New Story Actions

Submitted by Thad (He/Him) on Fri, 7/15/2011 at 9:50am

The story action system piloted at the beginning of this season has been largely successful. Although they're "fuzzy" and prone to failure, everyone seems to enjoy the nature of these new abilities and the dungeons designed around them. In that light, I've decided to expand upon them, particularly for classes that didn't get a chance to enjoy them before.
 
Below is a list of new story actions that have recently been added. The focus was on disciples, monks, and paladins, who previously had no story effects to their names. Shamans, druids, rangers, rogues, and sorcerers got a lot of new tricks, as well.
 
Most of the new story actions are derived from the new Adapt and Traverse effects. Adapt allows a character to act normally in a difficult environment, such as the inside of a volcano, a smoke-filled chamber, or underwater. Traverse grants a character some form of enhanced movement, such as climbing, jumping, gliding, or walking on water. As with all story effects, the exact capabilities of these new actions will vary from adventure to adventure and plot person to plot person, and they can never be used as part of combat.
 

 
It's worth noting that I plan to expand upon story actions further in the future, particularly for bards, paladins, savages, warriors, and werebeasts, who don't have that many. I also plan to introduce magic items that produce story actions (e.g., Boots of Striding and Springing, Rope of Climbing, Horn of Blasting, Flying Carpet, etc.), possibly before the next game.
 
Pretty much everyone got something new, so queue up your training now to have them in time for the game. Questions, gripes, unmitigated praise, leave them in the comments below. ;)

we have WoW Druids now lol
and good going on the ranger actions..