> Personally, I think it's a great idea. Maybe even have it where you just > learn skills instead of a class. Perhaps set some skills that you > can't have in conjuction with others, i.e. you could mix some thaumaturgy > skills for a rogue-like character, but if you tried to add a sorcery > related skill from a guild then you aren't allowed - maybe the sorcery > instructor just laughs at you for being a warrior brute that can't learn > real wizardry. Actually, I've been waffling for a long time about the lack of flexibility in the class-based system (of any sort), while at the same time disgruntled with the same-character-ness of other style muds where every character will eventually have every skill at 100%. I finally came up with a system that's classless, insofar as your choice of skills, but also with severe limitations. Basically, each old-style 'class' of skills falls in a given proficiency group (spheres, circles, whatever you want to call them, I call them trees), with each skill/spell at a set level (between 1 and 4 usually). You have to spend proficiency points to buy access to a given tree branch (multiple branches in a tree), and increasiningly more points to access skills higher up that given branch. Throughout a character's lifetime, they're able to purchase roughly 1+1/3 of a standard char's skills - based on intelligence. So, if people want to stick true to their 'class', they can, and get the highly powerful spells/skills. However, you're never capable of reaching the powerful skills/spells in 2 different trees at the same time. So, depending on your mood, you would end up with someone who's maybe 70% fighter, and ~50% mage (yes, >100%, that's deliberate). Of course, knowing the majority of my players, they'll first end a 8% in every class, and then complain and remake their characters. Though this is still in testing phases (and I have to code a way for guildmasters to only teach specific assigned skills/spells, so the thief guildmaster doesn't teach fireball and holy ward), it's rather robust, and very hard to circumvent. New spells/skills are simply placed at the correct level in the correct branch of the appropraite tree, and the system (so far) has balanced itself out without my help. I've written something up about this at http://www.imaxx.net/~dughi/asritya_stuff/askill.txt - I'm very open to suggestion though. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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