Recognition Points - what to use them for?
Posted: Fri Nov 04, 2011 3:40 pm
Looks like the request for a use for recognition points is pretty popular. The issue is deciding what to use them for. I don't want it to turn into a replacement for riln. Most guilds rely on their members for funding, so I don't want to put a whole lot of nice items up for sale via guild points rather than riln. Spending recognition points on the majority of core gear is a unique perk (or penalty, depending on how you look at it) for monks and templar, though it would make sense for Dwaedn Wyr as well.
Some ideas:
Dwaedn Wyr:
- Temporary blessings (buffs) from various Animal Spirits
- Purchase unique weapons
- Access to a special one-on-one combat arena (sort of a way to gamble rec points - spend X to get in, and if you win, you get more - if you lose, you lose additional rec points)
- Learn some minor roleplay/showoff abilities - fancy brandishing of weapons, etc.
- Purchase runes to be engraved into weapons, enhancing them in various ways. 1 per weapon, and permanent.
Thieves:
- Summon allied thieves in town. Would only last a minute or so. Good for when you've just gotten caught or get into a particularly bad scrape within the town walls.
Can't really think of a lot for thieves, since they intentionally operate mostly on riln. Open to suggestions, keeping this in mind.
Elemancers:
- Tutoring. A more powerful version of study/training (triple rather than double skillgains, perhaps). Would have to be balanced carefully as it's not meant to replace normal training. Maybe you would need to reach a goal of skill level X before you could get further tutoring on that subject, rather than it just being on a timer.
- Access to advanced library, where some minor cantrip spells can be learned or books can be studied that grant a little more instant skillgain than normal (one per visit)
Rook Parlour:
- Charge up a Blood Talisman within the guild, rather than manually harvesting soul shreds
- Use of Advanced Summoning Chambers, where unique (but temporary) minions can be attained
I'll leave ideas for the other three guilds to their respective gurus.
Some ideas:
Dwaedn Wyr:
- Temporary blessings (buffs) from various Animal Spirits
- Purchase unique weapons
- Access to a special one-on-one combat arena (sort of a way to gamble rec points - spend X to get in, and if you win, you get more - if you lose, you lose additional rec points)
- Learn some minor roleplay/showoff abilities - fancy brandishing of weapons, etc.
- Purchase runes to be engraved into weapons, enhancing them in various ways. 1 per weapon, and permanent.
Thieves:
- Summon allied thieves in town. Would only last a minute or so. Good for when you've just gotten caught or get into a particularly bad scrape within the town walls.
Can't really think of a lot for thieves, since they intentionally operate mostly on riln. Open to suggestions, keeping this in mind.
Elemancers:
- Tutoring. A more powerful version of study/training (triple rather than double skillgains, perhaps). Would have to be balanced carefully as it's not meant to replace normal training. Maybe you would need to reach a goal of skill level X before you could get further tutoring on that subject, rather than it just being on a timer.
- Access to advanced library, where some minor cantrip spells can be learned or books can be studied that grant a little more instant skillgain than normal (one per visit)
Rook Parlour:
- Charge up a Blood Talisman within the guild, rather than manually harvesting soul shreds
- Use of Advanced Summoning Chambers, where unique (but temporary) minions can be attained
I'll leave ideas for the other three guilds to their respective gurus.