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

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Sat Oct 15 00:21:12 CDT 2011


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Date        : 2011/10/15 00:21
User        : mwedel
Edit Summary: add races

@@ -43,8 +43,56 @@
  ^Thaumaturgy ^8^8^6^8^9^9^4^8^8^9^6^3^
  ^Woodsman ^5^7^6^8^9^3^8^9^9^9^8^8^
  ^TOTAL ^620^161^161^161^161^161^161^161^161^161^161^161^
  
+ ===== Race Skill Modifiers =====
+ 
+ The table below represents the bonus/penalty a race gets for different skills.  In the old system, the only thing that was applied is if a race would get a skill or not, but much more can be done.  I had initially thought of giving the races specific skills with specific costs, but that either becomes really powerful if the skill is a low cost, or not really any difference at all if the skill is a moderate or high cost.
+ 
+ Using modifiers is much more interesting - now the modifiers do make it such that some races are ideally suited for different classes, but it was that way before given stat modifiers.  That doesn't really change, but I've tried to put some interesting things into the mix - dwarves get a bonus for earth magic (being underground, makes sense to me) - thus, a dwarf can be the one race that can learn earth magic more easily than any other race.  Dwarves, based on bonus stats, are also not great spellcasters, but I think that adds some interesting possibilities - now it may be that no one will ever take them.
+ 
+ Using modifiers also changes balance around a little.  Elves get a -1 bonus for missile weapons - if you are an elf mage, it is still really costly to improve your missile weapon.  Elf warrior could could be more interesting.
+ 
+ For the most part, I've used the existing race descriptions (and what skills they get) to decide where bonuses go.  For all races, the net is 0, but that could change.
+ 
+ One thing to note is that a fair amount of skills have at least one race that gets a bonus (exception here is most of the weapon skills as nothing really popped out as this race should be really good with axes, etc).  But there is also no race which gets a bonus to air magic, but several with fire.
+ 
+ Note on penalties: Giving a race penalty for a skill they can not use really isn't a penalty.  And example here would be the Dragon and armor skill.  One could give the dragon some bonus for spellcasting, and offset that with a bonus to armor - but since they can not wear armor in the first place, they would never have increased that skill under normal play, so putting a penalty there is really meaningless.  Now players are going to pick and choose best race/class combos (and just based on bonuses, those clearly exist), but no point in adding in meaningless penalties.
+ 
+ ^ Skill ^ Dwarf ^ Elf ^ Fenx ^ Fireborn ^ Gnome ^ Halfling ^ Human ^ Northman ^ Dragon ^ Half  Orc ^ quetzalcoatl ^ Serpentman ^ Troll ^ Wraith ^
+ ^ Missile  Weapon ^ ^-1^-1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Sword ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Axe ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Blunt ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^-1^ ^
+ ^ Spear ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Unarmed  Combat ^ ^1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Armor ^ ^1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Dodge ^ ^ ^ ^ ^1^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Air  Magic ^1^ ^1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Fire  Magic ^1^ ^1^-1^ ^ ^ ^1^ ^ ^ ^ ^ ^ ^
+ ^ Water  Magic ^1^ ^1^1^ ^ ^ ^-1^ ^ ^ ^ ^ ^ ^
+ ^ Earth  Magic ^-1^ ^1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Divine  Magic ^ ^1^ ^ ^-1^1^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Traps ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^1^ ^ ^
+ ^ Thievery ^ ^ ^ ^ ^ ^-1^ ^ ^ ^-1^ ^ ^ ^ ^
+ ^ Persuasion ^ ^ ^-1^ ^ ^ ^ ^ ^ ^1^ ^ ^1^ ^
+ ^ Acrobatics ^ ^ ^-1^ ^ ^ ^ ^ ^ ^ ^ ^-1^ ^ ^
+ ^ Literacy ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Weaponsmith ^-1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Armorer ^-1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Jeweler ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Alchemy ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Bowyer ^ ^-1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Thaumaturgy ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ ^ Woodsman ^ ^-1^-1^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
+ 
+ Notes on the above:
+ 
+   * **Human**: They do not have any bonus listed - in the old system, they got a bonus skill.  What I am thinking is this new system is they get 1 bonus AP point/level.  In a sense, that means that a skill has a bonus.  This isn't quite true, because for characters that are focusing on a skill, they are likely to increase it 2 skill levels each character level (until maxed out), so if they have a -1, they are effectively saving 2 AP per level.
+   * **Dragon**: In old system, they started with pyromancy - they will certainly start with spellcasting skills, but don't get any bonus.  One thing I do notice is that under the costs for the classes, there is no clear choice for class for a dragon race character - there are some classes with good unarmed combat (claws), and others with good spellcasting, but none that are good with both.  But maybe this is more balanced.  It might be fair to give dragon some bonus to unarmed combat.
+   * **Quetzalcoatl**:  This also has not bonus or penalties.  This is a fairly specialized race, so perhaps does not need them - it isn't really clear from description where/what their skill affinities would be.
+   * **Troll**: Based on the race, I just feel that he should get a penalty to persuasion, but where to give bonus?  I figure blunt - trolls are primitive, and nothing gets more primitive than a club.  IMO, bonus to weapon skills is greater than a penalty to persuasion, which is another reason I chose blunt, as clubs, maces, hammers, etc, are not the best weapons right now.
+   * **Wraith**:  Like several above, no bonus/penalty, and not really clear where those should be.  Perhaps a bonus to dodge (being semi incoporeal?) and penalties to several of the crafting skills (harder to do that if semi incorporeal?)
  
  
  =====  Skill Descriptions =====
  


IP-Address  : 173.228.106.67
Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes?rev=1318572244
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skill_classes

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