Alrighty, I originally had this much longer opening post, but in light of various things I've decided to redo it.
The basic point was just be mindful of how much somebody is already investing in other skills before you suggest to them to just add another skill onto that list. I mean yeah in a perfect world people would have the time and xp to learn another skill ontop of what they already have. But alas that isn't the perfect world, and when you suggest to someone that they should either learn the skill or just be sol, it's kinda of rude.
Afterall none of us like being handed more work when we are already drowning in previous work.
Hopefully this get's the point across than my previous version did.
Be mindful of one's workload.
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Sorry, but these costs apply to any character, not just mages. Be it a Merchant with merchant skills, a well-rounded fighter, a bard, or anyone; they will have these same costs. So everyone is pretty much on equal footing. (except maybe merchants, they have to spend silver in order to grind their skills up).
- Voxumo
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Not denying that the costs apply to any character. While I don't agree that it's quite on equal footing, it is rather close.Onyxsoulle wrote:Sorry, but these costs apply to any character, not just mages. Be it a Merchant with merchant skills, a well-rounded fighter, a bard, or anyone; they will have these same costs. So everyone is pretty much on equal footing. (except maybe merchants, they have to spend silver in order to grind their skills up).
Perhaps I should have labeled this something else, perhaps Skill costs in general. I meant this more as a 'Be mindful of what it costs to have alot of skills and not suggest that oh this person can just add another skill on top of what they already have'. Magery was just the first thing that came to mind.
I may actually rewrite the initial post to better reflect this.
@Temi: It would something interesting to see, Could still have a mason create a hidden basement and then add the demon shrine later.
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If you want to have a secret mage altar in your basement, learn masonry.
If you want to stab a sword through somebody, learn sword.
If you want to tend your own wounds, learn medicine.
In short, there is no difference at all. If you don't want to do these things yourself, get somebody else to do them; I hope that'd be a lot more fun than grinding out the skills yourself. If it isn't, you might be in the wrong line of entertainment.
If you want to stab a sword through somebody, learn sword.
If you want to tend your own wounds, learn medicine.
In short, there is no difference at all. If you don't want to do these things yourself, get somebody else to do them; I hope that'd be a lot more fun than grinding out the skills yourself. If it isn't, you might be in the wrong line of entertainment.
Player of: Alexander ab Courtland
I had to ask what the background behind this post was, but now that I'm up-to-speed:
No one is forcing anyone to pick up a dozen different skills; you do it of your own volition, and with your own time and EXP. As Leech so eloquently put: if you don't have the resources for making a thoroughly self-sufficient character (and who would want to be self-sufficient, at the end of the day?), then contact your friendly local blacksmith/tailor/doctor/mercenary/whatever to do the stuff that you can't. Having said all that, if a game stops being fun and becomes work, then maybe it's a good sign that one might need to scale back the skill gain a touch, anyway.
No one is forcing anyone to pick up a dozen different skills; you do it of your own volition, and with your own time and EXP. As Leech so eloquently put: if you don't have the resources for making a thoroughly self-sufficient character (and who would want to be self-sufficient, at the end of the day?), then contact your friendly local blacksmith/tailor/doctor/mercenary/whatever to do the stuff that you can't. Having said all that, if a game stops being fun and becomes work, then maybe it's a good sign that one might need to scale back the skill gain a touch, anyway.
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Basically masonry is suppose to be a skill that will allow players to build homes, with little to no staff influence except approving room descs. That includes hidden exits, one way exits... all that groovy stuff. Pretty much if you plan on having a secret in your home, some player is going to know unless you build it yourself.Geras wrote:Wait. What's this masonry skill? And I need a skill to have a secret hideout now?
I would link to a topic since I was certain one had been made, but it seems I was wrong on that aspect.
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- Voxumo
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Yep... Truth be told I kinda of feel the same way. It's gonna be A) Not have any secrets in your home B) Kill the mason sometime after building your secret so that only you know about the secret or C) Build it yourself requiring yet another skill.Geras wrote:Oh. FML.
You know that once this comes in the Inquisition/reeves are gonna become chummy with any masons and will require secret additions to homes to be reported for record keeping.
And I also question part of the reason for this being planned, which was basically one less thing staff have to do so that they can have more time for other projects, but from the way it's been described staff are still going to have to approve room descs... so it's still something that they will have to do, just not the building part.
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