I have played other games that showed how far you were away from advancing in a skill. For example it would say double-edged blades 50%. It would be like what we have for our experience. I was wondering how hard it would be to add that for our skills? So you would type skills and it would list like it does now all of the skills you are able to learn, then next to the skill it shows the stats that affect the skill. Next to that is currently shows the level you have to be to learn the skill. Now when you learn a skill that number goes away. I was thinking it would be nice if instead of just leaving that space blank we had a little thing that showed your progress toward advancing that skill. What do you think? Is my idea clear or do I sound like a babbling idiot?
Joe
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- Sword Grand Master
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Last edited by Kirkus on Tue Sep 02, 2003 6:40 pm, edited 1 time in total.
I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter.
Your idea is clear enough, but I don't think it is needed. The skill and stat system in use currently is specifically designed to obscure the exact levels that skills and stats are at. This is to encourage roleplay instead of power-mudding.
Explicitly stating how close a character is to an increase in a skill would not only be unrealistic, but a retrograde step. (Consider - when learning something in real life, you do not know 'right, if i paint this door and that windowsill tomorrow, i'll become an expert in painting...')
Explicitly stating how close a character is to an increase in a skill would not only be unrealistic, but a retrograde step. (Consider - when learning something in real life, you do not know 'right, if i paint this door and that windowsill tomorrow, i'll become an expert in painting...')
Skills, Spells and others...
Could it be made that all the skill levels don't always lead to GM. What I mean is that for certain races, class, guilds, ect that restrictions be places so that certain skills can't be practiced passed a cetain degree.(ie apprentice/journeyman/ect) As in the schools of magic, where the schools spells can be GMed but the ones from the others can't.(expert, journeyman, what ever) If a PC requests(quest points/application) a certain skill that would off balance thier power, a restriction could be added so that they can RP the skill /spell/weapon/ect but not fully utilize its effects cause against others.
Back to the Wiz schools, making it a good insentive to join would be that only those of that guild can ever GM its spells. (don't rightly know how the schools are set up or thier oppositions) And with the spells of those other schools they degrade mastery(highest skill level attainable) as they are less compatible they the main school. General mages can have one or two GMed, a few more mastered and so on and so forth depending on how frequently they are used, using up quasi slots. Once a mage GMs a the max he can GM he can't GM anymore no matter how much he/she uses that spell with out IMM intervention.(new quest point idea)
Much the same with the other classes when the skill deviates too much from the norm or maybe add the quasi slot system so that all the normal skills to that guild can be GMed but the ones outside the norm attain their level accoring to use.
This is all a bit tricky to understand but as of right now I can't make it much clearer.
Back to the Wiz schools, making it a good insentive to join would be that only those of that guild can ever GM its spells. (don't rightly know how the schools are set up or thier oppositions) And with the spells of those other schools they degrade mastery(highest skill level attainable) as they are less compatible they the main school. General mages can have one or two GMed, a few more mastered and so on and so forth depending on how frequently they are used, using up quasi slots. Once a mage GMs a the max he can GM he can't GM anymore no matter how much he/she uses that spell with out IMM intervention.(new quest point idea)
Much the same with the other classes when the skill deviates too much from the norm or maybe add the quasi slot system so that all the normal skills to that guild can be GMed but the ones outside the norm attain their level accoring to use.
This is all a bit tricky to understand but as of right now I can't make it much clearer.