So I'm reading through the Non-combatant area of the character creation page and thinking that some of the wording should be flipped to help people make better choices on the abilites and "Class's" they want to choose. Currently worded:
Bargaining (local merchant - RP)
Plant identification (apothecary - RP)
Animal identification (butcher - RP)
Cloth / Leather repair (tailor - Master Accessed)
Armor Repair (blacksmith, armorer - Master Accessed)
Diplomacy (diplomat, nobles - RP)
I believe they should be switched too: Merchant (Bargaining Skills) Apothecary (Herbalist)
Butcher/Cook (Animal Identification and culinary skills) Tailer (Cobbling/tanning[leatherworking] and sewing skills)
BlackSmith/Armor (armor repair and crafting)
Diplomat/Nobility (dilpomacy, scholary)
One to add: Alchemist (magical items/weapon and potion crafting Notes on class's:
Blacksmith- as a blacksmith/armor is a crafter and repairer of armor and weapons they should be able to work on all class's and styles of armor with a level ranking in their class. Tier 1. cloth armor, Tier 2. leather armor, tier 3. chain armor, tier 4. plate armor, tier 5. enchanted armor
I would love to hear your imput and opinions on this guys.
Thanks for the read.
Also bards. Special skill: sing what you see.
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Additional Class's:
Bard (musician singer)
Surgion (advanced Healer knowledge)
Also would it be possible for Combatant players be possible to learn these as a sub class. I know armor and equipment repair is in some of the combat class's now but to allow a subclass you can create you personal/character in a more unique way then seen in many other larp's. This may also give players the feel like their in the living video game that inspires them into larping.
Thoughts?
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This is all good stuff and we will take it into consideration as we move ahead with the 2020 rules update.
Mind if I put a bit of work into refining this over the month skip?
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Not sure about the above comments but here is a bit of how I feel a sample should look:
Craftsmen
someone that is stilled in the trades of crafting, creating, modifying, and repairing weapons, armor and items within the world. Learning new trade skills as they level up to assist the adventurers with their equipment and any weapons and armor they discover along the way.
Not unlike their Combat oriented players, None Combat Players will be able to learn new skills and level up in their chosen path. Some of these skills can potentially be obtained via a quest or challenge that do not involve combat scenarios.
Basic Learning skills:
Armorer 1: repairing steel armor
Armorer 2: repairing steel armor
Cobbler 1: repairing leather armor and goods
Cobbler 2: repairing leather armor and goods
Weapon smith 1: Repairing wooden weapons (bows, staves, clubs and the like)
Weapon smith 2: Repairing Metal weapons
(as I see it there should not be a limitation on the abilities of what the Blacksmith class can repair)
* the above being abilities that one can master to become a master black smith*
Potions 1: Mixing minor potions
Potions 2: Mixing Major potions
Poisons 1: Mixing Minor Poisons
Poisons 2: Mixing Major poison
Languages 1: Identifying and reading languages
Languages 2: Speaking languages
Herbalism 1: Identifying plants
Herbalism 2: Mixing plants to creating potion materials or healing poltis
*The above skills being those that one can obtain to master Alchemist or apothecary*
**additionally of note a number of these skills can be learned by adventurers but limiting them to a select few depending on their path**
End Path Caps:
Alchemist
Apothecary
Blacksmith
*This is the general basis for the thought on expanding Non-Combat player skills advancement. As well as to add more skills later into the game that can help advance Combat players.*
Am I being trolled on this thread?
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