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RP Wizard/werewolf feedback
#7
I can't really say much more than what's already been stated here. I very much echo wander here in that wizards command almost the entire round if they're even remotely experienced, which creates very little breathing room to RP or allow other antagonists / crew in the round to do much interacting.
Spend 30 minutes setting up a TTV / teleporter rig so you can taunt sec over the radio? Too bad, the wizard's been in a scooby doo chase with 80% of the security force after their third warning for fireballing the bar, and they brought a bunch of evasion spells, there's not going to be as much of an impact.

This isn't to say I haven't had *any* enjoyable wizard RP rounds... But they're unfortunately much less frequent than the ones where I hit the shuttle feeling more... exasperated and tired than anything. If there's a movement to keep them in, I'd very much like it if they were retooled slightly, or maybe given a slightly different spellbook with more RP-friendly spells. Polymorph... Golems, sticks-to-snakes... etc. Spells like those are inherently more interactive than teleporting around and leaving force walls behind you in a crowded hallway.
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Messages In This Thread
RP Wizard/werewolf feedback - by TDHooligan - 08-18-2023, 02:23 PM
RE: RP Wizard/werewolf feedback - by Dhaidburt - 08-18-2023, 07:21 PM
RE: RP Wizard/werewolf feedback - by Carton - 05-15-2024, 01:49 PM
RE: RP Wizard/werewolf feedback - by Wander - 05-15-2024, 10:52 PM
RE: RP Wizard/werewolf feedback - by Kateaclysm - 05-16-2024, 12:26 AM
RE: RP Wizard/werewolf feedback - by Carton - 05-16-2024, 05:53 AM

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