I got to thinking - Yes, it hurts......
Posted: Sun May 13, 2001 1:33 am
Okay, prepare yourself for a really long post.
Alright, i have thought of a way to make the game more roleplaying and not quite a hack and slash game. I think that All characters should be required to choose a profession when creating a new character, those with characters already made would have to pick one. Once a character has chosen a professions, whether it is blacksmithing, carpentry, etc. they can only do that one "job". This would be the there craftmanship skills. It would not then be just a carpentry skill for instance, but you can branch off from it and under Carpetnty have like bootmaking, glovemaking, etc. Or a blacksmith has swords, axes, maces, shields, armor, helms, etc. This means they have to work a really long time to max out each subgroup, and would not be able to make master equipment in a short time. As there skill in these subgroups increase they would learn new things, like from cloth boots to leather boots to steeltoed boots and so on each level offering better protection/attack then the previous. Now if every person was only able to do one skill, they would have to rely on other people with different craftmanships to get there tools. For instance a carpenter could be the only one able to make boots for people so that is how they make money, but they couldn't make anything without a needle from a blacksmith, while the blacksmith couldn't make anything without materials from miners. This would mean that everyone would have to rely on others to accomplish things. Now everyone would have extra supplies obviously, but then they could sell these surplus supplies to a Npc, or a real character, which i will get into later.
The ability of a person to make stuff should have to be based on something, and perception and willpower would be it. For instance, a person with the minimum perception would only be able to do the most menial work, like peasantry for their profession. Since it is so simple they would only be able to sell there supplies for the minimum amount of money so they would mean they would have to work and work to make enough money to buy good weapons and armor and supplies from others. Now a person with high perception would be able to do the more difficult crafts, like blacksmithing, and this could mean they would be able to in a sense make a little more money. If a person has high stats in perception, they can't max out there dex, con, str, and agil and be superhuman fighters, this would mean they could outfit themselves with better equip but have lower stats to fight with so they can balance out a little. if they have low perception they would be able to be great fighters, but be so poor they couldn't outfit themselves with the top equipment and be invincible.
This is how leaders could be made. A rich man would in theory be a really weak fighter, but could higher others with great fighting skills( peasants) to fight for him. He could supply them with the best equipment and keep supplying it as it breaks, and be there main source of income. THis would make good individual leaders, or if groups of people team up and combine there individual skills, make great and properous guilds.
Okay this is where durability comes in. If a item is allowed to last forever a person never has to earn enough money again to keep the top of the line stuff. But if the weapon breaks after so many uses a person has to either work there ass off to make enough or they have to settle for weaker stuff that always needs replacing. I think that we should be able to check a items use, description, durability, and stats( attack, defense, parry, etc.) by right clicking the item so we know when the weapon is almost gone. If items have to be continuoulsy replaced then the need for the carpenter, blacksmith, and miner, etc. will always be needed. This is supply and demand ( hehehe, i new goverment class would come in hand some day). Each weapon should have a certain amount of durability it takes away from itself and others armor as it hits. A fist shouldn't take away any because it is free and extremely fast, while a sword takes away medium amount of durability with medium damage, while a punture weapon takes away lots or durability but as really low attack against armored foes.
Alright, now we should have regular players to sell the surplus supplies to , who could be greedy bankers that would decide the price for certain items. This could be a great roleplaying chance, because a person would not be able to just walk up and say " i got 1000 boots, give me 5000 gp". They would have to interact with the banker to get better price, or the banker could pay less or not pay at all. This would be player interaction, and if the banker decides a peasant doesn't deserve a certain amount for ther work then the peasants would then have a reason to rebel and start a bloodbath, and this would be roleplaying. The real player bankers would have to be responsible though, someone who would not just screw with one profession, but would spread it around at key points to get some action started. there should be several so that there is always a chance to sell.
Now more difficult work shouldn't mean you still only need one of each product to make something. A blacksmith shouldn't be able to make a plate armor for 6 gp with only 1 ore and coal. They should need like 6 of each and get a little more gp. A easier job like peasantry would take less material, so they can make more to sell, but they sell for less. It means people can make a living, but some have a advantage over others.
Okay almost done. Now i couldn't think of what to use willpower for. Maybe it could be how long they are able to fight. Or how much they are able to produce in there profession. A person with high willpower can last a long time in a fight and work nonstop, but higher willpower means less perception and stats for fighting, so balance is kept. A new bar should be added so we can see how much is left, like between the read and blue one. Maybe we should be able to have more points to distribute when creating.
Okay, thats all i can remeber for now. I still have ideas that i think i might have forgot. I'm not all that stupid for those of you who think so, i'm actually quite smart when i'm not killing and cussing.I would appreciate it if all the following posts were for additional ideas and not other crap
BROR, you never really respond to my posts, but least say a couple words so i know you actually listen to players ideas. Like "your a stupid ass" or "damn you have to much free time". Something!!!
Alright, i have thought of a way to make the game more roleplaying and not quite a hack and slash game. I think that All characters should be required to choose a profession when creating a new character, those with characters already made would have to pick one. Once a character has chosen a professions, whether it is blacksmithing, carpentry, etc. they can only do that one "job". This would be the there craftmanship skills. It would not then be just a carpentry skill for instance, but you can branch off from it and under Carpetnty have like bootmaking, glovemaking, etc. Or a blacksmith has swords, axes, maces, shields, armor, helms, etc. This means they have to work a really long time to max out each subgroup, and would not be able to make master equipment in a short time. As there skill in these subgroups increase they would learn new things, like from cloth boots to leather boots to steeltoed boots and so on each level offering better protection/attack then the previous. Now if every person was only able to do one skill, they would have to rely on other people with different craftmanships to get there tools. For instance a carpenter could be the only one able to make boots for people so that is how they make money, but they couldn't make anything without a needle from a blacksmith, while the blacksmith couldn't make anything without materials from miners. This would mean that everyone would have to rely on others to accomplish things. Now everyone would have extra supplies obviously, but then they could sell these surplus supplies to a Npc, or a real character, which i will get into later.
The ability of a person to make stuff should have to be based on something, and perception and willpower would be it. For instance, a person with the minimum perception would only be able to do the most menial work, like peasantry for their profession. Since it is so simple they would only be able to sell there supplies for the minimum amount of money so they would mean they would have to work and work to make enough money to buy good weapons and armor and supplies from others. Now a person with high perception would be able to do the more difficult crafts, like blacksmithing, and this could mean they would be able to in a sense make a little more money. If a person has high stats in perception, they can't max out there dex, con, str, and agil and be superhuman fighters, this would mean they could outfit themselves with better equip but have lower stats to fight with so they can balance out a little. if they have low perception they would be able to be great fighters, but be so poor they couldn't outfit themselves with the top equipment and be invincible.
This is how leaders could be made. A rich man would in theory be a really weak fighter, but could higher others with great fighting skills( peasants) to fight for him. He could supply them with the best equipment and keep supplying it as it breaks, and be there main source of income. THis would make good individual leaders, or if groups of people team up and combine there individual skills, make great and properous guilds.
Okay this is where durability comes in. If a item is allowed to last forever a person never has to earn enough money again to keep the top of the line stuff. But if the weapon breaks after so many uses a person has to either work there ass off to make enough or they have to settle for weaker stuff that always needs replacing. I think that we should be able to check a items use, description, durability, and stats( attack, defense, parry, etc.) by right clicking the item so we know when the weapon is almost gone. If items have to be continuoulsy replaced then the need for the carpenter, blacksmith, and miner, etc. will always be needed. This is supply and demand ( hehehe, i new goverment class would come in hand some day). Each weapon should have a certain amount of durability it takes away from itself and others armor as it hits. A fist shouldn't take away any because it is free and extremely fast, while a sword takes away medium amount of durability with medium damage, while a punture weapon takes away lots or durability but as really low attack against armored foes.
Alright, now we should have regular players to sell the surplus supplies to , who could be greedy bankers that would decide the price for certain items. This could be a great roleplaying chance, because a person would not be able to just walk up and say " i got 1000 boots, give me 5000 gp". They would have to interact with the banker to get better price, or the banker could pay less or not pay at all. This would be player interaction, and if the banker decides a peasant doesn't deserve a certain amount for ther work then the peasants would then have a reason to rebel and start a bloodbath, and this would be roleplaying. The real player bankers would have to be responsible though, someone who would not just screw with one profession, but would spread it around at key points to get some action started. there should be several so that there is always a chance to sell.
Now more difficult work shouldn't mean you still only need one of each product to make something. A blacksmith shouldn't be able to make a plate armor for 6 gp with only 1 ore and coal. They should need like 6 of each and get a little more gp. A easier job like peasantry would take less material, so they can make more to sell, but they sell for less. It means people can make a living, but some have a advantage over others.
Okay almost done. Now i couldn't think of what to use willpower for. Maybe it could be how long they are able to fight. Or how much they are able to produce in there profession. A person with high willpower can last a long time in a fight and work nonstop, but higher willpower means less perception and stats for fighting, so balance is kept. A new bar should be added so we can see how much is left, like between the read and blue one. Maybe we should be able to have more points to distribute when creating.
Okay, thats all i can remeber for now. I still have ideas that i think i might have forgot. I'm not all that stupid for those of you who think so, i'm actually quite smart when i'm not killing and cussing.I would appreciate it if all the following posts were for additional ideas and not other crap
BROR, you never really respond to my posts, but least say a couple words so i know you actually listen to players ideas. Like "your a stupid ass" or "damn you have to much free time". Something!!!