This is just a short reply to the general idea. 1) Please don't take away search and disarm as base skills
2) Perhaps classes could be inherently attuned to skills? I like skill tools as a general way to access skills but a class shouldn't rely on them. IMO more classes should have inherent talents. If you want to make a class that focuses on particularly skills, inherent attunement makes sense. 3) I like thief classes, hiding is good. 4) The Sorcery tree is rubbish to level and talismans provide a cheaper way of getting a skill you can level with. On 29 May 2010 04:23, Mark Wedel <mwe...@sonic.net> wrote: > On 05/28/10 05:48 PM, Brendan Lally wrote: > > On Thu, 27 May 2010 22:03:50 -0700 > > Mark Wedel<mwe...@sonic.net> wrote: > > > >> For starting skills, should skill tools be done away with (eg, > >> talismans, holy symbols?) My take, which may be wrong, is more often > >> than not they are annoying/disliked, and I'm not sure what is really > >> gained by having them vs giving the characters the native skills. > >> Thoughts? > > > > I'd agree with the skill tools bit, mostly they are just clutter in my > > character's inventory until I find a 'proper' skill scroll (which I > > would typically buy anyway because they are cheap enough). > > > > Maybe talismans could remain as a form of amulet that gives a skill > > boost to the spell schools in question? If they were made rare enough*, > > then this would be a way to make it much easier to 'start' a > > wizard-style character. > > Give a talisman as starting equipment to each mage that increases the > > effective level of their skill by 3 levels (probably capped at level > > 15 or so). They would then immediately be able to cast 4th level > > spells whereas non-specialists are forced to start with first level > > spells. > > If the first area of effect spells are made available at levels 3 > > or 4 then it will be very slow going for anyone who isn't a wizard by > > trade. > > That could be done. One thought is to have the talismans/holy symbols be > attuned as now, but add something more to attunement. > > While attunement is certainly useful right now, I don't think it is > especially > so. It means that the effective casting level is slightly higher, and sp > cost > slightly lower. But casting level typically doesn't have a huge impact on > spell > ability - it may mean an extra point or two of damage. What is really > useful is > making real level of the skill effectively higher, so you have access to > more > powerful spells. > > > >> Related to the skills discussion, maybe sense magic& sense curse > >> skills go away, and instead become special bonuses of praying and > >> wizardry skills? > > > > Or maybe they should just become an extension of the identification > > skills? So if I have an enchanted sword and use my smithery skill on > > it, there are three possible outcomes: > > 1) I fail completely and think it is a mundane sword. > > 2) I know there is something magical about it but don't know what. > > 3) I find out everything there is to know about it. > > > > If the skill is lacking, then you could still have an unmodified roll > > against INT and WIS to try and determine 2. > > Having it tied to to the skill for the item is a good idea. > > It does make sense that depending on your skill, you would learn different > things out, or perhaps nothing at all for powerful items. > > The one issue here, relative to curse, is that it is often handy to be > able to > detect curse on item because you can still sell it for money. I say this > in the > sense that the player doesn't have any control of it being identified as > cursed. > > But a reasonable change may just be that cursed items, whether known > cursed or > not, are considered worth 0 value in shops - shopkeeper should at least > know > what it is. Otherwise, one could argue that a player should be able to > erase > any signs of its true nature (how does the shopkeeper know what it is if I > identify it away from him?) > > But cursed items could perhaps still be decomposed into raw materials, so > you > could use a cursed sword to make a normal sword (just as melting down a +1 > sword > results in a pile of ordinary steel, same would be true for a -1 sword). > > _______________________________________________ > crossfire mailing list > crossfire@metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire >
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