Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - HowlingLikeAWolf

#1
I've always enjoyed Spiffy's concepts because he just goes out and does things that are fun and interesting.

There's always a touch of absurdity to take the edge off any of the darker more dangerous stuff, and he's creative in his approaches to what he does, even if it's just a blatant homage to something as simple as another videogame. 

I can guarantee almost anything he does while not necessarily optimal mechanically, or aimed at attempting to climb the ever changing  hill of server relevancy, is going to be fun and interesting for all involved. 

He is effectively the meme-machine of EFU.
#2
Thanks for all the interactions and the attempts to make such an interesting and vibrant world.  I had fun, and that's something to be said for work done by people who don't even get paid.

That said I'm heading out.

#3
Suggestions / Re: Planar Sickness and Wizards
February 27, 2021, 11:19:24 PM
I'd agree with Mymerian here. The reasons why druids get such hate is because frankly, they just aren't that necessary for the typical adventurer aside from the occasional deal on camouflage, one with the land, and bark potions.

Wizards are much more of a utility knife, and are therefore tolerated much more readily because they provide often unique benefits to a party that a druid would not aside a little bit stronger barkskin. 

So I think it's a good idea to make wizards have more upside -and- downside to their mechanics.  Playing a wizard-hunter this chapter so far is an exercise in suicide and futility from my perspective (with the exception of if they are a druid.)
#4
This concept has been taken up again.

With the rise of the Ghyl in the steddings, the need for leal and brave men to drive them away is greater than ever.  Standing at the forefront is House Glitt, who will do what is needed to destroy their ancestral foe even if it kills them...

With a more paladin-esque focus this time, non-evil concepts are unlikely to be possible or struggle with House Glitt. 

Recommended Alignments:  Lawful Good, Neutral Good, Chaotic Good, Chaotic Neutral, True Neutral, Lawful Neutral

Recommended Classes:  Fighters, Paladins, Barbarians, Rogues (Goodly) Bards, and Sorcerers seem to thrive in this house particularly.  Druids are unlikely to do well.

Example concepts:

1.  A stedding man who wants to liberate his home, and joins house Glitt to see it done.  While armored in a kilt. 

2.  A clansman  of 94 come down in Glitt's hour of need from one of Findlay's legendary Clans of old. (App required)  He brought his kilt with him.

3.  A rabble-rouser and demagogue who is unhappy with the way of things and seeks to shake it up through mobs and politic.  While wearing a kilt

4.  Brave knight willing to see a quest through.  With a kilt.


Glitt is fairly open to interpreation and the populist and rabble rousing angle makes for an interesting house.


#5
Clifford was my first reintroduction to EFU, and intended to be a meme character.  He became something more then that on his journey as a flawed but capable druidic practitioner.

Clifford would start out cowardly, and quiet. He had no real interest in conflict, and just wanted to survive. A gradual tempering by his circle and friends would lead him to develop a sense of will and self, mostly through the influence of Arkavin Vaul, a steddingsman who would come to accept him for his nature despite being raised to the contrary.

In the end due to Arkavin's influence, he assume the mantle of Groundskeeper, unwilling but seeing no other alternative before him after foiling an assassination attempt on a Camedyr Haremarch, exposing himself in the process.  He would go on to save several of the Haremarch's lives, though he was always quietly distrustful of them and their intentions.  A Dog became a Wolf.

A poor decision, with questionable allies one of many would lead to his demise at the hour his Circle needed him most,  The death of the Willow had effectively broken the Groundskeeper's spirit, and he began to throw himself heedlessly into trouble, uncaring of the consequences. 

. Clifford honored his word as he was able, and that was what the Men of Stormharbour required in exchange for what they'd done for him.  Such is the way of things.  He died saving Vaul from the clutches of the vile creatures within that city, but in doing so, exposed himself for the last time.  And for a changeling who was afraid of dying alone, that's the best he could really hope for.

Playing an 8 charisma leader with some persuade was certainly awkward, and I don't intend to do it again. I'd never planned to be groundskeeper as a player, and it was an interesting challenge. However, druids are very rewarding on EFU if you are willing to embrace the mistakes, and I fully recommend players try one if they are willing to play a concept that works with it's environment rather than sees it as an obstacle.

Screens in no particular order:



























#6
For a hut that is often owned by certain individuals who are highly sought after and public. It is a complete death trap with one entrance and exit. A narrow one.

Would make sense if the owners had drilled a few escape holes, or heck, a simple hole in the roof to leave by through another way.   Meant for tiny sized models. 

In it's current state, I'd barely ever use it.
#7
Suggestions / Re: Dual wield and other suggestions...
January 28, 2021, 09:10:40 PM
Ranger is strong in the right hands.  Stealth is not to be underestimated as a mechanic if it is chosen. 

Broader FE choices is a good thing.  It's frustrating to be so specialized. 

However,I would like to see some nerfs to ranger-multiclass.  It's frankly too strong to run ranger 6/fighter 4 at this time, or some of the other combinations.   Ranger is a very multi-attribute class, placing emphasis on strength, dexterity, constitution, intelligence and wisdom.  It's also a class that is often skill point starved.

It's hard to sneak and be able to use detection skills and have stuff like tumble or traps or spot or animal empathy.  Something has to be left out.  You can't have it all. 
Typically that's the stealth that gets left out. Meaning, it just makes more sense usually to grab a platemail to minimize dexterity investment and be a fancy fighter with some utility.   


I would also think it reasonable for rangers to be able to dual wield in  medium armor/chain shirts.  Never understood why that wasn't the case except for an arbitrary NWN decision.

Also, free dwarf Abberation has to go. Racial saves already very strong on them. 
#8
I actually agree with this. 

Uncounted times I was actually questing with a minor or major noble house, and I had no clue they were a member of that house due to choices of clothing, or style.  A peer should be easily identifiable!  They get tons of nice gear, tons of special privileges, and it's not even that hard to become one really.   That should come with the downside of visibility.    

Retainers are not like cops or soldiers. They are representing their lord 100% of the time.  They don't have a day job.  Their sole purpose is to work for the glory of their House.    I hope this is taken more seriously in future. 

The one exception I could see to this would be a Spymaster, or a rogue specific perk like that where the Lord of the House gave leave for them to doff the colors on occasion.   Anyone else could stuff it.