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alamut
 
PostPosted: Mon, Dec 31 2012, 16:10 PM 

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Zone of Truth is a paladin/cleric spell lvl 2 with:

Saving Throw: Will negates
Spell Resistance: Yes

My question is:

Since it's a PnP spell, instead of allowing the use of it I would like to roll dices in game, if the other part agree with it. A paladin 23/CoT 5, WIS 14 casting would get what DC for the proper SR check and Will check ?


 
      
serbiris
 
PostPosted: Mon, Dec 31 2012, 16:29 PM 

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Will save without spell focus would be 14 (base 10 + spell level (2) + casting ability mod (2)), more with spell foci (I forget what school ZoT is).

Spell Resistance check is 1d20+ CL(23) (I don't think CoT/DC levels stack for caster level) + feat bonuses.

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Blue Moon
 
PostPosted: Tue, Jan 01 2013, 13:18 PM 



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I was under the impression that a cleric only needs 1 domain to match 1 of their deity's domains? Or am I wrong?

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666WaysToHell
 
PostPosted: Tue, Jan 01 2013, 13:25 PM 

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That used to be the rule but it changed.

viewtopic.php?f=38&t=61368

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Murex
 
PostPosted: Tue, Jan 01 2013, 14:07 PM 

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Can drow Spell Resistance be raised at all, say if one was an epic monk?

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Naivatkal
 
PostPosted: Tue, Jan 01 2013, 15:11 PM 

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Technically, but it would be the Monk SR that gets raised. Really, I have no idea how that works with Monk and Drow SR, I'd assume it uses the higher one. By default a level 28 drow Monk would have 38 Monk SR and 39 drow SR. If you take one Improved SR the Monk SR is 40 (unless it improves the drow SR as well?)

That's a really good question.

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Bini
 
PostPosted: Tue, Jan 01 2013, 20:32 PM 

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It would use the higher one and improved spell resistance only stacks with the spell resistance granted by diamond soul.

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666WaysToHell
 
PostPosted: Wed, Jan 02 2013, 3:38 AM 

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If I had a monk who did something that would change their alignment from Lawful, do they still get to keep the monk class and abilities just without being able to advance, or do they lose everything?

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serbiris
 
PostPosted: Wed, Jan 02 2013, 3:42 AM 

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To my knowledge the abilities stay, if partly due to a lack of Fallen mechanic for monks. But yes you can't advance any further.

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Naivatkal
 
PostPosted: Wed, Jan 02 2013, 15:07 PM 

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serbiris wrote:
To my knowledge the abilities stay, if partly due to a lack of Fallen mechanic for monks. But yes you can't advance any further.

This is correct from everything I know as well. Which isn't much. Fwahahah.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Naivatkal
 
PostPosted: Wed, Jan 02 2013, 15:55 PM 

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The Jobs page doesn't have the answers to these (unless I missed it in reading), so I'm putting this here so everyone can see it:

What Trader job lets you store the output of a Stonemason? Building Materials?

Also, is there a list of what every Trader job can store? The Jobs page doesn't say, so having a list would be nice when trying to plan appropriate jobs.

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Wed, Jan 02 2013, 16:00 PM 

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Building Materials Trader? There is one in Howness. Outside the carpenters.

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Naivatkal
 
PostPosted: Wed, Jan 02 2013, 16:01 PM 

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I was asking if that would store a Stonemason's output materials you sillybum ;p
But that's good to know, too, hah!

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Wed, Jan 02 2013, 16:03 PM 

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It should, stone is a building material, after all. So now whose silly!

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Liz
 
PostPosted: Wed, Jan 02 2013, 17:17 PM 

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On the "Matrix" page of the job system stuff, the column labeled "Category" lists the type of merchant associated with each resource.

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Naivatkal
 
PostPosted: Wed, Jan 02 2013, 18:01 PM 

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Well, shoot, I didn't even correlate the two XD

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Naivatkal
 
PostPosted: Thu, Jan 03 2013, 4:35 AM 

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Does a staff need to be held to receive the benefits? As in, can you RP that you rest the bottom end on the ground and lean it back against your chest and shoulder so you can easily have your arm around it and read a book? I've RPed it that way before, but wanted to make sure.

I'm referring to stuff like a INT bonus. Don't know if it has to be in your hand (obviously it can't be in your bag).

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Blue Moon
 
PostPosted: Thu, Jan 03 2013, 5:39 AM 



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Which page has the right information about Deity Domains, the wiki or the forum deity page?! It is VERY frustrating to be given different ideas by both! If I knew how to work wiki pages or thought I had the authority I'd change them

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Glim
 
PostPosted: Thu, Jan 03 2013, 5:43 AM 

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The main site here is maintained by the staff/devs, the Wiki is maintained by the players. When in doubt, go with what's on the site.


 
      
666WaysToHell
 
PostPosted: Thu, Jan 03 2013, 5:57 AM 

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If a character has focus in divination; when they use an item with a divination spell on it (example: True Seeing), do they get the bonus from focusing in Divination or no?

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Gers
 
PostPosted: Thu, Jan 03 2013, 7:06 AM 

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They don't, AFAIK.

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serbiris
 
PostPosted: Thu, Jan 03 2013, 7:20 AM 

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I remember reading that the magic damage immunity (or resistance?) on Shield due to Abjuration focus applied even when cast through an item - was this fixed, then? Or simply didn't apply to Div stuff?

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Lion Wings
 
PostPosted: Thu, Jan 03 2013, 13:40 PM 

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PaladinOfSune wrote:
4.10d

General:

•Modified the Shield spell so casting it from an item does not include Spell Focus feats.


From the updates thread, page 1.

...thank God for my OCD of wanting to read everything. Man, am I sad or what? :lol:


 
      
Naivatkal
 
PostPosted: Thu, Jan 03 2013, 13:43 PM 

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Gers wrote:
They don't, AFAIK.

Correct, that's how we set them up.

And yes killing, I know exactly what you mean XD

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Tue, Jan 08 2013, 17:23 PM 

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In regards to the portal lock on Cordor, which includes the short-term rent houses, does that apply to the long-term rental houses that are in Cordor as well?

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serbiris
 
PostPosted: Tue, Jan 08 2013, 17:32 PM 

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It should, but there are ways of teleporting without the use of portal wands, and from what I can tell the field only covers portal wand use (but I wouldn't be able to say this for sure - DMs or players in the know would have to confirm).

Edit: After all, Shadowjumps function (at least in terms of WYSIWYG...).

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DerkDerkistan
 
PostPosted: Wed, Jan 09 2013, 2:15 AM 

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666WaysToHell wrote:
In regards to the portal lock on Cordor, which includes the short-term rent houses, does that apply to the long-term rental houses that are in Cordor as well?


Portal wands shouldn't work in the houses in Cordor, but the system has no way of knowing that the house is in Cordor since it's all generic House 1, House 2, etc. Because of that, they do work.

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alamut
 
PostPosted: Sat, Jan 12 2013, 15:04 PM 

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Hey there !

I have question concerning brewing potions. Since paladins without UMD can't use wands of improved invisibility, is there a possibility to craft Displacement over it ? Or to brew a potion with it as well ? And if so to both questions, how long would it hold ? Long enough than a misty potion ? I thank you.


 
      
serbiris
 
PostPosted: Sat, Jan 12 2013, 16:40 PM 

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The only reason Displacement isn't as good as Imp Invis is because of the short duration - an extended duration Displacement is actually more useful than Imp invis. It's just plain unbalanced.

Some unsolicited advice: I think, personally, you're spending a lot of effort to make your PC more powerful by gaining access to 50% concealment when really you should look towards special requests which enhance your RP as much as it makes you more potent in PvP & PvE. Forget about potions of winning in fights, focus on super duper Kelemvor Paladin stuff. Turn your alchemy in that direction instead of just trying to get more powerful - there's absolutely no relationship between 50% concealment and paladins aside from the mechanical combat utility.

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alamut
 
PostPosted: Sat, Jan 12 2013, 16:50 PM 

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I thank you.

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NaturesNinja
 
PostPosted: Sat, Jan 12 2013, 20:38 PM 

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Do character skills that were implemented for the minimal RP in the original Bioware games (Bluff, Intimidate, Persuade) have any use on Amia? If I attempt to be intimidating in RP do I need to have a high Intimidate score, or do we as players take into account the surrounding and timing of someone trying to be intimidating? Because I can see it going both ways. Situationally a character with a high intimidation score probably won't be very intimidating if he's trying to stare you down alone when you have 6 of your mightiest friends backing you up, and likewise is a single character that just beat you and your six friends and is staring you down with a low to nil intimidation score is still pretty intimidating, or does his low score make him sneeze in the middle of his intimidation act and ruins the whole thing because he doesn't have enough points spent in it?


 
      
Naivatkal
 
PostPosted: Sat, Jan 12 2013, 20:49 PM 

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You are never required to roll 'social skills' (Bluff/Intimidate/Persuade) unless a DM tells you that you have to (typically only in a DM-type event). It's normally left to the characters to be responsible in their actions and reactions. Now, I wouldn't find it obscene to RP it out and then use the dice widget to show off your Intimidated, or whatever, score if you want to give a better feel of how intimidating, or whatever, your character is able to be. But, still, it comes down to how the other PC wants to react (and hopefully it's reasonable, haha). Of course if you and the others involved want you can do it all based on rolls, too, and then RP based upon those results.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
serbiris
 
PostPosted: Sat, Jan 12 2013, 21:20 PM 

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IMO I think because of how the system works it's just not practical to treat social skill rolls as binding. I think it could be nice to have it as flavour, but comparing dice rolls feels very artificial to me, and the ease of boosting a skill close to 100 means it's completely unbalanced especially between PCs of decent levels. A character with a cha of 18 rolling a 20 produces a result of 24, but a character with a result of 88 from stats, items and other boosts realistically isn't necessarily several magnitudes more successful, as the number would imply.

But that's just me.

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Naivatkal
 
PostPosted: Sat, Jan 12 2013, 21:29 PM 

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serbiris wrote:
IMO I think because of how the system works it's just not practical to treat social skill rolls as binding. I think it could be nice to have it as flavour, but comparing dice rolls feels very artificial to me, and the ease of boosting a skill close to 100 means it's completely unbalanced especially between PCs of decent levels. A character with a cha of 18 rolling a 20 produces a result of 24, but a character with a result of 88 from stats, items and other boosts realistically isn't necessarily several magnitudes more successful, as the number would imply.

But that's just me.

That's part of it, too, definitely. I was actually chatting about this with ShadowRayne the other day via tells XD

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
GustFrostbite
 
PostPosted: Sat, Jan 12 2013, 21:49 PM 

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I'm not sure if this has been asked before, but does a shifter's bonus ability points from items merge as per the standard Neverwinter Nights?

More in depth explanation: Per the standard, Neverwinter Nights only merges the highest ability bonus from items for any single ability, the same as it does for AC. My question is if this is as it normally is, or if you've changed it to allow a shifter to merge multiple bonuses together. I'm assuming AC still takes the highest and nabs it as deflection, but given the bonuses from shifter level that's likely a less exciting encounter with item merging.


Also, hi.

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Bini
 
PostPosted: Sat, Jan 12 2013, 21:53 PM 

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Shifter item merging still works as per vanilla, but you should take a look at the information here before working out how to gear your shifter.

Also, nice Taric.

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Silkelock
 
PostPosted: Mon, Jan 14 2013, 2:15 AM 

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Death Domain Summon

Clerics with the Death domain now call a powerful summon instead of a shadow when they use the Negative Plane Avatar power.

• CL 1 – 7 : Zombie
• CL 8 – 11 : Ghast Servitor
• CL 12 – 16 : Ghoul Fleshrender
• CL 17 – 21 : Revenant Bride
• CL 22 – 26 : Failed Hunefer
• CL 27+ : Horror Knight


The CL stated, is it halved for clerics or would 19 levels of cleric summon a Revenant Bride?

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DerkDerkistan
 
PostPosted: Mon, Jan 14 2013, 2:43 AM 

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It would summon that, yes.

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Silkelock
 
PostPosted: Mon, Jan 14 2013, 2:47 AM 

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Hmm odd, all the char could muster up was a zombie from the death domain summon. :oops:

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NinjaClarinet
 
PostPosted: Mon, Jan 14 2013, 4:17 AM 



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Do you have any other caster classes in the build that might be confusing the scripts?


 
      
Silkelock
 
PostPosted: Mon, Jan 14 2013, 5:13 AM 

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NinjaClarinet wrote:
Do you have any other caster classes in the build that might be confusing the scripts?



Well yes, but no other divine ones. Will see if I can sort it out IG :)

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Bini
 
PostPosted: Mon, Jan 14 2013, 5:42 AM 

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Caster noob.

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feel the blood gushing from your anus
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Silkelock
 
PostPosted: Mon, Jan 14 2013, 6:26 AM 

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Bini wrote:
Caster noob.



Yes mam!

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Life should be prolonged only when it serves the greater cause of the death of the world.


 
      
Blue Moon
 
PostPosted: Sat, Jan 19 2013, 2:43 AM 



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I'm wondering what are the most IG-active groups, be it religion, faction or guild? based off of player count and activity, a short list please? I know War Knights, Triad Knights, RDD's, Helmites also are a rising group...

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Murex
 
PostPosted: Sun, Jan 20 2013, 2:10 AM 

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Does a weapon with the property On Hit: Blindness have a visual effect when the blindness works?

A better question: Is there any on hit power that has no visual effect?

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DerkDerkistan
 
PostPosted: Sun, Jan 20 2013, 3:00 AM 

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They all have a vfx. Blindness has a little white circle that swirls over their head briefly.

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Jes
 
PostPosted: Sun, Jan 20 2013, 3:34 AM 

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Blue Moon wrote:
I'm wondering what are the most IG-active groups, be it religion, faction or guild? based off of player count and activity, a short list please? I know War Knights, Triad Knights, RDD's, Helmites also are a rising group...

Change RDD's to The Northwind Regiment or Servants of Bahamut and I'll agree with them being on the list of active religious/etc. groups! :D

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Gers
 
PostPosted: Sun, Jan 20 2013, 4:52 AM 

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The Shrine/Eilistraeen are fairly active as well.

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Mr. Hackums
 
PostPosted: Sun, Jan 20 2013, 4:56 AM 

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Jes wrote:
Blue Moon wrote:
I'm wondering what are the most IG-active groups, be it religion, faction or guild? based off of player count and activity, a short list please? I know War Knights, Triad Knights, RDD's, Helmites also are a rising group...

Change RDD's to The Northwind Regiment or Servants of Bahamut and I'll agree with them being on the list of active religious/etc. groups! :D


There's.. uh, other activity as well, you know. Not just Metallic Kin. *Shifty eyes*

If you're looking for a more Evil inclination, I would highly, highly recommend Tarkuul. Its a pretty broad 'faction', but you can do quite a bit. Kohlingen is going to be a great avenue for Rp as well, following this Brogendenstein crisis.


 
      
ChickenChaser63
 
PostPosted: Sun, Jan 20 2013, 5:28 AM 

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Blue Moon wrote:
I'm wondering what are the most IG-active groups, be it religion, faction or guild? based off of player count and activity, a short list please? I know War Knights, Triad Knights, RDD's, Helmites also are a rising group...
After playing in a fraction for a few years, I've actually realized I prefered to have a character who didn't stick himself to one guild, faction, or faith. He was open to whomever needed the assistance and wanted the help. Much like a mercanary but without pay and more into values and morals. What I'm trying to say is: That not every character has to be tied to a faction, a curtain faith or Guild. Not saying its not fun, I've had my share of fun in having my full focus in all three, but I've found that If I had my characters more open to such that not only is it more challanging to my character, myself, but also the most rewarding. On a Rp standpoint you meet new people with many different views, you will engage in many different RP sceneios, and you'll create a very unique and very indepth personality in your character just from the events that occure. As I said its a very challanging thing to go out alone and to find things for yourself, rather then station yourself with a curtain organization who is willing to help you. (though this is all my opinion)

Though if you're very curtain on joining a group, there is many available. All of which are beautifully organized and are different to fit your perspectives and have mostly been mentioned by Hacky-Sack and the others above. It also veries very greatly on what your characters class and personality will be.

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