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Author Topic: Skills  (Read 233 times)
Kvetch
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« on: January 16, 2012, 08:05:59 pm »

Virisin had posted something about the awesomeness of how Skyrim has their skill trees and I'd mentioned having people try to figure out how to do our skills about the same way.  So, I gave the list of all the skills... Still waiting...  And while waiting I got bored (don't know why, I have plenty to do) and began doing a little bit of my own.  Here is what we currently have - with prereqs of skills and all:  Even after all that though, it leaves an awful lot of skills that don't have any prereqs.

Current Prereqs for skills:
Hand to Hand
- Backstab
-Bash
-blackjack
-Hamstring
-Kick
-Longarm
-Parry
-ShortBlade
-Grapple
- - <advanced melee>
-- grapple
- - <mounted combat>
-- joust
-- trample
- - <backstab>
-- slit
- - <longarm>
-- thrust

Melee
-berserk
-disarm
-dodge
-face
-smash
- - <backstab>
-encircle
-advanced melee
- - charge
-master melee

Longarm
--<face>
- behead
- - <grip>
-cleave

Riding
-mounted combat

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Kvetch
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« Reply #1 on: January 16, 2012, 08:09:01 pm »

So, while I was thinking along those lines and looking at the Skyrim stuff and my D&D 3rd ed stuff, I started writing down some possibilities for skills that could improve (or maybe hamper) the game.  I'm not really sure how well our ranged weapons work now (at one time they didn't) so I'm not sure if any of the ranged ones would be viable.


Suggestions:
Create armor profiencies to be able to wear particular armor – downfall, lots of builder work once classification of armors were decided.  Unless this is done via a check for AC to decide light (bad AC), heavy (best AC), and medium (everything that falls in between). 

Light armor would be things like:
Padded, Leather, studded leather
Medium armor would be things like:
Chain, Scale
Heavy Armor would be things like:
Splint, Banded, Plate

Create a survival skill and base the following skills off that:

Forage
Filet
Riding
Snare
Tame
Track
Trap aware
Scalp (?)
Woodsing (?)


 Create a Ranged Skill and base the following skills off it:
- crossbow
- firearm
- sling
- throw
- opens up other skills for ranged weapons like bow and any other weapon that would have to be aimed. 
Perhaps even some spells would need a ranged skill if fired in a direction at something.
- Skills like:
point blank (can use bow if in the same room as long as someone else is tanking mob)

Add skills based off Martial Arts:
- Deflect Arrows
-Stunning Fist



Get rid of Mount.  After all, what does it really do other than create an extra skill needed to ride something?

Create more two-handed weapon fighting abilities other than just “dual”.
- dual rend (bonus damage if you hit with both weapons)


Perhaps more skills based off dodge: Lightning Reflexs (bonus to dodge)
Create a shield profiency so you can be good with your shield.  Opens up the ability to have some shield attacks like shield bash. 
 - also sizes of shield could create AC bonus/Dex penalty.
- could add a type of “weapon” called a shield spike that could be added to a shield to cause damage if you succeed in a shield bash with the shield.


Other possible skills:
Blind-Fighting – the ability to fight while blinded (basically would negate the blind spell, though player still would not be able to SEE the room)





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Kvetch
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« Reply #2 on: January 16, 2012, 08:12:51 pm »

So, then I got really crazy and went and looked up the type of weapon hits (ends up being weapon type) in OLC to possibly come up with some weapon skills (so you have to know how to use a piercing weapon to use a dagger, or a blungeoning weapon to use a club...) and there are these types of weapon hits:  Which brings out the thought of having a whip proficency (for whips - HELLOOOO Saints!), though the list doesn't seem to be as interesting for much else - whip, slashing, piercing, bludgeoning...

0) hit                 
 1) sting               
 2) whip                 
3) slash               
 4) bite                 
5) bludgeon             
 6) crush                 
7) pound               
 Cool claw                 
9) maul                 
10) thrash               
11) pierce               
12) blast               
13) punch               
14) stab                 
15) kick                 
16) gore
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Molly
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« Reply #3 on: January 17, 2012, 02:16:48 am »

You go, Kvetch!

I really, REALLY wish some coder would take on the task to just rearrange the existing skills into logical trees.

We probably need matching defence skills against all offensive skills, so those would also require skill trees.

And I particularly love your whip proficiency idea. That's a long-time wish of mine - to have an Indiana Jones type whip skill, where you could not just hurt your target with the whip, but also snare and trip them. (Snare would stop them from leaving the room, while trip would cause them to fall on their ass, like bash. Only if you are wielding a whip type armor of course).
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Kvetch
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« Reply #4 on: January 17, 2012, 08:55:17 pm »

...though the list doesn't seem to be as interesting for much else - whip, slashing, piercing, bludgeoning...

0) hit                 
 1) sting               
 2) whip                 
3) slash               
 4) bite                 
5) bludgeon             
 6) crush                 
7) pound               
 Cool claw                 
9) maul                 
10) thrash               
11) pierce               
12) blast               
13) punch               
14) stab                 
15) kick                 
16) gore

Though a thought does come to mind of having a “natural weapon” proficiency.  Of course, that would require races that had natural weapons (though if we don’t, it’s something that mobs could have…).  Once you did that you could have bees that could have a sting proficiency so when they get their sting attack they could hit better with it and do more damage.  Dogs that could bite, Cats that could have claw.  My thought though would be to add in races like a minotaur that could have a natural attack of gore.  See some other post on Races.
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