[crossfire] What about a gameplay revolution?

Juha Jäykkä juhaj at iki.fi
Thu Jan 1 19:46:18 CST 2009


> > Nice point. Perhaps the recipies should be force-objects on the
> > character?
>   Yes - that would work.  It would also allow something along the line of
> 'what recipes do I know'.  Instead of having to jot down recipes you find
> in the game someplace else (or keep all those scrolls), one could get a
> listing of all recipes you found, etc.

This would imply that one cannot learn recipies by talking to other players, 
would it not? That may be good but it could also be bad. (I'm assuming a 
character cannot create items whose recipies are unknown to the character.) 
Either some recipies would have to be much more common or there would need to 
be a shop for them.

>   I think you do have a valid point.  One problem (IMO - others don't see
> it this way) is that any class can pick up any skill.  So while racial
> bonuses do matter, what class you start with doesn't have much impact.

I belong to the sect which supports almost meaningless classes, but there 
would need to be some incentive to specialise in a single class. Somewhere in 
this (or some other?) thread the suggestion of using the highest skill level 
for HP and perhaps something else, too, would be one step in that direction. 
Another might be gradual loss of skills if they are unused. That would 
definitely be realistic, but would it be fun? I don't know (I usually only 
play heavy magic users without much focus on melee so it would not matter 
much to my style of playing).

>   Another possibility is limiting certain items by class and/or race. 
> Maybe only spellcasters can use a wand in their hand instead of some other
> weapon.  If like above, that wand has affinities for spellcasting type
> skills, it effectively gives them a leg up.  Likewise, certain weapons
> should probably only be usable by fighter.  If we want to prevent fighters
> from be mages, mages also shouldn't be able to be fighters.

I agree that the prevention must go both ways, but I have always disliked the 
[A]D&D way of class preventing use of an item. There might be a skill to use 
wand (one that magic users initially have) or something, but not a total 
block. Also, to increase the effectiveness of wands in magic users' hands, 
their power might be tied not only to the level of the wand, but also to the 
magic-skill-level of the user, or even Pow score or something (Str gives 
fighters bonus to damage, why not Pow to wands?).

Also, it might be nice to have race-bound items. There's a lot more basis for 
requiring a certain race to use an item - no other race has a fireborn's 
tentacles or an elf's pointy ears, for example; skills to use items can be 
acquired, racial features cannot - especially racial "mystical" features 
like "elven soul" or something. Bind items to those and they effectively 
belong to that race (there might be a quest brewing here, too...)

A little less drastic race-item would be one which acquires an extra powers 
(or loses some) or becomes more (or less!) powerful when wielded by members 
of certain race(s). A mystic dwarven battle axe might give an 
additional "slay orcs" power when wielded by a dwarf etc. (And if wielded by 
an orc it might behave as a Damned weapon?)

-Juha

-- 
		 -----------------------------------------------
		| Juha Jäykkä, juolja at utu.fi			|
		| home: http://www.utu.fi/~juolja/		|
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