Danimal {l Wrote}:Anyways i see the path of war as the warlord path; meaning lots of uneducated troops being lead by a total psico,
if you also give him powerful spells he becomes far too overpowered.
Thats why i gave them to the magic path, to help them keeping away the attacking hordes. You will think before sending your legion agaisnt a mage if he can electrocute all of them even before reaching him, they need that extra punch to compensate for weak infantry.
The stealth path i think you explained quite well.
Bertram {l Wrote}:As for me, I do think this was well discussed already.
And discussion will always stay open, right?
nido {l Wrote}:If this is true, a link to the previous discussions would be helpful.
Danimal {l Wrote}:If this is true, a link to the previous discussions would be helpful.
Danimal {l Wrote}:*EDIT* Im also fearing that we wont have enough personality, dk had a lot, their monster were quite unique, war for the overworld also has quite a lot. While the heroes are your generic armorclad bastards, monster are not; any ideas?
I would like to suggest a separate thread for the discussion of creatures. Though I do agree they do make a lot of the atmosphere, I think we should limit ourselves here to which creatures are keeper-specific. Related to this point, do we have a thread about rooms?
In regards to keeper specialities (do we have a summation of earlier agreements outside this thread?), I think a keeper should be able to work without choosing any specialisation at all; the specialisation should add to a keepers repertoire, but not replace it.
I would suggest we keep the firepits and make this the primary kobolt (imp) to 'warrior' training room. I would also suggest these firelords will be lords mostly in name, I suggest to give them purely spells which affect an area, to which they themselves are not immume. This to keep the maximum effectiveness of the 'free' (not counting time/money you put into it) unlimited size army it produces in check.
I agree as well; no, there is no summary.
I think i gave enougth basic creatures to a basic keeper but you proved me wrong;
I actually wanted to introduce the imp as a new creature, a weak warlock-like damage spellcaster and promote him to something like the blood demons of korm from Warhammer 40k.
- Only two special rooms per spec., this rooms will attract each one unique creature and promote a basic creature to advanced versions (2+2 new creatures per spec).
Users browsing this forum: No registered users and 1 guest