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Topic Started: Jun 12 2013, 04:44 AM (1,408 Views)
Dragoknighte
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More gun jumping.
Dice Roll(s)
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The Four Winds
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Friend you can count on.
If this is starting back up again would t be alright if I joined in the fun? And yes I will re-make a character if that is needed.
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Hell Coos
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Time to act again
So... Now that I have a bit more of time to work on Skills... What kind of skills would you like to see guys?
Edited by Hell Coos, Aug 6 2014, 05:20 AM.
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Dragoknighte
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What do you mean by that?
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The Four Winds
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Personally I would like to see a few passive skills develop as you go along like a light strength increase from using weights or a very heavy weapon or agility from using a precise weapon. That and also general ability,where in the start it is hard for players to completely use their abilities apropriately, but after lots of time using them, it will cause slight ability pluses (Like if you continually use the sword only, you would get a +2 on die rolls or if you use affinity with weapon very often, you would get a +1 or +2 only when using affinity with weapon.)

But if that complicates things too much, then maybe just being able to gain multiple weapons and making skills that utilize multiple weapons.
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Dragoknighte
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The elements should all have a few common abilities, but act in mostly different ways.And when I say a few, I really mean two. A fireball (as in a projectile used that is separate from the user, forcing the target to deal with two different objects (the user and the fireball) at once) and a method of fast travel. I actually don't think everyone should get flight, or even most people. Mostly because it wouldn't make a ton of sense if it were tied to elemental abilities. Air? Of course they'd get flight. The same could also go for fire users who use it for thrust, allowing them to escape gravity. But light, dark, lightning, water, and especially earth users don't have much business off the ground. And instead of a fireball, some elements might be better with beams (which are not separate from the user, thus serve an entirely different purpose), like light, dark, water and wind users.

From there, elemental abilities should be fairly distinct from one another, yet flexible enough to accommodate a variety of playstyles since they'll be randomly rolled. For example, fire skills could be focused on area of effect, explosiony type things, while earth skills focus more on utility and defense.

Passive skills should probably be attained from achieving certain amounts of points in certain stats via using skill points. Weapon skills should act like special attacks granted by the weapon, or solely using the D-tool and are gained from leveling up your D-Tool. A good example of a Weapon skill type thing I'm thinking of is like Dante's Swordmaster style moves in DMC.

These are just general suggestions. I can get more specific if you want.
Edited by Dragoknighte, Aug 8 2014, 05:51 PM.
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