Skill point/maneuver systems 12/16/2015 03:56 PM CST
The way armor and shield maneuvers are implemented is very clever. I have another suggestion:

- Add a point/maneuver system like shield, armor, etc. for all of the other skills
- Integrate the current combat maneuvers and guild skills into these, eliminating the redundant ones
- Guilds no longer add maneuvers but instead provide bonuses to them

Then, remove combat maneuvers as a skill. The AS bonus, the defense bonuses, the aiming benefits, and everything else wrapped into this go into other skills (weapons, dodging, ambush) or into new maneuvers under them. Double jeopardy for maneuvers that have prerequisites in different skills.
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Re: Skill point/maneuver systems 12/16/2015 10:38 PM CST
Hmmm...I do like this!

It's an epic giant massive pile of work but, a neat idea to be sure.

FIRST-AID: HANDS=DAGGER: Rip the skins right off with your bare hands!

PERCEPTION: OUT-THIEVES: Yell aloud when you see someone stealing

ARCANE-SYMBOLS: COMBINE-SCROLLS: Because all you need is scissors and glue

DODGE: No idea, Matrix-like arrow dodging?

These may sound goofy but they'd all be good skills, and I tried to suggest a variety for fun.



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>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
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