Just curious what interest there would be in a Paladin Spec derived from the Paladin class in the Quest for Glory series. It could be accessible by either a Warrior or Mage. All Paladin talents would draw from Stamina.
Talents:
Flaming Sword (Passive) - In battle the Paladin's sword (special weapon only usable by Paladins) is wreathed in flame, providing bonus damage. Unlike the Flame Weapons mage spell this would affect ONLY the Paladin, and would automatically activate on entering combat.
Sense Danger (Passive) - Ok, I really don't know how this could be made to work within the context of DA. In QFG it warns you of enemies in the area and the presence (but not location) of traps or other nasty things which will hurt or kill the character. Survival already overlaps part of this, so maybe it can provide a bonus to Survival? It could also be used in conversations to warn you based on what dialog choices you make whether you're drawing near to provoking an attack. There could also be increasingly intense warnings as you draw nearer to a "boss room" that something VERY bad is up ahead.
Heal - The Paladin can heal another character (either himself, a party member, and possibly options to work it in to dialog with NPCs when appropriate).
Magic Ward (Sustained) - The Paladin generates an energy field that protects him from magical attacks. All damage inflicted by magical attacks against the Paladin drain stamina instead of health.
Honor Shield (Sustained) - The Paladin gains a bonus to armor while this talent is active.
Holy Strength (Sustained) - The Paladin gains a bonus to strength.
Destroy Undead - The Paladin emits a blast of light that damages all undead in range
Peace - This ability will de-aggro all hostile creatures around the Paladin (vs. a mental resistance check, perhaps War Cry range) for either a set amount of time or until the creature is attacked (either targeted or AoE). If the party retreats or moves out of aggro range the creature will not RE-aggro until the party moves back into range again. I can see this as a VERY useful CC ability, allowing the party to either retreat from a bad combat situation, (say, because you ran into it and are now in a bad tactical position) or manage lower-level enemies while dealing with bosses.
Sense Aura - Gives the Paladin a general reading of a character's feelings and thoughts. The only thing I can think of that would make this work under DAO's mechanics is an additional dialog option that can tell you if an NPC is telling the truth or trying to manipulate you (IE, if you talk to Vartag about helping Behlen and select an option to "Sense Aura" when he asks you to give his "evidence" that Harromount is scamming those two nobles, Sense Aura would tell you that his evidence is forged, guiding Paladins towards helping Harromount instead).
Awe - The Paladin's very presence overwhelms an enemy, causing them to panic and flee in terror (vs. a mental resistance check). The enemy will return to combat after a set amount of time.
Using all the Paladin skills from QfG that ten abilities. Sense Danger/Sense Aura could probably be eliminated to bring it down to 8 since there's only limited utility for them under DAO, or two other appropriate abilities could be created. Or the third tier could be left at just the two abilities.
I'm not sure if I'm going to actually TRY it, yet, I just wanted to gauge interest and suggestions first.
QfG Paladin Spec
Débuté par
Ambaryerno
, déc. 16 2009 04:27
#1
Posté 16 décembre 2009 - 04:27
#2
Posté 16 décembre 2009 - 09:29
If you check my projects you'll see I'm leading a QfGV remake project. This was actually something being discussed recently and given that we'll soon be recruiting, you should drop me a message.
#3
Posté 16 décembre 2009 - 10:04
I loved the independent QfGII VGA update AGS did. I wish someone would have redone QfG5 so that it used the same gameplay as the first four games (the changes to V were not for the better).





Retour en haut






