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<blockquote data-quote="Summer-Knight925" data-source="post: 5883020" data-attributes="member: 80297"><p>I looked at your skill system, I don't want to boast but I think the 'great minds think alike' could be used here, althought I wouldn't say my mind is that great.</p><p>The "XP" system is to make it so you get more out of challenging tests rather than simple tests. Quality of the training, not quantity.</p><p>I would have training when not adventuring, it would, however, cost gold. But with magic items at an artifact level (I personally hate finding a +1 longsword at every turn, and then selling it to buy a +1 battleaxe, why not find a magical sword that makes you better at X? just my personal thought), coffing up gold for skills isn't that big of a deal. </p><p></p><p>The 'realism' word is not an accurate term, as I only want to apply it to the skills. I want skills to be, well skills, you learn them through experiences. I don't mean realism in the sense of "oh, you got hit? lose an arm"</p><p>Thats no fun, I agree. </p><p></p><p>The main push for this skill system is to actually make a modern rpg concept where it is nothing but these skills. It'd be like call of cthuhlu but with this skill system. </p><p></p><p>Actually, the Call of Cthuhlu skill system gave me this idea, however the 'roll under YOUR check' makes it seem less understandable, thats just me personally.</p><p></p><p></p><p></p><p>And the extra bookkeeping is no different than keeping track of ammunition, which is something I only do with unique ammo. Like silver arrows or the like, but it doesn't really slow down play.</p><p></p><p>You can scribble in a box during your friend's turn, when...you know...you're not doing anything.</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5883020, member: 80297"] I looked at your skill system, I don't want to boast but I think the 'great minds think alike' could be used here, althought I wouldn't say my mind is that great. The "XP" system is to make it so you get more out of challenging tests rather than simple tests. Quality of the training, not quantity. I would have training when not adventuring, it would, however, cost gold. But with magic items at an artifact level (I personally hate finding a +1 longsword at every turn, and then selling it to buy a +1 battleaxe, why not find a magical sword that makes you better at X? just my personal thought), coffing up gold for skills isn't that big of a deal. The 'realism' word is not an accurate term, as I only want to apply it to the skills. I want skills to be, well skills, you learn them through experiences. I don't mean realism in the sense of "oh, you got hit? lose an arm" Thats no fun, I agree. The main push for this skill system is to actually make a modern rpg concept where it is nothing but these skills. It'd be like call of cthuhlu but with this skill system. Actually, the Call of Cthuhlu skill system gave me this idea, however the 'roll under YOUR check' makes it seem less understandable, thats just me personally. And the extra bookkeeping is no different than keeping track of ammunition, which is something I only do with unique ammo. Like silver arrows or the like, but it doesn't really slow down play. You can scribble in a box during your friend's turn, when...you know...you're not doing anything. [/QUOTE]
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