GrayFace wrote:
Xfing wrote:As for armors - yeah, many of them could use legging parts, which probably need to be painted from scratch, but with elements of the actual chest armors. Mostly goes for mm7 leathers and such. It's probably going to be quite hard to do :c
Existing armors from MM8 were successfully used as the base for leggings so far with some recoloring. That's easy and effective.
If you think this approach is going to cut it with all the armors then yeah I guess. Anything more than that would probably be a full-on design job that would deserve payment
GrayFace wrote:When I think of new races, I imagine new race-based classes, that's when races get interesting to me. But, when trying to think in terms of decoupled race and class, I came to an interesting realization:
Make unique race-class combinations! Not blanket racial skills, but also racial handicaps in skills and have the ability to make them class-dependent. Since it's ultimately a 3D grid of race/class/skill, here's how I imagine it being done:
The racial skills table could contain Lua expressions in cells, e.g. min(x, M) for capping a skill at Master, x-1 for decreasing the skill mastery by 1 etc. Also, Class and BaseClass variables for class-specific config.
Good thinking here! My initial idea was very similar, though perhaps a little simpler - where race and class modifiers would be kept separate, but interact and connect when the character is created. With separated races and classes the majority of the skill cap table would of course be determined by the class, but the race would contribute in two ways:
- flat skill boosts or penalties (like +1 or +2 to mastery level of certain skill, so a class that can only expert can get master or grand, and a class that can't get the skill at all can get basic or expert)
- flat skill boosts if not lower than a minimum skill threshold, otherwise set to threshold (so say, a Mino sorcerer or cleric can get master in axe rather than just basic, but a Mino knight gets grand in axe - the knight's master cap + 1 level from being a Mino)
For example, I'd do something like this:
- A Minotaur gets either Master in Axe or +1 to Axe mastery, whichever ends up being higher. This would make all mino-based classes either Master or GM with Axe. Otherwise, they get 2 level bonus to Perception, due to how big they eyes are (so a class that can normally only get Expert, would get GM).
- Likewise Trolls - they could get +1 to Mace, Leather and Bodybuilding regardless of class and always GM Regeneration, but probably also a penalty to Meditation and Learning due to their naturally low intelligence.
- Elves could get a major boost of +1 to all elemental schools (allowing for Druids with GM in the elemental schools; also maybe learning, meditation or such, but get a penalty to Bodybuilding for example, because of their naturally low endurance. (another class like maybe humans or dwarves could get the analogous bonus to self magic schools, so that you can't get a Druid with GM in everything)
- Races with racial spell abilites such as Dark Elves would of course get natural Dark Elf Ability all the way up to GM, which would make it necessary to also tinker with the class so that for example a knight still has mana so he can use these spells. That would probably be a bit tougher to do than the rest of them, but yeah. Otherwise Dark Elves could get for instance +1 to Bow (but no lower than Expert), +1 to Merchant (no lower than Expert either) and +1 to Disarm Trap
This sort of thing could be considered for each and every race of course, allowing for some pretty interesting gameplay options. The above are just free suggestions, up for discussion. The only question is if there is a way to code and implement something like this.