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race/profession proposal
- To: crossfire (at) ifi.uio.no
- Subject: race/profession proposal
- From: Brian Thomas <>
- Date: Sat, 24 Jun 1995 14:18:24 -0400
>>I would suggest that if a "class-as-skill" system is used (which, BTW,
>>sounds fine to me), that each character at least start with the 4
>>basic class skills (or whatever the "basic" skills are; there could be
>
>Hear hear. I think we are building enough of a consensus to start
>implementation of skills-as-objects. We can argue about what you
>start out with later.....
Skills-as objects has already been implemented! What we need to
do is begin to agree on what kind of things we want to be able
to do in the new '4 or more experience catagory' system. In
this way we can more intellegently decide on how to 'reconfigure'
the skills-objects.
With this in mind one aspect is how implementation of the
seperation of race/profession could be handled. I have tried outline
what we might do in the following brief sketch. Below of some of
the critical characteristics are shown. (because of personal bias
I have pitched this slightly toward the 6-stat-based experience system,
but it is all basically applicable to a 4-exp based system).
*****************************************
CONCERNING CHARACTER STATS.
*****************************************
Basically I would leave this alone, but the introduction of Power as
a stat (6-experience proposal) requires a little bit of shuffling.
Below is an outline of possible changes (I believe this falls in
line with what Peter is suggesting?):
Stat Old usage New usage
---- --------- ---------
Int set #spell points Controls learning of
spells/prayers
Wis contr learn spells set max #grace points
Pow ------- set #spell points
*****************************************
CONCERNING MATTERS of RACE
*****************************************
Suggested stat bonuses and limits by race:
-----------------------------------------
This is based on current 1-30 range. The modifier is first and the limit
in paraenthesis. For established races, I basically took current values.
but in a few cases I changed things around a little (usually because the
meanings of Int/Wis/Pow are little different than before).
Race Str Dex Con Int Wis Pow Cha Mod sum.
---- ------- ------- ------- ------- ------- ------- ------- --------
dwarven...... +3 (23) -4 (16) +4 (24) +0 (20) +0 (20) -1 (19) -3 (17) -1
elven........ -2 (18) +3 (23) -2 (18) +1 (21) -3 (17) +1 (21) +1 (21) -1
fireborn..... -7 (13) +4 (24) -3 (17) +3 (23) +3 (23) +4 (24) -4 (16) 0
human........ +0 (20) +0 (20) +0 (20) +0 (20) +0 (20) +0 (20) +0 (20) 0
orc.......... +3 (23) +2 (22) +3 (23) -1 (19) -1 (19) -1 (19) -4 (16) +1
quetzalcoatl. +4 (24) -4 (16) +4 (24) +0 (20) -7 (13) +5 (25) +0 (20) +2
troll........ +5 (25) +2 (22) +5 (25) -3 (17) -3 (17) -3 (17) -3 (17) +0
wraith....... -4 (16) +4 (24) -4 (16) +2 (22) +2 (22) +3 (23) -10 (10) -7
Notice that for almost all races the sum of the modifiers comes near 0.
In those cases which do not, this is because of a corresponding
advantage/disadvantage that race has balanced this out. These are given
below. Again, for established races, I took the default.
Suggested inherent race abilities/advantages and disadvantages
--------------------------------------------------------------
Race Advantages Disadvantages Base AC Base Dam Attacks
---- --------- ------------ ------- -------- --------
dwarven....... smithery skill ---- 10 1 physical
elven......... woodsman, ---- 10 1 physical
missle weapons
spellcasting
fireborn...... spellcasting, no weapon or 0 0 fire,
immune to fear, armour use physical
fire vuln to cold,
ghosthit, drain
human......... missle weapons ---- 10 1 physical
orc........... missle weapons vuln to fear 10 1 physical
quetzalcoatl.. spellcasting, vuln to cold, 5 10 physical
immune to fire poison, paralyze
1 spell no armour use
troll......... ---- vuln to fire 2 10 physical
wraith........ immune to drain vuln to fire 6 1 cold,
& ghosthit physical
prot to cold,
physical
*****************************************
CONCERNING MATTERS OF PROFESSION
*****************************************
In addition to an amount of starting cash (variable according to
profession) a given profession would allow a player skills/benifits
and disadvantages. I have included suggested possiblities for new
and old professions.
Profession Associated Skills Other ben/disadv.
---------- ----------------- -----------------
Archer missle weapons, bow + arrows, DEX potions
bowyer
Barbarian woodsman, mountaineer, Str potions
jumping
Bard singing, woodsman instrument
Burgler stealing, hiding lockpicks, dex potion
Cleric praying, oratory path_attuned protect
Druid praying, woodsman path_attuned create
Mage spellcasting, sen_magic spellbook, pow potion
Merchant bargaining, oratory Cha potions
Monk karate, jumping, no weapons, path_attuned self
meditation,sen_magic
Necromancer spellcasting,sen_magic path_attuned drain, summon
and create.
path_denied fire, spellbook
Priest praying,sen_curse path_attuned abjure,protect,
and restoration.
path_denied missiles
spellbook
Rogue stealing str + dex potion
Viking missle weapons prot to cold, vuln to fire
str potion
Warrior missle weapons, str + con potion
wrestling
I am by no means being complete here. But this should give a good idea
of the possible things we will have to allow the software to do in
order to set up professions.
b.t.