Hi, I really like ideas of Skills and Specialization, described by Darryl. In many games we have some sort of artificial constrains that prevents people from role-playing the character. Playing such games is not possible without having printed version of "list of skill requirements" behind the nose. Game become really boring and the player's main goal become quite too "selfish". He dreamed of "my character reaching 60% in archery to gain marksmanship on another level and then move to longswords and then ...". Brrrr.. Looks terrible ! :-) In the system Darryl proposed we can hide most information from the player, "forced" him to concentrate on gaining new skills while playing instead of playing to just gain new skills. Player's goals become more natural now. Like: "go to help these inonsent people to get rid of a daemon". And I like training concept too. Recieving good training is essential in real life. So it should be in our game. Charater should benefit much more from training with expirienced trainer than from learning by his own mistakes. Another thing we should be careful with is the how to prevent players from doing dumb actions just to rise their skills. I remember myself become greedy for magic power and rising my "destruction magic" skill by casting fireballs on the inoncent wall in tavern of Daggerfall. ;-) Reading books is a good thing too (as we all know, I hope :)). But from my point of view me reading books can give a good start but if you have learned a lot you are harder to get something new from the book. Here we have dependancy quite similar to finding good trainer (the book's author in our case). So learning from books is harder when you skill is pretty developed (much like we can see in Fallout). But I think of even more developed system of learing from books. It will be wonderfull if we have some gradation here. For example we can have in our world: - a lot of "books of basic magic" so the player can read it and rise his skill by 10% if his skill is less than 20%. - some "books of advanced magic" to rise the skill by 10% if player has less then 50% of knowledge. - few "books of expert magic" to rise by 5% if PC has less then 70% - one "book of magic mastery" to rise by 5% if PC has less then 90%. to learn more then 90% PC should rely on their own. The other cool thing to implement is DO NOT ALLOW PLAYERS TO BENEFIT FROM READING THE SAME BOOKS SEVERAL TIMES ! So if the player have read the book in past he will get no more skill development from reading it again (maybe the only one exception can be if PC forgot the skill little more then the basic learning bonus of the book - ie if his skill droped from 35% to 24% he can "read books of advanced magic" once more and regain 10%). And the last point on books and reading. Some skills definitely depends on practice and training much more then on reading books. Emagine a knight who learned to ride the hose and use his lance just by sitting inside his castle and reading books while the enemy are outside the walls. ;-) And after he learned enought he open his castle's gate and wipe the entire sieging army out. :-)) So we should decide some sort of coefficient for each skill to benefit from reading (as well as for training and using). For reading we can set this coefficient calculated depending on skill reqirements (or basic skills which it depends on). So if we have some skill depending on Str, Dex or some other phisical attribute it should benefit much less from reading, then a mental-based skill. Maybe it looks quite too complex. ;-) But I think if we desinged such rules and describe major essential of them to player it should be very cool. Regards Andrey. > -----Original Message----- > From: NAS [mailto:anisplan@xxxxxx]On Behalf Of Darryl Long > Sent: Wednesday, May 07, 2003 3:22 AM > To: andrey.plisko@xxxxxxxxxxxxx > Subject: [pythian] Re: DESIGN - Experience > > > > > i still think there should be things like books/scrolls that help > > you 'train'. this means that you can train without hving to go see > > another person of your specified class. to even it out, training with a > > book / scroll will not be as effective as training with a 'living' > > player... > > I hadn't thought of that. It's a great idea! > > Darryl > > > >