New class: Leader (or warlord, lord, king, whatever)

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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PhoenixToME
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New class: Leader (or warlord, lord, king, whatever)

#1 Post by PhoenixToME »

I don't know if this class doesn't already exists since I've not finished the game yet. I didn't read the whole forum so if this has already emerged somewhere sorry for the repetition.

I got this idea from the hireling thread. Instead of hirelings for everyone it could be fun a class that is based on summoning hirelings. But not timed creatures like for the summoner, but actual people.

Skills would "summon" them, direct them (perhaps with some magical help like teleport) and buff them.

The idea is to make this class unlockable via a certain town, with a quest related to this ipotetical warlord/lord/king/leader/whatever. And if you make a character of this class he starts from that town. There could be certain benefits to it. There could be money issues related to the upkeep of hirelings.

Just a seed, looks not too simple to do (necromancer is probably simplier) and needs development.

catwhowalksbyhimself
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Re: New class: Leader (or warlord, lord, king, whatever)

#2 Post by catwhowalksbyhimself »

Already had some ideas along this line, but I have another class I want to work on first. Will be back with my ideas once I have the other stuff done.
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yufra
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Re: New class: Leader (or warlord, lord, king, whatever)

#3 Post by yufra »

Reminds me a bit of this thread: http://forums.te4.org//viewtopic.php?f=39&t=22135

I like the idea, especially with the upgrades the party system has gotten over recent betas. Brainstorm away!
<DarkGod> lets say it's intended

Flare
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Re: New class: Leader (or warlord, lord, king, whatever)

#4 Post by Flare »

Have you seen the Fredaril thread, with the random wandering adventurers? I was planning on using those to lead into some sort of Noble class. See, it doesn't make sense to magically whip up a new bodyguard when you're seven levels deep in a dungeon, and it would be pretty poor sport trying to get seven levels deep in a dungeon and still keep your bodyguards alive to fight the boss at the end. On the other hand, if there were random adventurers down there already, someone could base a class around recruiting those single adventurers into a small band of adventurers. Of course that depends on whether the roaming adventurers work out first.

Goblinz
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Re: New class: Leader (or warlord, lord, king, whatever)

#5 Post by Goblinz »

This class could work well with the Sher'tul fortress. you have a base of operations so a leader character makes sense
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PhoenixToME
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Re: New class: Leader (or warlord, lord, king, whatever)

#6 Post by PhoenixToME »

Pratically we're talking about going from a single character to a party of weaker but distinct characters, or a small army of even weaker characters, whichever is funnier.

It could work well with errant heroes, or as a specific characteristic of this class.

Yes it's very similar to the noble class on the other thread, although it could work as well as a simple leader in a party of heroes and it hasn't a bodyguard.

Skills are divided in proper skills and the categories for the specific companion. The hero itself is weaker (less skills) and have xp malus.

Leadership
- Generic bonus (like aura but always)
- Aura bonus (bonus on stat if close)
- Linked teleport (if you teleport they teleport close)

Majesty
- Heal
- Resurrect companion
- Mercenaries

Warrior
- 4 different skills like rush, better attack, another extra warrior

Rogue, Mage, and so on.

However this class could have less meaning if the random heroes will be implemented, and if they will be able to join the former hero in a party. Although it would be fun to have specific powers for party management, like resurrection or the aura bonus.

It could get complex if they are all like the golem and you have to equip them.

The thing I don't like about the king is that minions aren't recognizable, and probably having a lot of minions would be funny to see the first time but then it could get very boring (it's just a lot of things you probably don't see the enemy, would be chaos).

The party should be small, perhaps 4, max 5 characters. Although the use of minions could be fun if managed properly (for example something like the summon that does the bandit lord).

Although thinking of it I prefer a well developed random errant heroes system more than a class that have companions. Also because you could have companions (temporarily and with other restrictions) with any class in the game, not just the king/leader/noble/whatever.

catwhowalksbyhimself
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Re: New class: Leader (or warlord, lord, king, whatever)

#7 Post by catwhowalksbyhimself »

Actually my idea was to add a new type of store to town, the tavern, where you'd be able to recruit (buy really) new party members. Anyone could hire a single one, but the Captain, or whatever you'd call him would have a skill letting him hire additional ones, up to four was my thought, and another which would increase the max level that they are to you, up to your level.

It would be a Fighter subclass and would have the generic fighter skills are well as a couple of specific leadership type sets such as the ones listed above.

One of their other skills would also allow for more specific orders to be given to followers, although you could not actually take them over and control them directly, you could order them what to do on their next turn. Different levels on the skill would unlock more orders. If a companion dies, you'd have to hire a new one.

My suggested skills:

Leadership

Command--unlocks additional commands to party members.
Reputation--First level makes hiring party members cheaper, all others adds the max number of hirelings by 1
Example--Increases max level of hirelings. base= -5, +5 for each point
Fame--Allows adventures to find you. The first time entering a new level, there is a chance a random adventurer will appear and ask to join you for his usual fee, if you have any space open in your party. The chance and levels of the adventurers will increase according to how many points are in the skill.

Presence
Inspiration--increases nearby companions main 2 class stats.
Intimidation--An area debuff which can be activated
Caution--Area Defensive buff, effects only companions
Anger--Activate to increase damage and ability recharge on all nearby companions for 2+ skill level turns

Support
Aid--single heal
Call--teleports ally to player. Skill level determines max distance.
Protect--Use on nearby adjacent ally. All shield effects also apply to ally. At level 3 it appliess to all adjacent allies and at level 5 it is a sustained ability
Invigorate--Regen+plus cures status effects on one ally.
"I am the cat that walks by himself. All ways are alike to me."
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Flare
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Re: New class: Leader (or warlord, lord, king, whatever)

#8 Post by Flare »

That is a great skill set. Allow me to suggest changing Fame, for if random adventurers are added, this will be redundant. Instead I offer Training, which passively increases all of your units' stats by a fixed amount. I would also take Presence more literally - make this a Gloom-like effect around the player which buffs allies.

In addition to this, Nobles should have one archery tree, one melee tree, Field control, Combat techniques (both of them), and...

Teamwork
- Swarm: (Active.) If three or more of your units are adjacent to an opponent, all three get a free swing at that opponent at increased accuracy and slightly increased damage. At level 5 this works with two or more units adjacent to an opponent.
- Formation: (Active.) Each of your units issues a radius 1 buff which raises the defense of allies.
- Cheer: (Active.) Your troops shout in unison, breaking the spirits of your foes. All foes within a radius of 2 of each of your men gets a debuff which lowers their defense and attack.
- Report: (Active.) Call for a report of the situation. This ability allows you to see the area around each of your units for a few turns. More levels in this skill increases the viewing radius and the duration. (Consider making this sustained.)

Nobles should derive their skills from the Willpower and Cunning stats, and the Stamina resource. The Stamina resource should be used by the combat trees, and the Support tree.

In addition to Stamina, Nobles could also use a resource called Morale. Morale would be measured on a ten point scale. Being out of combat or killing a foe would replenish it, while taking damage or team deaths would deplete it. Morale would be used by the Presence and Teamwork trees.

catwhowalksbyhimself
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Re: New class: Leader (or warlord, lord, king, whatever)

#9 Post by catwhowalksbyhimself »

I would change the name from Noble to Captain. Make it a straight out military leader.

I agree with the rest of your ideas, including your new tree and the new resource. Make Morale not a useable resourse, however, but a factor which determines how effective various skills are.

I would also consider giving him the shield defense tree, but I'm not positive on that.

EDIT: I should add, however, that I'm not too crazy about random wandering adventurers, and even if they are added, it should be infrequent enough for my skill idea to work. That being said, I'm not overly attached to it and it's the one skill I would least mind seeing replaced.

Also Invigorate could be a regen of whatever energy system(s) your team mate is using, rather than health regen.
"I am the cat that walks by himself. All ways are alike to me."
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PhoenixToME
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Re: New class: Leader (or warlord, lord, king, whatever)

#10 Post by PhoenixToME »

I like it.

This could work not only with errant heroes, but also with npc summonable in town, specific for this class, if the errant system will not be added. There could be a skill tree to summon specific classes, or perhaps a menu opens up with just one power. There could be a monetary cost, or it could be a normal timed power.

catwhowalksbyhimself
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Re: New class: Leader (or warlord, lord, king, whatever)

#11 Post by catwhowalksbyhimself »

I covered that in my post above. Add a new store, the Tavern, where you hire these companions. What is available depends on the town.
"I am the cat that walks by himself. All ways are alike to me."
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Flare
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Re: New class: Leader (or warlord, lord, king, whatever)

#12 Post by Flare »

Okay, here's my reverse-Gloom take on the Presence tree.

Command / Presence
Presence: (Sustained.) Your soldiers draw strength from your presence. Increases the defense of all allies within a three square radius by X% (at 0.0 Morale) to X% (at 10.0 Morale).

Inspiration: (Passive.) A few simple words can bring out the best in your troops. Increases the attack of all allies within your presence by X% (at 0.0 Morale) to X% (at 10.0 Morale), and increases their damage by X% (at 0.0 Morale) to X% (at 10.0 Morale).

Intimidation: (Passive.) Your soldiers refuse to show weakness when you are near. Increases the saves of all allies within your presence from +X (at 0.0 Morale) to +X (at 10.0 Morale).

Compassion: (Passive.) You take care of your soldiers. Allies within your presence gain X% (at 0.0 Morale) to X% (at 10.0 Morale) global damage reduction.

The class as it stands:

Class: Warrior
Subclass: Captain
Resource bars: Stamina and Morale
Primary stats: Will, Cunning, and Strength or Dex depending on choice of weapon

Technique / Shield defense
Technique / Archery training
Technique / Field control
Technique / Combat techniques
Technique / Combat veterant
Technique / Combat training
Cunning / Survival
Command / Leadership (generic?, based on Cunning)
Command / Teamwork (class, based on Will)
Command / Presence (class, based on Will)
Command / Support (generic, based on Cunning)

Morale is measured on a ten point scale. It is increased by your team doing well in combat, and decreased by your team doing poorly in combat. Morale gradually returns to 5.0 over time (similar to the way Hate returns to 0.0). Teamwork and Presence rely on the Morale resource. Neither actually deplete the resource (if anything, they might add a little), but both become more effective when Morale is higher.

I think Leadership is going to need a rework, but there's no way of knowing what to change until after a system for hiring heroes has been made.

I don't like Shield defense because that Shield Wall is the defining ability of warriors, and other classes shouldn't have it. Shield defense could be replaced by Shield offense, Two-handed maiming, or Dual weapons (those trees are the most ally-friendly melee trees). Also consider adding Superiority, Battle tactics, or Warcries. Should we throw in Archery - bows?

Also, is this enough for an entire class?

Zonk
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Re: New class: Leader (or warlord, lord, king, whatever)

#13 Post by Zonk »

I was once writing something like this - the class name was 'Captain' which I think sounds good. Perhaps I still have it somewhere on my computer(if so I will post some of my notes later)

I do remember that my plan was to make the class use gold to recruit soldiers in towns(different towns giving different soldiers), with some talents letting you pay the soldiers less or even get free volounteers/minor heroes.
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catwhowalksbyhimself
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Re: New class: Leader (or warlord, lord, king, whatever)

#14 Post by catwhowalksbyhimself »

Exactly what I have above, Zonk.

Leadership should not be generic, as it's the entire basis of the class. It's what lets you recruit and command the different other characters in the first place. Also, I would make a Willpower based.

I would say drop Support into generic instead.

Not sure how I feel now about the Presence Aura. On the one hand, it's an idea that makes sense, on the other hand, it's taking what was the Cursed's main unique feature and giving it to a class that already has a unique feature.

Not sure if I oppose or support it at this point. The rest is pretty good though.

Anyhow, we're getting close to point at actually trying to implement something like this. I may do some looking into it soon, especially the Tavern system, which would be vital to even getting started. I'm also thinking it might be a good idea to keep Fame, move it to second in the tree, and just make it a companion hiring discount skill. Also change the first leadership skill so 1/3/5 points into it adds on more max ally, up to 4 total. (default 1 + 3 for the skill) You would start with 1 point in this skill already.
"I am the cat that walks by himself. All ways are alike to me."
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Flare
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Re: New class: Leader (or warlord, lord, king, whatever)

#15 Post by Flare »

Presence won't weaken Gloom's uniqueness. Both are aura effects, but Gloom is specifically an aggressive aura, placed on the single most aggressive class in the game. Presence is primarily a defensive aura, used to make babysitting the AI a little bit easier. While they have similar mechanics, the two auras produce very different styles pf play.

I based Leadership on Cunning simply so that Support wouldn't be the only tree that used that stat. The generic thing, yeah, that should change.

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