As we all know, the current Karma point system is:
1 - D-elf
2- Vivaduan and Rukkian
3 - Half-giant
4 - Whiran and Krathi
5 - Elkran and Drovian
6 - Nilazi
7 - Mul
8 - Psionicist and Sorceror
In view of the upcoming CGP system, and changes to character creation consequently, would it be worthwhile reviewing the Karma point system and perhaps tweaking it a little?
I gave it some thought, and here's what I think _could_ be a fair and more realistic/practical scale:
1 - D-elf and Vivaduan
2 - Half-giant and Rukkian
3 - Whiran, Krathi and Elkran
4 - Mul and Nilazi
5 - Psionicist and Sorceror
There were a few thoughts which went into consideration. Firstly, if we're gonna use up CGP points, and re-earning them over time, then we should try and have a karma/CGP system which is not overly spread-out, for lack of a better term.
By consolidating some of the options, and reducing the karma/CGP spread from 8 points to 5 points, what we're doing is basically giving players a larger variety to play/choose from, within their limited karma/CGP earnings. Of course, it goes without saying that Staff will always be in charge of giving out these karma points, as has been the case since day 1.
A few more details, for consideration:
1 Karma - If we're allowing a player to roll a d-elf, why not allow him/her to try out a basic magicker? A vivaduan is a good start as any, to allow players to experience the magick system, and familiarize themselves with it.
2 karma - At this stage, if the player has shown some proficiency with a d-elf and a vivaduan, they can be trusted to try out a half-giant and a rukkian.
3 Karma - Moving up, I feel that if a player can play a whiran and a krathi, there is almost no reason why an elkran would require some sort of "extra" trust to create. All 3 magick guilds are powerful in their own respect, but at the same time, not imbalanced enough for elkrans to be placed above whirans and krathis.
4 karma - I'd suggest putting muls and nilazis at this stage, solely for the reason that they both are more powerful than the 3 karma guilds but less powerful than the 5 karma guilds. If at all this needs to be tweaked, nilazis could possibly be bumped up to 5 karma, and put on par with psionicists and sorcerors. Muls are pretty restricted in the locales they can play in freely, and additionally, as the docs say, mul magickers have been "breeded" out.
5 karma - Needs no explanation. This is the top of the line, and you get access to the most powerful guilds - Psis and Sorcs.
Edited to reflect the correct karma for Muls and Nilazis. Feco was right. :)
Well, I'd have nothing against that but for the last 3.
So, if I was to do it, it would be.
5 Mul
6 Nilazi
7 Psi
8 Sorc
As it stands I don't trust people that actually have 8 karma to play sorcs, 5 or 6 karma, No way, Unless you special app...pretty much the same as now.
where da drovians at
Quote from: Incognito on September 16, 2011, 06:10:53 AM
As we all know, the current Karma point system is:
1 - D-elf
2- Vivaduan and Rukkian
3 - Half-giant
4 - Whiran and Krathi
5 - Elkran and Drovian
6 - Mul
7 - Nilazi
8 - Psionicist and Sorceror
Slight correction:
Number Options1 karma desert elf
2 karma water and stone elementalist
3 karma half giant
4 karma wind and fire elementalist
5 karma lightning and shadow elementalist
6 karma void elementalist
7 karma mul
8 karma psi and sorcerer
But I must admit I really prefer the system how it is. I think it does well sorting out the classes that are not only powerful, but hard to play, and I'm not that concerned with the point regen time (though I wouldn't oppose a shorter one).
I like the system as it is and from what I understand about the karma changes, am even more glad they'll be a lull in the frequency (hopefully) we'll see higher karma gickers as, generally speaking, theirs a tonne of them about. At least enough to see more of them than other mundanes.
I miss the whole sales pitch that gickers are supposed to be so rare its like a "OMFG WTF IS THAT!" thing..
The only thing I'd like to change or add, is that like @ 8 karma you could spec app for something off the cuff. Gith, Mantis, something just as bizarre like a Thyzn.
Quote from: Dakota on September 16, 2011, 07:06:45 AM
I like the system as it is and from what I understand about the karma changes, am even more glad they'll be a lull in the frequency (hopefully) we'll see higher karma gickers as, generally speaking, theirs a tonne of them about. At least enough to see more of them than other mundanes.
I miss the whole sales pitch that gickers are supposed to be so rare its like a "OMFG WTF IS THAT!" thing..
The only thing I'd like to change or add, is that like @ 8 karma you could spec app for something off the cuff. Gith, Mantis, something just as bizarre like a Thyzn.
In retrospect, after reading Dakota's post, I think I'd like to retract my original idea in this thread.
I agree that there IS a certain charm and surprise, to seeing high level karma pcs around, and reducing karma levels will only increase their population - which is definitely not what my intention was.
Cheers Dakota!
Please feel free to lock this thread....
At 8 karma you still can spec app and will need to for some combinations. If they haven't changed it since they said it, you can spec app at 8 karma up another 3 like anyone else. So up to 11 character gen points or whatever they are.
Desert Elf sorcerer would need to be a spec app. Mul (any magick class) would have to be a spec app (and could only be Stone or Viv, unless you got an exception from staff). I am assuming that combining some of the higher class/race options with the new subguilds would also require a spec app.