On 29-Sep-01 Mark Wedel wrote: > A lot depends on how complicated you want to make it. While the three > weapon > skills (bludgeon, slash, poke) could make for attack types, it may not follow > really well for actual weapons. You could easily have something like a top > level physical category, then the bludgeon/slash/poke subcategories, and then > more specific weapons below that. Well.. off the top of my head.. I had planned something like this: Slash: Sword-like Axe-like Pierce: dagger-like (think stiletto) Stab: spear-like knife-like Slice: katana-like rapier-like Whip: whip-like (we don't actually have any yet though.. eh?) Bludgeon: Club-like staff-like Crush: hammer-like mace-like flail-like Combo: (I stole this from you, I really like this) polearms, halbards, etc. The idea here would be to have different kinds, like in DND, so one might be slash/pierce, and you would have to know both to wield it. Like you said, the best damage type would win. Wierd: saws and magnifying glasses. ;) Probably nonsensical to have a skill for those. Anyhow.. the idea here, is that you have the different dammage-message and attack types, which would be the first column (slash, stab, pierce). The second column would be the actual skills, each one signifying a different fighting style. (using a club is nothing like using a quarterstaff, at least, effectively) Monsters would be immune or vulnerable to the damage-types, not the weapon-skills. The problem with doing these as attacktypes.. which I originally had planned on, is that we are running out of room in that bitmask. Unless we want to make the leap and make it a 64bit int, I'm not sure what we can do about that. > IMO, the most flexible way to deal with this is for one skill to have > pointers > to related skills that exp funnels into. Then really you can have as many > skills that have experience categories as you want. > > I personally would like to see more skills potentially available, but also > easier to learn those skills. In my playing experience, it can take a very > long > time to find a skill scroll of some specific skill you are interested in. I > think having many skills fairly readily available (easier to learn skills > perhaps via guilds, and also make them cheaper), but the power of them more > independent of other skills you may know would make things more interesting. Perhaps there is a better way of doing this. Simply making every skill available in scroll form right off the bat seems too easy. Perhaps just upping the chances of it showing up in a shop would be enough. Maybe guilds really is the way of doing it. Join a guild of fighters and learn some attack types. Perhaps the payment could be non-monetary, and level based, for a level 10 player, it might be, "bring me the head of an orc and I'll teach you swords". Just a random thought. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi