Moderator: Elder Staff
by Matt » Wed May 21, 2014 7:09 am
by Matt » Wed May 21, 2014 7:11 am
by toofast » Wed May 21, 2014 7:33 am
by Saellyn » Wed May 21, 2014 7:48 am
by Matt » Wed May 21, 2014 7:52 am
Saellyn wrote:Crafts make sense for a self-sufficient warrior.
by toofast » Wed May 21, 2014 7:55 am
Saellyn wrote:Crafts make sense for a self-sufficient warrior.
by Octavius » Wed May 21, 2014 10:04 am
So I think that having people have 6-8 skills is a little much on how skills are set up right now.
all pure combat characters will have hide and sneak.
Realistically, in history, the peasant rabble that fought as soldiers, mercenaries, guards and milita did not take up hard and intricate crafts such as black smithing(metal craft), woodcraft and textile work. The only time hunters are also master carvers and tanners atop good hunters are story books.
by Throttle » Wed May 21, 2014 11:04 am
by Thorongil » Wed May 21, 2014 11:23 am
by krelm » Wed May 21, 2014 12:31 pm
by Throttle » Wed May 21, 2014 12:38 pm
by Bogre » Wed May 21, 2014 1:08 pm
by Throttle » Wed May 21, 2014 1:50 pm
by Brian » Wed May 21, 2014 2:37 pm
Thorongil wrote:The cooking skill, is that necessary for all cooking? Or could someone subsist on some basic foods without it?
by Thorongil » Wed May 21, 2014 3:47 pm
Brian wrote:Thorongil wrote:The cooking skill, is that necessary for all cooking? Or could someone subsist on some basic foods without it?
Do you have the cooking skill Thorongil? Would you say that you "subsist" on your cooking abilities?
by Taurgalas » Wed May 21, 2014 4:36 pm
by Octavius » Wed May 21, 2014 6:40 pm
Throttle wrote:The ARPI codebase got rid of a hell of a lot of miscellaneous skills like search, throw, scan etc. Some of them were good changes (search and scan in particular) but many others didn't need to be removed except for the fact that the game took place on the moon and thus didn't warrant things like swimming and whatnot.
Throttle wrote:I'd also love to see some combat depth returned to the game, perhaps through a redesigned system for fighting styles and one/two-handed combat. I don't think the game really stands to benefit from the fact that you can pick one weapon skill and essentially have fulfilled your character's optimal combat setup. It's too small an investment and kind of boring as well.
by Letters » Thu May 22, 2014 2:33 am
Octavius wrote:First, variability in the population. The miscellaneous skills all started about the same and then advanced based on longevity. The longer you lived, the more likely you were to be higher in all of these, and that's not of much value. By eliminating the skills and instead basing results on Attributes, the results are both more varied and more meaningful (in theory).
by Octavius » Thu May 22, 2014 7:37 am
Letters wrote:Octavius wrote:First, variability in the population.
I found it frustrating more than meaningful, honestly. In reality - not that RPIs have ever been tremendously realistic in many ways, admittedly - swimming and climbing are two things that one can certainly get better at with practice. And from a gameplay perspective, having mere average agility simply meant risking having chunks of the world shut off to your PC, or being at risk from death-traps. Not an enjoyable experience.
Letters wrote:As for the amount of skills that could be chosen: I would prefer to see it set to between four and six. Eight is too many.
by Frigga » Thu May 22, 2014 8:13 am
I'm no gourmet chef, but I can cook well enough to survive. What I'm asking is whether that's going to be reflected in the game, or whether I have to take a cooking skill in order to cook basic meals for my PC.
by Octavius » Fri May 23, 2014 7:28 am
by Throttle » Fri May 23, 2014 7:45 am
by toofast » Fri May 23, 2014 8:03 am
by Tepes » Fri May 23, 2014 8:06 am
by GreenRiver » Fri May 23, 2014 8:11 am
Octavius wrote:Here are sample professions we developed in planning, each with four core skills. The profession-picker will be added back in to char gen, just not yet. (It is also on Nimrod's list.)
- woodsman: forage bludgeon woodcraft hide sneak