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Re: Traps

Posted: Fri Jun 06, 2014 7:14 pm
by Medullan
Adding more complexity to traps with options such as disarm and retrieve "should" inevitably lead to separate class type character progression. Ideally these abilities would be determined by whether or not a specific skill has been chosen and the chance of success would be based both on the level of the skill in question and on a base character stat. It could also be based on quest progression and a base character stat. i.e. if you have received training from a particular npc at the thieves guild in Fallhaven you can learn to disarm and if you receive training from another npc in vilegard you learn the retrieve ability. In this situation each of these abilities could work somewhat like a combat encounter using your BC.

I really like the idea of your skill choices at level up or even the options you choose when interacting with npc's beginning to cause your character to show signs of character progression towards one of the four base rpg classes Fighter, Thief, Magic User, or Cleric. Implementing these ideas while bucking the traditional character progression implementation seen so often in every other RPG seems to fit really well with the "flavor" of AT.