Beholder race/classes

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ajfluffy
Thalore
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Re: Beholder race/classes

#31 Post by ajfluffy »

I saw something like this happen a long while ago and it involved my change to lichform quest and another add-on. I was using hachem's update talent superload of the new talent function so that may be partly to blame? Honestly this is likely something fundamental with how addons are parsed and loaded :P

spiralrazor
Thalore
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Joined: Mon Oct 24, 2011 8:05 pm

Re: Beholder race/classes

#32 Post by spiralrazor »

have to fix that issue with not getting the base skill and the cloak via the interaction with the pregame talents option.

ajfluffy
Thalore
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Re: Beholder race/classes

#33 Post by ajfluffy »

Yeah, I had no idea that option existed...

SageAcrin
Sher'Tul Godslayer
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Re: Beholder race/classes

#34 Post by SageAcrin »

Random thought; How hard would it be to file the serial numbers off this and expand on the concept/make it not unique classes only, for incorporation into the main game?

Directly using this for ToME would have issues, despite it being cool; Beholders have some weirdness with copyright and would generally be seen as unoriginal.

The thought I'm having is a magical, corrupted plant race. Uses plantstalk buds as eyes for the various elements and effects, has a main flowereye instead of a main eye, vines instead of tentacles(Incidentally, what do you think about making it have Ring/Amulet slots instead of just Ring slots? So that it can use Rings or Amulets for its various appendages? Would be more interesting and I suspect it's balanced), that sort.

It seems easy enough, and it takes it from just a "ripoff" to a potentially really complex/interesting unique race.

I mean, I'm obviously not telling you what to do, it was just a thought on seeing this. I feel like ToME needs some more complicated race types. :)

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#35 Post by ajfluffy »

I don't think that equipdolls were designed to handle one slot that can take more than one type of item, but I may be wrong. The problem with multiple necklaces is that many things were created with the assumption that you could only have one. Take the + skill cat necklaces or +15 resist all ones you can have made. Even wearing 4 necklaces is too powerful.

SageAcrin
Sher'Tul Godslayer
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Re: Beholder race/classes

#36 Post by SageAcrin »

Ah, right, Amulets of the Moon. I guess that would be a kinda weird rift.

They're probably fine otherwise, but...yeah, fair enough.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#37 Post by ajfluffy »

Starting from scratch with the graphics would require the approval of my chief creative consultant so i would be throwing away a lot of his work.

As far as the abilities go... You could explain away any of them quite easy using the magic bush theory heh.

SageAcrin
Sher'Tul Godslayer
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Re: Beholder race/classes

#38 Post by SageAcrin »

Yeah, I appreciate exactly what I'm suggesting here-that it'd be a lot of added work. The talents can be rethemed very easily-as you said, magic bush-but actual artistic work would have to be redone.

I just had the sudden thought that this could be easily altered somewhat into a very cool, very thematic idea with little effort, and would make for ToME's...well, second, Ghouls...really weird race, pretty easily.

Figured it'd be a shame if I didn't suggest it. :)

rexorcorum
Graphical God
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Re: Beholder race/classes

#39 Post by rexorcorum »

What to say, I would really hate to throw all the "nice beholderses" out, but maingame inclusion requires sacrifices (redheads to DarkGod chiefly), I guess. Or, alternatively, I can always put some petals and stalks in the pics and call them "triffids" (ahhh, also taken, sorry ;))

More seriously, there is no problem, except time, because I'll be able to give them a go by the end of August at best.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Crim, The Red Thunder
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Re: Beholder race/classes

#40 Post by Crim, The Red Thunder »

Exactly what is the issue with the name 'beholder' or any other D&D issue? IIRC, isn't a module being developed in the D&D-verse? (The Underdark one, that is?) They release the rights to their creatures for people to make their own campaigns. And you aren't selling it with tome unless it's a donator only feature, so you don't have that as a potential concern... What exactly would be the issue? :?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

SageAcrin
Sher'Tul Godslayer
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Joined: Tue Apr 10, 2012 6:52 pm

Re: Beholder race/classes

#41 Post by SageAcrin »

Crim, The Red Thunder wrote:Exactly what is the issue with the name 'beholder' or any other D&D issue? IIRC, isn't a module being developed in the D&D-verse? (The Underdark one, that is?) They release the rights to their creatures for people to make their own campaigns. And you aren't selling it with tome unless it's a donator only feature, so you don't have that as a potential concern... What exactly would be the issue? :?
Originality is more the issue, but I don't know if the video game rights to characters are the same as OGL rights to the text in home games.

To be honest, I rather doubt it. Seems like people would be making more D&D-based games otherwise.

(To be honest, I'm not entirely sure how Underdark's legality works. Regardless, no one really cares if you're not making money off it, whereas accepting donations for someone else's copyrighted work could be a morass. Especially since DarkGod's stationed in France, IIRC, and heck if I know how the copyright legality works there.

Basically it just seems safer, unless someone wants to do the general copyright research to be sure.)

CaptainTrips
Wyrmic
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Re: Beholder race/classes

#42 Post by CaptainTrips »

The class is quite fun so far, keep up the good work. One thing that I'm missing and would be thematic is a Conveyance(-like) tree.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#43 Post by ajfluffy »

An email may be his best recourse then. We are thinking way too far ahead. Is rather finish the classes and get them functional before trying to do anything else.

getter77
Thalore
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Re: Beholder race/classes

#44 Post by getter77 »

I'd not worry so long as everything is kept OGL folks---the reason for lack of OGL'ish games is the same reason most P&P's lack games beyond the heyday of ATARI and such making a mess of it alongside WotC shenanigans. Knights of the Chalice is fine and fully commercial, same for the eventual sequel, same will still hopefully be true for Chaos Chronicles if it escapes limbo, etc.

I can't fathom a need to email anybody on anything either, this is not the chumps at GamesWorkshop afoot here.

ajfluffy
Thalore
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Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#45 Post by ajfluffy »

So space marines as next add-on is a bad idea? XD

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