[CF-Devel] New Skill System (Draft)
Yann Chachkoff
yann.chachkoff at mailandnews.com
Wed Nov 20 03:35:20 CST 2002
>
What follows is what we have been able to agree on minus the
>
implementation details. The basic idea is that a character will start
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with no skills (barring a few awarded by race) and buy them w/ an as yet
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undetermined number of 'skill points' during character creation (or pick
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a pre-designed class). As characters progress in level, they will be
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awarded with additional skill points and may buy new skills or advance
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already known skills. A rough estimate here is 1 skill point per level
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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.
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Non-improvable (bought at minimum level)
>
--
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mountaineer - base cost 2
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meditation - base cost 15
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jumping - base cost 3
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sense magic - base cost 2 /* these give small experience, but do not improve
*/
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sense curse - base cost 2
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Cannot see why sense magic and sense curse couldn't be improved.
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base cost 1 (non combat - single purpose)
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--
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hiding
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literacy
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disarm traps
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lockpicking (start at level 2, skill object gives level 1)
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inscription "" "" ""
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singing
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oratory
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find traps
>
>
base cost 1
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--
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use magic item (will award experience but will not scale)
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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)
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--
>
bowyer
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woodsman
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smithery
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jeweler
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alchemy
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thaumaturgy
>
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base cost 1 (sissy fighting)
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--
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throwing
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punching
>
>
base cost 2 (weak physical combat)
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--
>
karate
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flame touch /* fireborn start w/ this.. dont let anyone else have it */
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missile weapons
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I find it rather strange that missile weapons is classified under 'weak
physical combat'.
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base cost 3 (weaker melee weapons)
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--
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bludgeoning (hammers, maces, quarterstaffs)
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piercing (spears, polearms, daggers(?))
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base cost 4 (most powerful artifacts / common weapons)
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--
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slashing (swords, axes, katanas)
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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
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-------------------
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Increased max stat - 2 for 1
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Increased resistance - 4 points for +10%, 10 points for +30%
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(as above regarding limited number of attack types. Only one level of
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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
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