Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Jan 09, 2025 2:58 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Character Customization
PostPosted: Wed Mar 07, 2007 5:34 am 
Offline
Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I've been thinking about SK a bit, and I noticed that I always play certain classes over and over, and totally avoid others. After 5 or six years of play I've never GM a necromancer, or a warlock, or a hellion, or any of the other classes I just don't find appealing in an imaginitive way.

But the class selection does get limiting after years of play, and rather then expect Dulrik to churn out another three or four classes, which could take over a decade, I was thinking that it would be nice if we could customize our characters some.

When trade skills are added, which is soon I hope, maybe instead of a stock sorceror or necromancer There could be a selection of spells for each ranking right up to grand master. At each level you get to learn a spell or number of spells if you can find the trainers for them. You might not even know what spells are available to learn until you find them or someone tells you about them. Same goes for skills.

So you could have two sorcerors, who made different choices and have two different skill and spell lists. Get the idea? A certain number of skill and spell slots available filled how you want to fill them. Including some, excluding others. A customized character.

same goes for warriors and stuff. Some skills will be class specific like snare for scouts or alertness for barbs but you won't automatically get to know those. You can choose to learn them or other skills.

This is just a rough idea it's not polished at all. It would require more skills and spells to be added to the game over time to give characters the chance to really be diverse, but I think it would make the game which is good already about 10 times funner.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 5:46 am 
Offline
Mortal

Joined: Sun Jul 18, 2004 3:09 am
Posts: 2174
Don't post drunk.

:drunk:


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 5:50 am 
Offline
Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
To clarify, there will still be skill and spell lists for each class. They will be class specific, but they will be expanded upon and you will choose from the skill and spell list to make a character to your liking.

The idea would be stupid if say a sorcer had petrification, finger of death, conjure elemental, and magma spray. That would be bad. I think you all get the idea, though I'm not sure ovt did.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 8:59 am 
Offline
Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
I'd like to see a broader set of customization and specialization available to spellcaster classes, but we could probably just wait for things like tradeskills to be put in before that.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 12:31 pm 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I have stated before that I would to see skill trees and limited access to those trees. For instance, if you make it journeyman. You have a choice of three skill paths to go down but you can only choose two (or one for that matter). Stuff like that would give players great amount of customization.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 12:40 pm 
Offline
Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
"Funner?"

Other than that, I do agree that this idea is a very good one, and sounds like it has amazing benefits.

However, I think it's a lot like Communism: good in theory, but not really applicable in real life.

But I'd love to be proven wrong.

Not about Communism though.. filthy Soviets.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 1:54 pm 
Offline
Mortal

Joined: Mon Nov 22, 2004 7:45 pm
Posts: 801
Location: Sunnyvale, California
This sounds so awesome, however, the only thing that comes to mind when I read this is, "Poor imms".


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 2:04 pm 
Offline
Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Quote:
good in theory, but not really applicable in real life.


Just a note... Since a theory is meant to describe or work within reality's confines, a theory that doesn't do so cannot be described as "good" since it fails to address its primary function.

On topic. This is a good idea, but it would make grouping up for training, exploration, or PK a lot harder because there would be no real way to predict what skills/spells each character brings to the table without long conversations. It might also ensure that some skills/spells are never used, depending on the overall utility and desireability of each "tree." Generally, this would be individually satisfying for players, but would present a great deal of problems to larger groups, which partly defeats the point of the game.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Mar 07, 2007 4:10 pm 
Offline
Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
ObjectivistActivist wrote:
It might also ensure that some skills/spells are never used, depending on the overall utility and desirability of each "tree."


That would be my biggest issue with it. I can totally see this becoming the next specialize where in everyone debates and whines over what is the best. The debates are so much of a problem except that it will likely be true that there will be some form of imbalance that will cause people to bi.. I mean.. reasonably complain. :roll:

I like the things being passed now that allow for some creative differences, but entire trees of skills doesn't sound so appealing to me. It really just reminds me of WoW or Guild Wars, two games I've stopped playing partially because people discriminate against "bad builds," half the time meaning that the person doesn't have the most twinked out system.

So really I'm not against the system. I'm against the people who will use it to be abusive. I won't hate seeing something like this, but I still won't cry if it never happens either.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu Mar 08, 2007 9:48 am 
Offline
Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
This would be the end of things like detect magic, or detect poison that's for sure. Also, if you could only learn so many amature skills, you wouldn't have people with dim int walking around able to speak read and write every language in pyrathia.

There's an upside and a down side to it, but I think it would be an improvement.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 39 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group