DeletedUser
These are the proposals i make to balance combat and non combat players, as well as add more variety to your character creation.
SKILL ADDITIONS:
trapping - should allow you to start a duel with a hit on your opponent if they challenged you. like they walked through your trap, if your trapping is higher than their health skill.
health - offsets trapping challenge.
stamina - lowers energy used during an hour of work. slightly.
trading - lowers prices of merchants in town, or lets you get more for your items.
aiming- add some jobs with it.
hiding- can allow you to not be seen for dueling purposes if high enough. see above post.
fine motor skills - slightly raises your chance of finding products on jobs. (those steaks didnt magically appear, your character stole them. i think this makes sense)
swimming increases the energy you recover while sleeping.
animal instinct increases chance of finding luck item on job.
this gives every skill a secondary use, allowing for more specialized characters.
i think class additions and modifications should be made to reflect a specialized sense of purpose and goal:
GREENHORN:
cannot duel and cannot be dueled. this should be re-instated and allowed to be a valid character class.
ADVENTURER:
10% exp bonus when finishing a quest
20% bonus of finding product
15% bonus of finding random item
sleep in hotels for free up to level 2
DUELER:
10% exp bonus from a duel
10% money bonus from duel
15% speed bonus on map
20% motivation for dueling
WORKER:
10% exp bonus to working on town buildings
10% labor points bonus when in town
15% less money spent per hour of work on town
20% motivation increase for building in town
SOLDIER:
10% exp bonus when doing a job
weapon requirements reduced by 3 levels
5 health bonus per used skill in health
tactics raised 40% when dueling
I also propose a quest at level 20 that will allow you to change your class once during the game for a decent sum of money. this wouldnt be something you could hold onto and use when you saw fit, it would only be available to players level 20-24, would require a money deposit to start, and once completing the quest you get a one time option to change your class. if you dont use it, its gone forever.
all of these things, in my opinion, add to the players want to give more personality to his character, and be able to really flesh out the details of the rpg.
SKILL ADDITIONS:
trapping - should allow you to start a duel with a hit on your opponent if they challenged you. like they walked through your trap, if your trapping is higher than their health skill.
health - offsets trapping challenge.
stamina - lowers energy used during an hour of work. slightly.
trading - lowers prices of merchants in town, or lets you get more for your items.
aiming- add some jobs with it.
hiding- can allow you to not be seen for dueling purposes if high enough. see above post.
fine motor skills - slightly raises your chance of finding products on jobs. (those steaks didnt magically appear, your character stole them. i think this makes sense)
swimming increases the energy you recover while sleeping.
animal instinct increases chance of finding luck item on job.
this gives every skill a secondary use, allowing for more specialized characters.
i think class additions and modifications should be made to reflect a specialized sense of purpose and goal:
GREENHORN:
cannot duel and cannot be dueled. this should be re-instated and allowed to be a valid character class.
ADVENTURER:
10% exp bonus when finishing a quest
20% bonus of finding product
15% bonus of finding random item
sleep in hotels for free up to level 2
DUELER:
10% exp bonus from a duel
10% money bonus from duel
15% speed bonus on map
20% motivation for dueling
WORKER:
10% exp bonus to working on town buildings
10% labor points bonus when in town
15% less money spent per hour of work on town
20% motivation increase for building in town
SOLDIER:
10% exp bonus when doing a job
weapon requirements reduced by 3 levels
5 health bonus per used skill in health
tactics raised 40% when dueling
I also propose a quest at level 20 that will allow you to change your class once during the game for a decent sum of money. this wouldnt be something you could hold onto and use when you saw fit, it would only be available to players level 20-24, would require a money deposit to start, and once completing the quest you get a one time option to change your class. if you dont use it, its gone forever.
all of these things, in my opinion, add to the players want to give more personality to his character, and be able to really flesh out the details of the rpg.