> Good example. I've no idea why meditation shouldn't be learnable. Even > if you never meditated so far, you'll be able to learn it (in the real > world). Same for other things. You're able to join a karate club and > learn karate, ...
One game I saw worked by "skill spots". I don't remember the values or the details, but the general idea was: characters had like 20 spots, which could be filled by skills, with 1 spot for basic skills, 2 for advanced ones, and 3 for master ones. There was a "graph" dependancy, some skills required other skills at a certain level. Players could "drop" skills, or reduce their spot, to use other ones. Not totally sure about the way that was done, though (didn't play, just saw someone play). As for the general idea for skills, I think it's nice to be able to learn all skills (except intrinsec skills, like levitation or clawing - though with nails? <grin>). But we definitely need to balance that somehow, through maluses/bonuses, things like that. And I wouldn't oppose to skill restriction, either :) > Do you like to see me writing a summary / draft concept of the new skill > / class / guild system? Or do we need more discussions about specific > parts? I'd say you can write a first quick summary, preferably on the wiki (http://wiki.metalforge.net just create a page somewhere, maybe linked from another - which one, not sure) :) Doesn't mean it's set in stone, but would be nice to have a full summary, I think :) Of course we can still go on discussing on the list. Thanks for all ideas :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !]
pgpEuOORGxRmA.pgp
Description: PGP signature
_______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

