Talk:Elf

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Stamina

How do we want to convey stamina for this? It's a bit tricky since the default stamina of Elves for players is 15 plus the roll of a die, but it was 9 for NPC elves during the Porc Hunters Campaign. It also seems like the Elves in Roamin's Band of Thieves had significantly higher health. Also while characters like Elmar originally had 27 Stamina, with armor they started the campaign at 37 and during the campaign got even more armor and was raised to 47 stamina. --Petertwnsnd (talk) 14:18, 12 June 2015 (EDT)

I don't know if you saw my new topic on Template Talk:Charbox, but this is one of the reasons why I want to try to implement optional fields. That way we can keep using these general templates, but drop fields when they are not applicable. --Razorhead (talk) 14:23, 12 June 2015 (EDT)
I just did and replied to it, however this is not about not showing certain fields this is basically about having multiple answers for for the same question. --Petertwnsnd (talk) 14:43, 12 June 2015 (EDT)
What I meant is that since Elf is a general class and not a specific character, there should be no Stamina field since stamina can vary wildly from character to character. But I've since figured out how to make optional fields, so I can make that fields optional in the mobbox if you want! --Razorhead (talk) 14:49, 12 June 2015 (EDT)
That might be best. We don't really know if races have a base stamina. Might just change every campaign. Skydivizer (talk) 14:51, 12 June 2015 (EDT)
Yeah, that's what I though. If there's ever a base stamina, this would come in handy, but for now it might be better to just hide the field. --Razorhead (talk) 14:56, 12 June 2015 (EDT)
Maybe we should make a seperate Elf page? One for the Elf Race and one for Elf NPCs/mobs? --Petertwnsnd (talk) 15:34, 12 June 2015 (EDT)
Why would we do that? Elf NPCs/Mobs use the Elven template (race ability, subraces, ...). The only thing Rob changes when creating different elven characters is the stamina. I don't see the benefit in creating a separate Elf page. --Razorhead (talk) 15:40, 12 June 2015 (EDT)
Because there are generic Elves the party can run into with default health and abilities. Rob mentioned during the Chimera encounter when new elves were summoned that they have default healths and abilities unless they're specific characters like Dave. As mentioned above all the NPC Elves during Porc Hunters had 9 health unless they were special, while during character creation when choosing elves they have a default 15 health. It's clear that Characters Elves have different stats then no-named "Mob" Elves. --Petertwnsnd (talk) 15:48, 12 June 2015 (EDT)
But even those can vary. The Elves at the Gwyneth fight had more than 9 stamina, for example. As did the spellblades near the snake forest they never fought. They also had special abilities from the 'Sun Cleric' class, while those in Porc Hunters had abilities from the 'Sorcerer' class. There is no generic 'mob' elf. Only Elves that follow the Elf Race Template that happen to have different stamina and abilities based on what kind of encounter Rob wants to have at that time. --Razorhead (talk) 16:03, 12 June 2015 (EDT)

Dwelf subrace.

I don't know how to add more subraces, but this was leaked the other day: http://i.imgur.com/JQ0gyoU.jpg

so how is this handled? --Eli 8 (talk) 21:22, 15 June 2015 (EDT)

What's the source? How was it supposedly leaked? --Petertwnsnd (Message a Mod) 21:40, 15 June 2015 (EDT)
It was also located in the first 'master' png that Rob uploaded 2 weeks ago. Skydivizer already uploaded it to to the wiki: Media:Dwelf Rune Keeper.png. The reason why we haven't used it yet is because since they haven't been used yet, they can change at any time - as has happened with the Porc Race cards. We had those for two weeks as well, but when they were used, all the abilities had changed. We've decided not to add all the race cards we've got uploaded to the Race page until we've got confirmation about their abilities. --Razorhead (Leave me a note) 03:37, 16 June 2015 (EDT)