Post
by Dalvyn » Thu Mar 23, 2006 9:27 am
That's one of the big absurd result of applying blindly a skill-point-based system to a skill-based mud.
Skill-point-based system = you have an amount of skill points and you get some skill points each time you level up and you get to spend them (more or less) however you want on various skills.
Skill-based mud = you can train all you want, there is no cap (well, there is a cap, but, of all things, they chose to set it on LANGUAGES you can speak, the kind of skills more directly associated with roleplay - but I won't start the language cap rant here again).
That means that, in DnD (skill-point-based), it's perfectly fine to allow fighters to learn spellcraft. That is just one of the available choice. But it means that, if they spend their points on spellcraft, they won't be able to put the very same points in another, perhaps more fighter-like (more ''usual'') skill. That means that they might have a harder time tumbling past enemies, or riding their mount, or ...
On the mud, all given skills can be learned (and provided there is a trainer and the PC finds him/her), there is absolutely no restriction on how many of them you can have, as long as you have exp to train them / time to practice them.
I wouldn't mind seeing the mud go into a direction where it would become more and more based on skill points or some other form of skill cap, and where, for example, all classes would be able to train things like grip, disguise, sneak, pick lock, ... but then would have to do so at the expense of other skills. Perhaps a system based on "favoured" skills too, where some skills would be easier (less exp/practice required to learn/increase) for some classes, but no class would be cut off from any skills. Anyway, that's just some food for thought.
