A thought..
When a wizard or priest gains levels the can coplete more advanced spells. A fighter gets more options with weapons. The Ninja gets...??
Anyway, why not add to the 'skills' of character classes? I mean what else does a wizard need to learn while being educated in the black arts? Detect magic/illusion? Uncovering the abilities of a magic weapon? Translating runes?
How about a priest? Knowledge of Deities(sp?)? What about less effective healing properties? Or natural healing reagents? Roots and moss and fungus found in the dungeon?
Fighter could perhaps gain skills in repairing armour, sharpening weapons, etc? What about knowing when trouble was close and waking the crew *before* an attack?
Ninja? Recognizing traps, poinsoned items/weapons, etc?
Or perhaps knowing how to poison weapons like arrows and darts? Climbing? lock picking?
Real skills that relate to what we expect from these kinds of 'vocations'..
what do you think?
[Done for V0.38] Skills for Ninjas?
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- cowsmanaut
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Re: Skills?
These are all good ideas. I especially like the fighter waking up the party in advance of an attack.
As with all these things, the only real issue is how to implement these features in a simple, seamless way that avoids over complicating control of the program. The beauty of DM was it's simplicity, and I personally don't think any feature is worth adding at the expense of playability.
As with all these things, the only real issue is how to implement these features in a simple, seamless way that avoids over complicating control of the program. The beauty of DM was it's simplicity, and I personally don't think any feature is worth adding at the expense of playability.
Re: Skills?
i do like the idea of keeping the DM controls as basic and simple as possible, but it would be nice to have the skills....
How about a sub-menu in the character hand? there is that blank space between the characters name and 'pass' option ....have a 'skills' tab there...and clicking on this brings down a menu of all the 'non instant' skills instead of the normal weapon/item option given....two clicks to generate a spell-like effect or text message atthe bottom of the screen, and is otherwise ignorable. NO extra boxes, no keyboard buttons required.
How about a sub-menu in the character hand? there is that blank space between the characters name and 'pass' option ....have a 'skills' tab there...and clicking on this brings down a menu of all the 'non instant' skills instead of the normal weapon/item option given....two clicks to generate a spell-like effect or text message atthe bottom of the screen, and is otherwise ignorable. NO extra boxes, no keyboard buttons required.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- George Gilbert
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Sweet communism, I never realised but this can bring one of my ideas I never thouight possible to life with the sub menu actions etc, which was training in 'schools' and developing alternate (or now additional) attacks. Learn from the school of OH Ew for ninja and learn how to zo punch (immaterial damage with your hands) etc...sub menus and relays with conditionals ahoy!