It has long been discussed that with a few exception (the non humanoid races and the classes that prohibit weapons/armors), a lot of race/classes tend to blur together.
There are several reasons for this: - There are not really any race/class restrictions for objects (or conversely, not any objects that only clerics can use, or that only fighters can use, etc). While there is a 'ring of the paladin', you don't need to be a paladin to use it for example. - Pretty much all the skills are learnable, so what skills you start out with are not very important - you can learn everything else later. - Most differences in stats can be overcome fairly easily by use of items that improve your stats. In terms of these issues, I think the first could be fixed by adding new items and a little code - use a key/value to store what class/race can use an object, and add some code in the apply logic to check for it. For the skills, my thought would be there should be different levels (for lack of better term) of skills. For example, there may be 4 different skills of sorcery - basic, expert, advanced, mastery. However, these all tie in with the same skill. The sorcery class starts with the mastery skill. Some of the other classes (if they get several casting skills) maybe get those at advanced. Skill scrolls would give you basic skill, and perhaps quests or other harder to do things give you expert. What exactly these differences mean would have to be worked out. At a most basic level, it could determine the rate of exp you gain in the skill (basic gets 25% of normal or something). There could also be level caps - mastery caps at 110, advanced 75, expert 50, basic 25 (however, the fact there really aren't many spells above level 20, this may not mean a lot). Maybe for fighting skills, it means you get some extra hp (1/x skill levels?) Maybe only experts/masters get that bonus? Or get a better bonus? I think various cool bonuses for different skills could probably get worked out. But what this does it make your class selection more important - you can choose a wizard and really play them as a fighter - sure, you can still fight, but a person who plays a fighter will become a much better fighter. I don't really have any good solution to the stat problem - I don't think that is really solvable. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

