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Re: Re: [Adonthell-general] Items
From: |
Nils Fohrbeck |
Subject: |
Re: Re: [Adonthell-general] Items |
Date: |
Mon, 7 Oct 2002 21:11:52 +0200 |
I have written a few more texts (mostly brainstorming). I thought I just
relerase them now (as early as possible) to get the discussion going....
What do you guy think? shower me with comments!
Nils
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Notes on Ben:
- actually we could call the 'enhanchements' forging (forge weapons, forge
armour) (and make one entry out of them?)
- all in all I think the whole system is a little too complicated. As far as I
understand it learning all these talents can only be learned by 'making
friends' with the teachers (and no advancement points are needed). I think that
is definately a good idea (especially in 0.4, which will not be that complex
all in all, and which should be fairly accessable for new players). What I do
not understand is why we need the availability (that long table). I propose
that we can just have the faction alignment handle all that (I think faction
alignment can be quite a powerful tool!). And in some cases the characters can
just tell the character that she can not learn something (at least for 0.4 this
should make sense). So If Marcela helps the Green sisters, she might actually
learn a few songs, but then the dwarves might decide that she is just not
technically minded enough to advance to the higher ranks of mechanics...
In 0.4 the monks could teach you some fighting feats, the smith would be able
to teach you some mechanics, the rangers some other fighting feats (mostly
ranged combat) ect.
We should also add effects and devide these into temporary and permanent
effects). Permanent effects last until they are removed (for example a curse
that can only be healed by a specific person), while temporary effects only
last for a (relativly small) amount of time (these include spells).
All the rules can be roughly devided into 3 categories:
roleplaying: these are the skills, factions, background ect.
combat: these include the attributes, as well as level, experience and all the
other stats
inventory: this also includes the talents and abilities Ben mentioned (they
govern which items a character can use)
This division is only formal (in fact I propose it only because it might make
the implementation easier). And of course these categories do also mix. I just
thought if we have them more or less independant, we can test them independent
from one another, and try out different approches for the different categories.
Up to now, the Roleplaying part is already pretty strong (we already have a
very good diallogue system!). I think in this category the skill system might
be the next thing to implement. In fact I had a few more thoughts on that (most
of this is old stuff though. See Skills 2.txt! We have not done much in the
Combat front, which should not matter much, because as all the different
categories can be tested independently, we can easily add that later on...
I know this text is fairly mixed up. I basically wrote down ideas as they came
into my mind. And it should not matter too much, after all it is meant as a
means to fuel the ongoing discussion...
\subsection{Skills}
Skills are used for roleplaying purposes, and since Adonthell is a roleplaying
game skills are an important part of the system. They describe the character's
strengths and weaknesses away from the battlefield. Just like the (primary)
attributes and abilities a character's proficiency in a skill is measured in
ranks. In contrast to the abilities though a character can directly benefit
from a rank improvement in a skill (he does not need to find any
items/feats/spells etc.). A character can have 0 to 5 ranks in any given skill.
Every rank stands for one of the following proficiencies: 0=Unskilled;
1=Novice; 2=Trained; 3=Professional; 4=Master; 5=Extraordinary.
\subsubsection{Skill Descriptions}
\begin{description}
\item [Body Control] How well the character can control his body. A high body
control rank can reduce the damage a character takes when falling, representing
him rolling off.
\item [Charm] Use your charm to influence and impress others. The more ranks a
character has in this skill, the more favourable NPCs will react.
\item [Climb] This represents how well a character can climb.
\item [Diplomacy] A character with enough ranks in diplomacy can convince
others of his opinion during a discussion. More ranks in diplomacy can open
more dialogue choices.
\item [Disarm traps] Some treasure chests or areas are trapped, use this skill
to render these traps useless.
\item [Drinking] The more ranks a character has in drinking the better she can
consume alcohol. Use this skill to win drinking contests, a very popular sport
amongst young dwarves.
\item [Entertain] Earn money with juggling, instruments or by telling tales. It
is also possible to contest against other entertainers.
\item [Haggle] This skill allows a character to pay less in shops. The more
ranks a character has in haggle, the lower the prices she has to pay.
\item [Herb Lore] Allows the character to find and use healing herbs or
poisonous berries.
\item[Identify Items] The more ranks a character has in identify items the more
likely it is that she can determine the properties of magic items.
\item [Luck] This skill represents how lucky a character is and whether she
gets out of tricky situations unharmed or not.
\item [Open Locks] Use this skill to open locked doors and treasure chests.
\item[Pick Pockets]This skill represents how well a character can steal from
others without them noticing. It is also used to determine how dexterous a
character is with his hands.
\item [Spot] A character who has ranks in spot may notice traps or enemies
hidden in ambush.
\item [Others] These are all the skills we have come up so far. We can still
add more, or not implement others. For 0.4 we should try to implement the
general framework and a few skills (we can always add new ones as the need
arises)
\end{description}
\subsubsection{Skill Implementation}
Whenever it is necessary to see whether a character succeeds in using one of
his skills, a skill check is made. There are two types of skill checks and
depending on the situation a \textit{fixed skill check} or a \textit{variable
skill check} is used.
A fixed skill check is made whenever the outcome of a skill check is plot
dependant, or an important one time decision is made. An example: The character
wants to enter the guild of arts. In this situation a certain rank in entertain
is required, so a character with 3 or more ranks is admitted, while one with
fewer ranks always fails the skill check. Whenever a fixed skill check is made
a the character's rank in the correspnding skill is multiplied by 6 and then
compared with the tasks difficulty. Most tasks have a diffifulty between 3 and
30 (3,6,9,...,24,27,30).
A variable skill check is made whenever a character tries to accomplish a task,
such as earning a free meal by dancing in the inn. Again, this requires a skill
check, but the result can differ from time to time. The character might excel
in his task or just have a bad day and utterly fail. To represent this a random
value is generated as follows: Per skill level a character adds up a random
value from 1 to 6. So with rank x in a certain skill x random values from 1 to
6 are individually generated and then added up. The result is then compared
with a score which is specified before the test is taken. This score can vary
from situation to situation and it represents the difficulty of the test. If
the generated random value beats the score (is greater or equal to), the test
was successful. If it is lower than the score the test has failed. In the above
example this means that a character with 3 ranks in entertain has a value of
$3(1 to 6)$, and she has to beat a score of 9 to impress his audience and get
his free meal (or 15, or 18, depending on the audience). If the character fails
a \textit{variable skill check} she has to wait a certain time until she may
try again. The amount of time a character needs to wait depends on the skill
and/or the situation.
\subsubsection{Gaining new ranks}
In order to raise the ranks a character has in his skills he has to earn
advancement points (which he gains, when he gains a new level). The number of
points needed depends on the rank the character already has. If a character
wants to gain 1st rank in a skill he has to spend 1 advancement point. In order
to advance from 1st rank to 2nd rank the character has to spend 2 advancement
points. In order to advance from 4th to fifth rank 5 advancement points are
needed. This represents the fact that it is relatively easy to become a novice
in something and much harder to master a skill.
\textit{Side notes on the implementation of skills:
Because most of the skill checks are used in dialogues, we should check if the
skill implementation can be incorperated into the dialogue system(At least in
the beginning, just so we can do some testing with skills (in much the same way
as that jump test alex did))(This is mere speculation). For example when you
walk up to a locked chest and push the action button a dialogue could come up
and give you the option of searching for traps or of opening the lock on the
chest. But then I do not know how the dialogue system works (how did it store
which person you talked to in waste's edge? Couldn't a skill rank be stored in
the same way?)}
Items and Inventory:
Item Name: This is the identifier for items. Each name is unique and clearly
marks the item!
Icon: Each item has an icon (a picture of the item). Icons have the same size
for all items, no matter if it is a healing potion or an armour.
Category: Each item is assigned to a certain category. By assigning an item to
a category, you also define how the item can be used and how it interacts with
the character/environment/spells ect.
EQUIPABLE: amulet
ring
belt
gloves
cloak
boots
bracers
earings
tatoo
...
All of the above can be equiped and have no effect on their own, if they do not
hold any enchantments (we can add to/substract from this list as we see fit).
In fact I think we should really limit the list because that means the player
will have to make more strategic decisions. We could even make certain items
race or gender specific, saying for example that only males can have tatoos
while only females can have earrings.
I think a character can only have one item from each of these categories
equiped (ring is an exception, you can wear 2 of them).
The following are the combat relevant items. Whenever they are equiped they
modify one of your stats. Of course you can only equip one armour at a time.
Because it makes programming easier and leaves the player with more strategic
choices I would allow the player to equip one ranged weapon, one shield and one
melee weapon at the same time.
armour: gives you a bonus to your (who would have guessed) armour value
shield: gives you a bonus to your parry percentage
melee weapon : gives a bonus to your melee damage value
ranged weapon: gives a bonus to your ranged damage value / as well as your
attack range
USABLE ITEMS: some items can acctually be used on their own, however they are
used up (or lose a charge) in the process. These include potions, torches,
scrolls, charged wands ect. I would suggest that the player can use them (since
they can not be equipped they can use the same button as the equip button for
other items), and then their effect takes place over a shorter or longer time
period (interally the engine could treat them the same way as spells). For
example, whenever a character uses a torch one charge could be depleted, giving
the character some extra light for 5 minutes. When the character has used up
all the charges, the item becomes useless and disappears. Some very powerful
items (such as a powerful wand) could even be recharged after they are "empty".
BACKPACK ITEMS : these include books, keys, gems, herbs and all kinds of other
icons that can not be equiped or 'used' directly. These items are stored in the
backback, they are not assigned to any one of the characters. Of course all the
other items can also be put in the backpack (which is in fact the party
inventory) but then no character profits from them.
Description: This is a short note giving backgrond info, as well as game
relevant information (and the text of a book).
Prequisites: Whenever you want to equip or use am item the engine checks
whether you meet the prequisites or not. If you do not meet them you can not
equip/use the item. The prequistites can be any combination of minimum level,
ranks in an ability, a specific alignment or a certain value in one of the
attributes.
Special Properties: Only equipable items can have special properties. As long
as the item is equiped the special properties apply. These include
enchantments, blessings, curses and all other kinds of special properties.
Price: This is the unmodified price, the amount of money the item should fetch.
Of course traders will offer slightly less when they by the item and charge
slightly more when they sell it. The price is modified by demand, your barter
skill and how well the person you are trading with likes you.
Specific Situations/ Game Implementation: There are a lot of items that can
only be used in certain situations. One example are keys. Instead of giving the
player the option to use them, whenever the certain situation occurs (in this
case the character tries to open a locked door), the game checks whether the
required icon is in the backpack (in this case it could be 'rusted key' or
'key34'). The same works for reagents. They are not an item category on their
own. Instead when your character uses an anvil a dialogue window opens (so
internally an anvil is just a verrrrrry dull person), and checks whether you
have ore in your backpack or not. Depending on this check the dialogue window
could either read: 'I do not what I could be doing here'. Or a choice of 'I use
my ore to forge a magic hammer' and 'I use my ore to improve my armour'. Of
course the same applies for enchanting items.
Example Items:
Rune of Sharpness:
useable/ Requires: weapon improvement 2 ranks/Desc.: your weapon carries the
rune of sharpness. It can be activated once, then it diminishes. When activated
the your melee damage increases by an extra 8 points./ Value: 0 gold
Heavy Waraxe:
melee weapon/ Requires: melee weapons 2 ranks/Desc.: A very large and effective
weapon that originates from the common lumberjack's axe. Melee Damage (2-12) /
Value: 65 gold
Fireball:
Attack Item/ Req.: fire magic 2 ranks/ Desc.: A huge ball of fire blasts from
your hands to burn everything in its way. Uses 5 power when cast, has a hit
chance of 75%, deals 1-12 points of fire damage. / Value: 100 gold
Recipe for medium poison:
backpack/ req.:alcheny 2 ranks, 2 bitter leafs (activates when you talk to an
anvil) / Desc. Use the knownledge written down in this recipe to create poison.
Uses 5 power when brewed, consumes the 2 bitter leafs. Creates a potion of
medium poison. / Value: 45 gold
Medium poison:
usable/ req.: alignment =< 2 (how do you do an equal to/smaller as symbol?) / A
vicious poison that severly harms the opponent, and would only be used by the
most evil of characters. When used one charge is depleted (starts with 10
charges), and your weapon is coated with poison (+2 to damage for the next
hit). 5% chance that your alignment value is reduced by 1. / Value: 30 gold
- RE: [Adonthell-general] Items, (continued)
- RE: [Adonthell-general] Items, Andrew Michael Phillips, 2002/10/04
- Re: [Adonthell-general] Items, Kai Sterker, 2002/10/04
- Re: [Adonthell-general] Items, Andrew Michael Phillips, 2002/10/15
- Re: [Adonthell-general] Items: wounds healing herbs, Sasha Kushnirenko, 2002/10/18
- Re: [Adonthell-general] Items: wounds healing herbs, Kai Sterker, 2002/10/19
- Re: [Adonthell-general] Items: wounds healing herbs, clinton reece, 2002/10/21
- Re: [Adonthell-general] Items: wounds healing herbs, Andrew Michael Phillips, 2002/10/21
- Re: [Adonthell-general] Items: wounds healing herbs, Kai Sterker, 2002/10/21
Re: Re: RE: [Adonthell-general] Items, Nils Fohrbeck, 2002/10/06
Re: Re: [Adonthell-general] Items,
Nils Fohrbeck <=
RE: Re: [Adonthell-general] Items, Benjamin Walther-Franks, 2002/10/08
RE: [Adonthell-general] Items, Benjamin Walther-Franks, 2002/10/08