On 3/15/06, Andrew Phillips <[EMAIL PROTECTED]> wrote: What role will factions play in the game? Will they determine what characters are able to learn and what items they can use?
At least where learning is concerned, I would not introduce any hard restrictions. Maybe a character cannot join a faction unless he has a certain rank in certain skills, but he still should be able to improve whatever skills he wants. Teachers for faction-related skills would be more readily available to faction-members, however, so it would be much easier to improve those skills. We would need no special code in the rules system for that, it could all be handled within dialogues, where faction-membership would open up certain options. As to the items that become usable or not, I guess we can implement that more or less easily, along with other factors that limit item usability, like alignment, strength, etc ... Kai > The joinable factions we've created for DB give something of a rough > outline of this: > > Alchemist: > Witch: > The key abilities for these classes are mystical > > Ranger > > Thief: > Thieves cannot equip heavy armours and retain their move silent abilities. > > Monk: Monks who were not previously of another class cannot use > shields. Monks cannot equip heavy or metallic armours. > Fighter: > The key abilities for these classes is Combat Feats: Melee, Ranged, > Armour, Shield, Body Control _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel