ToME: the Tales of Maj'Eyal

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Should be in tome only one adventurer class, which can evolve to U best of your dream character?
Yes, It is nice idea, because for example i cant use fire spell and be good at symbiosis... 5%  5%  [ 2 ]
Yes, But tome class system should be rebuild, because its too restrict to player ideas... 8%  8%  [ 3 ]
Yes, But it should be only in one-class mod... 27%  27%  [ 10 ]
Maybe, but first it should be tested in mod... 27%  27%  [ 10 ]
No, because it is stupid idea... 22%  22%  [ 8 ]
I dont know... 11%  11%  [ 4 ]
Total votes : 37
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PostPosted: Thu Mar 04, 2004 10:24 pm 
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Thalore

Joined: Sat Aug 03, 2002 11:10 pm
Posts: 181
Location: Poland, Bochnia
One class tome idea:) Please voting:)


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PostPosted: Thu Mar 04, 2004 11:54 pm 
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Uruivellas

Joined: Sun Jul 06, 2003 10:04 pm
Posts: 924
Location: A mountain range east of Bree
I say we stick with Neil's Law(tm): if we don't know how people will like it, we should test it in a module first.

Also of note: current classes, what with FF, offer good versatility skill-wise.
However, I would like to see our favorite clumsy adventurer replaced by something more... interesting... in the near future. Just my 2 cents.

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PostPosted: Fri Mar 05, 2004 12:34 am 
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Archmage

Joined: Tue Jul 15, 2003 1:39 am
Posts: 414
The main one-class problem is skills like symbois that only need one skill point to be useful. Characters in this one-class system would stock up on those, along with one major class. Fix that problem (in a module) and we'll see.


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PostPosted: Fri Mar 05, 2004 12:48 am 
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Halfling

Joined: Mon Mar 01, 2004 6:58 pm
Posts: 93
Maybe have everything start at say 1.0 per skill point, but as you cross class they get more expensive.
Ex:
You decide to pick up combat, magic-device, and symbiosis, in that order. After putting a point into combat, magic device and symbiosis only give you only .975 per point. When you put a point into magic device, symbiosis now gives .925 per point, but since you already started on them, combat is still at 1.000 per point and magic-device is still .995 per point, but all other skills have gone down to say .89 per point.

For the 'special' skills, like sorcery, you could lose the ability to raise them at all if you got something that interfered with it, such as weaponmastery. An current example would be anti-magic->magic-device. You might also consider setting a birtch flag, IE you can choose to specialize in a skill, or select one of the special skills. 'You are gifted in sword-mastery.' or 'You are a sorcerer.' Flagging to special skills would just give them to you at normal rates, while specializing in a specific skill would give them a starting bonus to how much you get per point.


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PostPosted: Fri Mar 05, 2004 1:07 am 
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Archmage

Joined: Tue Jul 15, 2003 1:39 am
Posts: 414
Or:
To buy an entirely new skill costs 10 skill points or so. Doing this allows access to the skill at regular rates. When you start the game, you get to pick 2 or 3 skills to start with.


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PostPosted: Fri Mar 05, 2004 4:24 am 
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Archmage

Joined: Mon Feb 24, 2003 1:50 am
Posts: 396
Location: The Land of LaLa
...aren't these all ideas... ??

Quote:
Or:
To buy an entirely new skill costs 10 skill points or so. Doing this allows access to the skill at regular rates. When you start the game, you get to pick 2 or 3 skills to start with.


Buy those points from NPCs or Uniques with proficiency in desired skill. 'Buy' can mean $$$ or reward. I like the idea of skills, although its been shunned because SAng is like this.

I like your idea Varil, and is ~similar~ to what I'm sayin here: (your idea sparkedsa a few sparkplugs... :))

Guilds...Guilds...towns, villages, places to go to actually train appropriately, A Rohan Knight, well, they're from Rohan. A hobbit may go to Hobbiton, or play Sam and follow elf teachings. Go visit Saruman or Gandalf to be a mage (although, which races?). Visit Strider to train your nature skills. Etc., Etc., Etc.... Got directly to Mordor if you are an orc, troll, or other vile creature -- do not pass Bree, do not collect $100 for Social Class. You, my evil friend, are out to cover this Earth in Shadow...

Make the quests follow suit to book or what may have happened. Orcs try to find their leaders: Saruman and/or Sauron. A Barrow Wight at the end of the Barrow Downs. But first, you have to locate derry dol Tom Bombadil! Or, die! :twisted: A quest in Lothlorien to gain an appropriate elven gift according to race (orcs need not apply - afterall, Saruman has you busy...). Etc., Etc., Etc.,...

Points are gained for successful completion of certain feats. Not only the death of a monster is awarded, but the simple execution of the spell, or critical scored on a hit. Successful thievery, unlock*, untrap*, hunting, reading All increasing the skill ponts in these areas & improving individual stats/attributes with frequent use. Not using a skill for a prolonged amount of time may actually decrease their values. The system would be 'floating' in a sense - due to their never being a limit to amount of skill points. You _must_ practice each skill to be proficient. Once points are lost due to nonuse, they are lost 'forever', until skill points are regained. This would allow, and seemingly force, a more broad playing strategy. Casting manathrust *all* of the time suffers other spells... You are not a god, you cannot cast all spells with supreme accuracy and at such high volume.

Anyone can train in any area they wish. Limitations (rather than penalties) would be given to a cross reference of different magic and combat skills. Magic has physical strain on the body, effecting muscular ability. Errgh, can I really hoist that 32 lb. sword? Items that affect attributes will be rare, indeed. You either practice with your sword and lift weights or you will be a ~wimpy~ swordmaster. No time for books! What times allows it what gets trained. You do not receive points for gaining a level, you get experience and train skills (via successful attempts) to level up. Talking to someone may grant knowledge or points.

Anyway, in conclusion, my opinions and agreeing with the feasibility of a one class system...

*I Know these are already awarded...
** I may have been pipedreaming a few of these...yaaawwn, i'm tired... :wink:

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PostPosted: Fri Mar 05, 2004 5:47 am 
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Sher'Tul Godslayer

Joined: Tue Jun 10, 2003 1:50 pm
Posts: 3427
Location: Virginia, USA
It's interesting, but (and I may be wrong here) it sounds like an immense re-coding project. I know some games are more one-class but ToME seems to be headed away from that.

At any rate, I agree with those who say that it should be tested in a module. You going to code it, Dromaczek?


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PostPosted: Fri Mar 05, 2004 1:05 pm 
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Thalore

Joined: Sat Aug 03, 2002 11:10 pm
Posts: 181
Location: Poland, Bochnia
Maylith wrote:
You going to code it, Dromaczek?

Ehm, Im not good programer:( But I try to do something, if i will be able to do it:)

P.S. Clasess should be more connected with races, for example wood elf should have +10% more shoting skill per points than normal character, etc...


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PostPosted: Fri Mar 05, 2004 1:53 pm 
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Wayist

Joined: Fri Feb 21, 2003 9:26 am
Posts: 23
Location: Exeter, UK
I think you'll find this is already the case
Wood Elves get bonuses to Archery
Dwarves get bonuses to axes.


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PostPosted: Fri Mar 05, 2004 2:02 pm 
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Thalore

Joined: Sat Aug 03, 2002 11:10 pm
Posts: 181
Location: Poland, Bochnia
Matryx wrote:
I think you'll find this is already the case
Wood Elves get bonuses to Archery
Dwarves get bonuses to axes.

But it is no enought for me:DDD


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PostPosted: Fri Mar 05, 2004 5:29 pm 
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Archmage

Joined: Mon Feb 24, 2003 1:50 am
Posts: 396
Location: The Land of LaLa
Maylith wrote:
It's interesting, but (and I may be wrong here) it sounds like an immense re-coding project...


Yeah, that was in the back of my mind as I was writing that.


dromaczek wrote:
P.S. Clasess should be more connected with races, for example wood elf should have +10% more shoting skill per points than normal character, etc...


ah, yes, due to thier upbringing...


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PostPosted: Fri Mar 05, 2004 5:55 pm 
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Sher'Tul Godslayer

Joined: Sat Dec 14, 2002 7:18 pm
Posts: 2438
Location: California (or sometimes Erebor)
Moved to ideas forum.


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PostPosted: Thu Mar 11, 2004 3:18 am 
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Higher

Joined: Mon Sep 22, 2003 11:13 pm
Posts: 60
Location: Calgary Alberta Canada
i don't think you would even need much lua to make this one class thing
all the needed skill point modifiers are in s_info
robert though, you should get going on your mod, sounds awesome[/quote]


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PostPosted: Thu Mar 11, 2004 4:02 pm 
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Archmage

Joined: Mon Feb 23, 2004 3:14 pm
Posts: 355
Location: Southeast Michigan
I voted no because I like the way the current game works. I don't find it at all restrictive as I usually know what kind of character I want to develope before I start the game and can pick a race/class combo that works best for my style. If anything, a one class adventurer type character generation will probably lead to less variations in playing styles and endding characters.

Everyone (at least the ones that like high power characters) will pick nearly the same skills to maximize and have pretty much the same ending characters. The current system actually allows for more, not less variation as each race/class combo has different strengths and different skill trees. This makes each playing session of the game feel completely different and provides an incredible amount of re-playability.

The only change I would like to see is to have archers be able to train their Spirituality. Why do they need to be athiests. As I see it rangers, as being a character closer to nature, would actually be more spiritual than a warrior character. I think the base skills (Combat, Sneakiness, Magic, Spirituality and Monster Lore) should be available to all class/race combos with the actual combo chosen allowing certain specializations. This is basically the way it works now but some classes are completely excluded from learning some base skills (archer/spirituality and sorcerer/combat). Even a sorcerer should be able to learn the base combat skill at a much reduced rate (.1 to .3 or something) even without resorting to FF quests.

Oh, and although I voted no, I don't think it is a stupid Idea. I just wouldn't want it to be implemented in this game as it would change the whole feel of it too much. Basically, since ToME/Angaband/Moria are really just character development games, changing the character development system would completely change the gaming feel and style.

It might work in a completely different game but I wouldn't want someone messing with my addiction. :wink:

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PostPosted: Fri Mar 12, 2004 2:33 pm 
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Spiderkin

Joined: Tue Dec 17, 2002 9:55 pm
Posts: 563
Location: Minnesota, USA
With a little digging into the edit files, you can always just cook up a new class of your own. A friend of mine changed the assassin class by removing most of the rogue skills except stealth and giving the class some antimagic. If you don't like the way the classes work now, change them. If you enjoy playing a race with +10 in all stats that advances like a yeek, make it. If you think the phial of galadriel is too powerful for such a low level item, tone it down. If you don't like having a certain item in the game, replace it in the files with one you like better.

In any case, I don't think everyone playing a one class ToME would choose the same skills. We're too varied a group of people for that.


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