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  #11  
Old February 21st, 2006, 12:48 AM
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Default Re: Following up on the Council of Wyrms idea ...

sounds too much work ... especially since I don't know enough balancing for mods. To be honest, if I were to mod the thing, I'd just change dragon's magic path to 50, give them recup, dom 2 and cost 75. Seems silly that dragons that should be bad *** creatures of magic and such are only used for mono bless thugs.
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  #12  
Old February 21st, 2006, 01:24 AM
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Default Re: Following up on the Council of Wyrms idea ...

Actually i meant if sedna helped me with it
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  #13  
Old February 21st, 2006, 01:47 AM
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Default Re: Following up on the Council of Wyrms idea ...

For instance, I imagine Caelum would find it thematic to play a storm dragon:

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  #14  
Old February 21st, 2006, 06:59 AM
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Default Re: Following up on the Council of Wyrms idea ...

"Seems silly that dragons that should be bad *** creatures of magic and such are only used for mono bless thugs."

This may be totally off base, but my impression on fantasy dragons is that they are magical elemental beings, not rainbow mages. Most fiction that I have read, when giving them power over magic, seemed to limit it to a specific element.
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  #15  
Old February 21st, 2006, 11:18 AM
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Default Re: Following up on the Council of Wyrms idea ...

I'm with gleep on this one, besides it would be unbalanced to have a physical powerhouse with a built in AoE archer power, and the ability to cheaply become an SC.
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  #16  
Old February 21st, 2006, 02:50 PM
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Default Re: Following up on the Council of Wyrms idea ...

Dragons do identify with elements but if you follow things like ShadowRun, Palladium or D&D, you'd notice they have a smattering of magical abilities. If they're too cheap, then make them cost more. I still think Dragons should be DRAGONS not some hatchling.
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  #17  
Old February 21st, 2006, 08:40 PM
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Default Re: Following up on the Council of Wyrms idea ...

It would have to balance out, they would have to be so expensive in base that you'd still have to take the negative scales to make an SC out of them.

You have to figure out a way to make new or old pretenders balanced not only with thematics, but also with the mechanics of the game. If you make any pretender too good then that is all anyone will ever play, or more likely, no one will use the mod because it is so unbalanced.
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  #18  
Old February 21st, 2006, 11:41 PM

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Default Re: Following up on the Council of Wyrms idea ...


Just play with regular dragons. You might never get the game started if you sit around trying to come up with a balanced mod. There are probably enough blessing friendly nations (and enough players who can do well without a blessing) to go around.
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  #19  
Old February 22nd, 2006, 01:56 AM
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Default Re: Following up on the Council of Wyrms idea ...

Oh well, I can't actually play this game anyhow. This game is seriously taking away all my girlfriend time and we had to sit down for one of those "talks".
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  #20  
Old February 23rd, 2006, 12:17 AM
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Default Re: Following up on the Council of Wyrms idea ...

I think draco sanguinius would be a fine addition to the nations of ulm, jotunhiem, mictlan, abysia, and vanhiem:

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