Re: What should a guild have for it's type?
Posted: 08 Sep 2018 13:30
Hehe.
It seems that reading the forum I should GAIN % of XP instead of paying % of the XP I gain, by beeing a Minstrel.
One thing that struck me when reading all the posts is the drawback issue.
Some guilds have drawbacks that should 'balance' some of their powers.
If lets say a mage have some strong spells for his combat, but they only work if the mage do not wear heavy armour.
I assume this sounds reasonable to everyone.
But if there are robes and cloaks that give the same AC and protection as a heavy platemail, then the drawback is no more effective.
If a guild have build in drawbacks, and there are coded workarounds of the same drawback, the system is broken.
Frankly I have no idea or knowledge about drawbacks in the guilds that are discussed here.
Or if they do have them, and if there are countermeasures to said drabacks, it is no good.
If spells do need components, let's say a very rare herb, that is hard to find, and is very limited in numbers, even if you know were to look, the system works fine.
But if the herb suddenly is found 'everywhere' in the realms it does not.
I do know there have been such issues in the past and there were easy ways to counter the drawbacks, which is perhaps not a good thing.
As I said, my knowledge is very limited (close to zero) in this case so I simply assume all is fine until proven not.
It seems that reading the forum I should GAIN % of XP instead of paying % of the XP I gain, by beeing a Minstrel.

One thing that struck me when reading all the posts is the drawback issue.
Some guilds have drawbacks that should 'balance' some of their powers.
If lets say a mage have some strong spells for his combat, but they only work if the mage do not wear heavy armour.
I assume this sounds reasonable to everyone.
But if there are robes and cloaks that give the same AC and protection as a heavy platemail, then the drawback is no more effective.
If a guild have build in drawbacks, and there are coded workarounds of the same drawback, the system is broken.
Frankly I have no idea or knowledge about drawbacks in the guilds that are discussed here.
Or if they do have them, and if there are countermeasures to said drabacks, it is no good.
If spells do need components, let's say a very rare herb, that is hard to find, and is very limited in numbers, even if you know were to look, the system works fine.
But if the herb suddenly is found 'everywhere' in the realms it does not.
I do know there have been such issues in the past and there were easy ways to counter the drawbacks, which is perhaps not a good thing.
As I said, my knowledge is very limited (close to zero) in this case so I simply assume all is fine until proven not.