Re: Improve (Skill)

From: David Cake (davidc@wambenger.cs.uwa.oz.au)
Date: Wed 22 Sep 1993 - 13:39:20 EEST


> >
> > Yes. I think Improve(Skill) is a real good idea, though I think that
> > as it stands it is perhaps too powerful, I have a problem with good craftsmen
>
> This is something I've started writing on the Improve
> (Skill) concept, currently imcomplete. I thought I'd
> show it to the net to see everyones reaction:
>
> Generic "Improve (Skill)" Spells
>
> A while ago the idea of bundling the various skill
> Note that this would cause a few changes in specific cult
> improving spirit spells such as Bladesharp, Bludgeon
>
I like the idea of having Improve (Skill) to round out the skill list, I am
not so keen on 'genericising' the existing spells. I think that Bladesharp
should be a different spell to Improve (sword attack), and I can't think of
why someone would use it instead of Bladesharp.
        Basically, I would rather add to, not change, the current spell systems.
I also have a problem with the vagueness of cults getting appropriate spells, I
think that each cult should get a limited number of Improve spells, same as
normal spells. Many cults would get virtually none.

> spells: Yelmalio for one would get Bladesharp. This
> wouldn't bother me too much - Yelmalio currently has the
> worst spell list imaginable for a warrior's god - but
> it is against the myth that he was disarmed at the
> Hill of Gold.
        Well, you are quite right, but I don't think that introducing Improve
(Skill) as a spell necessarily implies that Yelmalio gets Bladesharp. Maybe
Yelmalions do get Improve (spear), but not Bladesharp. It would make their
spell list suck a little less, and still make them suffer for the Hill of Gold.

The spell Parry, currently a Humakti
> cult speel, would become much more generally
> available.

Again, I don't see how introducing Improve (sword parry) as a skill implies
that non-Humakti get it as a cult spell.
>
> General Format: I think the best general format would
> be +10% to skill per point for pure skill enhancement,
> or +5%/+1 yield for those spells (like Bladesharp) that
> add to the effectiveness as well as the chance of success.
>
Hmm, I guess this is about right.
 
> No skill may be improved beyond twice the base skill ie
> Regin knows Spear Attack at 25%: Improve(Edged Weapon attack)
> a.k.a Bladesharp can only increase his attack chance to
> 50%, no matter how strong a spell is used
>
Damn right.
 
> Thus Mobility becomes +5% to Run, Manoever/+1 to MR per
> point, Silence +10% to Sneak per point (bit downgraded
> I know) etc.

 WHy mess with the spells that are already defined?

>
> This would provide characters with a much greater range
> of spirit magic spells. Going through the various skill
> categories:
>
> Agility
>
Many reasonable example deleted.
>
> Improve (Parry). Just like Humakti cult spirit magic.
>
Still don't like it! I still think it should be just like Humakt Spirit Magic,
in that only Humakti have it!

> Improve (Dodge). Logically, this spell would be +10% per
> point, since there is nothing else too improve. Does this
> seem too powerful?
>
Well, +5% per point would make it a really bad choice compared to Shimmer.
I kind of like it - it means that beginning PCs can learn Improve dodge and
then actually go into combat and try and dodge, and thus make a few experience
checks. But who gets it? Everybody? Nobody? People with dodge as a cult skill?
 
>
> Communication
>
Many reasonable examples deleted.
>
> Improve (Speak Language): Usually only available for those

        Hmm.. I really don't like this. No good reason, just seems kind of
too game mechanicy.
>
> Knowledge Skills

        I really dislike the idea of spells improving knowledge skills, and
I think no spell should actually add to your knowledge, only your ability to
use it (hey, maybe that is why I dislike Improve (language)!). I think that
Chaosium do too, note that the description of Comprehension points out
specifically that it dos nor add knowledge to the caster.
        In any case, I think that Comprehension should keep its monopoly. But
there is a possibilty of some specific Improve (Lore) spells I guess. Maybe
Improve Plant Lore, but it requires Elftouch of the plant? Stuff like that.

>
> [list to be continued, any ideas welcome. Common names for
> the Improve(skill) spells very welcome!]

        And I trust criticism too :-)
>
>
> A few questions for the list:
>
> i) How should Bladesharp be treated? RQ treats the combat
> skills as micro skills, covering fairly narrow areas of
> knowledge (as compared with, say, World Lore), but the
> current Bladesharp enhances the ability of any edged or
> pointed weapon (much to Nick Brooke's disgust :-)).
> Should the Improve(weapon attack) spell be more narrowly
> defined than RQ3 Bladesharp, or of a similar broad effect?
>
Lets keep Bladesharp. Lots of us like it, it is conceptualised as working
differently to Improve sword, and removing it would introduce (needless)
compatibilty hassles.

> ii) What about skills which take more than 5 minutes to use?
> How should the spells affect them? Craft skills in particular
        Well, I guess not, but I can still see craftsmen learning them, so as
not to stuff up that crusial stage.
>
> iii) Speedart: should it remain in its current form, or become
> a +5%/+1 damage spell that affects all appropriate missile
> weapon attacks for the duration?
        Why change it? Speedart works quite differently to Improve (skill), so
it needn't have similar game effects (ie Speedart improves a missile, Improve
skill the firer).
>
> Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
>
>
                                        Dave Cake


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