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Re: Skill Costs.
I would like to add something in addition to the "spew." One of the things
that this game system does not have and I would like to see added and
*enforced* is the fact that it takes time to learn things. If this was
added and and enforced it would help with this problem (note I did not say
solve). For instance, at base cost 20 for a marine, a marine can go from
rank 0 to rank 16 with less than one week's of experience points. I find
this rate of learning very impressive. I acknowledge that this is an
extreme example but it illustrates my point.
Of course, enforcing a rule like this can become a nightmare (as it would be
more suitable to a small group). We would have to take on extra time after
each adventure to allow adventurers to conduct their studies or allow
everyone to have up to five different adventurers. I don't know if either
of these options are desireable.
Thanks,
Mike
-----Original Message-----
From: Steve Ames <steve@ns1.cioe.com>
To: gmlist@ns1.cioe.com <gmlist@ns1.cioe.com>
Date: Tuesday, June 30, 1998 9:59 AM
Subject: Re: Skill Costs.
>> We talked about doing the cost determined by distance from x a couple
>> of times, I kinda like it, but I can see how it would get REALLY
>> ugly really quick. Also it would definately lead towards less overal
>> flexibility. I.e. the Warrior pays what 5x for auger skills?
>
>3x per my earlier posting. Since they are two steps away. A
>warror buys as follows:
>
>1x: Warrior
>2x: Marine/Priest
>3x: Mage/Auger
>4x: Nomad
>
>> You'll never see a warrior with craft abilities again till they
>> have maxed out a few weapons and their spell abilities. Also
>> the Mage-Priest will rull the land, mages are already use to
>> buying double cost groups up to high levels(Time/Nec of 12 is
>> a really really strong draw for any earth mage), so buying
>> up their priestly abilities at double, while expensive, is
>> very feasable. I personally don't wanna see an earth mage
>> with Halt Time and Divine word. Also, you'd just about
>> see the disappearence of the Nomad, sice Mages and Augers
>> could get the incants at only double cost.
>
>Depends on your focus. If your mostly into incants you'll be a
>Nomad and pick up the more permanent abilities (Mages and Augers)
>at double instead. From a cost standpoint thats the better path.
>
>Nomads and Priests are interesting examples. Both are backgrounds
>that you can only get into with GM permission... if you don't start
>as one. Finding a Rondo to induct you is pretty tricky (convincing
>them to do so is even trickier)... I'd like to think that priesthoods
>are at least moderately selective.
>
>If you start as a priest then you'd buy divine word at base 300
>(23400) and (assuming earth is your element) Necromancy 12 at
>base 1200 (93600)... total: 117000 (46.8 rates). Going the other
>way (earth mage, buying priestly its: 46800(rate 12 at base 600)+
>46800 (rate 12 at base 600) or 93600 (37.44 rates). With the
>current system you get 65.52 and 46.8 rates respectively. Its down
>in either case. Which I don't like.
>
>[Being steve spew about the good old days]
>Anyone remember Jaern before AQ? It took a LONG time to work
>your way up to a lightning bolt and you were respected when
>you got one. Now you get one your 2nd adventure. Pure crap.
>A killer is born by rating 10 (warrior wise) and only hones
>himself after that. Rate 10 also sees a divine word. *sigh*
>Too many eeps? Or stuff too cheap?
>[end spew]
>
> -Steve
>