[crossfire] Skills & Classes
Mark Wedel
mwedel at sonic.net
Wed Jun 2 00:15:43 CDT 2010
As thinking about this on my drive home from work tonight, it seemed like
taking a step back from classes to look at how skills work might be a good idea.
The two are very closely related - depending on how skills work determines
what skills to give to different classes, and how to balance them.
In brief history of crossfire: The first many versions of crossfire did not have
any skills. You had a single character level, and all attributes came from that
(ability to use magic, effectiveness with weapons, as well as hp/sp). Later,
skills were added, but with a few skill categories that contained the level an
effectiveness of the skill (in terms of current skills, this would mean that
evocation, sorcery, pyromancy and summoning would have a skill bucket of
'magic', and it is the level of magic that determined level of all those skills,
and if you get exp using a pyromancy skill, it would go in the magic bucket.
The only thing this really did was limit some abilities until one gained a
skill). Then, at a later point, those categories were removed, and each skill
had a level, exp for a skill was gained by using that skill. That is where
things currently are.
I bring this up because as this illustrates, skills was an add on from the
original crossfire, and so the question that comes to mind is this the right
approach.
So as I was in traffic thinking about this, I realized there are different
ways skill systems work out:
1) Number of skills: Some systems have very few skills (almost a 1:1 mapping of
skill to class). Other systems have lots of skills, in some cases getting very
discrete (dagger, sword, hand axe, battle axe, etc as an example of weapon
skills). Most systems are somewhere in the middle. But a question is there -
should we try to limit skills to some total number of skills, and that may mean
removing some skills or adding their abilities to other skills?
2) Method of advancement: There are a few different methods here - one is to use
what is currently done - only way a skill improves is to use it. Other systems
use a mechanism where as the character gains level, they get some number of
points to improve skills they have. Some systems have a hybrid approach - as
you use the skill, you get better, but as you gain overall levels, you get some
number of points to improve skills.
3) Cap/improvability of skills: Should all/most skills be reasonably possible
to reach maximum level? Should all skills be improvable (there are several
skills in crossfire right now which are not improvable as an example). This is
a general concept question related to class skills and for now is ignoring that
non class skills may have level caps and/or less favorable exp gain ratios that
make reaching max level impossible
4) Starting still quality: Should a characters class skills (magic use skill for
wizards, weapon skill for warriors) be somehow better? We had discussed
different versions that have better/worse exp ratios, but for a brand new
character, that fighters and cleric weapon skill is still identical - it only
gets better for the fighter in the sense the fighter should gain a level in that
skill faster. My thought here is to make class skills effectively a higher
level, eg, a clerics weapon skill may start at level 3, a fighters at level 5,
and a wizards at level 1 (note, probably would be good to change the term level
to some other term).
My quick thoughts on these points:
1) Middle approach seems good - this is what crossfire currently does (has about
40 skills). Some could perhaps be merged, and I could see adding some new ones.
2) I'm tempted by the hybrid approach myself - I'm not sure what portion should
be based on using the skill and what by points, by something like 75 (exp)/25
(level gain points) may be workable - this gives some mechanism to improve hard
to improve skills
3) Skills should be improvable (if it is not improvable, I'd put that into an
'ability' definition). This is based more on consistency - since most of the
skills right now are improvable, it just makes sense that all be improvable,
since the skill framework bases a lot on that idea. I don't think it is
realistic that all skills be able to get to a point of maximum level - at least
not easily (if someone really wants to grind, then perhaps so)
4) I think classes would get more distinction if starting skills were more
effective (effective level is higher) - this would give wizards better spell
choices.
Note on abilities vs skills: This may be a matter of semantics, but for many
of the non improvable skills, the reason they are skills (I believe) is it
provided a simple mechanism to put them on treasure lists to give them out, but
also provides a mechanism already in place to use them (use_skill ....)
The idea of abilities here is to provide another method to use this without it
being a skill. One reason I think this is desirable is per other discussions,
where as one improves in their skill, that skill might also grant them certain
abilities, but calling them spells (even if they act a lot like it) might also
be confusing.
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