Do you like traditional skill trees where you buy 1 thing which allows you to buy the next thing on the list for example
skill 1: You can swing 1 crush..it takes 5 seconds to charge this skill. Each level increase damage by 2 but increase time by 5 seconds
.......skill 2: Quickness..must have 1 level of swing crush. Reduce time by 1 second per level.
or
something like this
Swing crush..this skill allows you to swing 1 crush..it takes 20 seconds to charge this skill. You may buy this skill 5 times. Each time you do you can choose either to reduce the time by 5 seconds or increase the damage done by 2.
Question on skill trees
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Question on skill trees
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them
This is what I meant by combining them:
skill 1: You can swing 1 crush..it takes 5 seconds to charge this skill
>>>sub skill A: Quickness=Reduce time by 1 second per purchase.
>>>>>>sub skill: One-Two Punch=If you have two levels of quickness, you can spend 1 LP and swing your normal crush damage twice with no additional charge time.
>>>>>>sub skill: flurry=If you have 5 levels of quickness, your attack can be made a lash attack instead of a melee attack for 2LP
>>>sub skill B: Might= increase damage by 1 second per purchase.
>>>>>>sub skill: Shatter= if your buy three levels of Might you can charge for 5 seconds and spend 2 LP and swing shatter once
>>>>>>sub skill: Massive Blow= If you have 4 levels of Might you can charge 10 seconds and spens 2 LP to make targets LP total 0 if they are above zero when hit
Tthis way its still a tree system, but the subskills canbe purchased to tailor the PCs abilities.
I have always felt systems with the most flexability and ability to personalize a PCs skills was the coolest, so having both would be the "coolest"
skill 1: You can swing 1 crush..it takes 5 seconds to charge this skill
>>>sub skill A: Quickness=Reduce time by 1 second per purchase.
>>>>>>sub skill: One-Two Punch=If you have two levels of quickness, you can spend 1 LP and swing your normal crush damage twice with no additional charge time.
>>>>>>sub skill: flurry=If you have 5 levels of quickness, your attack can be made a lash attack instead of a melee attack for 2LP
>>>sub skill B: Might= increase damage by 1 second per purchase.
>>>>>>sub skill: Shatter= if your buy three levels of Might you can charge for 5 seconds and spend 2 LP and swing shatter once
>>>>>>sub skill: Massive Blow= If you have 4 levels of Might you can charge 10 seconds and spens 2 LP to make targets LP total 0 if they are above zero when hit
Tthis way its still a tree system, but the subskills canbe purchased to tailor the PCs abilities.
I have always felt systems with the most flexability and ability to personalize a PCs skills was the coolest, so having both would be the "coolest"
Grand High Chancellor of ROBUST UNPLEASANTNESS
...and the 11th commandment is:
"The stupid shall be punished!"
...and the 11th commandment is:
"The stupid shall be punished!"
- Kalphoenix
- Town Member
- Posts: 817
- Joined: Sun Mar 27, 2005 11:45 pm
My system consists quite heavily of skill trees, although it sways between skill trees and pre-requisites, because I can't decide which makes things easier or more complicated.
Mike: For the majority of you, choosing to use a packet instead of a weapon is a hindrance because your aims suck.
Travis: Crap he is on to me.
Travis: Crap he is on to me.