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Limits on Path Masteries!

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Should there be a limit on the number of Paths a character can master?
Yes, put the limit!
42%
 42%  [ 6 ]
Nooo, no limits plz!
35%
 35%  [ 5 ]
I like the idea of a limit, but have a different number in my head... (Please state!)
7%
 7%  [ 1 ]
Other (Please state!)
14%
 14%  [ 2 ]
Total Votes : 14


Lorika
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PostPosted: Fri Feb 05, 2010 4:12 pm


So this has been brought up to me a few times - the idea of a limit on the amount of Paths which can be mastered.

I did want a nice balance between limits and possibilities, however. I don't want the system to be TOO constraining, and I want people to be able to reach their maximum potential. There's always the issue, however, of the whole "overpowered" thing. On the flipside, there's an issue in that I feel it's necessary to keep making these changes, slashing down a character's potential power.

Anyway, I suppose that's a little beside the point. I propose a 6-path mastery limit, so that those who want to master a whole discipline can do so and those who want to be varied have good opportunity to do so.

Give me your views and vote! ^^ Your opinions have a big effect on what will be changed and what won't!
PostPosted: Fri Feb 05, 2010 5:02 pm


Less paths, more individual skills! scream






EDIT:
I has idea.
Hybrid Paths.

Like say you master a magic and combat class, you get access to a magic knight class or something.

Bapp Pogum

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PostPosted: Fri Feb 05, 2010 6:53 pm


I think a six path limit is excellent, but perhaps seven would be better.
See, with Storm as an example, I am going to the top for a particular branch or path, rather, and I want him to go through the same thing on spiritualism. Then, I can take another little path to buffer the goodly amount of skills.
Sound about right?
PostPosted: Mon Feb 08, 2010 8:26 pm


I like the idea of a limit anywhere from 6-8. I agree that, eventually, some of the characters will get ridiculously overpowered...

Question though, when you say 'Mastery', what do you mean? is it:

1-learning the limit # of skills in a given group (ex Arcanumacy, close combat, Illusion)
2-learning at least 1 skill from any specialised class (learning 'Horror' means that the Illusion skill set counts as 1 towards the limit)
3-learning enough skills in a set to be able to create a skill (ex, finish Transmutation skill tree=+1 self-skill and +1 toward limit)
4-other?

Maborofel

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Lorika
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PostPosted: Tue Feb 09, 2010 9:18 am


Mastering a path will always be learning the required number of skills in every pool of a single Path. =)
PostPosted: Tue Feb 09, 2010 6:38 pm


hmm...but wouldn't that only restrict the number of self-made skills and Lv3 advanced-class skills?

by that rule, a character could learn their limit in skills in the basic, intermediate, and L1/L2 advanced classes, only stopping at the LV3 advanced skill so as to not get a +1 towards the path limit. when they feel like it, or if they've planned it out, they would only finish the 'I want this skill'-paths and get their self-made to boot

...all others would just be, 'ohey...I don't really need weapon research/crippling disarm/pierce, so I'll stop after Shatter/weapon repair/hilt bind'

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PostPosted: Tue Feb 09, 2010 8:09 pm


Or a specialist system.

Where you can only master one path, but you can pick up any number of other paths.

The catch is that the first... say, two, other paths that you take, you can only learn up to Level 2.
And the rest you can only learn up to level one.

So we have a whole army of people who know how to use the basics but a huge variety of specialists.

(throwing random rubbish ideas out there)
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