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Old 12-23-2008, 06:18 PM   #41
SilentThief
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Default Re: Manikus' Monks

A word about Monks, you could give a thief character a special item that is called "bare hands", doesn't weigh anything/cost anything and cannot be traded or sold. This would be changed to a more powerful version of the "bare hands" each time you level up, and could even lower your AC as you get to better levels.

A psionicist would be much harder to do, unless you gave the skills as items (like the bare hands) and they were usable...

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Old 12-25-2008, 08:46 AM   #42
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Default Re: Manikus' Monks

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Originally Posted by Arcalian View Post
As someone who remembers the Gold Box games with real fondness, and who messed around with FRUA though never actually completed a dungeon back in the day when systems still supported it normally, I must say I am really excited to find your site and the associated ones for Dungeon Craft.

I can't really tinker with it myself at this point but when it's done and some quests/games/mods are up and running I certainly hope to play them!

Since the days when Gold Box games have lapsed I've resorted to playing stuff like the Baldur's Gate Bhaalspawn trilogy (BG, SOA, TOB) and while I do love those games, sometimes I want "the classics" back, so to speak.

One of the things I really enjoyed about the Gold Box games that the BG saga missed out on at least in part, is that you were allowed to create a full team of six; but then the game writers threw in one or two NPCs who could also join your team. That was lovely; sort of like having your cake and eating it too. From the screenshots over at Cocoaspud's site I can see the team-of-six concept is intact, but I'm wondering how many "extra NPC" slots there are, if any, or is that left up to the individual game modder?

Also, assuming that NPCs are included, do you have to have a paladin to control them or would they be PC controllable regardless, which is especially useful for those of us who sometimes like to play more nefarious types? Or, again, is that an individual modder decision?

Thanks for putting up with my quetsions and I hope you have a good holiday season.
Yeah, I have great fondness for FRUA myself, some of my greatest pnp characters came from FRUA. While most of the folks here go for a "newer" feel for their designs (nothing wrong with that of course), I go for a more classic feel, like the Goldbox games.
And I have a demo up (I -hope- it's still up anyway) that is a nice little mini-adventure. It's rough but it get the job done The design I'm currently is a lot more refined in its construction and execution though. I'm learning by doing.
I found DC in a online quest to somehow play FRUA again.
Speaking of "nefarious" types, check out the picture attached.
If you're willing to deal with the race not being accurate, I found you can create almost any, or any kind of, character. All you need is a few simple tricks....
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File Type: png Nightmarescreen.PNG (105.9 KB, 7 views)
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Old 12-25-2008, 08:50 AM   #43
Funky Dynamite
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Default Re: Manikus' Monks

Quote:
Originally Posted by SilentThief View Post
A word about Monks, you could give a thief character a special item that is called "bare hands", doesn't weigh anything/cost anything and cannot be traded or sold. This would be changed to a more powerful version of the "bare hands" each time you level up, and could even lower your AC as you get to better levels.

A psionicist would be much harder to do, unless you gave the skills as items (like the bare hands) and they were usable...

ST
Yeah, I did that already Thanks anyway.
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Old 12-25-2008, 09:52 AM   #44
manikus
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Sunglass Man Re: Manikus' Monks

Quote:
Originally Posted by Funky Dynamite View Post
Yeah, I have great fondness for FRUA myself, some of my greatest pnp characters came from FRUA. While most of the folks here go for a "newer" feel for their designs (nothing wrong with that of course), I go for a more classic feel, like the Goldbox games.
And I have a demo up (I -hope- it's still up anyway) that is a nice little mini-adventure. It's rough but it get the job done The design I'm currently is a lot more refined in its construction and execution though. I'm learning by doing.
I found DC in a online quest to somehow play FRUA again.
Speaking of "nefarious" types, check out the picture attached.
If you're willing to deal with the race not being accurate, I found you can create almost any, or any kind of, character. All you need is a few simple tricks....
Nice picture, but I'm a little confused. Dosen't 'nefarius' mean evil and despicable? While the portrait of the creature certainly looks sinister, it's race is listed as human and it's alignment is listed as chaotic good. I think perhaps I've missed something.

Now if you want to create an evil race/class that can be done in the race.txt and baseclass.txt files, respectively. There are ways to make races only available to NPCs as well, if you don't want the players to play them.
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Old 12-25-2008, 10:14 AM   #45
manikus
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Sunglass Man Re: Manikus' Monks

Quote:
Originally Posted by Funky Dynamite View Post
Yeah, I did that already Thanks anyway.
Do you mean you tried his idea and it worked or you tried it and it didn't work?
If it did work, can share the technique for giving items to only a specific level of character and how you only allowed the item to work for a certain level? This is something I've not been able to do, but would like to.
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Old 12-26-2008, 01:39 AM   #46
Uatu
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Default Re: Manikus' Monks

Hmm, looks very nice, Funky Dynamite!
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Old 12-26-2008, 02:16 AM   #47
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Crying Re: Manikus' Monks

Quote:
Originally Posted by manikus View Post
Nice picture, but I'm a little confused. Dosen't 'nefarius' mean evil and despicable? While the portrait of the creature certainly looks sinister, it's race is listed as human and it's alignment is listed as chaotic good. I think perhaps I've missed something.

Slight miscommunication, sorry.
I took nefarius to mean dark and evil looking, not necessarily evil in this case, dark hero types, you know. If you look at my post, the word, nefarius, is in quotes. The picture was just a example of the fact almost any character is possible in DC anyway. I made a vampire character also (I haven't figured out the whole bloodsucking thing yet though, but....).
Like I said before....
Quote:
Originally Posted by Funky Dynamite View Post
If you're willing to deal with the race not being accurate, I found you can create almost any, or any kind of, character....
In some cases I use "human" as a catch all. Since you can't
add more than the 6? races, and not lose any of the others, it's one of the things you have to ignore sometimes.

Quote:
Originally Posted by manikus View Post
Now if you want to create an evil race/class that can be done in the race.txt and baseclass.txt files, respectively. There are ways to make races only available to NPCs as well, if you don't want the players to play them.
Yes, I know. I've done it before. But like I said about the races, ince you can't add more than the base races, and not lose any of the others, you have to ignore inaccuracy some times.
I would have loved to make a "Reaper" class , but I don't want to give up any of the base classes.
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Last edited by Funky Dynamite; 12-26-2008 at 02:22 AM.
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Old 12-26-2008, 03:08 AM   #48
Funky Dynamite
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Default Re: Manikus' Monks

Quote:
Originally Posted by manikus View Post
Do you mean you tried his idea and it worked or you tried it and it didn't work?
...No.
I meant that I gave a "bare hand" item to a character (in my case, it was a Fighter, but....)
Come to think of it, maybe it wasn't you Manikus that turned Thieves into Monks, maybe it was ST.... ST?
Quote:
Originally Posted by manikus View Post
If it did work, can share the technique for giving items to only a specific level of character and how you only allowed the item to work for a certain level? This is something I've not been able to do, but would like to.
Unfortunately, no, I haven't figured that out yet. I wish!
Perhaps a race/gender/level option on the editor is in order?
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Last edited by Funky Dynamite; 12-26-2008 at 03:12 AM.
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Old 12-26-2008, 09:47 AM   #49
manikus
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Sunglass Man Re: Manikus' Monks

Quote:
Originally Posted by Funky Dynamite View Post
Yes, I know. I've done it before. But like I said about the races, ince you can't add more than the base races, and not lose any of the others, you have to ignore inaccuracy some times.
I would have loved to make a "Reaper" class , but I don't want to give up any of the base classes.
You don't have to give up any of the races or baseclasses.
DC assigns certain abilities to the first six classes and treats them as if they are the default races, but for everything after that it treats as a new race without special abilities accept for what can be assigned in races.txt (hencce, why I call it a stub racce)
DC does the same thing with classes. And as for changing names - you could probably change cleric/thief to "Reaper" or whatever and allow a race or two to have that class (cleric/thief is one of the choices but by default is no allowed to any races).
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Old 12-31-2008, 07:58 AM   #50
Funky Dynamite
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Default Re: Manikus' Monks

Quote:
Originally Posted by manikus View Post
You don't have to give up any of the races or baseclasses.
DC assigns certain abilities to the first six classes and treats them as if they are the default races, but for everything after that it treats as a new race without special abilities accept for what can be assigned in races.txt (hencce, why I call it a stub racce)
DC does the same thing with classes. And as for changing names - you could probably change cleric/thief to "Reaper" or whatever and allow a race or two to have that class (cleric/thief is one of the choices but by default is no allowed to any races).
Very interesting to know, manikus. I'll try it.... *does happy dance*
Of course I knew about the changing names in the .txts, one of my projects on the back burner is a superhero design, in which I renamed a triple class a "Hellspawn."
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Last edited by Funky Dynamite; 12-31-2008 at 08:02 AM.
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