[V6 Draft] Chapter 2: Skills

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Re: [V6 Draft] Chapter 2: Skills

Postby An Ying Hu » 27 May 2013, 16:39

Yes, that is exactly what I meant. It doesn't have to involve a game mechanic of any sort, as long as it is functional within the game.

That and, as I said, it would be easier to advertise your unique skills idea this way. Story/plot-based victories beat stat-based victories any day when it comes to roleplaying ;)
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Re: [V6 Draft] Chapter 2: Skills

Postby Han Shao » 06 Jun 2013, 03:21

Back to the topic of Barbarian Skills... A few ideas came to mind, randomly;

XiongNu Blood (2sp)
+2 Movement in He Bei, +10 War when Pillaging
(e) -- +5 Defense with Horse Archers

Qiang Blood (2sp)
+2 Movement in Yong-Liang, +10 War when Pillaging
(e) -- +5 Defense with Cavalry

Nanman Blood (2sp)
+2 Movement in Nanzhong, +10 War when Pillaging
(e) -- Suffer no penalties in Poison Swamp

ShanYue Blood (2sp)
+2 Movement in Jiang Dong, +10 War when Pillaging
(e) -- +3 Defense in Hills

Former Yellow Turban (1sp)
+10 War when Pillaging
(e) -- An additional +10 War when Pillaging
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Re: [V6 Draft] Chapter 2: Skills

Postby Rokusho » 06 Jun 2013, 08:09

I have a question. Why is it that have you chosen to remove the alchemist skill from v6?

Alchemist (1sp)
Can craft poisons and antidotes in your PT. (Note: Crafting Poisons and Antidotes in PTs uses the Int stat)
(e) -- More Crafting Points each PT.
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Re: [V6 Draft] Chapter 2: Skills

Postby Lionheart » 06 Jun 2013, 09:10

Rokusho wrote:I have a question. Why is it that have you chosen to remove the alchemist skill from v6?

Alchemist (1sp)
Can craft poisons and antidotes in your PT. (Note: Crafting Poisons and Antidotes in PTs uses the Int stat)
(e) -- More Crafting Points each PT.


I don't know for 100% sure...but maybe because ever since V3 it's been pretty much mechanically useless? Ever since the Poison Water plot action was removed the usefulness of the skill has plummeted.
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Re: [V6 Draft] Chapter 2: Skills

Postby JohannXIV » 06 Jun 2013, 14:01

Rokusho wrote:I have a question. Why is it that have you chosen to remove the alchemist skill from v6?

Alchemist (1sp)
Can craft poisons and antidotes in your PT. (Note: Crafting Poisons and Antidotes in PTs uses the Int stat)
(e) -- More Crafting Points each PT.


Short Answer: It's become extraneous, so we rolled it into combo skill.

Long Answer: Mostly what Lion said. It's usefulness has been on the gradual decline. There were only a very few small uses of poisons or antidotes in v5. Poisons also require an additional set of rules for codifying and regulating their use. Essentially, they are just plot tools, and plots are semi-amorphous grey areas outside the normal rules. The ability to poison and cure has been rolled into Medic for v6 to cover this plot focused roll.
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Re: [V6 Draft] Chapter 2: Skills

Postby Rokusho » 06 Jun 2013, 17:06

JohannXIV wrote:
Rokusho wrote:I have a question. Why is it that have you chosen to remove the alchemist skill from v6?

Alchemist (1sp)
Can craft poisons and antidotes in your PT. (Note: Crafting Poisons and Antidotes in PTs uses the Int stat)
(e) -- More Crafting Points each PT.


Short Answer: It's become extraneous, so we rolled it into combo skill.

Long Answer: Mostly what Lion said. It's usefulness has been on the gradual decline. There were only a very few small uses of poisons or antidotes in v5. Poisons also require an additional set of rules for codifying and regulating their use. Essentially, they are just plot tools, and plots are semi-amorphous grey areas outside the normal rules. The ability to poison and cure has been rolled into Medic for v6 to cover this plot focused roll.



Ah good! That answered my follow-up question. :mrgreen:
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Re: [V6 Draft] Chapter 2: Skills

Postby Strong Bad » 07 Jun 2013, 01:59

Han Shao wrote:Back to the topic of Barbarian Skills... A few ideas came to mind, randomly;

XiongNu Blood (2sp)
+2 Movement in He Bei, +10 War when Pillaging
(e) -- +5 Defense with Horse Archers

Qiang Blood (2sp)
+2 Movement in Yong-Liang, +10 War when Pillaging
(e) -- +5 Defense with Cavalry

Nanman Blood (2sp)
+2 Movement in Nanzhong, +10 War when Pillaging
(e) -- Suffer no penalties in Poison Swamp

ShanYue Blood (2sp)
+2 Movement in Jiang Dong, +10 War when Pillaging
(e) -- +3 Defense in Hills

Former Yellow Turban (1sp)
+10 War when Pillaging
(e) -- An additional +10 War when Pillaging


I'd actually get behind this eagerly. With the staff declaring more of a proper "Han-centric" RP style for NPCs and whatnot (obviously preventing the ludicrous character types, but also even "discouraging" a non-Han persona due to social stigmas), there's a strong chance anyone chancing to play a foreigner or rebel will end up being at huge detriments in interacting with other characters. Granting a skill not only gives someone something mechanical as a bonus of "being different," but potentially mitigates RP drama in itself to a degree. The stigmas will still be there; you just now have a chance to benefit from it through your background.

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Re: [V6 Draft] Chapter 2: Skills

Postby Mat » 07 Jun 2013, 10:00

Strong Bad wrote:I'd actually get behind this eagerly. With the staff declaring more of a proper "Han-centric" RP style for NPCs and whatnot (obviously preventing the ludicrous character types, but also even "discouraging" a non-Han persona due to social stigmas), there's a strong chance anyone chancing to play a foreigner or rebel will end up being at huge detriments in interacting with other characters. Granting a skill not only gives someone something mechanical as a bonus of "being different," but potentially mitigates RP drama in itself to a degree. The stigmas will still be there; you just now have a chance to benefit from it through your background.


I like the proposed barbarian skills as well. They actually fit well with the setting and for a first write up are very well done.
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Re: [V6 Draft] Chapter 2: Skills

Postby LukeYB » 07 Jun 2013, 13:57

I think I share the fear of some - that adding the chance to be a barbarian through skills would generally increase the amount of players playing one to the point where they weren't so special or would become commonplace. However, Sir Ebrum's post does indicate interesting ways that barbarians could be included.

I particularly like the last paragraph:
Sir Ebrum wrote:To drive away the munchkins, you'd want something that is generally worse than a vanilla character. To encourage rulers to actually seek out such characters, you make them very good in certain situations (in this example, an open field battle with horses or elephants involved).
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Re: [V6 Draft] Chapter 2: Skills

Postby Zeronos » 07 Jun 2013, 22:09

With the remove of Alchemist, will we see a new craft that makes use of Int?
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Re: [V6 Draft] Chapter 2: Skills

Postby JohannXIV » 07 Jun 2013, 22:30

Zeronos wrote:With the remove of Alchemist, will we see a new craft that makes use of Int?


Yup. I'll leave you to guess which one :D
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Re: [V6 Draft] Chapter 2: Skills

Postby webby » 21 Jul 2013, 02:04

Cao Cao was Machiavellian before Machiavelli existed. This would be his special skill.
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Re: [V6 Draft] Chapter 2: Skills

Postby Alfred » 14 Oct 2013, 02:43

Kinda late to ask, but it suddenly started bugging me, Civil Engineer cuts building time in half, how does that effect buildings that get built in 1 season, if at all?
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Re: [V6 Draft] Chapter 2: Skills

Postby JohannXIV » 14 Nov 2013, 01:26

It doesn't affect their building time.
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Re: [V6 Draft] Chapter 2: Skills

Postby Mat » 29 Jul 2014, 02:31

Given that it's required to perform a real estate search, Civil Engineer should probably include that information in the writeup.
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