in reply to Erhard Sanio: > Playing Crossfire for a while, I consider the chances to > obtain experience in the different categories seriously > imbalanced. [...] The reason why the non-combat skills are so broken is that they are handled completely in the wrong way. For some reason, many Crossfire developers seem to avoid mapmaking. All skills in Crossfire are designed to work on any monster, on any map. Preferably in a way that nobody has to even think about it, and so that no new maps are needed. But it is never going to work that way! As Henric Karlsson stated in his previous post: Special skills need special maps. Currently, all maps are designed for the combat skills. We can never have a properly working stealing, hiding or mental skill when there are no maps supporting those. Additionally, the skill system must also support the creation of such special maps. For example: If there was a value to tune the difficulty of stealing from a particular monster, I could make a good quest for thieves. If there was some way to trigger events when a stealing-attempt failed, I could make even better stealing quests. Same applies for singing: Give me a way to tune the difficulty of pacifying/orating a monster, I create one that is a terrible fighter but easy-prey for bard-skills. Only in that way can non-combat skills ever get on one level with the combat skills. There must be places/quests where non-combat skills offer real advantages. And it must be possible to balance them *independent* from the combat aspect. Monsters must be able to show different "vulnerabilities" for defined skills. There is no way to make skills like stealing or singing work on the pure combat maps we currently have. Well, in fact, there is one: Create a way to sing or steal monsters to death. Then, create weapons for singing/stealing like "flute of terror", and "lockpicks of doom". But wait - doesn't that end up in combat skills... ? :-) Andreas