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[Forge-main] Re: Skills List [LONG] (Ricardo Gladwell)
From: |
Enrique Perez |
Subject: |
[Forge-main] Re: Skills List [LONG] (Ricardo Gladwell) |
Date: |
Tue, 10 Dec 2002 09:30:49 -0800 (PST) |
Hello, Ricardo wrote:
> That's an interesting way around the problem: have generic skills but
> also have the ability to buy 'top-up' specilisations with that skill. As
> a substitute for the above mechanic this is highly desirable, although
> we would have to cap these scores at 5 to prevent overspill into the
> 'impossible' difficulty range.
We might end up having to create characters from low to high level in order to
decide what the
target difficulties are. Should we find that the difficulty scale goes to
twenty five instead of
twenty, for instance, it isn't a big deal to change that. The difficulty scale
will end up coming
from our attribute range, skill range and die choice, rather than the other way
around.
> I have to say, I agree with you here: added complexity is something we
> wanted to avoid. It would be nice, however, to have some simple mechanic
> that allows people to not only specialise in specific skills (swords,
> knives, etc) and also possess a generic ability in a skill (a basic
> ability to wield all weapons). I am quite satisfied with your suggested
> solution so is there any reason, other than added complexity, that we
> shouldn't?
There is the minor issue that an additive scale will lead to slightly higher
skill levels; but,
that can easily be compensated for by raising the target difficulties. To
minimize the complexity
if we choose to use skill groups, every skill has to be a part of a skill group
and there should
be no sub skill groups or especially sub sub skill groups:)
Enrique
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