[MUD-Dev] Noncombat(and combat) skills

Arnau Rossell=?US-ASCII?Q?=F3?= Castell=?US-ASCII?Q?=F3?= arocas at alumni.uv.es
Tue Aug 13 20:39:12 CEST 2002


Jo Dillon wrote:

> This sounds a little bit like the Warhammer Fantasy Roleplay
> system, whereby you progress from career to career; each career
> requires certain skills to enter it, gives you the chance to learn
> certain other skills, and allows you to progress on to certain
> other careers. So your Alchemist might be someone who used to be a
> Miner or a Herbalist, picking up the appropriate skill from their
> career and learning the other one as part of their career
> progression.

Well i was thinking more in terms of different characters
specializing in different categories, and trading items/services
between them; While i'm not advocating locking characters in one
job, i think they should only master one skill, maybe be proficient
at two of them, or mediocre at five or six, if only to give towns a
reason to exist(self- suficient characters don't need them). Of
course, if you implement some kind of skill rot, an avatar could
master many skills, only not at the same time.

--

Arnau




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