Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Merged proposal
- To: crossfire (at) ifi.uio.no
- Subject: Merged proposal
- From: Brian Thomas <>
- Date: Fri, 23 Jun 1995 16:17:03 -0400
- Cc:
>Peter Mardahl writes:
>
>Or leave spells as they are and have their use controlled by
>cleric_skill and magic_skill?
>
>How about this as a direction?
>
>Initally, 4 basic experience skills. More can be added later, I guess,
>as the game evolves. Hopefully the list will always be very short.
>These would have a level and a #experience.
>
>Some misc. skills which, when used, give exp. to one of the exp. skills.
>
>Other misc. skills which are so weird that they don't need to be associated
>with anything else, and don't need a #experience.
I rather like this proposal. But if I may, I would like to instead suggest
a "6-experience" system. Each catagory has a player "stat" associated with it.
There would be "associated" skills for each catagory. Practice of "associated"
skills would add experience in that catagory. "Miscellaneous" skills may also
exist too. These skills are not associated with any experience catagory, and
consequently the practice of these skills results in no experience gained by
the player.
6 Experience Catagories
***********************
Name Possible alternate name
---- -----------------------
Strength "fighting" or "pruissiance"
Dexterity "thievery" or "acrobatics"
Intellegence "knowledge" or "perception"
Wisdom "grace" or "(un)holiness"
Charsima "leadership" "personality"
Power "magic" or "wizardry"
Thus we achieve a more natural division of the experience catagories as each of
these is no longer a "profession" per se. Player characters are now a blend of
stat-based experience catagories. Astute readers will notice the introduction
of a new player stat "Power". Also there is no experience catagory for "constitution".
Perhaps the "strength" catagory also depends on it.
Nontheless, as Peter suggested, "associated skills" are related to each catagory.
The effect and success of each of these skills would be set by the character's
experience in that stat-based catagory. Here's a possible breakdown of where I
would put the "associated" skills:
Associated skills
-----------------
Str Pow Dex Wis Int Cha
---- ---- ---- ---- ---- ----
Hand Weapons*+ Spellcasting* Stealing Praying* Jeweler Oratory
Missle Weapons* Writing Hiding Sense Curse Smithery Singing
Karate Sense Magic Lockpicking Blessing Alchemy Bargaining
Throwing*+ Enchantment Set traps Woodsman
Boxing Disarm traps+ Find Traps+
Wrestling Thamaugery
Literacy
Medicine
(the * denotes a skill which is required to perform an action, + denotes
that all characters start with this skill). Note I have included skills on this
list that currently dont exist in the game (throwing, medicine, enchantment,
blessing, etc). I wont attempt to describe them here.
Also, there can be skills which give no experience to any catagory, and I'll adopt
"miscellaneous" skills to name these.
Miscellaneous skills (awards no experience for use)
--------------------
Mountaineer Jumping Meditation
How this might work >>>>>
A. implications for character profession and race
--------------------------------------------------
Hand Weapons, Throwing, Find traps (currently called 'searching'), and disarm traps
skills are available to all starting characters. This duplicates the current situation
in CF closely. Now, at the beginning of the game a player would first pick a race,
which would set stat modifications and stat limits. Then, a player would pick a
"proffession". Choice of profession would give the character a blend of skills (skill
scrolls in the starting inventory. Also, the player would start with a variable
amount of money, and perhaps one or two special hard-to-find items which are
indicative of the profession.
B. Handling experience and skill levels
----------------------------------------
Practice of the available skills would then dicate which kind of experience was ultimately
gained by the player. In this way, as new skills are gained the player he/she broadens the
scope of their character. If the new associated skill is in a stat-based experience catagory
outside of previously used ones, that player will start at 1st level. If the new skill
is in a stat-based experience catagory that the player already has some experience in, the
skill starts at the level of that catagory. Alternatively, we could set things up so that
when the player gains an skill associated with a stat-based catagory for which they already
have experience, they will have to use it a couple of times to bring it "up to speed". An
asterix (or other symbol) on the skills menu might denote this status for a new skill (which
might be used at 1/2 level to start, until its "up to speed").
C. Gaining experience -- stat advantages
----------------------------------------
With these catagories we can now assign higher or lower rates of 'learning' based on a
player characters stat. For example,
Stat value Experience Adjustment (%)
(unadjusted)
---------- -------------------------
1 - 3 35 % of nominal gain
4 - 6 45 % of nominal gain
7 - 9 75 % of nominal gain
10 - 14 nominal exp gain, no adjustment
15 - 17 110% of nominal gain
18 - 22 120% of nominal gain
23 - 30 130% of nominal gain
Thus, for example, a while both "mage" and "fighter" characters start with the "hand weapons"
skill, the figher will most likely have the higher Strength stat and gain experience by
fighting with hand-held weapons faster than the mage.
Well, that's my "merged" proposal. Comments?? -b.t.