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Custom Race Slight Stat Alteration

 
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Do you want to see Custom Races stats tweaked?
Yes
25%
 25%  [ 3 ]
No
75%
 75%  [ 9 ]
Total Votes : 12

Author Message
Arunore



Joined: 05 Aug 2014
Posts: 200

PostPosted: Fri Nov 06, 2020 12:28 am    Post subject: Custom Race Slight Stat Alteration

'Ello mates,

I have been stewing over this for quite a while. I noticed there have been multiple new custom races popping up, and it got me to thinking about what would be cool to make those experiences more unique in general.

But before I spend a lot of time and effort on a big schpleel, I just wanna ask the question:

Would you like to see slight stat alterations to Custom Races?

This would be take a point from A and add a point to B kinda deal, nothing major, and it would be held in a council of votes amongst the Scholars (or whatever they are called now) or the Immortals themselves.

I'm not trying to add work to the Immortal staff, because they will have to modify regardless of the outcome, but this could be a nice little tweak for unique purposes. And maybe the "really fleshed out custom races" could become playable races during idk Stryth'o'Ween, when a Cabal leads in dominance for 3 months, or even an outright new playable race.

I am mainly curious of the mindset amongst the players/staff that we have, so that I may finally put this one to rest if it is a silly idea. But I thought it was cool, so..

Would you like to see slight stat alterations to Custom Races?
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Arunore



Joined: 05 Aug 2014
Posts: 200

PostPosted: Fri Nov 06, 2020 12:34 am    Post subject: This post is awaiting validation

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Vevier
Immortal


Joined: 23 Jul 2008
Posts: 1642
Location: everywhere

PostPosted: Fri Nov 06, 2020 1:04 am    Post subject:

I voted no for balance. Right now custom races are restrings of existing races, which means they are subject to the same vulns and strengths. So, we have already had eyes on the vuln weapons and people are already familiar with them. The current system allows for rp opportunities without requiring other players to learn how to play against a whole new type.

I'm curious to see what other players have to say tho, maybe im wrong about how hard it would be for the average player.
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hamsandwich



Joined: 08 Jan 2019
Posts: 241

PostPosted: Fri Nov 06, 2020 1:40 am    Post subject:

I haven't voted yet.

I agree with Vevier that changing stats and things makes everything way more complicated and could potentially wreck balance. Someone will figure out some way to be OP.
I don't know, maybe I'm wrong, but it seems like it would be a lot of work on the imms part to police whether or not something will be OP. If not, and that's not a big deal, then simply adding a helpfile, (kinda like they already do) that includes the adjusted stats so it can be easily referenced by anyone, then I don't see it being an adaptability issue.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Fri Nov 06, 2020 1:45 am    Post subject:

Humans get to move stats around based on class pick and I am ok in principle with this being something we could override based on a well-written background. (e.g. incase somebody wanted to make a 21 dex human dark-knight because he's got a background of being some sort of thieving paladin). Absolutely fine with it. This does not extend to other races though. I am not down for 25 dex drow shadows arguing with me that the penalty should come out of their int. Slapping a customrace on top of an altered human does not particulary bother me. Also we could do it some other way than a stat tweak.
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kento
Emissary


Joined: 03 Nov 2004
Posts: 338

PostPosted: Fri Nov 06, 2020 2:50 pm    Post subject:

I voted yes for this but like Dav said, it would have to be within the realm of logic, but would love to see something -slightly- more than just flavor. Or maybe to use this to allow unorthodox alignment/ethos options would be even cooler. Evil gnome Svirfneblin or something like that.
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