> What follows is what we have been able to agree on minus the > implementation details. The basic idea is that a character will start > with no skills (barring a few awarded by race) and buy them w/ an as yet > undetermined number of 'skill points' during character creation (or pick > a pre-designed class). As characters progress in level, they will be > awarded with additional skill points and may buy new skills or advance > already known skills. A rough estimate here is 1 skill point per level > attained. > <snip> I don't understand why we should start playing with a point-buying system. It sounds more like a walk in the classical AD&D solution than a real improvement. It makes the system more complex without having a significant impact on the results. > Non-improvable (bought at minimum level) > -- > mountaineer - base cost 2 > meditation - base cost 15 > jumping - base cost 3 > sense magic - base cost 2 /* these give small experience, but do not improve */ > sense curse - base cost 2 > Cannot see why sense magic and sense curse couldn't be improved. > base cost 1 (non combat - single purpose) > -- > hiding > literacy > disarm traps > lockpicking (start at level 2, skill object gives level 1) > inscription "" "" "" > singing > oratory > find traps > > base cost 1 > -- > use magic item (will award experience but will not scale) > Cannot see why using a magical item should reward you any experience at all. After all, it is the object that makes the job, not you. > base cost 2 (non-combat identification and item creation) > -- > bowyer > woodsman > smithery > jeweler > alchemy > thaumaturgy > > base cost 1 (sissy fighting) > -- > throwing > punching > > base cost 2 (weak physical combat) > -- > karate > flame touch /* fireborn start w/ this.. dont let anyone else have it */ > missile weapons > I find it rather strange that missile weapons is classified under 'weak physical combat'. > base cost 3 (weaker melee weapons) > -- > bludgeoning (hammers, maces, quarterstaffs) > piercing (spears, polearms, daggers(?)) > > base cost 4 (most powerful artifacts / common weapons) > -- > slashing (swords, axes, katanas) > I've difficulties to understand why slashing weapons skills would cost more than bludgeoning and piercing weapons (Clearly, spear is a weapon more difficult to master than a sword or an axe). Cannot understand why a bow should be considered an 'easier' weapon - I'd tend to say it is a more difficult one. > Racial Improvements > ------------------- > Increased max stat - 2 for 1 > Increased resistance - 4 points for +10%, 10 points for +30% > (as above regarding limited number of attack types. Only one level of > raised resistance may be chosen per attack type) > When are those supposed to apply ? Only once (when creating the character) or each time you gain some improvement points ? I have no problem if they apply only at the start. I do have one if they can be applied later (How are you supposed to 'racially improve' yourself ?) This sounds very complex and much more AD&D-ish than the current system. And if it's to make another AD&D rules variation, there are better alternatives available. I think we should try to improve the system we currently have instead of re-inventing the wheel. Y. Chachkoff ------------------------------------------------ Help supporting JXFire ! ( http://jxfire.sf.net ) ------------------------------------------------