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Topics - Bane

Pages: [1] 2
1
Roleplay / Monthly RP Story/Session Contest
« on: July 07, 2015, 04:54:48 am »
All stories/Sessions turned into me I will be posting on here! If you didn't turn in a title along with it, I will try my best at giving it a title, if you are unhappy with the title, Let me know I can always change it! So lets get to the fun part and get to reading the stories below!

I know at least one person wanting to make a continuation to their story in the future. They can either request for it to be moved to its own thread, Or I will just edit their first story to include a link to their next story.


JULY 6TH CONTESTANTS STORIES BELOW
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2
General Discussions / Do you need 4d Maps?
« on: February 21, 2015, 05:28:12 pm »
Since the website is not fully functional for now, Im uploading a zip file of our maps. I know I used them alot for traveling around space and the aegean sea. So I hope this helps some people out. I uploaded it to my google cloud, Was to big to attach to the forums.

4D MAPS

Enjoy :)

If you have any issues on opening it, You need an unzipping program that opens .ZIP files.

I would recommend 7zip or Winrar here are the links to both

7zip
http://www.7-zip.org/download.html

Winrar
http://www.rarlab.com/download.htm

3
Crafting Main Board / CRAFTING FAQ'S
« on: January 21, 2015, 07:50:42 pm »
 So here it is a very long time ago the ancient gods over 4dimensions murmured throughout the world that maybe us mortals would be smart enough to craft our own items. After many years of rooting through others people trash we will finally be able to craft our own unique items.

CRAFTING

Three people are developing a crafting system for the mud, Bane, Rynald, and Molly. We have a general idea of how it should be implemented, and that’s where you guys come in. We want your critique and ideas. We are all ears to your ideas. Just note that we may not take your idea and run with it, but we will discuss your ideas. So don’t take it the wrong way if we don’t use your idea. We will value everyone’s idea no matter if they are a brand new person or an olbie of the mud.

TYPES OF CRAFTS?

There will be 5-6 main crafting groups called hard, and 3 current crafting skills we already have called soft for now.

(HARD) :
  • Leather-worker (including saddle maker, shoemaker, glove maker, furrier, armorer)
  • Metalworker (including metallurgist, blacksmith, farrier, weapon smith, goldsmith)
  • Stone worker (including quarrier, stone cutter, glassblower, gem cutter, masoner)
  • Textile worker (including rope maker, sail maker, tailorer, embroiderer, robe-maker)
  • Woodworker (including woodsman, miller, carpenter, cabinetmaker, shipbuilder)
  • Also Toying an idea around with Engineering

(SOFT):

We will also be redoing the current crafting skills we have in game
  • Brewing
  • Scribing
  • Cooking

HOW REALISTIC WILL THE SYSTEM BE?

We seek to build a very realistic type of crafting. Rather then just gathering all the raw materials and combine them to build a sword, we rather take a realistic approach.

In this realistic approach all final objects will be broken down into key parts, and will require different parts by different craft trades.

A sword for example is broken down into 4 key parts
  • Pommel
  • Hilt
  • Cross-guard
  • Blade

The Blade and Cross guard would be made by a metalworker.
The Hilt would be made by a woodworker
The Pommel would be made by a stone worker.

In the end a metalworker would combine all the parts into a sword. Each part has its own type of quality and special values that will all be added to the final part.

ex. A pommel can be encrusted with various gems to give different powers.

We may even give the ability for custom naming on crafted items.

HOW WILL CRAFTING WORK?

Generally you'd work on an item by wielding a tool and holding the material, sometimes also having one or more extras in your inventory.

The crafting would be done in steps, each step producing a new item that in turn is used for the next step.
The basic item can then be developed to higher quality, for instance by decorating, polishing, or honing.

We plan to try to make crafting into a type of mini game. A: to try to keep out people scripting the process, and B: to make fun.
 
For instance  making a mage's robe could involve the following steps:
  • 1.  SPIN the thread from wool, silk cocoons or flax fibres, using a distaff
  • 2.  DYE the thread into different colours, each giving different properties.
  • 3.  WEAVE a piece of cloth from the thread, using a handloom
  • 4.  CUT the cloth in suitable pieces, using a pair of scissors
  • 5.  SEW the pieces into a garment
  • 6A. EMBELLISH the garment, by using pearls, jewels, mirrors or other things that you can collect
  • 6B. DECORATE the garment, by using lace trimmings or embroidered edgings that you make yourself

Crafting skills will be taught by various mobs throughout the mud. Whether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.

HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?

Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.

HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?

Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.

Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.

HOW WILL YOU OBTAIN A CRAFTING SKILL & RECEIPES?

Crafting skills will be taught by various mobs throughout the mud. Wether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.


HOW WILL WE TRADE CRAFTING ITEMS?

Player ran shops will be available where players will be able to sell and buy goods.

How you obtain these shops haven’t been paved out. There are a few ideas including:
  • Stone Masons being able to build shops
  • Renting shops with currency
  • Buying shops with currency

WHERE WILL WE CRAFT OUR ITEMS?

Outside of Old Yorke there is already a place called Crafters' Alley, that holds many buildings that were initially set up for the use of crafting items.
HOW DO WE OBTAIN CRAFTING MATERIALS?
  • The majority of it will be obtained by manual labor. You will have to mine for ore, or grow cotton to sew, or quarry for stone
  • There will be traders around also that will sell basic materials, along with a chance for rare or uncommon materials. These will most likely will be bought with tradepoints.
  • Players will be able to sell their own materials as well

HOW WILL LEVELING CRAFTING SKILLS WORK?

We think the initial idea here is there will be separate levels/experience for each part of a main craft group. The total of all the different types of craft skills under the Main craft would give you the total level of your main craft

For the Craft Skill Woodworker

You would have to level up woodsman, miller, carpenter, cabinetmaker, and shipbuilder each separately. The total of these would add up to the level of the main crafting skill WOODWORKER.

The recipes you get might have a level requirement of Level 50 Woodworker and a level 25 of cabinetmaker to be able to build a fancy cabinet. It's still up for debate



This is not all set in stone, and people can critique and give ideas. We will open new sub-forums for each specific craft skill. On these we will be looking for ideas on how the craft skill will work and ideas of what to craft for each skill.

This post will be locked but please post new topics in this forum with your ideas and critique to the overall aspect of crafting. Which include
  • How Realistic Crafting Should Be
  • How Players Learn Crafting Skills
  • The Limit A Player Can Learn
  • Leveling The Skills
  • Trading Crafted Items
  • Balancing Crafted Items
  • Types Of Crafts
And anything else that follows these lines. If anything is changed this post will be updated.

We also will be looking for a focus group (which is a group of players) who will directly be involved in testing and deliberating on the craft system. The testing of this will be held on a private port. People interested in joining into the focus group should seek out Bane, Rynald, or Molly.
So here is your chance to voice your thoughts, more forums will follow for each crafting skill within a week or so.
So speak up now!

4
Suggestions & Ideas / PVP
« on: January 19, 2015, 05:57:01 pm »
So I'm proposing some PVP changes that I think will help make the PVP aspect of the game a better feature. Theres plenty of threads on this, But im starting a fresh one.

PVP DAMAGE
  Pvp damage I think is a little over the top. In the end alot of it boils down into who can get skills fired off first, and the majority of fights last under a  minute. And this is for people of equally gear. I myself can one hit someone who has mediocre gear. So Pvp damage I believe needs to be reduced.

  It will make pvp fights last longer, and also give the ability for the player to use better tactics then just spamming a few alias to kill their target.

PZ BLOCK
 Basically the blocks makes it so if a Player has engaged in PVP, they can not use any type of recall spells, items, and can not enter into a PZ protection area for a minute. This will make the player to need to know the layouts of the area they are in.

Once a player has killed someone, They will receive a 15 minute pz lock This will most likely become the new Killer flag. The lock doesn't allow them to enter any pz, or use any type of spells, items, abilities that would allow the player to go somewhere. After the 15 mins the player can teleport, or recall but they will keep the killer flag for a x amount of time. Attacking a player with a killer flag will not give you a pz lock, nor will it give you a killer flag if you kill them. This way you can get a revenge kill without suffering a penalty for doing so.

There will be a system to forgive a player to. Perhaps the player returns your items, you can remove their killer flag.

Some people have also talked about a way to prevent harassment of killing the same player over and over again. If people really want to see something like this, then we can put some type of system to defer this. Either giving them a new type of flag if a player has killed someone more then x times in a timer period that would allow them be summon able or attacked anywhere. Give them some type of penalty(reduced damage, health, cant talk to shops). Or just plain not allowing a player to kill someone more then x times in a time period.

LOOTING
 Losing all your items seems to be a major turn off for people looking to join the PVP aspect of the game. So rather then losing all items, each item will have a chance to drop when killed. The base chance of the item dropping would be 15%, and this chance can be lowered by collecting blessings from around the mud. There would be 5 different blessings, each of them knocking off 2% of chance. So with all blessings you would have a 5% chance to for each item to drop on death.
  Now we could also make having all 5 blessings make it a 0% chance, or introduce an item into the game that you can wear that reduces the chance to 0%. Something like this should cost the player a good bit of currency. Something like this I think kinda defers away from the whole PVP aspect, and I believe if its available it should be very hard to obtain.

if you have around 30 items counting your equipment and inventory at the base chance of 15% you would lose on average 3-4 items. At 5% for all blessings per would lose between 0-2 average.

PVP should really be more of a fun aspect, then using as a means of crippling a person in the game. Majority of quests are now repeatable and any that are not need to noted to Imms and Myself so that they can be made repeatable. As far as people losing perzed items, there are scripts to prevent that. So losing a few items compared to all, is a big difference on how much it affects a player.

Perhaps using clan wars we can enable a means of having the ability to lose all items, This would be left up to the clan leaders. Perhaps there could be different types of clan wars.

MAGIC BUBBLE
  Magic bubble is a way over powered in the game. Its cast-able during combat, and makes the target immune to majority of spells good or bad.Players cant heal themselves with it being casted on them, and currently makes Gypsy one of the best PVP classes along with Midas Touch. And can have an incredible long duration.

So instead of it resisting majority of spells, Magic bubble would be changed so that It only adsorbs the first spell casted and then it would break. The cast time on the spell would be reduced down to around 5 seconds, and the duration of the spell would most likely be reduced to around 1 minute.

This would make the spell quite usable for regular pvm combat as well as still useful in pvp combat.

DAMAGE PENALTY FOR ATTACKING LOWERED TIERED/REMORT
  This is also another  turn off for PVP. There is a big damage and health difference between tiers/remorts. So to try to balance this  we make some type of damage penalty for attacking lower tier/remort players to try to even out the damage and health. This would give lower tiers/remorts a fighting chance still.

The remort penalty caps after 32 remorts, Meaning that If a player with 50 remorts fights a player with 32 remorts there would be no damage penalty applied for remorts, only tiered.

The tiered penalty would be greater than the penalty for remorts. These would both be applied to the pk damage formula. What the exact formula is, would need some testing. So I cant give figures on that at the moment.

PVP POINTS
With adjusting pvp, this is somethings that has long been worthless on here, let alone doesn't work correctly. So this would be adjusted to. We can include a real reward system, and if we adjusted damage and added in damage penalty for lower tier/remorts, then we should be able to end the big argument on how to give out pvp points. Also we can include a leader board for the highest PVP points.

Pvp points would be earned by killing someone, we could make it if you loot someone you get extremely a lot less points then you would if not. Points would be given based on the target you are killing. Testing would be needed here to give an exact formula.

Some rewards could include:

Custom Brags
Timered Gear or special items
Perhaps this is where we can have an item to reduce item lost to 0 chance.
Maybe include RP awards that can be bought with PVP points or Award Points.


To Sum it all Up.

1. Reduce Pvp Damage across the board
2. Add in penalty's for engaging into pvp combat.
3. Reduce the risks of dying.
4. Adjust over powered spells in combat
5. Include a damage penalty for fighting lower tiered/remorts players.
6. Add In a real PVP points system.

This will be one of my focuses after Crafting gets in. So I would recommend players speak up before crafting goes in there should be plenty of time to voice your thoughts and opinions. I'm open to ideas, but if no one speaks up Ill go ahead and make changes on how I see fit.

5
Code Change Announcements / Some Code Changes Jan - 2015
« on: January 18, 2015, 05:39:07 pm »
1. * Now also works as an argument in an alias the same way $* would work.

2. Item read order has been changed from EQ-INV-ROOM, to INV-ROOM-EQ.

      This will keep equipment from interfering with room descriptions.

3. Login/Logout Messages have been increased from 80-120 charcaters

4. A bug with the MSDP protocol has been fixed, allowing players to correctly pull down their stats in the background.

5. You can now use worn containers.




6
Suggestions & Ideas / Donations
« on: July 28, 2014, 12:09:11 pm »
So I never really put much thought into about whos actually paying for these servers all these years, until Pievolution went down. The admin of it did not have the money at the time to continue its services so it made me think, why cant we help to pay. Of course we have a legal binding we have to follow with the Circlemud/Diku licences. But from the looks of it, we can have a donation set up to help pay for server cost.

Here is the Circlemud Licences that pertains to making money off the Circlemud codebase



The first condition says that you must not use CircleMUD to make money in any way or be otherwise compensated. CircleMUD was developed in people's uncompensated spare time and was given to you free of charge, and you must not use it to make money. CircleMUD must not in any way be used to facilitate your acceptance of fees, donations, or other compensation. Examples include, but are not limited to the following:

If you run CircleMUD, you must not require any type of fee or donation in exchange for being able to play CircleMUD. You must not solicit, offer or accept any kind of donation from your players in exchange for enhanced status in the game such as increased levels, character stats, gold, or equipment.
You must not solicit or accept money or other donations in exchange for running CircleMUD. You must not accept money or other donations from your players for purposes such as hardware upgrades for running CircleMUD.
You must not sell CircleMUD. You must not accept any type of fee in exchange for distributing or copying CircleMUD.
If you are a CircleMUD administrator, You must not accept any type of reimbursement for money spent out of pocket for running CircleMUD, i.e., for equipment expenses or fees incurred from service providers.


Now I dont have a degree in law but I want to point out the 3rd condition.

If you are a CircleMUD administrator, You must not accept any type of reimbursement for money spent out of pocket for running CircleMUD, i.e., for equipment expenses or fees incurred from service providers.


Now the keyword here is reimbursement. Reimbursement is an act of compensating someone for an expense.

If we donate money to help pay for the server, and this money is not pocketed by the Admin of the server in order to make up for what they had paid to maintain the server, and is only used for the server maintenance. Then I don't see this breaking the compliance of the licences.

Now of course if we set up a donation, donating will not grant you any special privileges, In or out of game.
You will be in no way rewarded for donating and you are not required to donate.
All donations would be used in maintaining the servers. These servers would include our Website, our main game port 4dimensions.org 6000, Our build port 4dimensions.org port 6002, Our testing port  4dimensions.org 6001, and would also cover the costs of our Coding port, Which was Pievolution.org.
 The donations received will not be used to reimburse anyone in the cost of maintaining the server or upgrading server hardware.


CirclueMud Licenceshttp://www.circlemud.org/license.html\
Dikumud Licences http://en.wikipedia.org/wiki/DikuMUD#DikuMUD_license


Now im unsure of the costs of all this, if any admin would care to share what they are spending but overtime it adds up, and I dont see why if we wanted to help out  we couldn't. Anyways any thoughts on this, there are serveral ways to set up an account for donations.

-Bane

7
Roleplay / The Hunt for A Ghost.
« on: June 29, 2014, 11:00:05 pm »
Here we will be keeping all forum logs to deal with the new RP event The Hunt for A Ghost.

If you are a player posting a rp event from your own scene please do your best to edit them. Remove all junk that does not concern to the story, Like Gossip chatter, chatter that is not dealin with the scene, Mobs walking in and out of rooms, Tells, Etc.


If you have any questions please ask me in game, note me, or leave it on the recall, or you can leave it on here. Do not go out of lines with disucussions in here, please keep them to topic only. Anything off topic will be deleted from this post.

There will also be no flaming in this thread.

Bane

8
Building Board / Building / Scripting Materials
« on: October 26, 2013, 11:21:51 am »
We have a link our our site thats suppose and use to on the old site give download links to reference material to learn building and scripting. These was removed when the site was updated and Diandra was left in charge of emailing people with these materials.

Now i could be mistaken but Diandra has been active lately, and I dont see why it would hurt to add links to downloads or upload them here on the forums.

Was just brought to my attention because Calypso was trying to learn scripting and only had the advance scripting reference.

I was going to post them but I cant even find my copies.

9
As it is now tinkering a weapon only last 5 days if it has no timer on it already, I personally feel it should be raised to 18000 minutes(12.5 days) to match the timer on woodsung staves.

10
MAIN POINT
Old character creation bonus need to be removed from accounts that have them or reintroduced so everyone is on the same playing grounds and not at a disadvantage.


Some time ago when  creating your account you had a choice to choose between 3 bonuses. A speed bonus, a damage bonus and the last I’m not sure about. Well these bonuses was removed from char creation i don't remember why nor do i remember when, but i believe this was when char creation was changed to make it easier on people creating a new account.

Well the problem is accounts created before this kept these bonuses and still have them today. These bonuses are actually quite significant being at 10% damage and 100speed.

These bonuses need to be brought back or removed from older accounts because its a big disadvantage for new accounts. And unlike races bonuses which can give big advantages or disadvantages u cant choose.



11
Suggestions & Ideas / Clan Treasury
« on: April 26, 2012, 04:53:55 am »
What do you think of allowing people to upgrade their clan halls with their clan treasury? We have no use for clan treasury

Maybe allow small changes to be done with gold rather then tokens for clan halls.

Room improvement/New Rooms, New Mobs, certain scripts, upgrading mob levels, Standard equipment/potions?

also guild buffs can be purchased with clan treasury. Str/speed/cha/damage/exp/regen buffs that last x days. Buffs that are not buffs that you can currently get in game.

Bigger more complex scripts crashproof rooms would still be tokens only.


12
Suggestions & Ideas / Evening out the EXP to next level.
« on: April 18, 2012, 07:14:15 am »
Something that has always annoyed me is how easy is it to gain the early levels. I can kill one mob at level 1 and gain 10-15 levels right off the bat.

levels are easy come easy go up to around level 40, and then they dont get extremely to long till 45-50. Is there any way we can even out the exp too next level more through the early levels, and maybe get away or reduce massive leveling jumping. Adjusting the equation cant be that complicated.

Example for level 1-2 I need 5200 exp
for level 49-50 I need 783798360 exp

Thats a big jump.

Also is it possible to post the equation?

13
Suggestions & Ideas / TradePoints
« on: April 13, 2012, 11:46:33 pm »
Currently we really lack a reward system that makes Tradepoints worth wild. There is a very few useful items that players can get, and a a lot of trading areas are unbalance towards other areas. I think we should bring in some new ways to spend Tradepoints, and balancing out all trading areas.

Lets talk about Items we currently have available to use to purchase with tradepoints that I think need tweaked

- Spacebikes - I really think these would be extremely more useful if we could pick the spacebike back up after we drop it from our inventory. Its come to the point where enough teleport to get me around or close to any of the planets in future area. And as of lately, I just walk from planet to planet. Get to the planet with about 20 or less stamina, drop my wand of recall, recall and vitalize back up at the healer and return. If i could pick these up and drop them at will I would always carry one around and carry fuel packs with me. Also they fuel % left does not currently work stays at 0.


- Restrings -- Ive tried to get a restring of an item before, but its pretty much useless cause i was told it has to be a no statted item. In the past that rule didn't apply? Is it a rule, or just a misunderstanding.


- Dt Insurance - Good idea, I think both the tradepoint and token cost is over priced.

- Artifact Detector - Good Idea, Over Priced. It was moved to 100 tps from 15 cause of virisin complaints, which he backed up with false information. Stating one jar from punt = 8 tradepoints. Takes 3 jars of each to gain 8 tradepoints. I ran through punt and collected all items except skins throughout the whole zone and it was about 200ish tradepoints total. With as often as artis are reloading in Medieval because they are set to rooms and not mobs, it drains your tradepoints quickly. Think we should try to set it at 50 and see how that works.


New Items for tradepoints

- I feel that mind electricity potion from VE be moved towards potions that can only be bought via Tradepoints. The only other mind potion in the game currently is a tradepoint item only.

I also feel that the current vitalize potion in VE should be removed. It doesn't really restore all that much. It should be  buffed up and moved to a tradepoint item only. Not sure if weight would affect how much it would restore, but i think it would be extremely useful if it did. Spec since Once said hes going to be changing vita prices on the healer again.



 - Timered Equipment/Weapons

Not everyone in this game likes to quest. One of our descriptions about game is that you dont have to Quest to play, But questing make a huge difference. It may also deter people from getting PK because of the damage difference.

What I propose is full sets of equipment be brought in that are made for newbies and middle ground people that is an upgrade to all the best equipment in game that doesn't require questing to get. Spread the equipment out through various zones to be bought.

Examples

Hephaestus in Aegean Island

The Blacksmith in Enchanted Lands

The Old weaver In Old Yorke

Weavers on Aegean Island

This equipment should have a timer to two weeks, or maybe a few days less.(Would be nice if we could get the offline timers to work like Mordecai planned.)

Weapons could also be brought in, Including Staves maybe even a major focus? Maybe even add some items for players who have all the best equipment, Cept only limit it to unique spots only.


 - Set Skills
 I also thought about set items, if you have all the items to the set you would gain some type of buff or skill while u was wearing them. Or gain additional stats with the full set.




Additional items

 - All types of poison and their cures.
 - New item that temporarily increase a weapons dice by 1D1, only one can be used per weapon.
 - A detection system that alerts you when you are 1 room away from a DT.
 - Fix the golem scripts so we can use them
 - Potions that add INN for Detect invis, Sense life, Water Breathing, Space Breathing, WaterWalk.
 - Possibly Mining Equipment?
 - Magic bubble scrolls?
 - Mana Shield scrolls? Dont think the last 3 will be liked :P.
 - Temporary HP increase potions?


 - Moving all Award Points rewards to Tradepoints. Ive heard so many people only get the rewards they have got because of their friends being rpls and just gifting away the award points. The muds not as active as it use to be, so RP events are rarely done, and not a whole lot of people RP together anymore let alone have a RPL to watch and award. Its been talked about before in the past, we have to many types of currency on here. And I liked the idea when I seen it, So im suggesting it again.


The real bread and butter of this to me was implementing equipment you could buy with tradepoints, I see a lot of people that still grind away that dont quest and are gm. Give them something else to do if they don't want to quest to make themselves better.

If we ever get some type of crafting system going, be nice to see crafting items be bought with tradepoints.


Too tired to proof read, might of forgot some stuff..



14
Suggestions & Ideas / A few Pvp Ideas
« on: April 09, 2012, 06:22:15 am »
Removing Whimpy from PVP fights. Make it so they have to type flee or retreat to get out of battle.

This makes it so you have to pay attention more, and keeps you from being able to spam a spell/skill and be safe knowing if you start to lose whimpy will kick in and save you.


After leaving a PVP engagement, Add a small timed period 10-30 seconds that prevents you from using any type of teleport items/spells.

People can still get away, but makes them have to rely more on knowing the zones layout, and also forces the chaser to know the layout.

I think these 2 changes will make pvp more interesting and require more effort in living and killing.


15
Suggestions & Ideas / Starting out as Gypsy/Thief Temporary Fix
« on: April 09, 2012, 06:05:26 am »
When choosing classes as a newbie, these are the 2 hardest classes to play starting out.

Why?

The have no combat skills/spells early game.

Solution

Till we are able to smoothly add  in new skills/spells.. I think we should do a temporary fix and give them kick.

For one, if you choose Rogue you get kick as a skill because of Rangers having it. But if you dont choose Rangers as your class at level 10, than you lose the practice points you put into kick.

I cant see it overpowering either class, and until we can add skills/spells down the road, Its not going to hurt anything, might even make a few newbies stay longer.

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