Author Topic: tying stats to skills progression  (Read 8100 times)

Bonifarzia

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Re: tying stats to skills progression
« Reply #30 on: June 30, 2012, 10:53:05 am »
From my point of view, tman's concerns are justified and important here. That's why I emphasized that good connections are needed for a system like the one i suggested. There a character who just trains as many skills as possible gains a slightly higher average of all six attributes, while specializing to a few "matching" skills raises some attributes much more quickly. Training other skills later can again average out your stats and destroy your specialized affinity. In that sense, it is important to provide enough different ways to raise a given set of stats and still keep it consistent. tman came up with the term "classes", and we really should avoid a system that leads to just two or three cookie cutter schemes.
« Last Edit: June 30, 2012, 10:54:53 am by Bonifarzia »

Eonwind

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Re: tying stats to skills progression
« Reply #31 on: June 30, 2012, 11:27:46 am »
what about thinking a handful of way to train stats outside skills training?

tman

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Re: tying stats to skills progression
« Reply #32 on: June 30, 2012, 08:36:45 pm »
tman came up with the term "classes", and we really should avoid a system that leads to just two or three cookie cutter schemes.

I use the term "class" loosely to mean the set of skills that a given character sees as important to him/her/kra.  For example, I have a character who trains in light armor, sword, and knives/daggers, and who also does some mining and blade making to pay the bills.  I have another character who trains in Dark and Red Way magic and is skilled in alchemy and herbalism. He has never picked up a sword or a pickaxe in his life.  I don't mean that a player should have to choose a class during character creation, but I think players should have a general idea of which skills fit the character and which don't.  That's what I mean by "class."
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Aramara Meibi

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Re: tying stats to skills progression
« Reply #33 on: July 01, 2012, 10:23:41 pm »
tman came up with the term "classes", and we really should avoid a system that leads to just two or three cookie cutter schemes.

I use the term "class" loosely to mean the set of skills that a given character sees as important to him/her/kra.  For example, I have a character who trains in light armor, sword, and knives/daggers, and who also does some mining and blade making to pay the bills.  I have another character who trains in Dark and Red Way magic and is skilled in alchemy and herbalism. He has never picked up a sword or a pickaxe in his life.  I don't mean that a player should have to choose a class during character creation, but I think players should have a general idea of which skills fit the character and which don't.  That's what I mean by "class."

yes, i do believe the system is designed for players to act in this fashion. But, as a fault, it allows for a player to choose as their class 'master of the universe'.
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