the mortals and immortals alike are curious as to what direction we are heading now with WARP. The job I was asked to do was to make a more balanced class/race system while at the same time adding a warhammer feel to the game. This is what I will talk about and discuss in this thread.

To attract more players, we feel it is imperative to have at least one side of the war complete, from the classes to skills to starting areas. We agreed that we would start with the good side first, and move to the next side (greenskins) afterwards.

First step on my part is to try and define the races. Humans are pretty easy, as we are mainly focused on the center of the Empire right now. Elves are a bit more tricky, as we have rangers, wardancers, and druids which pretty much are wood elf classes, and mages which are more geared towards high elves. Wood elves are much more common near Bretonnia than the center of the Empire, and high elves are reluctant to leave their home at Ulthuan. There is a College of Magic in Altdorf, so it's not impossible to believe some high elves teach at it, being masters at their craft. We also currently have an Embassy (of dubious nature since it doesn't really seem to define itself or which type of elf is represented there), which I would be more inclined to believe is a high elf delegation. So what do we do with wood elves then, which make up a majority of the elf classes? I am proposing adding a small wood elf camp near s.e. of Altdorf in the Reikwald Forest. Nothing big, just a parked caravan of troubadors, bards, and maybe a druid or two. A temporary place to call home for wood elf players until we expand to Athel Loren.

One of the goals I have for classes is to to redefine them into simple classes and then give players the options to become more specific when they are ready. In an earlier thread the example would be priests, who start out as priests without a god and then get to choose one when they are confidant in a choice. For elves, this is how I plan to break them down. Elves will have the choice to Isha or Ayvi in the beginning as a choice for clerics. Isha is the earth goddess for wood elves, and a center of focus for the wood elf way of life. This is basically the new druid class, and will be given powers specifically geared towards woodland life. Ayvi is the elven version of Shallya, the goddess of healing. Elves will be given a new option, which will be a standard warrior. From there several choice will become available. The one most recognizable will be the wardancer. The new role of the wardancer will be that of a troubador warrior, who is gifted with acrobatic skills and singing/dancing talents. Another option will be that of the Glade Guard, warriors specialized with spears and use defensive tactics to wear their enemies out. The last option I know of currently will be the mercenary. All races will be able to become mercenaries, a guild that will offer rewards for jobs and quests.
The scout class will be broken up into two categories, but I haven't yet justified in my mind how to rp this out yet. A player will get the choice to become a thief or a Waywatcher. Waywatchers will replace rangers. Waywatchers are *the* masters of the bow and are elite rangers who specialize in tracking, setting traps, and launching surprise attacks. That part is easy, since wood elves are waywtchers. The hard part is justfying why a wood elf becomes a city dwelling thief. The last basic class will be the wizard, which will eventually be broken down into specialty mages available to both elves and humans.

Ok, that's enough for one post, I'll get to humans and dwarves next. Hopefully this gives some basic insight as to where I'd like to go with things.

2004/12/15, 08:11, Slaanesh: 
Ah, something I forgot to add about elves. I'd like to give them night vision, which basically allows them to see in the dark when in outside rooms

2004/12/15, 10:31, Ulric: 
In WH as far as I remember both dwarves and elves have night vision up to 30 meters, so if you givr it to the elves the dwarves would need it too.

2004/12/15, 10:42, Slaanesh: 
Hadn't gotten to dwarves yet, but plan for them would be infravision, which works indoors and outdoors. Both should only see life forms though, and not objects. Skavens would get infravision as well, which I think they already have.

2004/12/15, 13:45, Settra: 
Well, to be true to warhammer - Wood Elf Waywatchers are only a very small band, as they are the cream of the rangers. Perhaps give the option for wood elves to diversify into a waywatcher or the more regular elven scout (each group would have some varying abilities to distinguish themselves). Let the humans become the thieves. Or, alternatively, let humans choose between thief or ranger.

2004/12/15, 20:50, Gabriel: 
I know this is going to sound REALLY stupid, but I've been looking in the bookstores for WH stuff with no avail. Does anyone have a website I can use as a dictionary of sorts, so I can actually learn about WH.... The races, the goals, etc? Any help would be appreciated.

2004/12/15, 21:05, Settra: 
Well, you wouldn't find warhammer stuff in a bookstore, certainly not the type you'd really be looking for. Hobby/Games stores would have the majority of stuff, since WH is a tabletop miniature pieces game. Each warhammer race has an 'Army Book' which details info about that race - gives some background, a few stories, some of their champions etc. while also explaining all the different models and groups which make up their army. Some of these you can download as pdf's off file-sharing progs, rather than paying out cash to buy them (unless of course you're really into WH and would like to own the books). In addition, there are lots of fan sites out their on the internet. Try looking at: http://www.criticalhit.co.uk/ and http://www.warhammer.net/world

2004/12/15, 21:19, Slaanesh: 
Dwarves will be the easiest of all the races, and yet the hardest. I believe the goal for us is to have a dwarf city at Karak Norn and there is also a large dwarf quarter in Nuln. I read an article on warhammer.net about how the dwarves kicked out a bunch of Tileans there which was a bit interesting. I think we also in rhe near future will have a mining camp opened, but I won't ruin any secrets for mortals with that one.

Dwarf classes will be easy at first, as there really isn't all that big a selection. The basic class will be, and I'm sure this won't be a surprise to anyone, the warrior. From warrior, a character will be able to choose to become a slayer, and I hope to put the character through the ritual. Cut the beard, shave the head into a mohawk, throw the hair into the fire of Grimnir, have their names chisled onto the Pillar of remembrance, etc. Slayers will definately be something more then just more hp warriors, and there will be progressions for those who become one. This was an earlier project I had worked on with Tze a bit, where char begins as a trollslayer, then becomes gains reknown as he/she kills other mythical or difficult creatures. Those two classes will be the easiest. Right now dwarves have no magic ability, but dwarves are master of run magic. For a dwarf, in the future, I'd like them to be able to become Runelords, perhaps for certain dwarf gods. They'd have to find for themselves the differant runes, similiar to an old d+d spellbook. There was also some talk of dwarves being able to add a rune or two to weapons and armor which gave special effects, but don't think we've developed much on that idea yet. This could be connected with the runelord class. This will be a very difficult project though I bet, and will be long down the line of things to do. The last idea I am thinking about would be a locksmith, which would be a subclass of scouts. The purpose of a locksmith would be to be the anti-thief. He would be the best at setting indoor traps for people, for making complex locks, for spotting thieves who were skulking around and the like. This is a very new idea I just had, so it's not very developed, but would give dwarf players at least another unusual option. Lots like to play thieves, now it's the anti-thief players chance to get back!

For racial features, I'd suggest dwarves get infravision. The kind we have now is the total see in the dark kind. I'd like it to be more the heat seeing kind, where a player can see walls and people inside, but not objects lying around. If dwarves could totally see in the dark, they'd never need to have lights! I would also like them to be resistant to disease and poisons, and also will have some resistance to magic as well. The catch though will be they are resistant to all magic apart from runes, from friends and foes alike! I'd also like in the future for armour to be sized small, medium, large or something to the effect. You could adjust the armour for a similiar sized race, but not out of size range. Alot of this stuff though isn't high up on the priority list other then the classes, just things to add later when our initial bum rush of projects dwindles a bit.

2004/12/15, 21:24, Slaanesh: 
Trollslayer.net is good too. It's the site for William King, the guy who wrote all the slayer series book (available in most book stores in the fantasy section). Has a great article about the mind of the slayer, has a list of many of the events that happened in the almanac section, and a section for slayer quizes. Got 14/15 on the beginner, 16/20 on the advanced. man I suck, I guess I gotta reread the books :(

2004/12/15, 21:41, Buleobaz: 
I think www.blacklibrary.com also has excerpts(?) from most of their novels freely downloadable. Blacklibrary is the publishing arm of GW, and with some luck you can find their books in normal book stores.

2004/12/18, 20:25, Kiith: 
Would it be possible at a certain level to place a cutoff and make players choose a path for their character. Ill use the Elven Ranger class as an example.

Elven Ranger <level 30>

They could use the 'Advance' command available to them to become a Waywatcher or continue service as a Ranger.
Maybe a better set of skills/stats for the Waywatcher than the Ranger, his basic skills but more powerful versions.

2004/12/19, 11:53, Morr: 
Look for WARP V2 or V3 for 'specialization', priority X atm :(
Giving elves (and some of the goblinoids) a kind of night vision and dwarves infra vision appears to me also feasible. Will be working probably on this in my queue.

2004/12/20, 22:25, Kiith: 
If it is givin to goblinoids it should only be to Night Goblins would constantly dwell in caves except when they come out to fight.

Kiith

2004/12/27, 21:37, Bragni: 
why dont we just kill off the dwarf race and make it a elf/human vs goblin/skaven/orc fight eh?

lets just take this 'dieing race' and flush it, you know who needs the dwarven race, listening to slaanesh posts he has never been on the recieving end of this BULLSHIT.

for those that dont understand the dwarven race theres a OLD ASS SAYING ' Look to the LEFT of your Tools' IE: Always be ready to fight with ANY tool you can get a hold of....that pickaxe for breaking rock ? look to the left and it can slaughter goblins, that crafting hammer your using to shape gold ingot? can crush a orcs head.........ANYONE get the picture YET????????????????????????????this bullshit of 'first you must be a warrior....wall dwarves are warriors, male and female and that bullshit about females arent warriors....HOW the hell would you know Human or ELf??????????? mind your business and we will mind ours.

Bragni, Unrespectfully
God of Slayers....both male and female.

2004/12/30, 07:10, Slaanesh: 
Not sure what your post was about Bragni, where is the male/female thing coming into play, and was I involved in it? Also not sure where this dying race issue has come up for you since I've been on vacation (and still am), but we are in the warhammer world, and that's what dwarves are. I did mention in another post though that dwarves do have hope now though, albeit it some time in the future of when we are set timewise now.

So, question is, are you flaming me, flaming someone else, or just venting?


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