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The Local Drunk
GnollPup

Registered: Jun 2001
Location:
Posts: 104

Idea for skill system in IS

How about theres no classes at all, and everyone has the same skill multipliers, so they are just different because of their stats. Or how about theres no skills at all, just attributes (i.e., strength, wisdom, endurance, dexterity, magic ability) and when you get to a slightly higher level, say, 15, the game just says you are a certain class depending on your stats. And whether or not you can equip items should have nothing to do with your stats, but how well you can use them should. For example, if you are a mage with 20 strength and you take a battle axe, you will really suck with it, because it's really heavy so you will swing it slowly, it will use a lot of stamina, and it's hard to hit stuff. With armor, if you are a mage with 20 str and wearing plate mail armor, you will go very slow with it and you cant move around well (it degrades your dexterity and strength while your wearing it). When you ID an action, (#w #steal for example) it shows how good you are at that action with your current stats, so if your dexterity is 50 it says that your stealing skill is 50 and there is an X% chance you will fail, and you will usually get around X amount of coins when you succeed, but you cant mug or stuff until you have higher dexterity.

As for weapons, each weapon should have weight and aerodynamics, and how good you are with them should be based on your attributes. Piercing weapons should be based on dexterity and a little bit on strength, so whenever you put 1 point into strength it raises your piercing skill by 1 point, your slashing skill by 2 points, and your bludgeoning skill by 2.5 points and if you but 1 point into dexterity it raises your piercing skill by 2 points, your slashing skill by 1 point and your bludgeoning skill by 0.5 points or something. Archery should be based on strength and dexterity, but maybe more on strength, since its hard to pull an arrow back that far. Strength would affect how much damage you can do and how far the arrow goes, and dexterity affects accuracy and delay between firing.

So basically, everyone has attributes they can raise, and they also have skills that they cant directly raise, but they can see how good they are at them and see how to raise them.

Either that, or you can have it so there isn't exactly any weapon skills at all, just attributes. Dexterity should affect how quickly you can swing a weapon and your chances of hitting, while strength affects how much damage you do and how much you can carry, as well as how well you use it and how fast you swing it because of the weight. So if someone who has low strength but high dexterity is using a heavy weapon, he will have low speed and crappy accuracy, and the same applies if someone who has high strength and low dexterity is using the same weapon.

Oh ya and also when we ID an item it should say the recommended stats for using it. For example you ID a broadsword and it says it recommends you use it when your strength is at least 20 and your dexterity is at least 10. Of course you can still use it before that, you would just really suck with it, but when you acheive those stats you will be OK with it.


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The Local Drunk is offline Old Post 10-21-2001 10:10 PM
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Strider
TRPG Story Master

Registered: Mar 2001
Location: St. John's Newfoundland, Canada
Posts: 1811

quote:
Originally said by JeremyIrons
Fuck AD&D and all of it's bullshit...


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Strider is offline Old Post 10-22-2001 01:02 AM
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DeathMerchant
UberSloth

Registered: Mar 2001
Location: Minnesota
Posts: 4229

JI said that?

Cool, I've always hating D&D...stupid dice. Why would we use a 1000 dollar computer to simulate rolling dice? I like current skill sytem a lot more. :-)

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DeathMerchant is offline Old Post 10-22-2001 01:25 AM
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The Local Drunk
GnollPup

Registered: Jun 2001
Location:
Posts: 104

Um, what does my idea have to do with AD&D?


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The Local Drunk is offline Old Post 10-27-2001 12:29 AM
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