The Beggar
2006-10-05 21:41:26 UTC
#44757
Arkov wrote:
There is currently no specific use for Craft Armor and Craft Weapon. This may change at some point in the future; in fact, I may nab one of those for use as Herbalism / Survival / Wilderness Lore. Not sure yet.
Currently playing a low level druid character that would have a vested rp interest in Herbalism/Survival/Wilderness Lore now before he levels too high. I had been putting points into Lore and Heal and AE to simulate this. If such a skill set will be included, which I would certainly like to see (perhaps add a bonus to the Heal skill?) I would ask for a ruling now/soon so I can start dumping points into it rather than Lore. I have a feeling that such a skill set may be taken by more than a few low level current nature oriented characters should they stick around.
Other players, I would ask if you would find this a good/valid skill. I know that I already would have put points into something like this, and personally would really like to see this in game post haste.
Ebok
2006-10-06 00:43:26 UTC
#44783
Having played a druid here for countless (and mostly silent) months, I'd love to see something like this in the game. However, I would also feel kind cheated when my current druid character all of a sudden has no apitude for his own way a life. Merely becuase the skill set was different during his creation. SO, if there would be ways to give current players the option of moving skills into this new one- then I'm all for it. Otherwise I say leave it be.
And I dont consider mass drops of skill points into this skill during later levels a viable answer to this. As it would suggest that that character would be required to gain more levels, and that all of their work would involve catching up in somthing that they should have already had the option of raiseing. On top of the fact it also suggests you cannot raise any of your current skills you may be useing, considering so many already valuable skill points would be mandated into a new skill.
Lastly, It seems kinda odd to assume that every character should have this skill as a "Class Skill". If their were ways of restricting its use for non druid/rangery characters then I would again like the idea. Otherwise it lessens the advantage those that live in the wild get when interacting with others that dont.
Just my 2 cents.
MrGrendel
2006-10-06 01:46:39 UTC
#44789
What about a conversation option to choose which skills the three crafting skills will come to represent? If you use this approach, you could incorporate just about any of the PnP skills you wanted to include - so long as players don't want more than three of them at a time. Sense motive, survival, gather information, any of the three crafting skills, specialized lore types, and so forth.
chaosprism
2006-10-07 13:23:31 UTC
#45165
It's a huge amount of work to implement all the other skills so that theres enough of them around to make any one of them worth it.
I'd like it also but I dont think theres enough time in the world to implement enough of them.
Thrawn
2006-10-08 05:37:24 UTC
#45338
New skills are highly unlikely. Only real option we have is hijacking craft skills, and none of those fit well for druid skills since they are in class for everyone.