[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 2592
Date: Tue Dec 21 19:18:44 GMT 1999
Author: Richard Zeiglar
Subject: Re: RE: Another Question


If the programming gents would get there act stright they should modify these
equations to
reflect a truer model.

Let's say we are talking about the Blacksmithing skill. Dwarves should be
naturally be better
at this skill than say a Troll or Ogre. But if each of these characters start
off with equal INT then
they will go up along the same learning curve. What should happen is that
severial factors should
be taken in consideration:

Race: the natural affinity of a race to pick up or have inherent knowledge in a
skill
Int: the rate at which a skill has a chance of increases as the Int goes up.
perhaps on a log scale from 0 to 200.
Wis: the modifer for failing all together or succeding after a blunder and
recovering from an oopsie.
Dex: the nimbleness of the crafter to increase his chances to create an item
due to it's complexity or an advanced design (perhaps it
should be given more weight in Jewlery crafting and other such like skills)
Str: The stronger the character the easier it would be to fold or bend metal
and thus the crafter would not be wore out
after attempting to create a heavy piece of armor. If the crafter attempted to
many items in a row then his success rate would drop.
Sta: as in Str the more or faster you craft the more your Sta should drop thus
modifing the possibility of success or failure.
Location: If your race is warm or amiable then you'd feal at home at that
particuar forge. But if your less liked perhaps a modifer should
be place to make it seem as if your not quite comfortable working in a place
that the locals might take a dislike to you and attempt to linch
you.

I know they will not go this far but I think that something like this would
make it easier for a Dwarf to gain Mastery in Blacksmithing, a
Gnome to gain Mastery in Jewlery craft and a host of other Race/Skill combo's
that would be more or less 'realistic' to the 'game' instead of
saying well your Int is 100 and your a Troll (if possible) you'd be much better
at crafting Jewlery than Gnomes with a lower Int rating. Although
Gnomes should be born and bread to the Jewlery and Tinkering craft.

Just my 2 cents worth...

Pyrrhus Morningsun
Sun Clan of Warriors
Sol Ro

Paul Heenan wrote:

> From: Paul Heenan <pheenan@...>
>
> Higher INT = Higher % chance to increase in skill while practicing a trade
> Higher WIS = Lower % chance of failure while practicing a trade
>
> In other words, higher INT will enable you to increase your skill faster
> than a lower INT would. While higher WIS will help you not fail as much
> while you are doing it. Being a Dark Elf and a Blacksmith I have proven
> this. With both INT and WIS being high I Mastered Blacksmithing (136 skill)
> with a mere 120pp. Whereas my Ranger (80 WIS, 75 INT) took well over 300pp
> to master it.
>
> Drizben D'Vorn
> High Priest of Innoruuk
> Propagator of Hate
> Oblivion Knight of the 33rd Circle
>
> > From: "Jeff Portwine" <jdport@...>
> >
> > I don't think this is true... I could be wrong.. maybe you are right, but
> > I'm pretty sure that intelligence is what helps with all skills including
> > trade skills. I always thought this was kind of stupid.. i mean since
> > when
> > do good blacksmiths need to be intelligent? hehe.. it should depend on
> > the
> > trade skill which stat is checked...
> >
> > -Eachann Bronzeleaf
> > -Cleric of Tunare, Tarew Marr
> >
>
>