[crossfire] What about a gameplay revolution?

Mark Wedel mwedel at sonic.net
Wed Jan 7 01:05:20 CST 2009


Juha Jäykkä wrote:
> 
> I'd prefer to find a middle ground. Something where we can let everyone be 
> capable of using all skills, but with some class-features still intact so 
> that there is no way a basher can become as good a magic-user as a wizard. 
> Perhpas simply requiring the "main skill", i.e. whatever is tied to the 
> class, to always be higher than any other skill? Or higher than all other 
> skills combined (this would need some adjustment on first level). There could 
> be a guild whose services are necessary to gain a new level (or something) 
> and the guild would simply kick you out if you violate the above rule. Or 
> something.

  A quick thought is that each class has some set of associated skills (wizards 
would have the various magic skills, fighters the combat skills, priests 
praying, etc).  There would likely be some overlap between different classes 
(there is not a 1:1 relation - one handed weapons might be associated with 
several classes for example).

  Following previous discussion about highest skill level determining hit 
points, one could refine it further such that highest skill level of those 
associated skills determines hit points.

  So a fighter with level 10 is 1 handed weapons (and little in anything else) 
could decide to become a mage and use those magic skills.  However, unless he 
improves that 1 handed weapon, he will only have hit points as a 10th level 
character.

  But I'm also sort of inclined that not all classes should necessarily have all 
skills available (or even most).

  Some skills are ones that I'd say are not as adventure related (item creation 
skills, etc), and so sure, everyone can have those.

  But for others, one could ask the question why should I play X if I can play Y 
and just get all those skills?  Should instead of having classes, should we just 
let people pick what skills they want?  As long as skills are available via 
skillscrolls, even a first level character could learn new skills as long as 
they have a benefactor.

  The other possibility which has been suggested before is quality of skills. 
Going for that example above, each class would have a set of skills associated 
with it - these are primary skills.

  Players can learn skills in the game through various methods, but these are 
secondary skills.

  Main difference between secondary skills gain exp at a slower rate of 
experience.  So back to that fighter example, he could pick up magic use at 
first level, but if it takes double the exp to gain levels in it, probably not 
the best way to go.

  Not some of the misc skills might not have a different version - so while some 
classes may start with smithery, anyone could learn it later with no penalty.




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