Post by Grayell on Mar 21, 2014 18:10:51 GMT -5
Ok guys, so there has been some discussion between Alex, Don and myself; as well as some ongoing discussion on the board around things you think the skill system could do to have.
As Alex has no doubt mentioned, I have been meaning to update the game for some time. There's quite a bit of work to be done of course and one of the things to change was going to be as follows:
- Players will spend acclaim like gold on skill points.
- They will cost the same as their numeric value (level 3 skill costs 3 points).
- Skills would be capped at 10 (or 20, I don't recall which was more balanced right now).
That's still going to happen. It's easier and really wouldn't change much, except for the admin who are going to nerf their points to balance things a bit further.
Now, here's where I need your opinion. There was a lot of discussion around specialization and skills that are 'missing'. Here's what I am proposing.
The skills we have become just the key categories, really. You would invest in more specific skills, making your character more unique and better defining what they can and cannot do. For example:
THIEVING:
- Moving silently.
- Concealment.
- Pickpocketing.
- Lockpicking.
- Detect traps.
- Disarm traps.
- Set traps.
- Sleight of hand.
- Poisons.
- Assassination.
That's quite the list. As you can imagine, picking what you like and mixing it up with other skills would really allow you to customize.
But what about weapon skills? Well, let's dump them all in warfare.
WARFARE:
- Piercing weapons, 1 hand.
- Slashing weapons, 1 hand.
- Bashing weapons, 1 hand.
- Piercing weapons, 2 hand.
- Slashing weapons, 2 hand.
- Bashing weapons, 2 hand.
- Exotic weaponry.
- Polearms.
- Thrown weapons, light.
- Thrown weapons, heavy.
- Wrisbows/Crossbows.
- Longbow/recurve/composite.
- Shield use.
- Dual wielding.
- Pugilism - striking.
- Pugilism - brawling.
- Critical strikes.
This could use some refinement, of course. I quite like the variation and the slight variation in the non-armed fighting style. I also consider there to be different defensive styles, but they can go in athleticism (eg: evasion/footwork and endurance or just plain being tough.)
So the other big question is magic. Let me be quite open about two points:
- Magic should be a specialized field. If you want to be good at it, you should spend more points at the cost of not being nearly as physically or socially adept as other characters may be. It should take a lot of study and it should be capable of great things.
- Needing to 'bend' your element sucks. Let's manifest instead.
And hey, why not a third.... - Mixing and matching elements is a pain in the ass. People should specialize and until they master, should be stuck on one element for the sake of my brain not exploding.
Now, even with all the work done on magic, there's still some space left for 'well crap, I just don't know how this works.' So let's consider what magic consists of when we look at the skills for it.
MAGIC:
- Offensive power.
- Defensive power.
- Duration.
- Range.
- Area of effect.
- Enchantment.
- Manifestation (ie, how quick it is to have the desired effect).
- Cantrips.
- Manipulation.
- Willpower. (or what we will just call MAGIC ENDURANCE).
- Resilience. (read, defense against magic).
Now, there won't be spells or mana, but these skills would neatly break down just what you can do. The more skills you need at higher levels, the more 'costly' it would be. A skill to HELP offset that wouldn't be bad. How does it work?
Ok, so you want to summon a ball of light and have it wander along behind you whilst you roam through the dungeon? Ok, it was light out, you have some points in manipulation, so you didn't have to create it from scratch, which saves you some bother. You have a couple of points in duration, so no worries, it might last a short while. There's not much else to that one. AOE might make it brighter
You want a firestorm to consume an army. Well gee, you're going to need offensive power, AOE, range to hit them and some willpower would be nice so that you don't drain your brain doing so.
Ok gang, that's a good start; I think. Lay your feedback on me.
As Alex has no doubt mentioned, I have been meaning to update the game for some time. There's quite a bit of work to be done of course and one of the things to change was going to be as follows:
- Players will spend acclaim like gold on skill points.
- They will cost the same as their numeric value (level 3 skill costs 3 points).
- Skills would be capped at 10 (or 20, I don't recall which was more balanced right now).
That's still going to happen. It's easier and really wouldn't change much, except for the admin who are going to nerf their points to balance things a bit further.
Now, here's where I need your opinion. There was a lot of discussion around specialization and skills that are 'missing'. Here's what I am proposing.
The skills we have become just the key categories, really. You would invest in more specific skills, making your character more unique and better defining what they can and cannot do. For example:
THIEVING:
- Moving silently.
- Concealment.
- Pickpocketing.
- Lockpicking.
- Detect traps.
- Disarm traps.
- Set traps.
- Sleight of hand.
- Poisons.
- Assassination.
That's quite the list. As you can imagine, picking what you like and mixing it up with other skills would really allow you to customize.
But what about weapon skills? Well, let's dump them all in warfare.
WARFARE:
- Piercing weapons, 1 hand.
- Slashing weapons, 1 hand.
- Bashing weapons, 1 hand.
- Piercing weapons, 2 hand.
- Slashing weapons, 2 hand.
- Bashing weapons, 2 hand.
- Exotic weaponry.
- Polearms.
- Thrown weapons, light.
- Thrown weapons, heavy.
- Wrisbows/Crossbows.
- Longbow/recurve/composite.
- Shield use.
- Dual wielding.
- Pugilism - striking.
- Pugilism - brawling.
- Critical strikes.
This could use some refinement, of course. I quite like the variation and the slight variation in the non-armed fighting style. I also consider there to be different defensive styles, but they can go in athleticism (eg: evasion/footwork and endurance or just plain being tough.)
So the other big question is magic. Let me be quite open about two points:
- Magic should be a specialized field. If you want to be good at it, you should spend more points at the cost of not being nearly as physically or socially adept as other characters may be. It should take a lot of study and it should be capable of great things.
- Needing to 'bend' your element sucks. Let's manifest instead.
And hey, why not a third.... - Mixing and matching elements is a pain in the ass. People should specialize and until they master, should be stuck on one element for the sake of my brain not exploding.
Now, even with all the work done on magic, there's still some space left for 'well crap, I just don't know how this works.' So let's consider what magic consists of when we look at the skills for it.
MAGIC:
- Offensive power.
- Defensive power.
- Duration.
- Range.
- Area of effect.
- Enchantment.
- Manifestation (ie, how quick it is to have the desired effect).
- Cantrips.
- Manipulation.
- Willpower. (or what we will just call MAGIC ENDURANCE).
- Resilience. (read, defense against magic).
Now, there won't be spells or mana, but these skills would neatly break down just what you can do. The more skills you need at higher levels, the more 'costly' it would be. A skill to HELP offset that wouldn't be bad. How does it work?
Ok, so you want to summon a ball of light and have it wander along behind you whilst you roam through the dungeon? Ok, it was light out, you have some points in manipulation, so you didn't have to create it from scratch, which saves you some bother. You have a couple of points in duration, so no worries, it might last a short while. There's not much else to that one. AOE might make it brighter
You want a firestorm to consume an army. Well gee, you're going to need offensive power, AOE, range to hit them and some willpower would be nice so that you don't drain your brain doing so.
Ok gang, that's a good start; I think. Lay your feedback on me.