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Skill Based System.
#24
Dustie Wrote:I don't think that's a good idea. In any system such as that, you'll always end up with a certain base class that needed to be picked in order to have a character with the best something. And if that occurs, you end up with guilds that are misconfigured with too many Xs and not enough Ys. From there, you have players that either take the time to reconfigure (if its low enough, not months) or quit.
I'm saying that it starts you out with a certain point distribution, but there are no limits on your ability to redistribute and no inherent bonuses or penalties associated with your initial selection (or at least, none you can't undo).

e.g.
"Swordsman"
Sword skill 100
Armor skill 100
Medic skill 50
Evocation skill 0
Conjuring skill 0
Alchemy skill 0
Starting faction of 50 with Swordsman Guild

"Magician"
Sword skill 0
Armor skill 0
Medic skill 0
Evocation skill 100
Conjuring skill 100
Alchemy skill 50
Starting faction of 50 with Magician Guild

These are simply your starting point distributions to get you started on the path you want. Nothing stops the first guy from learning magic skills and forgetting his sword skill, and nothing stops the second guy from becoming a master medic, it's just giving them points to get them started down one path or another.

The title of "Magician" would probably just be a calculated title based on your skills. If you trained up enough sword skills your title would change as well (if we even bothered with titles).
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