Attach an exp penalty for joining cabals. 300exp. n/t:

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Posted by Amergin on November 11, 1999 at 22:44:02:

In Reply to: Cabals, fairness or the lack thereof posted by Ponderer(VIP) on November 11, 1999 at 12:51:38:

> Every time I roll a character, and that's becoming increasingly less frequent as I'm beginning to hate the game and those that play it, I decide beforehand what cabal I'm going to be a part of. During one of my pondering sessions, which are usually conducted while I'm taking a shit, I thought about what I would do if I actually didn't play a caballed character. Answer, likely get my ass beat moreso than I do now. Why?, you might ask, well because I'm so used to having that extra edge over people that if I were to suddenly forfeit it I probably wouldn't know what to do. Now, mind you, I'm not the type to scourge, scourge, scourge or abuse the use of special guards for pk'ing purposes, but I can't see myself opting out of having an extra edge.

> The question then is this, why even play an uncaballed character short of some roleplaying reason? I can't think of one that would suit me personally, because when you suck at pk'ing as much as I do, you need all the help you can get. Moreover, being in a cabal makes you more likely to get that extra bonus, whether it be a cool title, quest skill/form, and so on. Why? Because you're being more closely monitored.

> So, here's an idea. Give people extra bonuses that caballed characters forfeit by being in a cabal. For example:

> Fighters: Give the fighting classes(warrior, thief, assassin, ranger, bard) an extra attack; that is, give warriors "fifth attack", assassins and rangers "fourth attack", and thieves and bards "third attack." A roleplay reason for this might be that not being involved in the extra bs of a cabal allows the individual to better hone(is that a word, and if so is the spelling right?) his abilities, allowing him to achieve an extra attack that his caballed counterparts of the same guild can not.

> Magi: Give the mage classes(necro, invoker, transmuter, conjurer, anti-paladin) extra spell strength. That is, give anti-paladins and conjurers(don't reall need it) spellcraft, and give the others an enhanced spellcraft of some sort. Same roleplaying reason as above.

> Clerics: give the clerical classes(paladin, shaman, druid, healer) an ability that doubles the durations of their communes. For example, let's say that a paladin's sanctuary usually lasts 8 hours, with the skill it'll last 16.

> Again, these abilities are only given to those who are not in a cabal. People who get kicked out of a cabal are shit out luck, they don't get the extra ability.


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