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Hygenic Conversationalist
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Posted: Thu Jan 21, 2010 7:49 pm
I'm actually not a fan of the idea at all (As everyone can probably tell) because really thats making everything a little to stat based. Since the only way to remove stats from an oblivion based RP would be to turn it into a generic medieval RP (Not that there is anything wrong with that!) I propose a system where we keep limited stats and maintain a maximum amount of flexibility.
The system is simple. Every character can have a certain number of skills at each level of mastery.
Example. 1 Master: Blunt 1Expert: Block 4 Journeyman: Destruction, Lightarmor, Restoration, Athletics 4 Apprentice: Acrobatics, Mechantile, Speechcraft, and Hand to Hand. (I used ten because I like the number ten. This can be adapted to allow only seven skills bry dropping the master and making journeyman and apprentice both 3 instead of four.)
Now we know what we can reasonably expect from this person while still maintaining a modicrum of flexibility about the specific skills of this person.... I know that is more of a general thing while what Leon posted dealt specifically with magic, but I think that using this system should allow everything to mesh fairly well.
Addendum: Just something to think about, but you could also play with the idea of making this system cumulative instead of creating a form. So as long as all their skills combined is equivalent to the form that you have. Using the above example this person could say... Drop Acrobatics to move block up to a master class skill.
And I just realized that all I'm doing is taking what Leon said and applying it to everything instead of magic.... I feel retarded now
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Posted: Thu Jan 21, 2010 8:04 pm
It's not stat based at all. It's rank based. I fail to see what you mean. Instead of giving levels, faction rank can determine the effectiveness of a character. Common sense dictates that someone trained exlusively by a guild that focuses on a certain skill set, would be better.
The system you have would lead to overpowering the characters from the jump. I want people to grow into their positons. What's the point of being an Arch-Magus if some Evoker has a better set than you?
We could simply have an unaffiliated guild. Which sounds ironic. Basically same system applies to them and they are given ghost ranks at the same rate as people in the factions. They could pick a spec: Combat, Stealth or Magic and use those skills to pick from in the event of advancement.
I'm just not a fan of giving out a bunch of skills from the start.
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Posted: Fri Jan 22, 2010 3:10 pm
I assumed the same system for non-magic skills for my character, hahah. I think I have it written out write in Ivy's profile.
I am going to wait until tomorrow to give Rai a chance to post, then the Great Cull will continue. (:
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Posted: Fri Jan 22, 2010 6:55 pm
You guys are forgetting a system for Attributes! We don't want an Orcish Mages' Guild apprentice with 100 speed and able to run 40mph, do we? [/exaggeration]
I don't know how I feel about having a system at all, really. I mean, I won't leave if you guys put one in, but at the same time I don't think a video game leveling/skill system exactly works for a role play. (I wouldn't mind a "generic medieval role play" - the no God-modding rule would prevent people from ruining the RP)
Or, we could implement the idea of making everyone rank 1 in their chosen Guild, and then work from there. We would probably have to change our character bios though. =P I think it'd be interesting, and it might give people more incentive to sign up for Quests and whatnot, because it would mean promotion and increased skills. Like, whatever the minimum in-game requirements are to get promoted, that's the skill levels your character would have.
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Posted: Fri Jan 22, 2010 9:01 pm
Leon- if you can get a draft of the same system for Fighter's Rogues's skills, go for it.
As for people who study magic etc and aren't in a guild- the same rules apply. Ghost skill levels.
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Posted: Fri Jan 22, 2010 9:10 pm
@Sami: Well, the system isn't solid rules. It's a guideline that prevents uber-1337 RPCs from dominating roleplays. Also provides incentive for people to RP more.
In both Oblivion and Morrowind, Faction rank is based on deeds you have done for the guild. While there are some limits to skill, they usually aren't the deciding factor. If you wanted, for a system we could assign each RP a point value that counts for Promotion Points.
Example: Lets say, for the sake of this example, each guild has ten ranks 1: 0 2: 10 3: 40 4: 80 5: 110 6: 140 7:190 8: 240 9: 290 10: No more room for advancement
Now lets say each RP depending on depth and such will be graded when it ends by cold or someone of equal standing.. Lets say Brax's RP gets...15 points.
Completeing her RP would put your average member at rank two. However once a member ranks up they would start over with points. Since 5 were left over it would carry.
So now they are 5/40 for rank 3.
I'll pretty this up later but it creates a solid standard if you will.
These numbers are rough and meant to just showcase the idea itself. They most certainly can and should be tweaked.
Furthermore, If one really wished it, I could tag attributes on a rank system that follows this one, but I don't think attributes are quite as important.
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Posted: Fri Jan 22, 2010 9:15 pm
I think if we were to include an Attributes thing, it'd have to be done by consensus- a majority of all of us must vote in it's favor, AFTER one has been drafted.
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Posted: Fri Jan 22, 2010 9:23 pm
Millenium Joker I think if we were to include an Attributes thing, it'd have to be done by consensus- a majority of all of us must vote in it's favor, AFTER one has been drafted. I think the system in place is a good method of locking in characters and preventing god modding. Also: Fighters guild skills: Block Blunt Blade Marksman Heavy Armor Armorer Medium Armor All Fighters start with a basic Novice in all of the aforementioned skills. One skill set may be chosen at an Apprentice level upon entry to the faction. Associate: Base Skills Apprentice: +1 Skill level Journeyman: +1 Skill level Swordsman: +1 Skill level Protector: +1 Skill level Defender: +1 Skill level Warder: +1 Skill level Guardian: +1 Skill level Champion: +1 Skill level Master: +1 Skill level So at the very most a person could have would be 2 Master Skills and 1 Apprentice skill, or any variant between.
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Posted: Fri Jan 22, 2010 9:32 pm
Like I said, you guys are really thinking this through, and that's a good thing!
And the Attributes remark was really just me being silly. Sort of warning against getting too crazy with the system implementation. If anything, I think I would like a basic "Skills" section of the character profiles, just so people can keep their own limits in mind. And I really like the RP point-based promotion idea, especially if it provided wiggle room for players to expand their character's skills. Because really, you would expect an Arch-Mage (or some other high-level rank) to do some pretty amazing things compared to someone in the lower levels. I really only referenced the skill limits of the ranks as a sort of idea - such as if you're rank 5 your skills are about [numerical value/mastery level]... which I guess is basically what you're saying. rofl
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Posted: Fri Jan 22, 2010 9:48 pm
Only problem with the systems Leon has is this: EVERYONE, regardless of attributes and skills, starts with at least novice level skills in everything (In game, below 25)
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Posted: Fri Jan 22, 2010 9:51 pm
Millenium Joker Only problem with the systems Leon has is this: EVERYONE, regardless of attributes and skills, starts with at least novice level skills in everything (In game, below 25) Yeah, It's an easy edit though.
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Posted: Fri Jan 22, 2010 10:04 pm
True, but how de we compensate for the values for skill levels? Unless you plan on doing that too because my brain is half dead, half over-excited from getting my first car today.
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Posted: Fri Jan 22, 2010 10:13 pm
Millenium Joker True, but how de we compensate for the values for skill levels? Unless you plan on doing that too because my brain is half dead, half over-excited from getting my first car today. You mean the whole numerical values between each skill level? Nothing. As you aren't required a certain number to learn skills but rather a mastery level. Unless you meant something else?
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Posted: Fri Jan 22, 2010 10:17 pm
I mean how in the Skill tree (lets use that word for now) you mentioned at max, one could be a Journeyman in every magic school OR have 4 master skills at max. Take into consideration the edits that everyone having Novice level skill as basic would bring about.
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Posted: Fri Jan 22, 2010 10:20 pm
Millenium Joker I mean how in the Skill tree (lets use that word for now) you mentioned at max, one could be a Journeyman in every magic school OR have 4 master skills at max. Take into consideration the edits that everyone having Novice level skill as basic would bring about. Point taken. Damn you. I have to do more math. So if all skills start at a base value of 1. Total attainable points for expansion are 11. That includes the freebie. So, that'd be a maximum of 3 master skills. If you were a master of three skills you'd have to be novice in everything else. If my math is wrong, sorry. Just correct me. I'll make a fresh, prettied up post with edits later for the Mages, Fighters and I'll even throw in the Thieves.
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