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Re: Skills Hack
- To:
- Subject: Re: Skills Hack
- From: Brian Thomas <>
- Date: Tue, 11 Apr 1995 06:23:03 -0400
- Cc: crossfire (at) ifi.uio.no
> From Mon Apr 10 19:10:26 1995
> Date: Tue, 11 Apr 1995 01:10:22 +0200
> To: Brian Thomas <>
> Cc:
> Subject: Re: Skills Hack
> References: <>
> From: Laurent Wacrenier <>
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> Not sure it's a good idea :
> - spell casters are aleady powerfull (much than warriors, in my
> sense)
> - a lot of people have already bank characters with a lot of
> charisma for buying and keeping theyre stuffs, now the same will
> have also clerics and wizards to avoid object identification.
Yeah. You make a good point, but right now play balance is
only going to occur when more than one person (me!) tries
out the various permutations. The spellcasting humans, for
example, might get a skill and 1 spellbook rather than
several spells for example. Also, you might be overating
the usefulness of skills - I have found that the sense cursed
items skill much less usefull than other skills available.
In the end the creativity of the player makes a big difference
in the usefulness of any skill/spell/weapon/etc the character
has. Under that proviso, I am making the skills hack stuff
available - for feedback and playtesting.
> Another idea of skill : `rogues' could detect traps more easily than
> other characters.
>
Yeah, I have thought about a 'detect traps' skill too. I
didnt try to implement it because it would basically
duplicate the 'search' command. I do like the idea however.
b.t.