Author Topic: Skill category problem  (Read 15738 times)

Krice

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Skill category problem
« on: May 17, 2017, 07:40:44 AM »
I have a silly problem with 'searching' skill. I've created categories for skills (like combat, thievery, athletics, bushcraft etc.) but I can't figure out a proper category for searching. At the moment it's the only skill in its category. Maybe trap detection could be also in that category (it's now in thievery).

Avagart

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Re: Skill category problem
« Reply #1 on: May 17, 2017, 10:02:37 AM »
Maybe just add 'perception' group, or something similar? It could be handy if you are going to add skills like listening etc. in future.

Krice

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Re: Skill category problem
« Reply #2 on: May 17, 2017, 11:17:54 AM »
For now I'm using 'exploration'. Everything is kind of chaotic right now, I'm trying to figure out skills and inner abilities.. it's a nightmare, because I don't have any kind of plan.

Avagart

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Re: Skill category problem
« Reply #3 on: May 17, 2017, 01:21:53 PM »
'Exploration' sounds even better, I'd stick with it. If you feel that it doesn't look good with only one skill in that category, I suggest to put 'searching' into 'thievery' group - if I'm not mistaken, lots of RPGs (D20 / DnD based mostly) chose that way, and it fits fairy well.

Krice

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Re: Skill category problem
« Reply #4 on: May 17, 2017, 04:50:21 PM »
I suggest to put 'searching' into 'thievery' group - if I'm not mistaken, lots of RPGs (D20 / DnD based mostly) chose that way

I have no idea why. Anyway, another maybe strange category is for building and mining skills which I've named 'working'. Probably not the best one for that. I have 'bushcraft' category so it could be logical to name the category 'minecraft'.

An additional trouble when creating this stuff is english which is not my native language.
« Last Edit: May 17, 2017, 04:53:01 PM by Krice »

AgingMinotaur

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Re: Skill category problem
« Reply #5 on: May 17, 2017, 10:00:19 PM »
I have no idea why. Anyway, another maybe strange category is for building and mining skills which I've named 'working'. Probably not the best one for that. I have 'bushcraft' category so it could be logical to name the category 'minecraft'.
Har, har. You could definitely call it that. Other ideas, something like "labor" if you want a general term, or "stonecraft/stonemasonry" if you want separate skill trees for specific crafts? wrt searching, I guess it could fall into an alertness/perception category if you have enough related skills, else I'd probably group it with the stock thief's skulduggery skills, since it makes sense for this to fall within the skillset of a burglar? At the end of the day, of course, it all depends on how you implement skills overall ;)

An additional trouble when creating this stuff is english which is not my native language.
Me, too. I find using a thesaurus helps a lot when making up names for everything.

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Publius

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Re: Skill category problem
« Reply #6 on: May 18, 2017, 07:28:49 PM »
Anyway, another maybe strange category is for building and mining skills which I've named 'working'.
I would use 'construction' or maybe even 'engineering' as a term for that. Technically, when you mine you also need some supporting structures so the dungeon won't suddenly collapse. Even if in games you usually just dig and don't care :P But I'm also not a native speaker.

Krice

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Re: Skill category problem
« Reply #7 on: May 20, 2017, 07:53:20 AM »
At the end of the day, of course, it all depends on how you implement skills overall

I think there will be no skill trees and the category is probably going to be just a way to manage skills easier, both in programming and gameplay (skills are arranged by category so it's easier to see what kind of skills your character has). The plan I have for skills is that they are quite rigid and once you have certain set of skills it's hard to learn other skills. It's an idea of a "strong" role-playing style and skills could be an essential part of it.

SomeGuy

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Re: Skill category problem
« Reply #8 on: October 18, 2017, 09:41:24 AM »
Sorry to revive this topic, but if you still need an opinion, I would ask you: what is exactly that "searching" used for? Is it A)"searching for hidden objects" or B)"general searching the room?"

If A) then, I would say make it a thievery skill. Usually it is thieves the ones who are more trained to search for hidden traps, treasures and the like.
If B) then it is a too general action to be considered a skill per-se. It is more like "describe me the room" or "search some something that is not too hidden". It is then a normal action like "walk", "eat", "quaff" and the like.

Then, if you want the player to actively search for traps/treasures/hidden chests/... then I think you could have, in the one hand, a skill that is "detect hidden" inside "thievery" skillset, and in the other hand, a skill general action called "search" to just look for general things around.

And in general, as for myself, I always consider a "skill" some action that only certain people can do successfully with training (like sorcery, 1st aid, fishing, playing an instrument, whatever), and a "normal action" something that most of the people do without training (even when if you train you can do it a bit better), like walking, selling/buying, observing (search?), and so on, and besides that, it is something that is done most of the time.

And even that, "normal actions" i think they depend more on your basic stats (STR, AGI, INT, ...) than on the skill itself. For example, a high AGI could improve how well your character can walk better, but there is nothing like "walking training". Or your PER(ception) can increase your character attention to detail when he is "general searching", but there is nothing like "the school of searchers" that trains your @ how to observe your environment.

And if you think about "searching" as an action/skill to look for resources (kind of like a bushcraft skill), maybe you can use it as a general action, but that its outcome is affected by PER(ception) stat, since rangers and bushcrafters are so good at perception, but they dont have a specifit training just to "search". Everyone can "search" in the forest, and many people will easily discover common resources like wood or rocks, but people with more PER will discover more things useful things.


Hope that was helpful.
Good luck with your project.

Krice

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Re: Skill category problem
« Reply #9 on: October 19, 2017, 06:05:19 AM »
And if you think about "searching" as an action/skill to look for resources (kind of like a bushcraft skill), maybe you can use it as a general action, but that its outcome is affected by PER(ception) stat, since rangers and bushcrafters are so good at perception

That's true, might be a better way to do searching.