> It's been proposed several times now to split classes and races. > Races would provide certain intrinsics, classes would provide others. > > I will execute the whole project if there is a consensus in favor > (though I'll be glad to have help.) Splitting races/classes is a great idea, I like it. I can´t think of any reason why that should not be good. > My idea is that a player would first choose a race for his char, > and then choose a class, much like it is done now. [...] > > I propose the following races: > > http://langmuir.eecs.berkeley.edu/~peterm/Race.html > Basically that´s quite a good concept for races already. Neverthless, here´s my thoughts in particular: - I would remove the "denied fire" from trolls, it would make them too unpopular I believe. It´s quite easy to get a ring of Life (regen +2), so regen+2 does hardly justify even the vuln. fire IMHO. path_attuned: restoration would also fit into the troll-concept btw. - What about removing the vuln. poison for quetzals? It´s already hard enough to get along with those fellows. And no way to collect pros/immus easily. Besides, I don´t know why a dragon should be vulnerable to poison anyways. - In general, I would add a few more spellpath- and vuln/pro/immu- attributes to make the races more unique. In particular I´d say Half Orc and Northman are too similar to each other yet. What about: Northman - prot: cold, path_repelled fire Half Orc - prot: poison, path_repelled turning (->holy word) What I especially like about your race-proposals is that every race fills a certain purpose. > For Classes: > http://langmuir.eecs.berkeley.edu/~peterm/Class.html > Your proposal for classes is good too, and quite useable as it is. But still, it´s so sweet - I must state some of my own ideas: The monk will probably be used by fireborns only, but maybe that´s not even all that bad? It provides the fireborns with an additional stats-bonus "for free" (and meditation!). That might be a chombo for quite devastating spellcraft... If the armour/ac bonus per level would be adjusted a little - Maybe quetzals wouldn´t suck anymore? What about providing the Priest with the "staff to snake"-spell as startequip? That spell rocks for lowlevel priests and it would fit extremely well (a certain Moses-effect). Lockpicks for thieves? A must :-) Viking seems to be more a race than a class to me. Could you imagine a wraith, or an elf being a viking? Moreover, the purpose doesn´t differ from the warrior very much. Since we´ve already got the "northman"-race, maybe we should let go of it? I guess the Wizard got Pow +3 rather than Cha +3, a little typo. Btw - how about a cloak of minor protection for the wizz? Ninja without karate-skill? He already got lots of skills, maybe remove smithery or bowyer in return...? Barbarian: Perhaps I played Diablo too much but... I would prefer skill mountaineer instead of woodsman :-) > Discussion: (On Races) > > My problem is that humans seem very boringly vanilla: what could > make them an attractive choice? In almost every MUD you´ll find a seemingly boring human race without any special abilities. Still, humans are allrounders and usually very popular to start out with. I´m really looking forward to that race/class-split thing. It will create a lot of fantasy-atmosphere I think. Ah, one last thing: We´ll need new icons for at least the troll and the gnome. Too bad I suck at drawing. Perhaps someone could come up with some cool pixmaps/pngs? To save work, we could use the same race-icons for all classes at first. But we could change their colours for example... Andreas V.