THIS MESSAGE IS TAKEN FROM OLD BOARD:
lpancallo
PS Director
posted 18-09-2001 21:28 GMT
Which skills you want to have during character creation?
Please tell us your opinion!
Catalyst88
Guest
posted 19-09-2001 20:14 GMT
Could you pleasre explain what you mean in a bit more detail?
lpancallo
PS Director
posted 19-09-2001 22:51 GMT
Sorry for being to short in my answer!
Actually in PlaneShift we have skills like:
One-handed weapons
Two-handed weapons
....
Magic
....
Hide in Shadow
Open Locks
....
etc....
Every char can learn some of them to improve his combat, magic, stealth, etc...
Which proficiencies (skills) you would like to have in the game?
Bye,
Luca.
Catalyst88
Guest
posted 20-09-2001 19:31 GMT
Ah, i see what you mean now
One-handed weapons and two-handed weapons as well as bows - the one and two-handed idea is different from most online
RPGS but there is the possibility of being too generic, depends how specific you want them to be (i personally prefer different
types of weapon, like Axes, Swords, etc.)
The magical skills shouldn\'t just be lumped together into one skill called \"Magic\". This is far too generic, like having a skill called
\"Weapons\". It should be split into different types of magic, such as \"Healing\", \"Protective Magic\" - this need a bit of thought i
think, depending on how complex the magic system is the boundaries may end up lying in different places.
Other skill should include stealth skills - i think skills should depend on race as well, for example the \"Swimming\" skill should be
more easily accessible to the amphibeous race (i forget what their name is...), whereas humans could have a very wide variety of
skills but not be able to specialise as much as other races.
Just a few thoughts
- Mike \"Catalyst88\" Streatfield
Kismic
Guest
posted 23-09-2001 20:19 GMT
Ever played ROM type MUDs? I think you should use an improved system of it, its very addictive even though its text based.
Catalyst88
Guest
posted 23-09-2001 22:48 GMT
Could you possibly expand on what you mean by a \"ROM type mod\"?
AVATAR
PS Official Member
posted 28-09-2001 22:27 GMT
A note regarding your comments on the magic system:
The magic system is very complex, and does not revolve around one single primary skill, such as magic. We have a large
structure developed, and I am sure it will be enjoyed.
Catalyst88
Guest
posted 28-09-2001 22:33 GMT
Fantastic
Thekkur
PS W.T.B. Member
posted 02-10-2001 20:35 GMT
a use rope proficiency would become really handy... I always like throwing a grappling hook! I expect there to be the normal
proficiencies such as climbing, running, fast movement etc ofcourse!
Thekkur
Catalyst88
Guest
posted 02-10-2001 20:49 GMT
That would come under physical characteristics, which, btw, i think should be separated from the \"skills/proficiencies\" (or
whatever you want to call them
Thekkur
PS W.T.B. Member
posted 03-10-2001 10:34 GMT
hmmm... two-handed weapon use and hide in shadows are clearly proficiencies at my opinion... magic is a class isn\'t it?
But allright, maybe I\'m too much a AD&D player. hehehe
Thekkur
icebolt
PS W.T.B. Member
posted 03-10-2001 13:52 GMT
We don\'t use classes in Planeshift.
Thekkur
PS W.T.B. Member
posted 03-10-2001 16:58 GMT
okay.
Thekkur
Catalyst88
Guest
posted 03-10-2001 19:11 GMT
The way i see it, \"magic\" would be a proficiency (possibly developed in preference to any others - possibly at the expense of
them, after all, we don\'t want \"super-warriors\" to roam the land who are the best at everything do we?). But magic would also
depend on certain characteristics of the player, for example \"Intelligence\" or somesuch (these possibly developed at the expense
of others too... hmm actually that\'s a point, what sort of methods of capping skills/characteristics are there gonna be?)
markus
Guest
posted 03-10-2001 19:49 GMT
I think there should be more skills for warrior style players, as in my experiance most warrior chars are alwayy boring to play with
as they tend to only be able to hit stuff. Maybe you could introduce things like parrying, fencing and dodging to make warriors
more fun.
just a thought
Catalyst88
Guest
posted 03-10-2001 20:52 GMT
Maybe special disciplines, like some are better defensively, some more attacking, different types of hit - some go in for
poisoning/light hits but many, some prefer to stand back and make lunging attacks once the enemy\'s defense has been broken
down, etc.?
markus
Guest
posted 06-10-2001 14:56 GMT
sounds good
Wic
Guest
posted 07-10-2001 13:28 GMT
no classes? good, was about a time someone came up with it. As my friend in other boards told that he just hates when a
warrior can\'t use a staff, nor a mage can\'t use a sword. What in earth prevents a mage for lifing a sword? Maybe strenght, but
that should be the only reason.
I agree that parrying and dodging is a must. AD&D has only AC which means the strenght of the armor. So basically you just
stand there when an enemy whacks you, hoping that your armor can take it.
For skills, I would add all the skills what AD&D has (like lockpicking, pickpocketing, and detecting traps), plus all what the game
requires. Like building. And parrying and movement.
Then I have got an another idea. When a warrior wears a heavy plate mail, his movement and parrying would decrease, althought
AC would increase. But if he wears a light armor, his movement and parrying wouldn\'t change, but his AC would be lower than
when wearing a plate mail.
Catalyst88
Guest
posted 07-10-2001 14:33 GMT
I don\'t think PS was going for classes anyway, but i do agree with you. That\'s why i think a set of basic attributes (read: strength,
etc.), possibly based on the race that you adopt (NOT the same as classes
and a set of learnt skills (NOT the same as
attributes
is the best way to go about it.
Kendaro
Guest
posted 13-11-2001 06:50 GMT
a few fighting type skills i look to see is not limited to one or two handed weapons. i would like to see the ability to also duel
wield. use two, one handers at the same time. also i see need for an ability to hit with the hilt of the weapon. this to cause a stun
effect or to push an attacker back for a second or two. a dodge, parry, block, and repost ability is also needed. another thing is
hand to hand. since there was mention of martial arts, hand to hand is nearly a must. this would have to be an ability that would
use both hands and inclued kicks as well. having an ability or actualy an edge in the ability to mend armors and weapons would
also be something a fighter should have. also lastly i think fighters need an ability to heal themselves a bit. only slightly.
something like bandaging or mending wounds.
the only problem i can think of is that everyone would have those skills. i think they should only be allowed to those that join a
warrior or fighter occupation. those that join a caster occupation shouldnt learn these skills. instead they would learn skill that
would aid in their casting abilities.
for caster abilities i see a foccuss skill needed. would take longer to cast the spell but the spell would be more effective. a
quickcast ability would allow for a fast shot or two maybe making it less effective but allowing several to be cast one after
another. you cant realy give casters too many skills though cause their spells are so diversified. though one thing i would like to
add to casters is a crafting ability. it would allow themn to enchant, so to speak, item such as their own garmits so that they
would have magical properties. to aid them in protecting themselves since they cant wear the heavy armors of fighters.
i have to say though i am a bit confussed about the fact there are no classes but yet you mention there are no can do it all types
either. i wish i could get that explained a bit more clearly. if there isnt a difference in the skill choices available then my ideas just
flew out the window. how exactly will players be diferent from one another other than by race? with no actual classes to seperate
them what will?
Mara_Jade
Guest
posted 13-11-2001 07:06 GMT
I\'m in for the two-handed weapon use. It would be really neat, if you could combine different sets of weapons :-)
```Mara Jade???
Kendaro
Guest
posted 13-11-2001 08:39 GMT
forgot to mention weapon skills. like a special slash or special attack that is granted every so many rounds. one that will boost
the fighter\'s abilities or allow them to do more damage in that attack. this attack would grow stronger as the character advances
in lvl.