In general, every single RPG and MUD that I have ever played; the first few characters are "throw-away" characters to get familiar w/ the RPG/MUD. I don't think having unclassed 15th level characters is going to help anyone get familiar w/ the game much. Start off as a dwarf rogue and see how that character feels. Try out the elf warrior... dragon monk... etc... I do agree w/ making character choices simpler for end users: Firstly, make it obvious what the "prefered" classes are for each race. There would be nothing to prevent the player from choosing a class that doesn't mesh well w/ the race; that would be a challenge. ;) It would be nice to have a "normal" set of attributes for each of the races that players can modify w/ bonus points -- like Wizardry. Heck let the player subtract points to get more points for other stats. This would end the whole "rolling for hours" bit. It now becomes "deciding for hours." If Crossfire were to adopt the "newbie" player style mentioned below, it could be done by having generic "guest" characters. These characters could be generated really quickly by the server... random race, random stats, GUEST + [ something ] for a name. They roam the world without a class at level 0. At level 1, they should be forced to either abandon the world or choose their class and name. Maybe give them some bonus stat points at this point in time. Personally, I think it would be fun to allow magic users to be able to ABANDON their current school of magic for another school. They would still retain the spells they had from their abandoned school, but are limited to their current level in that magic school for learning magic and such. It would also be cool to have the level in a school of magic affect how well they learn other magics... ie, a 10th level fire mage has -10 [ something ] to learn cold spells; while s/he would have +10 to learn fire/+5 explosive... Once abandoned, that school is closed to the mage. In this fashion, there could be "higher order" schools that require like level 10 fire, level 5 cold, etc... to be allowed to study that school of magic. so ends my ramblings... ----- Original Message ----- From: "Devin Withers" < drashian at shadedraco.com > To: < crossfire-devel at lists.real-time.com > Sent: Tuesday, October 21, 2003 2:24 PM Subject: Re: [CF-Devel] The new magic skills > I personally agree with a lot of these ideas, as that was pretty much the > exact experience I had when I started a few months ago. Despite the fact that > I've played quite a few RPGs, I never know exactly what stats are going to be > most important to me in a particular game. Race wasn't much of a problem, as > the dragon was clearly perfect for me, but there were so many classes... > > I'll borrow an idea here from another online game I played, Nexus: The Kingdom > of the Winds ( http://www.nexustk.com/ ). The characters never got so > complicated as in Crossfire (individualization was done through visible > armor, armor colors, various hair styles, and various hair colors). However, > the character creation had an interesting twist which would work well with > your ideas: everyone started about the same, besides choosing their look and > gender. After going through a small tutorial area (which should have been > optional, but wasn't), they got to play around in the world for a while. It > wasn't until they'd gotten themselves up to level 5 and gotten a little taste > of what the fighting and magic systems were like that it came time to choose > a class. At that point, you stopped gaining exp until you picked one of the > classes. > > Something to consider. :) > > -- > Devin (Drashian) > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel