This idea has been floating around in my head for a long while. I've mentioned it on a few occaisions. Here it is, more formally, so we can talk about the idea and maybe reach a consensus if we are to go forward.
My wish is to convert my Eternal character to a skills-based character, after gaining 11th level as a cleric (I am only 30,000 away). This would entail, I propose, taking my xp total, at least 675,000 xp at 11th level, and buying skills to replicate my current cleric skills as closely as possible. From there, I would proceed as a skills-based character, most notably, learning new, non-cleric skills, like mage spell casting and moving silently.
My current hope / plan is that my god will reward me (after this current quest I am on -- if I succeed!) with performing the ''miracle'' I would need to switch.
Here is how I propose the numbers would work in making the translation.
skill | bxp | level | initial xp | xp post lvl 1 | total xp |
Attack Skills | |||||
Priest Attacks |
600 | 9 | 300 | 76800 | 77100 |
Hit Dice Skills | |||||
Eight-sided Hit Dice |
150 | 9 | 75 | 19200 | 19275 |
Saving Throw Skills | |||||
Priest Saving Throws |
200 | 10 | 100 | 51200 | 51300 |
Optional Skills | |||||
Priest Magic Items |
50 | 9 | 25 | 6400 | 6425 |
Priest Research |
150 | 9 | 75 | 19200 | 19275 |
Priest Scrolls |
100 | 10 | 50 | 25600 | 25650 |
Priest Spell Casting |
400 | 11 | 200 | 204800 | 205000 |
Priest Spheres / Clerics |
400 | 11 | 200 | 204800 | 205000 |
Turn Undead |
250 | 10 | 125 | 64000 | 64125 |
Weapon Skill - Staff |
200 | 1 | 100 | 0 | 100 |
Weapon Skill - Hammer |
200 | 1 | 100 | 0 | 100 |
Language, Common |
150 | 1 | 0 | 0 | 0 |
Language, Elf |
150 | 1 | 0 | 0 | 0 |
Total | 1350 | 672000 | 673350 | ||
XP needed for Cleric 11 | 675000 |
Here are the rules for skill-based characters.
New skills. This proposal allows me to start learning a wide range of new skills. The maximum number of skills I could learn would be, as per the rules, not counting languages, 25 for me -- 11 of which I would use in the translation for cleric skills. Naturally, I would learn new skills at level 1. Still, this is a real advantage compared to, for example, being a dual-classed character, for whom the old skills can't be used until the prior level is exceeded. Plus I'm not a human, and only humans can be dual-classed anyway.
Lifting of priest restrictions. As a skill-based character, I would be bound only by restrictions required for each skill, not by my old cleric restrictions. The only one I can think of is that I would no longer be limited to priest weapons. This is balanced by the adoption of restrictions required for certain skills, like no armor for mage spell casting.
''Effective level'' rises. Sometimes, you just have to have a level -- like when breathing in Cloudkill spells, or being hit by a Color Spray, or being Poly O'ed. For skill-based characters, this ''effective level'' is figured by applying all xp earned after gaining 1st level to the Rogue xp table. That would put me at a 13th level equivalent, for purposes that require an overall level.
Loss of high-level cleric functions. I designed my skills system so that class-based characters need less xp to gain a given package of skills than a skills-based character would need to gain the exact same skill package (the ''package deal'' for characters with classes). I did this to compensate for the skill-based character's advantage of picking and choosing skills and deciding which to improve when. The result, for my translation, is that as a skill-based character, I cannot afford to buy all the skills I had as a class-based character at 11th level. Most notably, as a skill-based character I would have:
A couple others inherent in no longer being a cleric:
Difficult advancement to higher levels. I also designed the system to penalize non-human advancement to higher levels (10 and higher). That's reflected in how much xp I have to use to get up to 11th level in spell casting (see above).
Special Abilities. My character has a few special abilities: +1 vs. magic, parry, tongues. These are not cleric abilities, so I propose that I retain them unchanged as a skill-based character.
Balance. The obvious question: is it fair or balanced for me to be able to do this? I think Michael and I always intuited that this was a special thing that had to be earned. That's why this whole Quest idea came about. If the general consensus is that the whole thing is still too unbalanced, then perhaps that could be fixed with the loss of a number of magic items, or with the availablity of less xp to make the translation. Eh. I look forward to hearing what everyone thinks.
Site Map | 13 February 99
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)