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I need Ideas for a Non-Magic Bard
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<blockquote data-quote="Khaalis" data-source="post: 1398079" data-attributes="member: 2167"><p>While not entirely true – don’t sell yourself short. YOU are the one that got if off the ground. Not I. I just poked and prodded some. As for criticism – nope. First rule about these boards and game design in general is that there is NO such thing as the “perfect” design. Even if 99% of the people love something there will always be those that don’t (and its usually more a 50/50 split). Taste in game mechanics is as varied as taste in food. Thus everything I post, I assume will be taken with a grain of salt. They are simply suggestions and views of opinion from where I sit that I hope will help you look at things in a different light and let you decide what you like better.</p><p></p><p></p><p>Cleaned this up just a bit.</p><p><em>“The City-States of the Taleta Valley might be even more dangerous than the Abomination-haunted hinterlands that surround them. The City-States may not harbor foul beasts that rend flesh from the bones of people but assassins, strange cults, mad men, and even the constabulary itself poses a threat to life and limb. In seeking to limit the anarchy and other threats to the power of the various Lords and other powers-that-be, those powers employ shadowy figures to sniff out dissent, uncover plots, and even to sow dissent. To this end the need for the emissary was born. Trained at the hidden yet prestigious Academy of Nashrat Aptra in the arts of persuasion, disguise and espionage, the emissaries make admirable spies, counter-insurgents, and diplomats. An emissary's ability of persuasion is rumored to tap unknown forces making them capable of compelling their victims...or targets to perform acts they normally would not do. A hidden power dances behind their eyes often chilling even the City-State Lord's to the bone. The emissary is at once a diplomat, spy, and deep cover agent as well as deadly. While not known for dealing death at the end of a sword or wielding the arcane power of the adept sage, the emissary is a capable combatant... if it forced to that last resort.”</em></p><p></p><p></p><p>From a Purely publishing aspect these need to be removed from here and added directly to the ability if you ever wish to put this in a more “correct” form.</p><p></p><p></p><p>Everything seems in order. Nothing too outlandish though it is 2 class abilities more than the Rogue. Though it may be considered balanced in that 1/day Spell-Like abilities are in place of the Rogue’s Sneak Attacks. If you still want to have a “minor” assassin feel to the class’s mechanic, you could add “Poison Use” as one of the <strong>Special Abilities</strong> in place of the Critical Strike. I think this would better fit the class design anyway.</p><p></p><p><strong>Poison Use:</strong> Emissaries are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade, a surface or an ingestible substance.</p><p></p><p>Just a thought. Hope that helps.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1398079, member: 2167"] While not entirely true – don’t sell yourself short. YOU are the one that got if off the ground. Not I. I just poked and prodded some. As for criticism – nope. First rule about these boards and game design in general is that there is NO such thing as the “perfect” design. Even if 99% of the people love something there will always be those that don’t (and its usually more a 50/50 split). Taste in game mechanics is as varied as taste in food. Thus everything I post, I assume will be taken with a grain of salt. They are simply suggestions and views of opinion from where I sit that I hope will help you look at things in a different light and let you decide what you like better. Cleaned this up just a bit. [i]“The City-States of the Taleta Valley might be even more dangerous than the Abomination-haunted hinterlands that surround them. The City-States may not harbor foul beasts that rend flesh from the bones of people but assassins, strange cults, mad men, and even the constabulary itself poses a threat to life and limb. In seeking to limit the anarchy and other threats to the power of the various Lords and other powers-that-be, those powers employ shadowy figures to sniff out dissent, uncover plots, and even to sow dissent. To this end the need for the emissary was born. Trained at the hidden yet prestigious Academy of Nashrat Aptra in the arts of persuasion, disguise and espionage, the emissaries make admirable spies, counter-insurgents, and diplomats. An emissary's ability of persuasion is rumored to tap unknown forces making them capable of compelling their victims...or targets to perform acts they normally would not do. A hidden power dances behind their eyes often chilling even the City-State Lord's to the bone. The emissary is at once a diplomat, spy, and deep cover agent as well as deadly. While not known for dealing death at the end of a sword or wielding the arcane power of the adept sage, the emissary is a capable combatant... if it forced to that last resort.”[/i] From a Purely publishing aspect these need to be removed from here and added directly to the ability if you ever wish to put this in a more “correct” form. Everything seems in order. Nothing too outlandish though it is 2 class abilities more than the Rogue. Though it may be considered balanced in that 1/day Spell-Like abilities are in place of the Rogue’s Sneak Attacks. If you still want to have a “minor” assassin feel to the class’s mechanic, you could add “Poison Use” as one of the [b]Special Abilities[/b] in place of the Critical Strike. I think this would better fit the class design anyway. [b]Poison Use:[/b] Emissaries are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade, a surface or an ingestible substance. Just a thought. Hope that helps. [/QUOTE]
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