Learning all the skills should not be possible. It lowers the integrity of the game.
I imagine a skill such as sorcery would take a lifetime to master for geniuses.
I've a monk that worships gaea. He just learned one handed, and two handed weapons skills. That and many many others should be forbidden. In fact I don't even see the need to have different classes with the current system. Just tell the players their choosing an icon not a class.
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Since a monk can never use those skills (denied weapons) I do not see the problem. As for learning all the skills I see no problem with that either. We'll just rebalance for specific classes. A sorcerer could learn two handed weapons but will always have a penalty for using it because his primary study is mental (sorcery) not physical (two handed hacking).
The idea of a class goes way back in history with fantasy MORPGs. I like it so I vote we keep classes and just work on rebalancing as Mark Wedel has already been doing.
The idea of a class goes way back in history with fantasy MORPGs. I like it so I vote we keep classes and just work on rebalancing as Mark Wedel has already been doing.
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There have been many discussions on this in the past on the mailing list.
The end result is that this is likely to change - what class you choose at the start will have a real effect on what skills you get, and picking up most skills later on will be somewhat difficult to impossible (there may also be different versions, so while everyone may be able to learn one handed weapons, the fighters get a better version of it.
The end result is that this is likely to change - what class you choose at the start will have a real effect on what skills you get, and picking up most skills later on will be somewhat difficult to impossible (there may also be different versions, so while everyone may be able to learn one handed weapons, the fighters get a better version of it.
The simple way to balance this would be just to make the experience tables somewhat inverse. Make the first few levels of a skill take a large amount of experience to get started, then have it drop off to practically nothing and work back from there. Then start a new player with a few levels of skills related to his class to get him over the hump. He can still learn any skill he wants, but a true generalist will take forever to get going.
As someone who likes putting together characters that use odd collections of skills, I think it would seriously detract from the game to have skills locked to particular classes, unless you want to implement a D&D type way to multiclass or something.
As someone who likes putting together characters that use odd collections of skills, I think it would seriously detract from the game to have skills locked to particular classes, unless you want to implement a D&D type way to multiclass or something.
It has been suggested that an advanced method of character creation where a player could choose the skills they want could be added.
Balancing that properly could be difficult, but would allow a player to come up with weird combinations.
The main point of these changes is so that a character just can't to and learn every skill in the game - a character itself would be bound to some degree to the skills they start with.
Balancing that properly could be difficult, but would allow a player to come up with weird combinations.
The main point of these changes is so that a character just can't to and learn every skill in the game - a character itself would be bound to some degree to the skills they start with.
I personally like the freedom to be able to choose whatever skills I want. I play a character that has every skill except for levitation, flame touch, meditation and clawing (for obvious reasons) and I don't see a problem with that. I'm not an expert in all the skills, many of them are at zero. I find the D&D system of locking you up in arbitrary ways is annoying at best, and simply idiotic a lot of the time. It makes no sense at all to not be able to use a two handed sword just because you are a thief or a cleric, for example.
For role playing game purposes a system without classes or skills works best, but I don't think that's what is wanted here. I don't want to be forced to pick a class only to realize I am forbidden from developing my character later due to an arbitrary restriction on the class though, so I am against class-based restrictions.
Even in the current system it's difficult to be a generalist. I know one handed weapons and a few magic schools, and even at level 30 I'm much less powerful than many level 10 characters simply because they focused and I didn't. I can't summon worth a dime and my magic attacks are shrugged off by anything stronger than a gnoll.
For role playing game purposes a system without classes or skills works best, but I don't think that's what is wanted here. I don't want to be forced to pick a class only to realize I am forbidden from developing my character later due to an arbitrary restriction on the class though, so I am against class-based restrictions.
Even in the current system it's difficult to be a generalist. I know one handed weapons and a few magic schools, and even at level 30 I'm much less powerful than many level 10 characters simply because they focused and I didn't. I can't summon worth a dime and my magic attacks are shrugged off by anything stronger than a gnoll.