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Idea for mercenary class [Archive] - ForumsHQ

Posted: Fri Jan 09, 2004 3:38 pm
by CaspianArcblade
Mercenary:

Exp: ~200%

Combat-5

HP/Level: 7-9

Weapons: Any Sharp

Armour: Any

Lockpicks, Enhanced Dodge, Enhanced Crits



Cost to train is 150% that of normal characters. And, if at all possible, have them cost per day to use. Just like you must pay for a ganghouse from your bank account, they have an upkeep fee that increases by level attained. NO CLUE how to do it, as it this idea just came to me. Perhaps a required item whose costs raises per level? Perhaps a mercenary-only "worn" item that gives them all their extras ... lockpicks, dodge, crits? (which they would buy every 4-5 levels and would become better each level. lvl1 +1 dodge; lvl 4 +1 dodge +1 crits etc.) But if they don't have the item they are essentially high exp chart warriors with combat-5. Another thought just ocurred to me as I went to submit this, that is the witchhunter weapon. When you trade up to the next level merc-only item you must give an NPC gold and the old item, so younger mercs need to make their own money and cannot just take old merc "worn" items.



That to me seems like a decent and fun character; I'm certain it will take some tweaking in the way of stats though because of what I would want to do with the character. But I think it would encourage two things: active play in the pursuit of money and experience, and a non-rich edited realm as the impetus for the active play (unlike many realms where money abounds and items are laying everywhere, and nobody cares).



I didn't search to see if this idea has either been brought up and dismissed, or is currently in use. But I present it here as my idea for a fun, but seemingly difficult to implement, class.

Re: Idea for mercenary class [Archive] - ForumsHQ

Posted: Fri Jan 09, 2004 3:50 pm
by zan
Thats a great idea but almost impossible to duplicate in a MUD environment. It would be great in a pen&paper D&D environment!!