schools
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schools
I think that schools should be available. Every time you gain more experience in some thing, you pay for it. There should be schools for magic, prayers, etc. It would be faster than normal experience gaining, but more costly. I hope to see it.
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I for one like this idea, with certain conditions:
1. Schools should be limited to a mximum level that they can train to, this could allow a whole range of them eg
appentice's workshop of [skill] up to level 5
craftsman's workshop of [skill] up to level 12
master craftsman's workshop of [skill] up to level 20-ish
or similar (obviously names need reworking and suchlike) and maybe limit to a fixed amount of experience per visit also?
2. They should be used and expire, that is to say that the school should be used and then need the map to reset to be used again
3. They should primarily be quest rewards rather than buildings as such, certainly the idea of having an insanly dangerous quest to reach level 5 at lockpicking seems amusingly perverse
Obviously some essential skills could be taught at low levels for newbie quests.
With regard to what to do with unlearnt skills, maybe have an extremely harsh roll against int (at -15 say) to learn the skill (better for the better schools) otherwise the benefit can be wasted (or become general XP?)
Just some ideas and obviously all names/numbers I suggested would need to be balanced gameplay-wise, but it is a potential motivator for those who are high-level already (and might make hiding less of a nightmare to train). The key point though is that with this model money is irrelevant.
1. Schools should be limited to a mximum level that they can train to, this could allow a whole range of them eg
appentice's workshop of [skill] up to level 5
craftsman's workshop of [skill] up to level 12
master craftsman's workshop of [skill] up to level 20-ish
or similar (obviously names need reworking and suchlike) and maybe limit to a fixed amount of experience per visit also?
2. They should be used and expire, that is to say that the school should be used and then need the map to reset to be used again
3. They should primarily be quest rewards rather than buildings as such, certainly the idea of having an insanly dangerous quest to reach level 5 at lockpicking seems amusingly perverse

With regard to what to do with unlearnt skills, maybe have an extremely harsh roll against int (at -15 say) to learn the skill (better for the better schools) otherwise the benefit can be wasted (or become general XP?)
Just some ideas and obviously all names/numbers I suggested would need to be balanced gameplay-wise, but it is a potential motivator for those who are high-level already (and might make hiding less of a nightmare to train). The key point though is that with this model money is irrelevant.
Well maybe we can do it partly?I mean you know its IMPOSSIBLE to level up let's say woodsman and smithing too a quite high level.And since the skill exp are independant from base exp,we could make only skill exp for a craft skill ,let's say smithing.We could make it quite costly and maybe need quest items (Let's say the blacksmith who trains you then is like "Hey give me mithril and I will teach you the arts of smithery") It would surely add some role-playing flair and it would be possible to get reasonable exp for that damned skill
P.S. Thanks to the independant thigns you couldn't exploit it to get base exp.

I is sexy,ain't I?
The "creation and identification" skills are definite nice candidates for schools. It's not easy getting to high levels in alchemy and such. It's even worse trying to keep the level. Alchemy is something I've never gotten beyond 22. The other skills stagnate at near 1. The "buy and id for exp" method is boring, time consuming, and near impossible for certain skills like woodsman. If we can go on a quest for 1 mil experience in woodsman, I'd do the quest even if it meant facing another horde of ice creatures, and I'm fireborne.