Dribble Joy
02-04-07, 20:31
This isn't about WoC in it's current forms, but an idea for mechanics of how it could (and the way it should have worked in the first place).
I allways imagined WoC would be more about skill/abilities than item reqs. I don't mind item reqs, it seems perfectly reasonable to have WoC req items, but the skill side is somewhat lacking.
My initial ideas for WoC skills were, if not restrictive in their choices, a little mechanical. You simply got a cirtain skill at each level or a current skill improved.
This rethink aims to free up the old choices and to an extent, incorporate the current game mechanics into it.
When you gain a WoC skill, you have a little line above the main stat bars in the skill window stating what level and skill you have WoC in.
The idea is that as with the int/str/etc. bars the WoC bar has the double arrow that opens up the skill listing on the right hand section of the window with the subskills.
Each WoC level you attain grants you a number of points, the exact number isn't important, but five, like the other skills, seems reasonable. Then for each WoC type you have a number of skills you can invest in, just like normal skills.
For example in my original idea, in dex you had things like 'Cat-Fall' (reduced fall damage), increased jump height, lowered sta use from running. In str you had generally reduced sta use or the ability to open locked items with brute force. Higher skilling in each would increase it's power.
So for example in Cat-Fall each point spent would reduce fall dmg by 5%, so with 20 points spent you'd be immune to fall dmg.
(Toying with the idea that for any skill maximum effect would be attained at full WoC-point skilling, but I'd also like a degree of freedom to attain reasonable effects in a number of skills)
Thoughts? Ideas for skills (as long as they don't affect overall balance)?
I allways imagined WoC would be more about skill/abilities than item reqs. I don't mind item reqs, it seems perfectly reasonable to have WoC req items, but the skill side is somewhat lacking.
My initial ideas for WoC skills were, if not restrictive in their choices, a little mechanical. You simply got a cirtain skill at each level or a current skill improved.
This rethink aims to free up the old choices and to an extent, incorporate the current game mechanics into it.
When you gain a WoC skill, you have a little line above the main stat bars in the skill window stating what level and skill you have WoC in.
The idea is that as with the int/str/etc. bars the WoC bar has the double arrow that opens up the skill listing on the right hand section of the window with the subskills.
Each WoC level you attain grants you a number of points, the exact number isn't important, but five, like the other skills, seems reasonable. Then for each WoC type you have a number of skills you can invest in, just like normal skills.
For example in my original idea, in dex you had things like 'Cat-Fall' (reduced fall damage), increased jump height, lowered sta use from running. In str you had generally reduced sta use or the ability to open locked items with brute force. Higher skilling in each would increase it's power.
So for example in Cat-Fall each point spent would reduce fall dmg by 5%, so with 20 points spent you'd be immune to fall dmg.
(Toying with the idea that for any skill maximum effect would be attained at full WoC-point skilling, but I'd also like a degree of freedom to attain reasonable effects in a number of skills)
Thoughts? Ideas for skills (as long as they don't affect overall balance)?