Re: Thief Circle Requirements 03/16/2012 07:06 PM CDT
Total required skills broken up in skillsets for 101-150:
skillsetrangerthief
lore510
survivals4042
magic9n/a
weapons1412
armor123


Not counting magic, thieves from 101-150 need 67 ranks per circle, while rangers need 71.
Both of your signature skills have soft requirements.
Both of your signature skills have the same requirements per circle.
The 1st survival for Thieves is 40 higher than Rangers (770 vs 740).
The 8th survival for Thieves is 100 lower than Rangers (370 vs 470).
Neither of you can compare to Necromancer requirements. :P

______________________________________

Your analysis is not good.

The weapon req. is exactly the same. Rangers require parry, too, but it's a joke. Same with armor.

This brings us to lore and survival, where Thieves are clearly higher reqs in both.
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Re: Thief Circle Requirements 03/16/2012 07:20 PM CDT
>I feel like the at the moment part is a big thing to stress with this. Not that I'm aware of any GM really tackling adding more "stuff" to do with the skill, but it's my understanding that it was renamed as Thievery to open it up to doing more than just stealing. Acts of deception might fall under thievery, or cheating at cards, or counterfeiting, etc.

I used to stress this with Ssra all of the time.

What matters is the game we play, not the game you want it to be some day. Please improve the game we play, not chance things in anticipation of the game you hope we will some day play.

>That's great and all, but how long till that happens?

Exactly.
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Re: Thief Circle Requirements 03/16/2012 07:32 PM CDT
>Possibly. There's a compelling argument.

I agree. There is a compelling argument to swap.

>Because while necromancers are the new 'hardmode' guild, thieves should still be a more challenging guild than the public-friendly professional guilds. I would feel dirty if I let thieves fall into complete normality, even if joining the guild isn't as hard as it used to be.

What are you talking about?

SkillThiefNecro
Survival 1 770770
Survival 2 730770
Survival 3 720670
Survival 4 720670
Survival 5 640670
Survival 6 610620
Survival 7 570520
Lore 1460420
Lore 2370380
Lore 3320none


...and thieves have two soft survival reqs. vs. necro's one. And one of them is worthless non-combat skill.

And thieve's weapon req > necro weapon req.

I guess necro's have more magic? Heh.

The only two skillsets we have the same is survival prime and lore secondary. And for those, thieves clearly are harder:
Thief survival > necro survival
Thief lore > necro lore


What are you guys talking about?
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Re: Thief Circle Requirements 03/16/2012 07:37 PM CDT
>>What matters is the game we play, not the game you want it to be some day. Please improve the game we play, not chance things in anticipation of the game you hope we will some day play.

The whole purpose of the X3 project is to set the stage for proper balancing across the board. This is something that needs to happen before we start tackling the individual skill projects. If we only developed for the game we have today, we'd have incredibly shortsighted and vastly divergent development that would fit nowhere in any grand scheme. This is, as a sidenote, what got us five music skills on one end of the spectrum and mech lore on the other.

There's certainly a balance to be struck between planning for the future and developing for the now. This particular release is very heavy on planning for the future, and work after the foundational release will be focused on improving the world as it is.

With circle reqs especially, they need to be balanced for the future because we don't want to go about revising the reqs every time we update how a skill works. If we make Thievery an awesome skill in the fall, I'm not changing your reqs.

--

"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
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Re: Thief Circle Requirements 03/16/2012 07:48 PM CDT
<<What matters is the game we play, not the game you want it to be some day. Please improve the game we play, not chance things in anticipation of the game you hope we will some day play.>>

Absolutely. Like the oft-repeated line about "it makes more sense to wait for a full rewrite than to apply bandaids now" type thinking we used to hear a lot. That was irksome to the max. It might be true in some situations, but a lot of things could have benefited from a little current work. Would it have really crippled everything to have added mail balaclavas to old forging later? Versus waiting a decade for the rewrite?

Kodius in particular seems determined to root out all the little errors and inaccuracies and omissions in crafting as we go along, which is nothing short of spectacular. He's not the only GM showing that kind of interest in detail. Good stuff all around.

<<There's certainly a balance to be struck between planning for the future and developing for the now. This particular release is very heavy on planning for the future, and work after the foundational release will be focused on improving the world as it is.

I agree with you, Socharis. I suppose my observation of you guys now is that it seems obvious you don't want to stay in the huddle forever but actually want to run some plays. We didn't always get that feeling from staff in the past.

No, I'm not knocking Fial. It's just a different day in DR now, and I like it.

Kaxis



>A dobek moruryn sits perfectly still.
>The dobek moruryn crumbles apart.

You say, "Hey, use it or lose it, buddy."
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Re: Thief Circle Requirements 03/16/2012 08:27 PM CDT
>short vs. long term

yeah yeah yeah. back on track:

summary:
* thieves have harder survival reqs. I'm ok with this and take it as a point of pride.
* thievery req sucks (for now). i'd prefer it swapped with stealth.

ok, i'll shutup now. thanks for listening.
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Re: Thief Circle Requirements 03/16/2012 08:35 PM CDT


Haha, not that it matters. Pretty sure I'm cancelling my accounts due to Solomon's handling of TF. Later!
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Re: Thief Circle Requirements 03/16/2012 08:43 PM CDT


Yep I'm out of here. Later DR!
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Re: Thief Circle Requirements 03/16/2012 09:06 PM CDT
Bye, George!
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Re: Thief Circle Requirements 03/16/2012 09:21 PM CDT
Who was that masked man?

Kaxis



>A dobek moruryn sits perfectly still.
>The dobek moruryn crumbles apart.

You say, "Hey, use it or lose it, buddy."
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Re: Thief Circle Requirements ::Nudge:: 03/16/2012 09:29 PM CDT


Let's get back on topic, Thief Circle requirements.

Thanks!

Annwyl
Message Board Supervisor

If you've questions or comments, take it to e-mail by writing me at DR-Annwyl@play.net.
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Re: Thief Circle Requirements 03/16/2012 09:33 PM CDT
>>The weapon req. is exactly the same. Rangers require parry, too, but it's a joke. Same with armor.

Rangers have 2 more weapon ranks per circle.

>>This brings us to lore and survival, where Thieves are clearly higher reqs in both.

Thieves have 2 more survival ranks per circle.

Also, if you want to consider armor reqs a joke, let's not act like lore reqs are the hardest thing ever.

>>...and thieves have two soft survival reqs. vs. necro's one. And one of them is worthless non-combat skill.

Necros have one soft requirement and one hard requirement (their signature skill). Thieves have two soft requirements, one being their signature skill, one being "worthless". How exactly does this mean it's harder for thieves? Hard requirements are less dynamic than soft ones. A Thief make backstab the 1st survival if that thief wanted to do so. A Necromancer can't just go "hey, let's make Thanatology #1"

>>Thief survival > necro survival

Sure, if you selectively decide that the 3rd, 4th, and 7th survival count but the 2nd, 5th, and 6th don't. Plus the only reason a Necromancer doesn't have an 8th survival is because Thanatology is a hard req, not a soft one like backstabbing.

It seems your entire argument rests on the fact that you prefer only looking at half the data and only when that data works to prove your point.
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Re: Thief Circle Requirements 03/16/2012 09:39 PM CDT
Not nearly as painful as I thought it would be. No hard or soft requirement in locksmithing! I cheered aloud when I saw that.

I don't think it effects me either way but I definitely agree with switching stealth and thievery for thematic reasons. Stealth has always seemed to be the focus of the guild. It encompasses just about every aspect of what it means to be a member of the Thieves guild both in guild lore and for training/skill application. It's fine for thievery/stealing to have a soft requirement but the stealth requirement should be the higher of the two.

~Minstrel Ascot, Bladesinger of M'riss
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Re: Thief Circle Requirements 03/16/2012 11:41 PM CDT
>>And thieve's weapon req > necro weapon req.
>>I guess necro's have more magic? Heh.

It's very easy to pretend one guild's reqs are harder than another's if you omit an entire secondary skillset.
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Re: Thief Circle Requirements 03/17/2012 02:18 AM CDT
If my math is right, I will need some grandfathering it seems. Only in survivals though.

Backstab (-16), Thievery (-14), Foraging (-7), and First Aid (-49)

Over all not bad, I hate first aid so will have to figure out what to do there to get Athletics up high enough. I'm ok with grandfathering of BS and Thievery since they both are HORRIBLE (with a PhD in horribleness) to train and have been for a very long time.

Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Thief Circle Requirements 03/17/2012 04:42 PM CDT
Out of curiousity I did some number crunching to see how I would fare with these reqs and it seems I would actually be better off due to the way I have been training.

Currently my 6th and 8th survivals would hold me back from circling, but with the new reqs I already have enough 8th for 150 and will be ahead of current circle with everything else.

Lores are covered forever, but that was the case under old reqs.

Ditto armour, parry etc. I should come out fairly well on the Tactics and Defending front too but I have always tried to maintain solid defensive skills and Scholarship is my highest Lore.

So overall I can't complain really, won't need any grandfathering and with the bonus pools it shouldn't take long to steam through a few circles!
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Re: Thief Circle Requirements 03/17/2012 04:52 PM CDT
I end up needing a little grandfathering <about 4 circles worth> for my 3, 4, 6 and 7 survival.
Where I really end up hurting is in weapons.

I'll need tremendous amount in my 2nd weapon, because of the combination of ME and LE, which were my 1st and 2nd respectively. That's pain. And then that will end up eating into my bonus pool for weapons, when I've trained a bit of everything to be well-rounded as a char. That sucks.


=schvartz<prime>



"we're doing it for the good of mankind," said the philosophers of murder, waiting for the rest of the world to congratulate them"-Elie Wiesel <the gates of the forest>
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Re: Thief Circle Requirements 03/17/2012 05:04 PM CDT
>>I'll need tremendous amount in my 2nd weapon, because of the combination of ME and LE, which were my 1st and 2nd respectively. That's pain. And then that will end up eating into my bonus pool for weapons, when I've trained a bit of everything to be well-rounded as a char. That sucks.

Keep in mind that the alternative would be to have you use that bonus pool to manually move the skill up.
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Re: Thief Circle Requirements 03/17/2012 05:19 PM CDT


>Scholarship is my highest Lore

I salute you, but dude, you is crazy.

It's kinda weird, I have zero trouble locking stealing even at more than the req... even backstabbing really isn't an issue for me at all.

Scholarship on the other hand... makes me want to punch things.

And crossbows.
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Re: Thief Circle Requirements 03/18/2012 06:37 PM CDT
>Any plans to make stealing not worthless?

Yes but not at the immediate onset of X3.

- GM Sithix

If you'd stop finding bugs I could code Companions 2.0.
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Re: Thief Circle Requirements 03/19/2012 01:47 PM CDT
I agree that I'd like to see stealth and thievery swapped. Even though I'm a "stealing" thief I think the Guild is more defined by being stealthy than actually being thieves. Swapping them would still require us to steal but it won't be as annoying for the combat and locksmith thieves as the current soft requirements.
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Re: Thief Circle Requirements 03/19/2012 07:37 PM CDT

>I agree that I'd like to see stealth and thievery swapped. Even though I'm a "stealing" thief I think the Guild is more defined by being stealthy than actually being thieves.

I couldn't agree any less.

You literally just said the members of the thieves guild are not thieves... I feel like I'm in the twilight zone or something.

Aside from that it's only a 50 rank difference over the course of 0 - 150th.

I personally think circling should be a lot harder, How about backstab, stealth and thievery have hard reqs that match our first survival req AND count as Nth Survivals.

That is a thief.

I'm getting that a lot of people arent loving stealing as it is now... well why on gods green earth did you roll a thief?

Again I'll say it... I have zero trouble, 100% fun locking stealing, I lock it fast, and it also teaches a little bit of hiding/stalking keeping them topped off and to add to that I am a combat/locksmith thief IMHO.
I also use it allllll the time, stealing herbs, stealing food, stealing RP devices like toys or weird items, stealing weapons to goof off with, stealing throw away ammo, stealing from PC's to be funny or mean or start a conflict or an RP.

Lastly... its a 50 rank difference!

I guess I must just be the insane person because I look at these posts... and I just don't what to think anymore.
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Re: Thief Circle Requirements 03/19/2012 07:47 PM CDT
Because some of us rolled a thief over a decade go.
The guild has gone through at least two exp changes that I can think of since I started.
Systems were planned and 'soon' that have never appeared.

I have no problem locking stealing either, granted I barely have any ranks (260). But I still hate it. It's a pointless skill that isn't rewarding for it's own sake, annoying to train.
Hell I'd rather train backstab than stealing and backstab takes me entirely too long to lock.

Yay for you, you don't have a problem with stealing and you think it's awesome. Yes that puts you in the majority, mocking everyone else for not agreeing with your point of view doesn't help your case much.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BearTrap
Traps, coming soon to DR.
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Re: Thief Circle Requirements 03/19/2012 07:53 PM CDT


>mocking everyone else for not agreeing with your point of view doesn't help your case much.

I apologize if anyone feels like I'm mocking... I'm just trying to convey that I cant even understand this line of discussion at all.

I'll crawl back to my little hole and be quiet.
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Re: Thief Circle Requirements 03/19/2012 08:31 PM CDT
I actually also think we should have a Backstab requirement added. It's the Guild-only skill, and while it's all but guaranteed that it'll be trained since we'll need 8 out of 10 survivals (and this time there's ONLY 10 survivals to pick from, period), it's not currently a true required hard ranked skill like all other Guild-only skills are or will be (when they get around to making more of them).

>How about backstab, stealth and thievery have hard reqs that match our first survival req AND count as Nth Survivals.

I would however disagree about making them required to be equal to top survival (although that's how I roll with my personal requirements; though stealing is more in a second tier level). I would say, as a ball park, that they should be soft skills with requirements around 6th survival at least, maybe 5th.

>well why on gods green earth did you roll a thief?

I'll tell the truth here. I picked Thief over Ranger because I prefer a Thief's non-magic/khri abilities, notably the Ambush system. It was a hard, long, and grueling match up that I questioned every day, as I debated between working my novice Thief, or working up my much higher circle Ranger; between Thief abilities vs. magic access+skinning. With Skinning opening up (again), that however tipped it in favor of Thief, and since I got early word of Skinning 3.0 (Plat), I picked my Thief.

I like doing boxes. I like pickpocketing NPCs (easy few gold for a couple minutes work tracking them down). I like doing the museum. I'll probably like doing B+E when they get around to it. I'll definitely love smuggling (seeing how my top circle character is a Trader, there's no way they're going to do smuggling that I would't get into). But I also like doing "Rangerly" things such as foraging and skinning, and definitely first aid (I have a personal req. of about 150 FA on all my characters, approximately enough to tend a light bleed in combat with no RT).

I don't like the shop stealing system as it is now (partly because I can't get the script I wrote to functionally pawn/bin), and I sure didn't pick a Thief to rob other PCs. I've been stolen enough on my Empath/Trader mains over the years to understand the frustration of getting robbed literally blind, and vow never to inflict that misery on others.

I also do steal such mundanities as alchemical devices or keyblanks (I forage perfect Ranger-capped herbs on my Ranger), and the occasional piece of armor or weapon. Origami paper.

Kaeta Airtag

>>Actually an opinion cannot be changed or corrected. Nice try back of line.-VERATHOR
>>But it can be wrong.-Starlear
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Re: Thief Circle Requirements 03/20/2012 12:17 AM CDT

>>I agree that I'd like to see stealth and thievery swapped. Even though I'm a "stealing" thief I think the Guild is more defined by being stealthy than actually being thieves.

>I couldn't agree any less.

>You literally just said the members of the thieves guild are not thieves... I feel like I'm in the twilight zone or something.

>Aside from that it's only a 50 rank difference over the course of 0 - 150th.

>I personally think circling should be a lot harder, How about backstab, stealth and thievery have hard reqs that match our first survival req AND count as Nth Survivals.

>That is a thief.

>I'm getting that a lot of people arent loving stealing as it is now... well why on gods green earth did you roll a thief?

>Again I'll say it... I have zero trouble, 100% fun locking stealing, I lock it fast, and it also teaches a little bit of hiding/stalking keeping them topped off and to add to that I am a combat/locksmith thief IMHO.
I also use it allllll the time, stealing herbs, stealing food, stealing RP devices like toys or weird items, stealing weapons to goof off with, stealing throw away ammo, stealing from PC's to be funny or mean or start a conflict or an RP.

>Lastly... its a 50 rank difference!

>I guess I must just be the insane person because I look at these posts... and I just don't what to think anymore.

You're basing your views on a very singular outlook. I've been around a very long time and I'm one of the few original owner thieves left. I've been through the horrible changes and some of the good ones and I've taken notice of many views over the years as a Thief.

While you may indeed think stealing should be a top skill you are one voice and I'd guess that your view isn't that of the majority. I've always been a stealing Thief and I'll continue to train it but I've also seen how insane the skill has been to train over the years. I'm not asking them to remove the soft requirement of stealing but to switch it with stealth which would most likely be a positive for the majority of Thieves.

Being a member of the Thieves Guild doesn't have to imply Theft. I've never seen one Thief GM post that there is only one type of Thief in DR. There has always been the thought that there are 3 kinds of Thieves and if you go back and read posts you'll certainly see that each branch is well represented among the Guild. To say that Locksmiths and Combat Thieves don't belong because they don't focus on stealing is ridiculous.

I'd recommend you go back and read my original post and then read your response and see why people would think you're coming off as mocking. If you can tell me a legitimate reason why my request was silly then by all means let me know but if you don't have a legitimate argument against it then I'll let my original request stand.
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Re: Thief Circle Requirements 03/20/2012 01:03 AM CDT
Just thought I'd throw in a thought. Guild names are as much architypes as actual descriptors.

A great many Barbarians are not particularly barbaric. Beyond the endless slaughter. Besides that.



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Re: Thief Circle Requirements 03/20/2012 01:15 AM CDT
> A great many Barbarians are not particularly barbaric.

None of them look greek to me.
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Re: Thief Circle Requirements 03/20/2012 01:24 AM CDT
>None of them look greek to me.

No, but most of them are roamin.



Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
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Re: Thief Circle Requirements 03/20/2012 01:32 AM CDT
> No, but most of them are roamin.

Hey, puns are bard turf. Don't go trying to take our abilities.
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Re: Thief Circle Requirements 03/20/2012 02:07 AM CDT
>A great many Barbarians are not particularly barbaric. Beyond the endless slaughter. Besides that.

You are barbaric because you won't get with the civilized program and use magic like the rest of the Enlightened Realms.

Kaeta Airtag

>>Actually an opinion cannot be changed or corrected. Nice try back of line.-VERATHOR
>>But it can be wrong.-Starlear
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Re: Thief Circle Requirements 03/20/2012 06:05 AM CDT
FWIW, IMO you have to be sneaky(Stealth) before you can be Thiefy.

~Leilond
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Re: Thief Circle Requirements 03/20/2012 07:01 AM CDT
the weapon reqs seem a bit low for my taste, especially the secondary weapon req.

other then that, looks good.
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Re: Thief Circle Requirements 03/20/2012 07:03 AM CDT
Stealing, or its new to be named "thievery" is not a problem to train at all for my thief. In fact its her highest skill.

And I'm generally considered one of the "locksmithy" type thieves, having been one of the founding members of the union.
So... eh.

I have more to make up in the way of weapons, because of the Le/Me combination. That to me is more of a hassle.

I too think there should be a backstab requirement. All the other guild-only skills will be required for that guild, right? Backstab is ours.

Now, the problem with BS is training it. The way it has been the last number of years is pretty stupid. You should be able to backstab by, ya know, actually BACKSTABBING instead of poking something in the eye and not killing it.



-Schvartz-

"we're doing it for the good of mankind," said the philosophers of murder, waiting for the rest of the world to congratulate them"-Elie Wiesel <the gates of the forest>
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Re: Thief Circle Requirements 03/20/2012 07:20 AM CDT
A thief who was better at ganking crap from pockets then going unnoticed when he did it would be a pretty useless thief indeed.
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Re: Thief Circle Requirements 03/20/2012 10:30 AM CDT
>>A thief who was better at ganking crap from pockets then going unnoticed when he did it would be a pretty useless thief indeed.


Just for arguements sake, you can be a perfectly adept pickpocket and never once hide anywhere. With enough skill you can make a grab from out in the open and still be an AMAZINGLY effective thief. 'Going unnoticed' doesnt necessarily mean 'Stealthy' or 'Hiding/Stalking', even in DR.
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Re: Thief Circle Requirements 03/20/2012 01:06 PM CDT
>>>Now, the problem with BS is training it. The way it has been the last number of years is pretty stupid. You should be able to backstab by, ya know, actually BACKSTABBING instead of poking something in the eye and not killing it.

Backstab kills too fast to make it an effective trainer. To make it a better trainer they'd have to bump the exp per hit or reduce it's power. That's not a coin I want them tossing, if you don't mind.

There's some RL precedent for it as well. Hunters train by shooting at bottle caps when they're really going to be aiming for an area the size of a head. What people consider to be the 'best' archers in the world don't shoot at anything that moves...they increase distance and reduce size but if they had an angry Barbarian charging them I'm pretty sure they'd skip the breathing mantra and throw a few 'good enough' arrows downrange. I actually think it's a pretty good system and one that's passably in character.

Training on some idiot goblin...of course you're going to make up ways of making it more difficult. You're dancing at melee with four of them for no other reason than to make it harder. But when that rare pvp conflict comes up, you're not trying to make it harder, you're looking to win. "I can skewer an eyeball nine of ten, I'm pretty sure I can give this guy a new dolphin-style breathing hole."

When you're reducing the population of a room to your happy self, you bring out the big guns.

Bear in mind this argument is coming from someone who didn't know about lunge left eye until I hit 80th.
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Re: Thief Circle Requirements 03/20/2012 01:33 PM CDT
<<Backstab kills too fast to make it an effective trainer.>.

This isn't the problem. The system is out of whack. It doesn't even train the same for all thieves equally. There's a lot of little tricks with feint and attack to try to optimize backstab training. They work to some degree with some thieves but fail spectacularly for others. It's buggy, it really is.

<<To make it a better trainer they'd have to bump the exp per hit>>

Yep yep.

<<or reduce it's power. That's not a coin I want them tossing, if you don't mind.>>

Well, unfortunately you lose then. The backstab downtweak is coming when Team Survival gets around to doing stealth after 3.0. The rest of us have been bracing for a while now, so put on your party hat and come on in and join us!

Kaxis



>A dobek moruryn sits perfectly still.
>The dobek moruryn crumbles apart.

You say, "Hey, use it or lose it, buddy."
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Re: Thief Circle Requirements 03/20/2012 03:12 PM CDT
<<All the other guild-only skills will be required for that guild, right?>>

Some guilds have a hard requirement for their guild only skill.

Clerics have theurgy
Empaths have empathy
Moon mages have astrology
Necromancers have thanatology
Paladins have defending
Traders have trading
War mages have summoning

Looks like only one guild has a soft requirement.

Rangers and scouting

That leaves three with out a specific requirement. But they can be used for the Nth skill.

Barbarians and expertise
Bards and bardic lore
Thieves and backstab

Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Thief Circle Requirements 03/20/2012 03:20 PM CDT
That leaves three with out a specific requirement. But they can be used for the Nth skill.

Barbarians and expertise
Bards and bardic lore
Thieves and backstab


expertise hasn't been put in yet because they haven't determined what exactly will train it.
bardic lore too is a new skill, they aren't just replacing music theory, as a matter of fact, they're redoing the concept, so playing instruments Won't train it. When they put it in, it will be a hard req i believe.

Backstab should be required to learn, but able to be used for any of the "n" skills, imho.

rangers i haven't read their stuff yet. :-)




"we're doing it for the good of mankind," said the philosophers of murder, waiting for the rest of the world to congratulate them"-Elie Wiesel <the gates of the forest>
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