Talk:Guild Meeting March 2026

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Assassin feedback

General comments: Assassin has always been a primarily combat focused skill whose core ability is stabbing people. My comments are intended to be in-line with this historical use. Martin (talk) 00:33, 5 January 2026 (UTC)

Surprise Attack / Backstab / Stab them in the Face

A benefit in combat when attacking from (primarily) behind is the single-most core ability of the current / historical Assassin skill and I believe needs to remain available to all. Breaking this into A/J/M when it already has Rank based modifiers is unnecessary. Martin (talk) 00:33, 5 January 2026 (UTC)

Master level Magical Abilities

Attacking through shadows or passing through walls are great ideas for individual PC abilities and something that can and should be sought out on adventure. I do not think these are desirable as standard master rank options and would rather see the skill stick closer to non-magical. Martin (talk) 00:33, 5 January 2026 (UTC)

Making vs. Using

Is the plan to move making poisons / gas bombs etc from Alchemist/Herbalist to Assassin? Historically poisons have been made by one profession and then used by Assassins. There is nothing preventing a PC from learning one of the skills that deals with poisons or other chemicals; I don't see it needs to be folded into Assassin. Martin (talk) 00:33, 5 January 2026 (UTC)

Healer feedback

Healer has always been a magical skill associated with restoring living creatures, and with some minor abilities in modifying them, my comments are intended to be in-line with this historical use. Martin (talk) 23:38, 4 January 2026 (UTC)

Success Chance

Success Chance + 2 x [characteristic] + (5 per Rank) + (5 per specialisation) + modifier

Is this supposed to state that Success Chance equals 2 x [characteristic] etc? Martin (talk) 23:38, 4 January 2026 (UTC)

Specialisation

If this is a general approach that we want to take I would like to see a standard maximum set for these, e.g. max 3 unless explicitly specified in a sub-skill. Martin (talk) 23:38, 4 January 2026 (UTC)

Restrictions

Have all Healer negatives on combat been removed? Martin (talk) 23:38, 4 January 2026 (UTC)

Ability Costs

I would like to see these increased from A/J/M 0/2/4 and suggest 2/4/6 as a minimum. Heal Endurance and Transfer Fatigue, in particular, need FT costs.

Abilities currently cost Rank FT. With Restructuring this needs to be amended to fit the A/J/M and selection mechanics, but costs should at least be set to the low end of the band. If there are specific abilities that should not cost FT (e.g. administer potion may be one of these) then it may be noted in the sub-skill. Martin (talk) 23:38, 4 January 2026 (UTC)

Apprentice

Administer Potions

Do not see the point of the specialisations here, seems fiddly for little gain. Probably should not cost the Healer FT. Martin (talk) 23:38, 4 January 2026 (UTC)

Heal Endurance

This is a huge change. (Not necessarily bad, but huge). Time change from 11 – Rk minutes to 8 – Rank pulses, Cost 3 FT lowered to 0 FT, healing increased from D +Rank-5 to a minimum of Rank + 5.

Examples:

Current: Rank 5 healer. Use cure EN. Cost 3 FT, takes 8 mins, cures (D+5-5) EN, Range 0 (always).

New: Same healer, 15 spec points, no specs in either this or empathy: Cost 0 FT, takes 3 pulses, cures 10 points, range touch.

Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 3 pulses, cures 20 points, range up to 25 feet.

Current: Rank 7 healer, Use cure EN. Cost 3 FT, takes 4 mins, cures (D+7-5) EN, Range 0 (always).

New: Same healer, 21 spec points, no specs in either this or empathy: Cost 0 FT, takes 1 pulse, cures 12 points, range touch.

Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 1 pulse, cures 24 points, range up to 25 feet.

There needs to be a cost associated with this ability, I would suggest at least 2 FT, aligning it generally with SK spells (albeit potentially faster to cast). Martin (talk) 23:38, 4 January 2026 (UTC)

Healing Salve

Question: Who can apply salve? Anyone, only Healer? Weirdly, after looking at Heal Endurance, the values here look low for the cost and lack of convenience over a potion. Martin (talk) 23:38, 4 January 2026 (UTC)

Midwife

Suggest stating that only one Healer bonus applies, and that it cannot stack with Blessing on Unborn Child (must affect different Stats). Martin (talk) 23:38, 4 January 2026 (UTC)

Transfer Fatigue

Bit curious why this one stays in minutes. It would seem a good "in crisis" ability to get FT to the mage with the spell that's needed. Base cost drops to 0 rather than 3 + transfer. Again, I'd request that a cost needs to be associated with this ability, I would suggest 2 FT. Martin (talk) 23:38, 4 January 2026 (UTC)

Journeyman

Cleanse Corpse

Really like this one. Martin (talk) 23:38, 4 January 2026 (UTC)

Cosmetic Surgeon

Could we get added that a Healer can remove previous modifications? Maybe in half time or something? This then helsp support the use of the ability for temporary disguises. Martin (talk) 23:48, 4 January 2026 (UTC)

Repair Damage

Can we get clarity on the Healer time required? In contact whole time? Check ins / boost occasionally? Etc. Martin (talk) 23:40, 4 January 2026 (UTC)

Ugly Curse

Requesting removal. Healers casting curses feels way outside their wheelhouse. Martin (talk) 23:40, 4 January 2026 (UTC)

Master

Exertion

This may be over-costed. Even under current costs Master = 4 and this is another 4. I'd suggest that 6 is sufficient, and if A/J/M were increased to 2/4/6 then this could have no additional cost. Martin (talk) 23:48, 4 January 2026 (UTC)

Hide Life

Really like the idea/ability, just not sure when it will apply. Golems appear to see and hear (since commands are verbal) and can detect non-living. Undead, some yes… pretty sure Vampires see normally, etc.

This is done by effectively lowering the viewers PC by the amount noted in the Specialisation

No PC amount is noted in the Specialisation table, only Pulses. Martin (talk) 23:48, 4 January 2026 (UTC)