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in dire need of help

Started by Tubbybottom, November 15, 2007, 09:11:17 PM

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Tubbybottom

Hello again guys and girls...

My game where the uprising technofreaks(I will come up with a better name for them than that at a later point) is battling the ruling mages
is going on quite well, but now I have hit a brickwall... with my skills
Since my rule system emphasis on using the dice to see the effect of your current skill level I have narrowed the skills down alot
since i managed to narrow the skills down to 4general skills( jumping, swimming, climbing, survival.)
and then gave each of my three classes 4 skills
Warriors: Weapon mastery, Combat expertise, Tactics, Defence

Technofreaks/engineers: Ballistic, Weapon manufacturing, Cybernetics, Electronics

and Mages: Magic Signs, Magic Theory, Enchantement
and here is my problem, I cannot come up with one last skill for my basic level 1 mage, at least not a skill that is wide enough for the mage to then specialize in to specialize their playstyle. whereas the engineers has the more crafting skills, I want the mage to just have enchantement to enchance
his/hers allies with flaming swords, and anti-bullet shields, etc etc.

If anyone has a idea for an skill that you just think that it would make perfect use then please tell me :)
ohh and you cannot say alchemy because that is one of the specialized class skills for "higher level" players

I might just go and give an example for those who might want to know the rule system works

Let us say you have a warrior with Weapon Mastery(sword) at skill level 10
when he is bashing against an enemy the player rolls a D20 and then looks at his chart
1-2: You impale your enemy with such brute force that you instantly deliver a fatal blow to your enemy
3-4: You hit your enemy so hard in the head with the blunt side of your blade that the enemies goes unconcious for X rounds
5-8: You scewer your foes arm/leg that they either drop whatever they had in the arm of falls helpless to the ground.
9-15 You hit the enemy for normal damage
16-20 You slash your enemy shallowly and do only half damage.

hope that enlightened at least some of you with the rule system

Xerxes

Hmmm... depending on the flavour of your game I might have an idea...

If your magic is generated through spirits, you could have a basic "spirit knowledge" system for it, although that might be covered by Magical Theory.  Not sure, it might work.  But if you've just got a faceless arcane force involved, that won't be much help.

Although the solution may be to make it three for each class as "Weapons mastery" and "Combat expertise" seem quite similar, as are "cybernetics" and "electronics".  Maybe if you merge those skills then you won't need to sort out a fourth skill for mages.

Tubbybottom

Well that is an idea, what  I first thought when making both the weapon mastery and combat expertise and the electronics/cybernetiks would be that they would affect different things but now that you mention it, it is totally plausible to just merge the two of them and maybe making them more complex.

thank you for your advice :)

Xerxes

And another thought, to match the flexibility of the new Weapons Mastery skill (which presumably will have different subtypes of weapons as part of it), you could have particular subtypes of magic involved, like Magical Theory (invocation) or Magical Theory (evocation) and suchlike.  The existing framework of labels looks to be quite flexible.

JohnG

Cybernetics?  So is this a fantasy world with a sudden massive surge in technology or a modern world where magic existed and now there's this new burst of knowledge creating a divide between mage and engineer?  Just curious since cybernetics and electronics, that's pretty advanced stuff lol.
John Grigas
Head Trip Games
headtripgames@hotmail.com
www.headtripgames.com

Current Projects: Ember, Chronicles of the Enferi Wars

Tubbybottom

The world is a sort of classic medieval magic world where technology has risen to supress the greedy magical users who have a higher social status than the rest of the population due to the fact that they can wield magic

Xerxes

But where does this magic come from?  That determines a lot more about the magic itself and the skills needed to refine it.

Tubbybottom

Where magic originates no one knows, what they do know is that in order to wield magic the mages need proper mental training from another mage or have an extremely strong will and anxiety too learn (that is how the first mages learned) and they also need a sort of symbol that represents the magic they are wielding, what kind of symbol I have not yet figured out, could be all from a small item to an rune or some sort of holy mage weapon