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Re: Experience as "currency" (Re: Merged proposal)
- To: crossfire (at) ifi.uio.no
- Subject: Re: Experience as "currency" (Re: Merged proposal)
- From: Brian Thomas <>
- Date: Mon, 26 Jun 1995 18:23:16 -0400
Ken writes:
>
> Wow--conciliation and compromise. A Crossfire first?
>
Not so fast!! :)
>
> I don't see any real motivation for moving beyond the four basic classes, and
>
Hmm. Looks like time to do some "motivating" :) I have several
good reasons for wanting something besides the "four basic classes".
To briefly review, as currently hashed out (within my understanding)
we have been talking about a new experience/race/skills system which
will feature:
- separate player choices of race and profession.
- multiple catagories in which a player may gain experience.
- Two kinds of skills will be available: "associated" skills
which are associated with a catagory of experience and
"unassociated" or "miscellaneous" skills which will not be
associated with any experience catagory.
- experience will be now only be gained through the use of
skills associated to one of the catagories of experience.
Currently, there has been some talk of 4 or more catagories of experience.
Under a proposal by Peter, 4 catagories of experience would exist:
cleric/fighter/magic/thief. It is not the number of catagories, but
rather the naming which lies at the heart of my disagreement with this scheme.
Why does it matter? The most important reasons are:
1) How to associate skills to the catagories. What about skills which
are not related to cleric/fighter/magician/thief experience but should
have a graduated effectiveness? For example, "bargaining". In which of
the aforementioned 4 does it fit with? Adoption of "profession" names
for each of the experience catagories will constrict the creativity with which
new skills may be created.
2) Ecstetics. The creation of non-thief/fighter/magician/cleric/ characters
will be impossible. Remember that this system is saying all character
professions are a 'blend' of the available experience catagories. Creating
professions from a blend of professions irks me too. With all due respects,
this naming scheme is not very parsimonious (or elegant).
What are the options? Well, I'm sure that there are a million ways to name
kinds of experience available to a player. The point is to find names which
will not lead to further degrees of freedom (if possible). What are the current
independant measures of a CF character? I can think of 7; We describe
a character by 6 "fundimental" stats: Str, Dex, Con, Int, Wis, Cha. and
"experience". With the inclusion of spells, skills and possessions you may
completely describe any character that can be generated in CF (I am of course
omitting trival aspects like character name and title). Notice! none of the
mentioned ways of "characterizing" has *anything to do with profession*!
Why not choose to relate the experience catagories to one (or more) of the
independant measures which already exist? For example, an alternative choice
(which I advocate) is to relate the experience catagories to the "stats".
This seems to be a more "natural" way.
Ken has raised a good critism of this.
> I'm not particularly compelled by assigning skills to particular stats. A typical
> skill is dependant on several stats, e.g. lockpicking should be a factor of
> dexterity for the physical aspect of jiggling the tools around, intelligence,
> to figure out the intricacies of this particular lock, and wisdom, for how many
> similar locks you've seen before.
Skills (in real life) are certainly a mixture of many things. But in a
game we cannot hope to simulate reality nor would I believe CF to be
a very fun game if it did. Remember we have already done this in so many ways.
Why have only 6 fundemental stats?? Why not 100 or a 1000? The reason is that
it would be a nightmare to keep track of so many stats. Thus, I feel it is ok
to simplify the relationship between the stats and the skills. You have to
"make the cut" somewhere.
As always, the implacable :),
b.t.