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Re: Skills in CF
> There just never has been a clear consesus on what/how to change the
> classes around. Many people like the present approach with classes only
> really reflecting stat bonuses. Changing it to a skill system is a big
> change, and not everyone agrees that that is a good idea.
Hmm. I guess I didnt think that it would be that big a change.
To me, skills are not to be the basis of play, rather a 'spice'
to enhance play. Perhaps some classes might start with a skill,
perhaps not. There would be no limitation on kind or number of
skills aquired (and it just might be difficult to acquire them
too). I would advocate have skills be about as useful as a nice
magic item -- like a rod with a good spell. Really, my outlook
would be to treat skills as 'treasure'.
I did look at the code. All that is needed to use the stealing
skill is the player gaining the skill_stealing arch in their
inventory. It would appear that the basis for creating a full
fledged skill code already exists in CF (indeed, some of the skills
I suggested are suggested in comments in the skills.h file!)
If having skills in CF is so contentous, why is the code there??
b.t.