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Guilds can be worked out within the Eizon nations. I've made some decisions with regards to the skill system as well.
There will be four skill types:
Martial Skills: Martial skills are skills and techniques that employ martial prowess. Martial skills and techniques can be anything from learning to use two weapons at once to jumping into the air and landing on an opponent to slashing with such speed and force that a shockwave emerges from your blade and travels through the air.
Magic Skills: Magic skills are, in essence, the spells that a character can cast. Be they a potent fire spell, a spell that opens locked doors, or a spell that summons a massive dragon to torch your foes, Magic skills all deal with the channeling of mystic energy. While stronger than martial skills, Magic skills have a set MP cost (still in the works) and thus cannot be used as often.
Speed Skills: Speed skills have to do with movement and agility. Most of these skills will be defensive in nature, but some may have offensive application as well. Speed skills can include things such as jumping enhancement, running speed enhancement, and grasping a blade as it is about to strike you.
Toughness Skills: Toughness skills deal with increasing your ability to take a certain degree of punishment. They can run the gamut from resistance to magic, increased defense, or the ability to block better with a shield or with two swords.
Skill costs: While I could, in theory, use JP or AP for these skills, I'm FAR too lazy to come up with a viable system for it, so instead, you need to purchase training in a skill. By spending Eiz, you will be able to purchase a special attacks, or weapons, or armor, or whatever else you want. I'm thinking of some sort of rank system, where every day you get a stipent of x money depending on how high up on the pecking order you are, and your rank can increase depending on things you do. This will probably require some degree of DMing, so I'm thinking LoonyBoB and Agent Proto might like to help me in handing out promotions depending on how people act in the roleplay. It wouldn't necessarily have to be through combat that one's rank increases, good roleplaying in general, well-made plans, good ideas, all would contribute to one's rank.
With regards to the cost of skills, the system is pretty easy. Each skill has certain ranks in one (or more) of the four different stat types, depending on the nature of the skill. So, for example, Fire would be a 1 Magic skill, whereas Fire Sword would be a 1 Magic 1 Martial skill. For each rank a skill has, it costs 100 Eiz, so Fire would cost 100 Eiz and Fire Sword would cost 200 Eiz. The highest conceivable skill would be 2,000 Eiz, but that is a statistical impossiblity since it would require a five in all statistics. At the moment there are no plans for skills that go beyond the 5th rank (examples of 5th Rank skills would be things like Ultima, Bahamut, and Omnislash in Final Fantasy terms) but that may change.
At the moment, I am considering having a general skill pool, and any job can learn ANY skill so long as they meet the requirements. I may have certain jobs have an affinity for certain skills, which might make them cost less, or I may make a separate, smaller skill set for each individual job, signifying job-only skills.
With any skill, you MUST have the requisite stat rank in order to learn it. So, Firaga Blade would require a rank of 3 in both Martial and Magic in order to learn. If you do not have the requisite stat (for example, if you are a Dwarf Black Mage with lowered Magic ability), you cannot learn the skill. I do not plan to have any way to raise your stats, so think hard before creating your character.
I think this is the system I'll be using, but any imput is much appreciated. Also, anyone who wants to start making skills has my profound gratitude.
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