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Old 06-26-2003, 02:10 PM   #16
Tavish
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Join Date: Apr 2002
Location: USA
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Almost every classless game I have seen replaces the class system with a skill tree*.  In order to reach the highest branches of a certain art requires a great deal of concentrated resources( wether it be time, exp points, etc).   If one wanted to reach those pinacles they would need to dedicate themselves to that form at the cost of learning from other areas.  In it's own way it creates the typical mud classes but, IMO, in a much more creative and flexible way.

Would you mind elaborating on what type of system you use then?  Is it an "every skill available whenever you are the right level" design?  If so then adding prequsite skills and setting up even a basic skill  tree should handle allowing players to dedicate.


* Skill tree and skill web are both systems I've seen implemented but the differences as far as my point goes is irrelevant so I use tree as a catch all term.
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