[Crossfire-wiki] [Crossfire DokuWiki] page added: user:mwedel:skill_classes
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Wed Oct 12 00:26:59 CDT 2011
A page in your DokuWiki was added or changed. Here are the details:
Date : 2011/10/12 00:26
User : mwedel
Edit Summary: created - interim save
This page is just to record specific skill and class breakdowns.
^ Missile Weapon
^ Sword
^ Axe
^ Blunt
^ Spear
^ Unarmed Combat
^ Air Magic
^ Fire Magic
^ Water Magic
^ Earth Magic
^ Divine Magic
^ Traps
^ Thievery
===== Skill Descriptions =====
* **Missile Weapon** is as is now - ability to use bows, crossbows, slings
* **Sword** covers both 1 handed and 2 handed swords, as well as daggers, knives. Perhaps it is better called blades.
* **Axe** covers both 1 and 2 handed axes.
* **Blunt** is just a general term for maces, hammers, clubs, etc.
* **Spear** covers spears and all polearms. It should also include ability to throw spears
* **Unarmed Combat** mixes karate, punching, wrestling, flame touch, etc, all into one.
* **Armor** reduces penalties associated with armor - anyone can wear armor, but a person with an armor skill gets reduced penalties.
* **Dodge** is a new skill which represents ability to avoid blows.
* **Air, Fire, Water, Earth Magic** represent a refactoring of magic skills - I think those are more balanced.
* **Divine Magic** represents cleric spells - it is a renaming of praying.
* **Traps** is ability to find/remove/create traps.
* **Thievery** is combination of lockpicking, hiding, and stealing.
* **Singing** mixes singing and oratory
* **Acrobatics** mixes jumping & climbing
* **Bargaining** is as it is now.
* **Literacy** is as it is now - this lets one read non magic material, and lets one create scrolls and identify them.
* **Weaponsmith** breaks apart the current smithery which includes everything - weaponsmith identifies creates just weapons
* **Armorer** (different than armor) is ability to identify and make armor.
* **Jeweler** is ability to identify and make rings and necklaces
* **Alchemy** is ability to identify and make potions and dusts.
* **Bowyer** is ability to identify and make missile weapons (bows, arrows, etc)
* **Thaumaturgy** is ability to identify and make horns, wands, and rods.
**Notes on crafting skills**: Most crafting skills have skills that are related to the actual use of that item. For example, weaponsmith and swords, and bowyer and missile weapons. What may be reasonable to do is have the idea of related skills and bonuses. For example, if the character is level 50 with swords, they know a lot about them, so should be better able to identify and craft them. Perhaps half of the skill level for actual use of the item gets applied to the creation skill, but the bonus can not exceed the actual skill itself. Note also that for some skills, the actual use skill may be more specific than the general skill - while weaponsmith covers all weapons, the axe skill would be used as a bonus against axes, etc.
For example, a character is level 50 in swords, level 20 in weaponsmith. Half of 50 is 25, but that exceeds the weaponsmith skill of 20, so the bonus is 20, or overall level 40 in that skill. This character is level 10 in axes, and decides to make an axe. Half of 10 is 5, which is less than 20, so is effectively level 25 for making axes.
One problem here is that this still requires a fair amount of skill in the crafting skill to get a bonus - perhaps this bonus should be adjusted based on what is being done. For example, a character that is really good and swords probably knows a lot about them, so should be good about identifying them, but may know nothing about making them. So perhaps the bonus only applies towards identification (with a more generous cap), and not towards creation.
IP-Address : 173.228.106.67
Old Revision: none
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes
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