Moderator: Elder Staff
by Nimrod » Wed Aug 16, 2017 1:43 pm
by PhocsM » Wed Aug 16, 2017 2:50 pm
by Tykanis » Wed Aug 16, 2017 2:59 pm
by tehkory » Wed Aug 16, 2017 3:13 pm
adroit to master
by Bones » Wed Aug 16, 2017 3:27 pm
by krelm » Wed Aug 16, 2017 3:34 pm
by krelm » Wed Aug 16, 2017 3:36 pm
bones wrote:I'd also dig if skill-maxes were determined by how they used to be, via the main stats for them.
by Bones » Wed Aug 16, 2017 4:51 pm
by tehkory » Wed Aug 16, 2017 5:08 pm
Bones wrote:Hmm.. Changes were made to the Wiki back in July.. It was, at least in the Wiki, stated for a time that Int determined the cap on each skill period. But that may have just been a bad entry.
Why get a craft opened to you rather than grind it for free? Some skills you -can- learn by doing openers for it. But woodcraft does not have them. Nor does Medicine, Stonecraft, Mining, Brewing, and others. And while some of these you can find via player interaction, others you cannot.
by Bones » Wed Aug 16, 2017 5:43 pm
tehkory wrote:And all others probably should(read: it's bad if/that they don't) have means of entering into them.
by Nimrod » Wed Aug 16, 2017 6:07 pm
Tykanis wrote:Now I have a couple of questions.
1. The 1 RPP door guard, is this for an additional door guard or just for the first one?
Tykanis wrote:2. By open a non-master craft do you mean as in adding a new craft to the game that isn't a master craft or a pseudo teach to give your PC said craft?
Tykanis wrote:3. How would how much your skill get boosted? By X number of points or from level to level, such as adroit to master or so on and so forth.
Tykanis wrote:4. Is the item custom by look or can it be something such as a steel weapon in a place where decent iron is a miracle sometimes.
Tykanis wrote:5. Aren't the rogue skills already available assuming you pick the correct initial skills during chargen to gain access? Or is this for already active PC's to receive a teach of sorts for it.
by Nimrod » Wed Aug 16, 2017 6:12 pm
PhocsM wrote:I assume we have to provide an actual reason and rp accordingly right? Nothing like "Hey boss, I saw how to cut trees and now I can do it"
by Nimrod » Wed Aug 16, 2017 6:15 pm
tehkory wrote:Skill boosts I can't argue, skill openings should just be left to teach and/or learning-by-doing, but mostly because it's probably a waste of 1 month's worth of RPP requests for most things.adroit to master
The loans are weird, and IC trustworthiness=/=currently stored RPP.
by Nimrod » Wed Aug 16, 2017 6:18 pm
Bones wrote:As to RPP for stat boosts.. As a player who has played RPP characters.. Three times this iteration, and those three as RPP races.. We didn't get stat bonuses. Not sure if that was because of staff at the time or not. So it would be nice.
Bones wrote:I'd also dig if skill-maxes were determined by how they used to be, via the main stats for them. Intelligence is great for overall cap on skill points, experience or whatever.. But it's ridiculous if you want to make a master woodworker, get the stats listed for it, drop int to a lower priority, and now you can never get adroit or master.
by Nimrod » Wed Aug 16, 2017 6:33 pm
krelm wrote:1. How do you raise your max RPP?
krelm wrote:2. How often can you raise your max RPP?
krelm wrote:3. Do you request for you max RPP to be raised like your current RPP, or does it just happen?
krelm wrote:4. What are the requirements for max RPP? The same as ever? What are the requirements for current RPP? Just asking?
Krelm's unasked question wrote:What do you mean by 'active'?
by Nimrod » Wed Aug 16, 2017 6:35 pm
krelm wrote: as long as it doesn't become something like paying RPP for RPTs or something ridiculous
by Nimrod » Wed Aug 16, 2017 6:48 pm
krelm wrote:b]Doorguard for clan hall:[/b] See above, though I don't particularly like the idea of separating the PB behind locked doors. There are only 10-15 active players, and giving them all private locked clanhalls will just fracture the PB further.
Krelm wrote:Customized Object (no stat boosts): What quality? What material? This is sort of a slippery slope
Krelm wrote:Loan of up to 2000 cp for AU License: Where does the money come from?
Krelm wrote:3 RPP
Loan of 5000 cp for Custom Clan Hall for player-run clan (3 rooms, in-game board, 2 keys): See above. Okay with new clans, not okay with them being locked away from everyone else. It fosters the mentality of "I'm just going to sit in my clanhall and RP with my friends and hoard all our gear and the rest of the game be damned."
Krelm wrote:Those are just my thoughts. In summation: clans are awesome, clan halls are bad, I like the idea of being able to spend RPP on stuff as long as it doesn't become pay-RPP-for-an-RPT or anything ridiculous like that.
by Nimrod » Wed Aug 16, 2017 6:52 pm
Bones wrote:Why get a craft opened to you rather than grind it for free? Some skills you -can- learn by doing openers for it. But woodcraft does not have them. Nor does Medicine, Stonecraft, Mining, Brewing, and others. And while some of these you can find via player interaction, others you cannot.
by tehkory » Wed Aug 16, 2017 6:54 pm
I'd also dig if skill-maxes were determined by how they used to be, via the main stats for them. Intelligence is great for overall cap on skill points, experience or whatever.. But it's ridiculous if you want to make a master woodworker, get the stats listed for it, drop int to a lower priority, and now you can never get adroit or master.
by Nimrod » Wed Aug 16, 2017 6:56 pm
Bones wrote:As to the loans.. Well.. I could see that, except I was under the impression we had a PC or two IC that were reps of the AU, that -could- get folks loans.
Bones wrote:1RPP - A pet or npc animal companion that makes racial sense.
Dorwinion - Cat
Rhovanion - Dog?
Beorning - Giant bear
Orc - Goblin
Goblin - Rat
Dwarf - Raven
Rohirrim - Hair brush
Daleman - Fish
Dunadan - Mirror
Elf - Ent
by PhocsM » Fri Aug 18, 2017 9:06 am
by Nimrod » Fri Aug 18, 2017 10:49 am
PhocsM wrote:Once it is settled if this will be implemented, will there be another instance to discuss or suggest the list of perks or that's what we should be doing now?
by Bones » Fri Aug 18, 2017 11:26 am
by tehkory » Fri Aug 18, 2017 11:56 am
Nimrod wrote:PhocsM wrote:Once it is settled if this will be implemented, will there be another instance to discuss or suggest the list of perks or that's what we should be doing now?
That's what you should be doing now.
I'm considering the possibility of allowing you to spend rpp on a new character to recoup some of the skill points you had with your previous character.
i.e. you have a fairly long lived character that has 700 cumulative skill points built up (average is around 200 at chargen).
2 RPP gets you 50% of your skill points back (so you can bump skills up to a total 350 points)
3 RPP gets you 70% of your skill poitns back (so you can bump skills up to a total of 490)
This is just me spit-balling, so don't rip my head off if you don't like it. My only thought here is that it will help you from having to grind your skills up so hard and will promote actual roleplay.
I'm not sure how much I like the idea either... but it is an idea.
We could also make it so 1 RPP gets you 10% of your previous level to apply as boosts to a new character (less than 24 hours of play time). That's an extremely simple rule and accomplishes pretty much the same thing as above. *shrug*
by PhocsM » Fri Aug 18, 2017 1:00 pm