Post-Cap Hunting Ground Skillset! 08/09/2022 03:42 PM CDT
The challenges of 100+ hunting grounds is that it is silly levels of swarms, critters that don't have a cap, being thrown everything. If we use a separate set of skills which only activate while in a post-cap hunting ground, the versatility will increase while we hone a specialized set of traits for the masters who have earned it.

For example, having a 100th level character will grant a set of abilities based on their training. It would be nice if certain skills would be able to train over their line, for example Cman ranks or Dodge or Spell Aim or other core skills. A bit more AS is not necessarily going to unbalance anything and there's a level of realism for refining specific skills into a sort of masterful and personally unique way of using their skills. This is something which tradespeople and artisans, really anybody in a profession long enough will acquire on their own. You can call it style or finesse, technique or whatever else. Where do we see this displayed already for the post-cap adventurer?


Some 100+ Skills could be:

Saving Throw - an old skool D and D chance to avoid a cataclysm. So say you get a 1 in 12 chance of avoiding death or catastrophe altogether built in. I like this because it's a step toward being more on the immortal side, which is never acquirable but it's a show that you graduated from the turnip farm and are eligible to be in the big leagues now.

Set Rings Through Magical Barriers - 100+ adventurers can now set a ring to the location of a post-cap hunting ground, which would presumably be on selected rooms such as nodes. You can only ring in if you are post-cap, it won't work for under 100.

100th Thought Net - wearing a button or badge allows them to receive thoughts if they choose to on the 100th only thought net. You can get this without being on a 100th plus ground.

Super-Thump - a steroidal version of Thump which is worse and worse for the target the lower their level. Maybe something funny happens if ST is used on another 100+ character, like a roll based on skill/stats that decides which of them will fall flat for a few seconds.

Dueling - 100th and above can engage in a DUEL. They can bear certain equipment or go to a magical location that makes their death a death BLOW rather than an actual death. It would be nice if under 100 spectactors could watch and bet.

Spell/Cm/Ability - Access to a spell for every equivalent of 50 levels past cap they get with a max of 5 new spells. A set of CM's available only to post 100 squares and semis, 1 rank attainable each 50 levels of experience post 100th. Special attacks or defensive manuevers which can be differing in 5 ways or choosing 1 to specialize in for the next 4 ranks after the 1st.


These are things which could give post 100s a lot of capability and style, some panache and authentic powers that would match the area. Expansion is not possible by level, so we can evolve by growing outward like tree branches.


Dragons r Real
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