BitsySpider: I'd actually rather call them talents than abilities, but that's just quibbling on my part. These are the things that you learn off the "N" screen.

Trying to add at least one talent for every skill, though I'll probably draw a few blanks. An asterisk indicates a skill that already has at least one talent associated with it.

Combat*

Weaponmastery

Sword Mastery

Critical Hits

Axe Mastery

Hafted Mastery

Stunning Blows

Polearm Mastery*

Archery*

Sling Mastery

Bow Mastery

Crossbow Mastery

Boomerang Mastery

Barehand Combat

Bearform Combat

Boulder Throwing

Antimagic

Sneakiness

Backstab

Disarming*

Dodging

Stealing

Stealth

Magic*

Magic Device

Spell Power

Sorcery

Demonology

Necromancy*

Runecraft

Thaumaturgy

Alchemy*

Geomancy

Fire

Each of the Elemental school abilities (i.e. Fire/Earth/etc...) are exclusive: a character cannot have more than one.

Water

Earth

Air

Mana

Conveyance

Divination

Temporal

Mind

Nature*

Udun

Spirituality

Prayer

Mindcraft

Monster Lore

Music

All of the music talents are exclusive, a character can only take one. All require 30 music and cost 10.

Summoning

Corpse Preservation

Possession

Symbiosis

Mimicry

Chatter

DarkGod: Good, I was looking for more ways to differentiate players :)

Remuz: (fixed some formatting). This is really interesting, and would add a lot of variety to the game. I like it. :) The bonus for Spirituality and Prayer may be a bit overpowered, though, and bonus for Weaponmastery could be extended to not only 2-handed weapons, to make it more useful (up the cost a bit for that, around 15 should be enough, I think).

ShadUs: Not sure if you mind other people adding to the list, I'm not going to put costs on mine because I have no idea what they should be for balance... for Disarming the current ability sucks imo... A better replacement might be

LordDimwit: I personally like the idea of critical hits with a given weapon causing alternate effects rather than just more damage... I think this might have potential for some of the 'activate on hit' effects in ToME 3 as well (activate on critical, max activation of once per turn?).

Zonk: More abilities would be nice indeed. A small review of some abilities, even though I have to admit I'm not really an expert of game balance.I just hope these suggestions aren't too inappropiate.

AerdanRunestar: I think a better idea than the current abilities is to borrow the D&D feats system, where every n levels a player may buy a feat, rather than paying out skill points for it. I'd also like to see some ideas from existing D&D feats make it into the ability system as well.

Zonk: I had thought about this also - a limited number of 'feats'rather than gaining them by spending skill points. This would allow use to make abilities somewhat more powerful(as the number of them you would get would be limited)and would also allow us to make feat 'categories'so, for example, we might give Fighter-type classes the choiche of 'bonus feats'. However I also think the current system is more flexible and versatile. Converting D&D feats, or just taking inspiration from them seems like a very good idea. I have some knowledge of it, so I might just help in doing that. Also, I added some new possible abilities - namely Armor Mastery, Shield Mastery, Thick-skinned and Fleet of foot.

BitsySpider: Added some "titles" that give an incentive for people to go Wizard-huntin'. Anyone know what the Blue Wizards had as their schtick? Radagast was Nature, Saruman Divination, Gandalf Fire, Sauron was "the Sorceror" and "the Necromancer" so his title is based on those, though I have a burning desire to include Udun as a requirement. I don't like the bonuses from the titles, but I like the idea that you can claim to be "Trogdor the White" or somesuch (maybe all allow a race change to "Istari" which has some nifty bonuses and abilities?)

AnonymousHero: Lots of great ideas here. I'm in agreement with the people arguing that these should be handled like 'feats', i.e. a fixed number of picks granted at certain levels (with available feats determined by class, possibly also restricted further by race).

JaekTheBarbarian: I like the idea of having more 'special' abilities for the characters. Using them as feats could be interesting, too, but would really just be equivalent to saying "You have 50 points that we've automatically spent on feats." It also doesn't allow balancing out of the abilities based on point value, since they suddenly all cost the same amount. One could acquire feat points in addition to skill points, though - the abilities could be separated from the skills. So you go back to 5 points per level for skills and get 1 or 2 points per level for feats. My problem with these two ideas is that they restrict character development too much - they force you to use abilities. The comparisons to D&D made me wonder what a GURPS-based roguelike would be like. :-D

IdeaArchive/Player/New abilities (last edited 2007-05-07 05:55:00 by kumpct-2)