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general abilities

TrollHammer

While magic has a slightly modified and seperate set of rules, its still treated like any other ability, and may even pull from the same points (in other words, should a peraon wish they could put 100% of their points into a magical ability, however there would be none elft over for lifing (breathing, moving, gathering food), and the character would be weak or be stillborn at birth.)



Initial abilites could be generated by the game, bit many people would rather have control. This is something that will have to be debated: initial complete control or little control and have an equasion determine skill set based on the needs of the local population.



Anyway, there are many abilities, and perhaps another wheel will.have to be made with them on it, or a split wheel so all points can be seen on the same screen.



Once points are saved, they are set forever. Reset is only available for a short time, and a mouse over could show what a combo allows for (hover over pixels near your limits to see how close it ism but say ten out is blind).



More later.

TrollHammer

(dunno how much of that will go towards the game, but we'll see.)

Here's a list of skills I have started, some won't work out, feel free to add:

Herbalist
Winemaker
Master Smith
Metal Smith
Mechanic
Cart Driver
Shaman
Flirt
Wolf Blood
Flight
Swim
Now of Wolf Thought
Dance
Apprintice (specialty)

Magic
Airbending
Levitation
Glider
Fleshshaping
Healer (self)
Healer (others)
Shapeshifter (self)
Shapeshifter (Corrupt)
Shapeshifter (others)
Mindshaper
Storyteller
Memory
Tweak
Rockshaper
Plantshaper
Treeshaper
Energyshaper
Fireshaper
Magic Feel
Energy Shield
WaterDancer
Watershaper
Iceshaper
Ice/SteamShaper

other
Wrapstuff
Teleportation
Patience
Leatherwork
Stonework
Ore refining
Forging
Carpentry
Master Carpenter
Sending
Black Sending
Healing (nonmagic)
Woodshaping
Vision
Going Out
Darkness or Corruption
Complacency
Superstition

In a way, think of these skills as either prerequisites for certain things (you can't swim out to a nearby island if you can't swim!), or statistical amounts of ability that guide your ability to do other things (The better Winemaker you are, the faster or better or more quantity of wine you make)

I'm also going to reorganize this into a skill tree where one basic skill leads to a more developed skill and so on, until you specialize in something.

The way things are shaping up, a lot of time and effort is going to be put into skills and whatnot, as the specialization of skills will influence other aspects.

What I'm aiming for is to have a true Magic/Will/strength dueling/battling system in place that takes into account what you do as a player.

In some games, crafting systems allow you to be have better results when you craft something over and over again (practice makes perfect), but in our game, while that should be rewarded, this would make Winnie invincible when it comes to flesh shaping and manipulation. Obviously, Cutter, who has no magical skill we know of, overpowered her almost enough to kill her. We know that it was the Wolf in him and his family that helped, but Strongbow, Pike, Suntop and others that had some of this advantage were brushed aside by her black-sending attacks with little effort. Door did respond to Strongbow, barely, but she won't listen to anyone else, even though Winnie doesn't have to do more than suggest to get action of that type.

So, I'm trying to put together a complacency system and a focus system that will determine how much a character can focus their concentration to attack or against an attack, and how well the character is at adapting or performing actions outside their comfort zone.

Part of this works into possession, and this is what inspired the mechanics of that. Unfortunately I lost some of the really good math on it due to a program crash, but the basic outline is still there.

TrollHammer

(bu)