|
Your continuous donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Might & Magic X - The Mercenary

Default Might & Magic X - The Mercenary

October 14th, 2013, 09:46
Some interesting classes, will be a bit hard to pick.
GothicGothicness is offline

GothicGothicness

GothicGothicness's Avatar
SasqWatch

#21

Join Date: Oct 2006
Posts: 4,244

Default 

October 14th, 2013, 12:56
Originally Posted by Corwin View Post
Interesting, while I always have a mage and a cleric, I prefer a fighter/thief (locks/traps) hybrid, unless there is a solid need for an actual pure thief. That gives me a free slot for a healing hybrid!!
I find the thief is usually the black sheep class, while most classes almost require to be pure to be effective (mage, cleric, warrior (tank)), the thief usually doesn't. In the last stages of the game, if you hybrid a warrior so it has less health but can, say, cure light wounds, might go down from a big boss attack, so you want full health there. Clerics and mages may lose access to the highest level spells, so being able to swing a sword to do 8 damage is nothing compared to not having access to a Meteor Strike spell that does 100 damage to a group, or a hybrid healer not having access to resurrection? unthinkable. But such is not the case for thieves, they're usually portrayed as a bag of skills that they get at level 1 and just increase in chance of success throughout levels, so any class can emulate, and at game's end, having 99% chance of opening a door or 75% chance is not really an issue.
Last edited by wolfing; October 15th, 2013 at 02:02.
wolfing is offline

wolfing

wolfing's Avatar
Wonders what SasqWatch is

#22

Join Date: Sep 2008
Location: Tardis
Posts: 3,266

Default 

October 14th, 2013, 17:49
I read in the official forums that the other classes were already leaked from the game files: human Crusader, elf Bladedancer, the dwarf Runepriest, and the orc Hunter.

@Wolfing that is strongly dependent on the game system used.
Personally I see it exactly contrary. To me the Thief is the most important class.
Why? Let's assume that the progession is like: When you are in level 5 your skills are at level 5. Now if you'd neglect the pure thief class you might only have a lockpicking skill at level 3.
Now, the chances are high that you encounter a chest, with a lock which requires a lockpicking skill of 4 or 5.
If just your chances are low, thats one thing. But if you have a fix requirement, you basically need to leave the chest behind and come back at a later time…and this will stack up during the next levels.
And as I hate leaving things unfinished, I'll do my best to focus on such skills.

Anyways - such skills don't exist in M&M. Just a couple of low level spells of detecting secrets and traps are the exception.
Kordanor is offline

Kordanor

Kordanor's Avatar
Wastelander
RPGWatch Donor

#23

Join Date: Jun 2012
Posts: 925

Default 

October 14th, 2013, 22:58
Originally Posted by Kordanor View Post
@Wolfing that is strongly dependent on the game system used.
Personally I see it exactly contrary. To me the Thief is the most important class.
Why? Let's assume that the progession is like: When you are in level 5 your skills are at level 5. Now if you'd neglect the pure thief class you might only have a lockpicking skill at level 3.
Now, the chances are high that you encounter a chest, with a lock which requires a lockpicking skill of 4 or 5.
If just your chances are low, thats one thing. But if you have a fix requirement, you basically need to leave the chest behind and come back at a later time…and this will stack up during the next levels.
And as I hate leaving things unfinished, I'll do my best to focus on such skills.
This is usually remedied by the fact that in newer games, high level locks are rarely plot critical and the loot you find in chests is not much better than
what you can find on the ground (or corpses). The latter is something I'd really like to see fixed.

"In Grimwhoah, you can ride on turtles."
Sacred_Path is offline

Sacred_Path

Sacred_Path's Avatar
Basement Horror

#24

Join Date: Nov 2012
Location: Germany
Posts: 903

Default 

October 14th, 2013, 23:00
Maybe. But the thing is - if you can't open them you will never know
Kordanor is offline

Kordanor

Kordanor's Avatar
Wastelander
RPGWatch Donor

#25

Join Date: Jun 2012
Posts: 925

Default 

October 15th, 2013, 01:49
Don't forget that many systems also have an open lock spell of some sort!!

If God said it, then that settles it!!

Editor@RPGWatch
Corwin is offline

Corwin

Corwin's Avatar
On The Razorblade of Life
RPGWatch Team

#26

Join Date: Aug 2006
Location: Australia
Posts: 10,506
Send a message via Skype™ to Corwin

Default 

October 15th, 2013, 07:04
Originally Posted by Kordanor View Post
Maybe. But the thing is - if you can't open them you will never know
But if you can open them and all you get is a longsword and two minor healing potions it's a real atmosphere killer. If I ever designed a game and there was a lockpick skill it would be an expensive skill to get/ raise and the rewards would be great, compared to what you can find elsewhere. I'd gladly say screw realism in this case.

"In Grimwhoah, you can ride on turtles."
Sacred_Path is offline

Sacred_Path

Sacred_Path's Avatar
Basement Horror

#27

Join Date: Nov 2012
Location: Germany
Posts: 903

Default 

October 15th, 2013, 07:16
Realism is fine in that case . You wouldn't use an expensive chest with a complicated lock just to storange an rusty sword. Instead you'd store your most expensive stuff in there, wouldn't you?
Kordanor is offline

Kordanor

Kordanor's Avatar
Wastelander
RPGWatch Donor

#28

Join Date: Jun 2012
Posts: 925

Default 

October 15th, 2013, 07:36
I guess you would also carry a lot of that on your person… but yeah, expensive trinkets like rings or things like potions could be locked up alright

"In Grimwhoah, you can ride on turtles."
Sacred_Path is offline

Sacred_Path

Sacred_Path's Avatar
Basement Horror

#29

Join Date: Nov 2012
Location: Germany
Posts: 903

Default 

October 15th, 2013, 13:11
Originally Posted by Sacred_Path View Post
I guess you would also carry a lot of that on your person… but yeah, expensive trinkets like rings or things like potions could be locked up alright
and only "openable" by a high level thief, so you know you're missing good stuff by using a fighter that can pick locks instead of a fully fledged thief, just like you know you're missing on something (to make up for the hybrid gains) when a pure warrior at level 10 has 200 hit points and a hybrid warrior has 150.
wolfing is offline

wolfing

wolfing's Avatar
Wonders what SasqWatch is

#30

Join Date: Sep 2008
Location: Tardis
Posts: 3,266
RPGWatch Forums » Comments » News Comments » Might & Magic X - The Mercenary
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 06:35.
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch