[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Adonthell-devel] Re: [Adonthell-plot] Classes and related rules
From: |
Kai Sterker |
Subject: |
[Adonthell-devel] Re: [Adonthell-plot] Classes and related rules |
Date: |
Thu, 16 Mar 2006 09:23:36 +0100 |
On 3/15/06, Andrew Phillips <address@hidden> wrote:
What role will factions play in the game? Will they determine what
characters are able to learn and what items they can use?
At least where learning is concerned, I would not introduce any hard
restrictions. Maybe a character cannot join a faction unless he has a
certain rank in certain skills, but he still should be able to improve
whatever skills he wants. Teachers for faction-related skills would be
more readily available to faction-members, however, so it would be
much easier to improve those skills.
We would need no special code in the rules system for that, it could
all be handled within dialogues, where faction-membership would open
up certain options.
As to the items that become usable or not, I guess we can implement
that more or less easily, along with other factors that limit item
usability, like alignment, strength, etc ...
Kai
> The joinable factions we've created for DB give something of a rough
> outline of this:
>
> Alchemist:
> Witch:
> The key abilities for these classes are mystical
>
> Ranger
>
> Thief:
> Thieves cannot equip heavy armours and retain their move silent abilities.
>
> Monk: Monks who were not previously of another class cannot use
> shields. Monks cannot equip heavy or metallic armours.
> Fighter:
> The key abilities for these classes is Combat Feats: Melee, Ranged,
> Armour, Shield, Body Control