> From: "Andreas Vogl" < andi.vogl at gmx.net > > 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. Hopefully that is meant as a joke. I was with you all the way upto that point. The point of skills being distinct from combat is that they are *not* combat skills, but allow other means of solving problems. It could be possible for a particularly stealthy character to get treasure from a map without ever defeating a monster. Your suggestions on better integrating skills into the game are some of the best ideas I've seen here in a long time. The archetypes should allow specifying stealing, singing and hiding resistance levels. That would allow a mapmaker to put items needed for solving a dungeon on a powerful monster that is vulnerable to stealing or being pacified. And a mapmaker could make the monsters in a particular dungeon have extra difficulty seeing hidden players. Special skills do not require special maps. It does require existing maps are adjusted when applicable. Pirates in a drinking area should be particularly vulnerable to singing and oratory.