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

no-reply_wiki at metalforge.org no-reply_wiki at metalforge.org
Fri Oct 14 01:04:11 CDT 2011


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2011/10/14 01:04
User        : mwedel
Edit Summary: update class descriptions.

@@ -76,8 +76,9 @@
  
  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.
+ 
  
  ===== Class Notes =====
  
  Following is description of different classes and notes.  I've written new descriptions with the idea that these could replace the existing ones.  The descriptions are in //italics//.
@@ -87,33 +88,33 @@
  Another thought on skills is perhaps that skills start at level 0, and a skill at level 0 can not be used.  Thus, some classes may start or even learn certain skills, but they are still at level 0, and until some AP is spent on it, it is not usable.  This probably really makes sense in terms of starting characters.  For example, if a first level character gets 10 AP to spend, yet all their skills are already level 1, he is effectively a level up on all skills after spending those points.
  
  Many of these descriptions need to be reworked.  In the old system, a class either had a skill or not.  In the new system, this is much more gray - characters may not start with all the skills, but even if they do learn new ones, the cost may be very high.  In the descriptions below, I've used the terms about how good the character is with the skill, but that isn't really accurate - how good the character will be depends on how they spend their AP.  How easy/hard it is to advance things is a more accurate description, but using the terms easy/hard to learn gets somewhat repetitive.  I suspect the real answer will be to display these actual costs during character creation time.
  
-    * **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.//
+    * **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, but being deep in thought for so much of the day have left your conversational skills lacking.//
  
-   * **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.//
+   * **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 you have never studied, but your tongue is sharp and most folks see paladins in a favorable light.//
  
-   * **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.//
+   * **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 trying to convert people have sharpened your skills of persuasion, and who doesn't like a priest?  The concepts of elemental magic are beyond your comprehesion.//
  
-   * **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.//
+   * **Ninja**: The ninja is sort of an odd mix - in this context, I am making it somewhat of a thief/fighter/monk 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, as you prefer to dodge the blows.  Your ability to learn magic, both elemental and divine.  As a person who is not supposed to be seen or heard, your dealings with others is limited.   You have had limited exposure in identifying or making most types of 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.//
+   * **Thief**: Thieves are the true experts at stealth - no other class gets the thief like abilities at such a low cost.  They also get a fairly low cost persuasion 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.  Your nimbleness to avoid blows has kept you alive to this point.//
  
-   * **Barbarian**:  I see barbarians as a somewhat specialized fighter - the weapon skills they have got, they are very good at, but don't get all of them at a low cost.  A big difference is that a barbarian has poor armor skill but good dodge - so this is a different focus.  //Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.  You find that you're a lot tougher and stronger than these cityfolk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cookpot, and your skill with an axe is reknown.  Your other weapon skills are not quite so good.  You have no affinity for magic.  You are uncomfortable in armor, having never come across any in the wilderness.  Your remote upbringing has resulted in your ability to identify and make armor and bows.//
+   * **Barbarian**:  I see barbarians as a somewhat specialized fighter - the weapon skills they have got, they are very good at, but don't get all of them at a low cost.  A big difference is that a barbarian has poor armor skill but good dodge - so this is a different focus than the knight.  //Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters!  It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant.  But now you have.  You find that you're a lot tougher and stronger than these cityfolk, and you know how to get around in rough terrain.  You've learned archery in order to fill your cookpot, and your skill with an axe is reknown.  Your other weapon skills are not quite so good.  You have no affinity for magic.  You are uncomfortable in armor, having never come across any in the wilderness.  Your remote upbringing has resulted in your to identify what is safe to eat.  What you call talk, others here as just grunts, resulting in most people not understanding you, compounded by the fact that most folks you run into have different ideas on how you should smell.//
  
    * **Mage**: The Mage class here is a generalist mage - they get all the elemental skills are a fairly low cost, but the elemental mage (described later), gets one skill at a lower cost, other at same, and one at higher.  //Your upbringing has been that as a mage apprentice - now is your time to go into the world.  You have been exposed equally well to the four elemental magic types.  Your training has not included weapons, and even your ability to dodge blows is just average.  However, growing up an apprentice has taught you much about making magic items, and with the copious amount of reading you have done, you are now quite good at it.//
  
-   * **Swashbuckler**:  This is another fighter/thief hybrid, like the ninja.  I don't really think there is place for two of these - they are largely the same except for some minor skill differences, and I don't think that really warrants having two fairly similar classes.  I'd personally be in favor of getting rid of Ninja - most all of the other classes have the more traditional European basis - and the game itself does (armor and weapons is largely European).  //Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oarswork, you and your shipmates have an admirable command of rhythm, and you can sing well.  You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.  On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.  Wearing armor is foreign to you - too easy to drown while wearing armor if you fall overboard.  Your frequent handling of belaying pins has taught you to be quite proficient with blunt items - clubs and pins always being sailors favorites as they float, but you have had good exposure to all weapons.//
+   * **Swashbuckler**:  This is another fighter/thief hybrid, like the ninja.  I don't really think there is place for two of these - they are largely the same except for some minor skill differences, and I don't think that really warrants having two fairly similar classes.  I'd personally be in favor of getting rid of Ninja - most all of the other classes have the more traditional European basis - and the game itself does (armor and weapons is largely European).  I have tweaked this one a bit to get water magic at an OK price, which may make it different enough.  //Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy.  Because of occasional oarswork, you and your shipmates have an admirable command of rhythm, and you can sing well.  You've learned to make the most of your time in port:  after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.  On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons.  You have had little chance to learn the ways of the gods or magic, but being on the water all the time has resulted in you having some affinity for that element.  Fire, being a great enemy of ships, has been an element you have always be wary of.  Wearing armor is foreign to you - too easy to drown while wearing armor if you fall overboard.  Your frequent handling of belaying pins has taught you to be quite proficient with blunt items - clubs and pins always being sailors favorites as they float, but you have had good exposure to all weapons.//
  
    * **Warlock**: Warlock is a mage/fighter mix - not as good as either of those.  //You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.  You're physically stronger and hardier because of your training, and you know the use of weapons and bows.  However, this split focus comes at a cost, and you find it harder to learn both magic and weapon usage than those who focus solely on one or the other.  This split focus has also left very little time to learn about identifying and crafting items, and you find those tasks quite difficult.//
  
-   * **Knight**:  This was the warrior class.  I renamed it because this class is the one that wears a lot of armor and goes in and whacks things - I think knight is a better representation of that.  Warrior is very generic, and there are many warriors which really did not wear armor, etc.  //As a knight, your training with weapons and armor is second to none.  This singular focus has resulted in poor understanding of the magical and religious arts.  Since you are seldom out of your armor, you have spent little time working on skills which are difficult to do while wearing armor.  Your frequent exposure to weapons and armors has resulted in a great affinity to identify and craft such items - as a knight, one never knows when you might need something fixed up.//
+   * **Knight**:  This was the warrior class.  I renamed it because this class is the one that wears a lot of armor and goes in and whacks things - I think knight is a better representation of that.  Warrior is very generic, and there are many warriors which really did not wear armor.  //As a knight, your training with weapons and armor is second to none.  This singular focus has resulted in poor understanding of the magical and religious arts.  Since you are seldom out of your armor, you have spent little time working on skills which are difficult to do while wearing armor.  Your frequent exposure to weapons and armors has resulted in a great affinity to identify and craft such items - as a knight, one never knows when you might need something fixed up.//
  
    * **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.//
+   * **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, wands 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.//
+   * **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, horns, rings and potions.//
  
  


IP-Address  : 173.228.106.67
Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes?rev=1318570033
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes

-- 
This mail was generated by DokuWiki at
http://wiki.metalforge.net/



More information about the crossfire-wiki mailing list