[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:skill_classes

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Thu Oct 13 01:36:45 CDT 2011


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Date        : 2011/10/13 01:36
User        : mwedel
Edit Summary: add cost table.

@@ -1,20 +1,47 @@
- This page is just to record specific skill and class breakdowns.
+ ===== Skill Costs by Class =====
  
- ^ Missile Weapon 
- ^ Sword 
- ^ Axe 
- ^ Blunt 
- ^ Spear 
- ^ Unarmed Combat 
- ^ Air Magic 
- ^ Fire Magic 
- ^ Water Magic 
- ^ Earth Magic 
- ^ Divine Magic 
- ^ Traps 
- ^ Thievery
+ Some things to keep in mind on the table:
  
+   * This is just a first pass - I am sure adjustments are needed.
+   * The TOTAL values for each class is really just an advisory - in practical terms, some skills are much more valuable than others, so the balance of the class as a whole is what is needed, and that may or may not correspond to actual total costs of skill points.
+   * With the above in mind, one can figure out what level a character would need to be to max at all skills - it is TOTAL * 100 (max level) / AP per level.  If AP per level is 15, then for a paladin, it would be level 1140 before they could max everything out (note that if AP are available through quests and other methods, this would be faster).
+   * On my other page, I had mentioned that skill levels could be up to character level * 2.  I'm not 100% sure that is good - it means that at level 50, a character is no longer improving his core skills, and is instead now focusing on other secondary skills.  But the counter to that is that if skill level is limited to character level, then starting at level one, a character is likely to be spending points on secondary skills because there is nothing better to spend it on.
+   * Given the costs below, I'm thinking 20 AP/level may be about right.  That allows a character to keep 3+ 3 point skills at maximum level (6 points/skill, 3 skills = 18 points, with 2 points left over).  For a mage, this means they could keep one spell skill maximum,  and the other 3 at current level, but more than likely, they might focus on 2 skills, put some points in dodge.
+   * One of the principle ideas behind this is that it gives the players choices and they have to make decisions.  However, that only holds true so long as AP are limited - if you get 100 AP/level, one then has pretty much enough points to max out all your class skills, so no real decision there.
+   * Some of the basis on cost was to make those decisions a little harder - cheapest skill be 3, most expensive being 9, with most in between.  A knight can increase spellcasting skills - it is costly, almost 3 times as much as their weapon skills, but if 15 AP/level is the number chosen, if they chose to increase nothing else, they could increase a wizard skill by almost 2 levels - that might be worth it.  If the costs were more widely varied - say cheap skills were 1, and expensive skills 10, than with a 10:1 ratio, any improvement of other skills is much less likely to happen (with cheap skills being 1, the AP/level would also be lower)
+   * I still need to do a second pass on this chart - my first pass was figuring skill costs based on class.  Second pass would be to look at each skill and see relative costs.  For example, for Missile Weapons, a Paladin should probably not be any worse than a warlock, so one of those should get adjusted.
+   * One adjustment that I did make is to make sure that for every skill, there is at least one class that gets it at a cost of 3.
+   * The table below basically represents current skills in the game.  There is room for new skills - for example, a skill for each attribute with a high cost which basically increases that attribute one point.  There could also be skills for resistances, skills to just get more HP, etc.  Most of these would really be more high level skills - only after the character has maxed out most of their preferred skills would it be worthwhile to increase those.
+ 
+ ^Skill^Monk^Paladin^Priest^Ninja^Thief^Barbarian^Mage^Swashbuckler^Warlock^Knight^Devotee^Elemental Wizard^
+ ^Missile Weapon^100^6^7^4^4^3^7^4^5^3^8^7^
+ ^Sword^100^4^8^4^4^6^9^5^4^3^8^9^
+ ^Axe^100^4^8^6^7^3^9^5^4^3^8^9^
+ ^Blunt^100^4^5^6^7^4^6^4^4^3^6^6^
+ ^Spear^100^4^8^6^7^5^9^5^4^3^8^9^
+ ^Unarmed Combat^3^9^9^4^6^5^9^6^9^8^9^9^
+ ^Armor^3^4^5^6^7^5^8^8^4^3^7^8^
+ ^Dodge^3^7^8^3^3^4^5^3^5^8^4^5^
+ ^Air Magic^8^8^8^8^8^9^4^8^5^8^5^4^
+ ^Fire Magic^8^8^8^8^8^9^4^8^5^8^5^3^
+ ^Water Magic^8^8^8^8^8^9^4^8^5^8^5^5^
+ ^Earth Magic^8^8^8^8^8^9^4^8^5^8^5^4^
+ ^Divine Magic^5^4^3^8^8^8^8^8^9^8^4^8^
+ ^Traps^5^9^7^4^3^6^7^6^8^7^8^7^
+ ^Thievery^5^9^7^4^3^6^7^5^8^8^7^7^
+ ^Singing^5^7^5^7^6^6^6^3^8^8^8^6^
+ ^Acrobatics^3^7^6^4^3^4^6^3^8^8^6^6^
+ ^Bargaining^7^5^3^5^4^8^7^5^7^6^6^7^
+ ^Literacy^4^5^4^5^6^9^3^7^4^6^4^3^
+ ^Weaponsmith^9^6^6^5^7^3^9^6^8^3^8^9^
+ ^Armorer^3^6^7^7^8^7^9^7^8^3^8^9^
+ ^Jeweler^8^7^5^5^4^7^4^5^8^8^3^4^
+ ^Alchemy^8^9^7^6^8^9^3^6^8^8^6^5^
+ ^Bowyer^9^7^7^5^6^4^9^4^8^3^8^9^
+ ^Thaumaturgy^8^9^9^8^9^9^5^8^8^8^8^3^
+ ^Woodsman^5^7^6^8^9^3^7^9^9^8^8^7^
+ ^TOTAL^625^171^172^152^161^160^168^154^168^158^170^168^
  
  =====  Skill Descriptions =====
  
    * **Missile Weapon** is as is now - ability to use bows, crossbows, slings
@@ -30,9 +57,9 @@
    * **Traps** is ability to find/remove/create traps.
    * **Thievery** is combination of lockpicking, hiding, and stealing.
    * **Singing** mixes singing and oratory.  This lets one calm hostile monsters, and also make friendly calm monsters.
    * **Acrobatics** mixes jumping & climbing.  Jumping lets one skip over spaces (potentially avoiding traps), climbing reduces penalties in mountainous terrain.
-   * **Bargaining** lets one gets better prices at shops.  Perhaps this should get renamed and also allow for better interaction with some NPC, if there is ever a time where we add reactions to them (eg, NPC does or does not like the party)
+   * **Bargaining** lets one gets better prices at shops.  Perhaps this should get renamed and also allow for better interaction with some NPC, if there is ever a time where we add reactions to them (eg, NPC does or does not like the party).  Better name might be persuasion?
    * **Literacy** is as it is now - this lets one read non magic material, and lets one create scrolls and identify them.  Inscription becomes part of this skill.
    * **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
@@ -61,9 +88,9 @@
     * **Monk**: Note that monks will get special ability of meditation, and detect magic/curse. //In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion. Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.  Your physical training covers both the ability to effectively dodge blows as well as wear armor, depending on what works best in the circumstance.  Your affinity for learning magic is poor, and limited exposure to the outside world has limited your ability to make and identify most types of objects.  Your constant studying in the monastery has exposed you to many books and other writings, so your ability to ready is quite good.//
  
    * **Paladin**: I see paladins as a mix between cleric and fighters.  Since both are powerful, this combination is not as good as a pure form of either one. //You are a militant priest - you have been taught to use armor and weapons, and your faith provides you with spells, but this split effort means learning these is not as easy as those whose sole focus is one or the other.  Missile weapons has suffered more, as you prefer to smite distant enemies with your spells.  Your ability to identify and make most items is limited - there was always someone else to take care of those tasks during your training.  Magic and thievery are areas way beyond your main focus.//
  
-   * **Priest**: Priest is as now - main focus on priest spells, but still OK at fighting. //As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.  Your exposure to weapons is limited, and you are only really good with maces and hammers.  Your training has taught you to be able to read and write fairly well.//
+   * **Priest**: Priest is as now - main focus on priest spells, but still OK at fighting. //As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.  Your exposure to weapons is limited, and you are only really good with maces and hammers.  Your training has taught you to be able to read and write fairly well.  Giving sermons and convincing people to convert religions also helps out your dealings with shopkeepers.//
  
    * **Ninja**: The ninja is sort of an odd mix - in this context, I am making it somewhat of a thief/fighter combo.  //As a member of the secret society of the Ninja, you've been taught archery, the use of swords, and also the art of combat without weapons.  Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.  Your ability to use armor is poor, but you prefer to dodge the blows.  Your ability to learn magic, both elemental and divine, is poor.  You have a fairly general background in identify and crafting most items.//
  
    * **Thief**: Thieves are the true experts at stealth - no other class gets the thief like abilities at a true cost.  They also get a fairly low cost bargaining skill, representing their  ability to get best prices.  //Trained to be a thief from a young age, you've learned to steal and have and easier time than most getting the best prices for your goods.  You're fairly good with the sword and bow; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.  Your training in other weapons and unarmed combat is not so good.  You've had no time for either religious devotion or the study of magecraft, but your affinity for jewelry shows.  Your nimbleness to avoid blows has kept you alive to this point.//
@@ -80,6 +107,10 @@
  
    * **Alchemist**: This gets removed - all this would really be is a mage class with perhaps a little worse spellcasting skills and a better alchemy skill - that is not really different enough I don't think to warrant a class on its own.  I will also note that on first pass, there are not any classes which get all the item identification/creation skills at a low cost and other skills at a high cost - that is because the basis of crossfire is an adventuring game, and I don't think such a class would end up being viable.
  
    * **Devotee**: This is a mage/cleric mix - once again, not a a good as the ones by themselves.  //You have split your time focusing on your god as well as the elemental powers.  As such, no one has such a complete control of both elemental and divine magic that you do.  The downside is this focus has left very little time to focus on any other training.  You are well read, and somewhat familiar with magical rings and potions.  Your main way to avoid damage is by dodging blows, but ideally you will blast foes with spells before they get close enough to hit you with their weapons.//
+ 
+   * **Evoker/Sorcerer/Summoner/Wizard**: These get removed, as they were just classes which focused on the old skills of the matching name.  They are replaced by the Elemental Wizard, described below.
+ 
+   * **Elemental Wizard**: There is a one of these for each element, eg, Fire Elemental Wizard, Water Elemental Wizard, but they are all fundamentally the same.  They get one elemental at a cheaper cost, the two neutral elements at a good cost, and the opposing element at a higher cost.  For example, the fire wizard gets fire magic at 3, earth/air and 4, and water at 5.  These total costs are the same as the mage, but this lets this class focus more on a certain area.  The sample text describes a fire wizard.  //You have focused your magical arts on harnessing the powers of fire.  You are still quite good and controller the powers of earth and air, but you lack some affinity to that of water.  You have only limited weapon skills, picking up the occasional club, and wearing armor interferes with your magic, so you instead dodge blows that come at you.  You have a good skill at identify and making wands and horns.//
  
  


IP-Address  : 173.228.106.67
Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes?rev=1318484903
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes

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