Page 2 of 2
Posted: Mon Jun 20, 2005 1:17 am
by Jeremy Gems Willowbrook
martin wrote:Maybe because of gameplay reasons? If you can do everything yourself, why would you then play a multiplayer game? It's like having a character who is a fightermagedruidpriestbardcarpentersmithminerwoodchopper: Why would you need another character selling something to you?
Martin
Whilst I agree with this in principle why is magic the only thing to be limited?
Any character can fight, learn all crafts and have magic too. But is limited to one type of magic. The major economic factors come from crafts, not magic, yet you can learn every craft without any restriction.
Posted: Mon Jun 20, 2005 10:10 am
by Adano Eles
Japheth wrote:4, for the much the same reasons as Adano. Not common, but possible. However there is the problem of programming something that would not be used by the majority of players. This would be a waste of Martin's time. If it is easily implemented, then by all means, I choose 4. However, if it would absorb Martin's time, time that could go elsewhere, then I choose 2.
I don't even think it should be a hardcoded feature at all. Just the possibility that a GM resets the appropriate database flag if a player comes up with a good enough story to justify it.
Posted: Mon Jun 20, 2005 10:20 am
by Misjbar
Adano Eles wrote:Japheth wrote:4, for the much the same reasons as Adano. Not common, but possible. However there is the problem of programming something that would not be used by the majority of players. This would be a waste of Martin's time. If it is easily implemented, then by all means, I choose 4. However, if it would absorb Martin's time, time that could go elsewhere, then I choose 2.
I don't even think it should be a hardcoded feature at all. Just the possibility that a GM resets the appropriate database flag if a player comes up with a good enough story to justify it.
I agree with Adano here. Question: That would be option 4 I guess?
Posted: Mon Jun 20, 2005 6:41 pm
by Moirear Sian
Personally I think it shouldn't even have to be set by GM's hands. NPC quests to reset the magical skills and pick up a new direction of magic should suffice. The less GMs have to put up with this kind of stuff--even if it's only switching a button--the more they can focus on what's important. (Still #3, here.)
Posted: Mon Jun 20, 2005 7:22 pm
by Pendar
No1..
Now you have to excuse me being a little stupid here at least I supsect I am being a little stupid
Any of there options unless we go the complete inability to change will result in some rescripting required.
So what about if one could learn X total magic points "priest,bard,druid,mage"? I simply am big on giving players all of us lots of toys. I would be suprised as anything if a well knowen mage suddenly conjured up a skeleton useing a priest skill when i was moving in for an easy kill. "Purely theoretical as i know we are some time away from invokeing npcs"
It should be possible to freely switch between druid, wizard, priest, ...
Or else leave it as is unmoveable but make "dedicateing" to one skill more complex than just reading the wrong book.
Or No5 but every changeing a set will cost you three intellegence points perminantly or some such. Why cant we have a druid/mage the guy is by that equation going to have really very little "warrior/crafter" stats. So we are rewarding players for playing a vunerable but potenially rewarding skill set for there characters.
Brian
Posted: Mon Jun 20, 2005 7:24 pm
by Llama
What about a sort of balance??? You may have X points in magic and thats it...
Should you wish to become a priest... you are using these points on priest magic.. allowing less left for the other types::
Example:
Total of 10 points...
Person X trains priest magic and uses 8 points... should he will try druid magic... he will only be able to train 2 points...
[this numbers are fictitous.. i'm not intending anything]
Posted: Mon Jun 20, 2005 9:17 pm
by martin
Moirear Sian wrote:Personally I think it shouldn't even have to be set by GM's hands. NPC quests to reset the magical skills and pick up a new direction of magic should suffice. The less GMs have to put up with this kind of stuff--even if it's only switching a button--the more they can focus on what's important. (Still #3, here.)
Oh, now I see that I was unclear.
It was never ment like "Okay, from now on I no longer want to be a druid but a priest" but like: "Okay, from now on I am druid AND priest.", so that you can have both classes at once.
Posted: Mon Jun 20, 2005 9:37 pm
by Galim
oh!....i understand ^_^
Posted: Mon Jun 20, 2005 9:50 pm
by Athian
i'd say 5 so long as it's rare, if you just going to unlearn and relearn something else. with the current learning system involved it's not as if someone will switch every single day because they would never become competent in on area, it's better to have one useful thing then a new useless thing every other day. but thats just my thinking.
Posted: Mon Jun 20, 2005 10:16 pm
by Moirear Sian
martin wrote:Oh, now I see that I was unclear.
It was never ment like "Okay, from now on I no longer want to be a druid but a priest" but like: "Okay, from now on I am druid AND priest.", so that you can have both classes at once.
In that case, I'm still for #3.
NPC quests can be made hard enough to keep things rare, and perhaps even suffering some skill loss in one "path" could be used to discourage people from overusing the "switching" ability. However, if you simply mean switching between
actively using the different magic abilities, then I'm for #1.