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Re: New Skill mods.
> From khelek@ns1.cioe.com Fri Jul 10 14:02:16 1998
> Subject: Re: New Skill mods.
>
> MANY of the priest spells are pure combat usage.
> Anubis - many
> Core - several
> Orus - damn near all of'em.
> Ra - God of Gun.
> Osiris - the machine gun goddess of rocks
> Neptune - a few, not many.
> Isis - still has the core group(paralyze)
> Rudri - combat machines
> Scrogg - a sex slant on 4 combat oriented groups.
> T'or - 'nuf said.
>
> Priests get many many combat abilities in their spells, and if they
> aren't combat heavy enough for you, research your own group. Look
> at Jevan's, pure combat power in that.
>
> Wright
>
This only proves my point. By your logic, Mages should also be next to the
combat spoke...
Core - Severak
Air - Zot!
Fire - Beeg Badda Boom!
Earth - Necromancy/Time
Water - Takes effort, but certainly doable.
To put it simply, the game is designed around combat. That's the only
purpose of the rating system, and combat is a key component of adventure
design, according to the manual. In fact, according to the manual, a big
melee should be the climax of every adventure...
Just saying that Priests have combat spells doesn't mean they are half
combat. Heck, Nomads are the exact opposite of the combat spoke, and many
of their incants are designed with combat in mind.
I think I've forgotten the point I was trying to make...
Sean L. McLane | I will not be pushed, filed, stamped, indexed,
zodo@laf.cioe.com | briefed, debriefed, or numbered.
My life is my own!
-The Prisoner