draw ......... seems a bit much but all these could affect the success rate of this skill: str/dex/perc/mind sneak ........ perc/dex/mind rather than just dex ? dash ......... this is very rarely used for what it was designed for, may as well have it available to all -shrug- surgery ...... should be affected slightly by perc rather than dex disarm trap .. dex/mind/perc, not just dex fishing ...... heh, just make it random pick lock .... perc/mind/dex ride ......... dex/con/spirit steal ........ dex/perc vs perc/mind, maybe lower the pre-req to 30/30 so con mages can loot -grin- juggling ..... dex/perc/str rather than just dex praise ....... -rofl- was i surprised to find dex affects this! satire ....... and this! sing ......... and this! -cackle- make staff ... only dex affects the making of a con weapon? FLEE! ........ this has to change! no matter how low your dex you should have 50+ % chance to flee, HOL mobs can't even be feared out for more exits anymore :/
You should also recall that a lot of the skills that you're calling 'dex based' actually have a weed-out number for dex... like, 20 or 25 or at most 30, to prevent people who are totally clumsy from picking locks or disarming traps. If you have an extremely low dex you _shouldn't_ be able to use skills like that... but that doesn't mean that the skill is only dependant on dex.
I was also sorta puzzled about why ride should require spirit... the other suggestions, some stuff might already work this way, and in any event reqs are being rewritten for skill trees. (Tho I agree if dex is actually required for praise and sing it shouldn't be... dex on the other hand could be a requirement for playing an instrument, and thus affect praise and satire unless the player has gotten praise/satire through the eloquence route instead of play.)
oh and whether the skills listed are totally dex based or not the pre-req's on some put them out of reach of many fighter types, I'd love to see a str/mage to be just as good as any other some day.
Oh yeah, i suggested spirit as one of the stats for ride mostly because spirit needed to be included somewhere :) but also as the tame animal skill on most muds belongs to those classes with spirit as a primary stat.. kinda makes sense, druids don't just hug trees ya know, look at all them sheep in the druid compound!
I could have sworn you needed BOTH play and eloquence, or is that... REALLY changing now??
Ok going on, Disarm trap, I agree that perc should play a much larger role as well as mind and dex.
A) you have to be able to notice the trap (perc), b) be smart enough to di disarm the trap c) and be fast enough to get the hell out of the way of whatver the trap i supposed to be. (side not I hate this board system now, i can't write a fu full line without it being cut out.) (case just proven by last sentence) Make staff and dex.
Ok yeah the staff is a con weapon, but you have to be nimble and quick eno enough to shape the tree branch into a staff, basically need to commune w with the spirits of the wood.
Sing is so damn useless, when are we going to be able to calm, entrance in inspire, etc with sing. I feel i wasted a practice geting sing just for a stupid quest.
On the whole we have to remember this mud is dex based, and until they fix it with trees 9 i figure that will be 2/29/99, or thereabouts we have to live with it.
Playing a mage with dex at sub 20, is not my idea of fun, a) i have a -1 h hitroll, and be can't flee at all.
I think one ogf my biggest beefs here is that skills need to be exactly 10 100 or exactly 50 or 80 to work You cant get 9 hits with your brhaman at 90 con or 99 for that matter (w (well rarely if ever.)
Anyhow im kind of tired and just letting a few things out.
I've suggested a few things, double the move loss and mana loss, but also double the amount of healing done to the individual
Also maybe first can be a world (mud) wide skill. not just one from the mo modern eras its so hard to heal here as it is.
I mean think about a poulticer can heal 100 hp with a minimal loss of mana and the use of a bandage and a herb or 2
Why couldn't a modern physician heal BEtter then someone using technology
ie. Magestun = Mind
ie. Headbutt = Dex/Con
Mage stun = They cast it, you get stunned
Headbutt = You try, you either miss, connect, stagger, nothing
Anyhow thats just me thinking outloud
I agree with Ptah that we shouldn't can the weapons proficiencies, but it would be nice if they worked differently somehow, so that there isn't this drive to get a 100 stat so you can get the full benefits of them, and mages who can only learn beginning would FEEL like they're getting some good out of it (as far as I know each prof gives you an identical bonus just with a higher req, but people seem to feel that unless you get expert it's not worth it).
-Charity reminds herself that :wq doesn't work here =)
(If the new system ever goes in -poke imm's- -joke- -ponder-)