Yeah, but you're a glass cannon. I'm a bulky healer.
What I was thinking for the death is to have a limited time span for it to work, and cost a lot of my health, and have to be next to where they died, with no enemies there. Or something.
I'll have to think on this more. Doesn't mean you should stop thinking about it.
Anyway, the main issue I have is that I want to avoid meaningless/situational downsides/costs. For instance, you've listed four conditions/costs here:
-Time limit
-Large health cost
-Adjacency requirement
-No enemies adjacent requirement
Which sounds fairly specific, but what exactly do these conditions mean/encourage? The time limit and adjacency is fairly close to a "die within X spaces" limit, with a bit of positioning issue thrown in. The health cost is either a "can't do it if injured/must use healing beforehand" or "dangerous to use" type thing. The enemies thing seems to be in a similar boat to the low health bit, in that it limits the situations you can use it in based on what enemies are still up.
So... it sounds fairly restrictive at first blush, but I'm concerned about it turning into "we have to kill this enemy or drag the corpse away first." It'd also be hard to use in the thick of combat but trivial to use during cleanup.
That's not to say it can't work, just that I'm wary of it.
I don't know, really. Probably just make her really shitty in combat. And by no enemies there, I meant no enemies adjacent to where the person had died.
I wouldn't worry about that. There's no shortage of ways, traditional or creative, to make your character bad at something by virtue of being blind.
For Mage Knight, would crossbows have my MAG added to them for damage?
Well, let's see...
...ah. Afraid not, amusing as such an exploit would be.
What exploit?
Crossbows ignore the wielder's STR. They have high base MT (damage) to compensate, making them ideal for low-STR archers.
Mage Knights have an ability that allows them to apply the higher of their STR or MAG to a weapon, regardless of whether it's a physical weapon (which normally always uses STR) or a magical weapon (which normally always uses MAG).
So, as written, arguably crossbows would benefit from a Mage Knight's Magic stat, since crossbows ignore STR and a Mage Knight applies their MAG. It's kind of clearly not the intent of the weapon family or class, though.
In a similar and equally amusing vein, I believe Mage Knights automatically apply whichever stat is
higher, not "better for the situation" or similar, meaning if we were going by that reasoning, a Mage Knight with 1 more STR than MAG would still gain 0 bonus on crossbows, since they'd be forced to use their higher STR which would then be ignored.
Bump.
Yeah, sorry about that. If it's any consolation, I haven't posted in the FEF thread I'm playing in for like a week either. >_>
Sadly, I still haven't had time to properly get everything together, so there'll be a bit more of a delay yet.