Posts: 50
Threads: 6
Joined: Nov 2019
Reputation:
0
Change the three skills that are covered for Healing ability, and convert it back to either Healing or Medical
Ever dance with the Dark Man, by the pale moon light? If you do risk it, it will be the last time you ever will.
Posts: 18
Threads: 3
Joined: Feb 2020
Reputation:
0
I think making the skills cover a wide range of abilities, helps to limit the number of skills that there are in the game.
Posts: 656
Threads: 32
Joined: Mar 2014
Reputation:
11
IMO, each faction should have a factional ability (such as construction bonuses for the Gift) and those should be directly coded into the program and should not rely on skills. That isn't to say that the skills shouldn't also exist (for other clans to take), but that they (construction, for instance) won't benefit a Gift (for instance) clan in any substantial way, at least not at low levels.
Posts: 656
Threads: 32
Joined: Mar 2014
Reputation:
11
IMO, I think that healing abilities should not be given free to any faction, and anyone should be able to take healing-type skills. However, I expect some religion(s) to typically ask their members (including those from the general population) to take these and help provide personnel and (civic?) buildings that can offer services to the general public and clans.
I would further recommend that the different skills we've discussed be kept separate so that any person can specialize in just one of them at a time. For instance, a clan may include a Surgeon whose job is to know everything they can learn about surgery, without having to learn how to run an apothecary, for instance. If he's spending the time to get the most training he can, it should be in his specialty so he's the best he can be.
In a city there may be a building (or temple?) where people help with healing services, in which one or more specialize in surgery to help with physical emergencies and others who are specialist herbalists to help with ongoing care and recovery, in a building that provides good places for these activities to take place. Other buildings may be apothecaries (run by those that know nothing about surgery), to help keep the city population healthy.
But all this doesn't keep just anyone from learning to be a healer (from novice to expert).
Doesn't that sound reasonable?
Posts: 335
Threads: 35
Joined: Nov 2019
Reputation:
0
Davin can you state for the record will the Gift have Construction and Healing ability or not? Please answer that clearly!
The Gift Skill list, will it be the following?
PRE - Preach
REC - Recruitment
ENG - Engineering
HRB - Herbalism
APT - Apothocary
SRG - Surgery
RES - Research
Please clarify for us, public opinion has already spoken. What is your judgement of this so we can stop talking this to death and move on?
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all.
Father Morpheus's theme music
Posts: 656
Threads: 32
Joined: Mar 2014
Reputation:
11
02-17-2020, 04:35 AM
(This post was last modified: 02-17-2020, 04:36 AM by Davin.)
I think everyone agrees that they should have built-in construction abilities, regardless of expected skills.
I think that Healing should not be the exclusive province of a single faction. They may prefer to provide such services, training, etc., but it shouldn't restrict it there.
(I haven't defined the list of skills yet, so I can't pick exactly from that list, and it wouldn't be enforceable anyway.)
Is that clear enough?