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Intelligence and skills rework

Posted: Wed May 15, 2013 3:15 pm
by Vibius
This might be a strange idea but here it goes.

Sometimes I have thought, why my brawny cleric knows spellcraft or my armored rogue knows hide when he doesn't hide at all?

In FK there isn't any incentive to not train any skills or trades you are able to train since we don't have skill points at all.

The idea would be that the less skills/trades you know the fastest those skills/trades you know increase. In any case it would not reduce actual skill increase rates.

It would be like focusing in a few selects skills in D&D rather than several ones, this way since you have an increased skill rate for those little skills you know, there is less need for a high intelligence (just like would happen if your character had low intelligence in D&D)

Re: Intelligence and skills rework

Posted: Tue May 21, 2013 4:12 am
by Beskytter
This is an interesting idea,
I'm not sure if it could be added cause it sounds like a Mask only project, and it sounds like a lot of skill altering.
It would be nice though. Granted that also means that we might see level 30s with barely any skills and the ones they do have were GMd 10 levels ago... I like that it takes work, actual usage of the skill, to increase your abilities in it. Its something I've always looked for in a game... perhaps adding something to leveling?
Not so much this idea in that if we don't spread ourselves thin with buying skills we get better faster, but each level we earn a small applicable skill point to spend on one skill of our choice. Class skills getting a full improvement, (Not text, but point so fighter who spends his point in second attack goes from 12 to 13.) with cross class getting half an improvement, (Same fighter buys spellcraft, then it adds .5 skill level to the skill.) It would act the same was as training in the skill, but only cost them the point not xp.
That way, from levels 1 - 10 you can up a skill/spell/prayer easily, helping you in the long run become a much stronger character earlier on. Then later on as your skill base increases, this becomes a way to help develop that one skill you're working on or give you that slight boost so you can learn the next skill in the tree. (Like the 2nd, 3rd, 4th, 5th attack tree...when after 4th attack you barely hit only twice in a round.)

Re: Intelligence and skills rework

Posted: Tue May 21, 2013 6:21 am
by Rhangalas
It sounds nifty, but I would only be interested if it functioned on the 3.5E ruleset. This game has enough cross-edition and homebrew rules as it is.