[crossfire] Classes

igniz revolver igniz.revolver at googlemail.com
Sat May 29 03:05:49 CDT 2010


This is just a short reply to the general idea.

1) Please don't take away search and disarm as base skills

2) Perhaps classes could be inherently attuned to skills?

I like skill tools as a general way to access skills but a class shouldn't
rely on them. IMO more classes should have inherent talents. If you want to
make a class that focuses on particularly skills,  inherent attunement makes
sense.

3) I like thief classes, hiding is good.

4) The Sorcery tree is rubbish to level and talismans provide a cheaper way
of getting a skill you can level with.

On 29 May 2010 04:23, Mark Wedel <mwedel at sonic.net> wrote:

> On 05/28/10 05:48 PM, Brendan Lally wrote:
> > On Thu, 27 May 2010 22:03:50 -0700
> > Mark Wedel<mwedel at sonic.net>  wrote:
> >
> >>    For starting skills, should skill tools be done away with (eg,
> >> talismans, holy symbols?)  My take, which may be wrong, is more often
> >> than not they are annoying/disliked, and I'm not sure what is really
> >> gained by having them vs giving the characters the native skills.
> >> Thoughts?
> >
> > I'd agree with the skill tools bit, mostly they are just clutter in my
> > character's inventory until I find a 'proper' skill scroll (which I
> > would typically buy anyway because they are cheap enough).
> >
> > Maybe talismans could remain as a form of amulet that gives a skill
> > boost to the spell schools in question? If they were made rare enough*,
> > then this would be a way to make it much easier to 'start' a
> > wizard-style character.
> > Give a talisman as starting equipment to each mage that increases the
> > effective level of their skill by 3 levels (probably capped at level
> > 15 or so). They would then immediately be able to cast 4th level
> > spells whereas non-specialists are forced to start with first level
> > spells.
> > If the first area of effect spells are made available at levels 3
> > or 4 then it will be very slow going for anyone who isn't a wizard by
> > trade.
>
>   That could be done.  One thought is to have the talismans/holy symbols be
> attuned as now, but add something more to attunement.
>
>  While attunement is certainly useful right now, I don't think it is
> especially
> so.  It means that the effective casting level is slightly higher, and sp
> cost
> slightly lower.  But casting level typically doesn't have a huge impact on
> spell
> ability - it may mean an extra point or two of damage.  What is really
> useful is
> making real level of the skill effectively higher, so you have access to
> more
> powerful spells.
>
>
> >>    Related to the skills discussion, maybe sense magic&  sense curse
> >> skills go away, and instead become special bonuses of praying and
> >> wizardry skills?
> >
> > Or maybe they should just become an extension of the identification
> > skills? So if I have an enchanted sword and use my smithery skill on
> > it, there are three possible outcomes:
> > 1) I fail completely and think it is a mundane sword.
> > 2) I know there is something magical about it but don't know what.
> > 3) I find out everything there is to know about it.
> >
> > If the skill is lacking, then you could still have an unmodified roll
> > against INT and WIS to try and determine 2.
>
>   Having it tied to to the skill for the item is a good idea.
>
>  It does make sense that depending on your skill, you would learn different
> things out, or perhaps nothing at all for powerful items.
>
>  The one issue here, relative to curse, is that it is often handy to be
> able to
> detect curse on item because you can still sell it for money.  I say this
> in the
> sense that the player doesn't have any control of it being identified as
> cursed.
>
>  But a reasonable change may just be that cursed items, whether known
> cursed or
> not, are considered worth 0 value in shops - shopkeeper should at least
> know
> what it is.  Otherwise, one could argue that a player should be able to
> erase
> any signs of its true nature (how does the shopkeeper know what it is if I
> identify it away from him?)
>
>  But cursed items could perhaps still be decomposed into raw materials, so
> you
> could use a cursed sword to make a normal sword (just as melting down a +1
> sword
> results in a pile of ordinary steel, same would be true for a -1 sword).
>
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