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Re: Critique of Summarized plans
- To: ,
- Subject: Re: Critique of Summarized plans
- From: Brian Thomas <>
- Date: Thu, 22 Jun 1995 19:14:55 -0400
- Cc: crossfire (at) ifi.uio.no
> > in a new experience system. What about skills
> > which don't seem to be associatable with any of the
> > 4 kinds of exp like "smithing" or "bargaining"?
>
> I remark that if you create a
> sage/tourist/mechanic, you also have
> to create something for each of these
> to do. Right now, there aren't
> any internal combustion engines. It
Hmm. The 'mechanic' I had in mind was someone handy with
medieval technology--skills for that character include
"smithing","find traps","set traps",etc. I would also
hope to see such a character actually be able to *make*
objects too from raw materials found/purchased in the game.
> doesn't therefor make sense to
> have a mechanic. Similarly, I don't
> see places in the game for merchants,
> sages, or tourists, unless you mean
> some blend of cleric/magic/fighter/thief.
>
In the case of merchants I would like to see a "fighter"
who may bargain, trade and sell well, in the case of a "tourist" someone
("fighter"?) who travels well (not really serious about this
class BTW), and by a sage someone who "studies" well
(learns spells, deciphers runes, can write scrolls of magic
spells).
I guess at the base of my unease about a "4-experience"
system is :
1) Very D&D like.
2) I want to do more than bash monsters all the time. Lets
have flexibilty--allow characters to steal things, sneak
in/out with monsters treasure, lead followers, etc. Right
now exp is *only* awarded for killing monsters and removing
traps. I wish CF had a "wider" scope.
If you tie skills to certain experience catagories, then the
future creation of skills become fixed to fitting with in
those catagories. Also, I would hate to see every "fighter"
(for example) have the exact same skills, to my mind this
is like having every wizard have the exact same spells. Silly.
I think this brings up one last point too. I see skills as
being *just like spells*. By this I mean:
1) There cannot be too many of them
2) profieceny is linked to character level
3) effect is particular and unique.
>
> Not really. The 4-skills one is
> pretty simple. I've assessed the coding
> involved, and while not nothing, I know
> what to do and know I can do it.
> The playing complexity is manageable in
> my opinion, players only have to adventure
> to gain levels, and generating a character
> will be exactly as it is now: he'll choose
> a race, roll a char, and start with zero
> exp in all categories.
>
I am still willing to help particpate in this effort. But
I would like to see a better proposition as to how the
skills (and spells) should be related to character class.
For example, why cant we have "fire wizards". This would
be a player with the "wizard" profession who has
path_attuned "fire" and path_denied "frost". This character
would start with a few fire spell books. Similarly, "fighter"
characters could be diverse, like "smith" and "archer"
and "barbarian". Each type of fighter would start with
a different blend of skills and possessions.
b.t.
> Well, you also get 4 degrees of freedom. Right now, mages
> advance really, really easily once they get fireball, compared
> to fighters. You can tune the experience required for levels
> for each category appropriately, providing an easy mechanism
> for play balancing.
>
>
> PeterM
>