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+− 37.1. |
What are skills? How does the skill system work? |
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A skill rating may be increased via use of Abilities that are associated with that skill. Each class gets many skills pools and a large amount of points to invest in those pools. As you level, skill caps raise and you are given more points to invest, but not enough to max everything. So, for example. choose the type of Ranger you want to be by allocating skill points into the pools that will make you the class you want to be. Source: Official FAQ
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+− 37.2. |
Will there be caps on skills? |
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Yes, skills are typically limited by the level and class of your character. . Source: Official FAQ
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+− 37.3. |
What do you mean by 'abilities'? |
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In Vanguard, an "Ability" is a special action or feat that a character may activate or use. Some will be usable throughout combat, some will have to be prepared and are usable only a finite number of times per combat, etc. Certain advanced abilities may only be taught by trainers in certain areas, even in exotic far off areas for special abilities. . Source: Official FAQ
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+− 37.4. |
Can players improve the effectiveness of abilities? |
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Yes, by using an ability, the skill or set of skills associated with the ability will increase. Abilities may become more effective with higher skill ratings. . Source: Official FAQ
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+− 37.5. |
Will skills be limited by class? |
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There will be class-specific abilities as well as more general abilities that a number of classes may have access to.
All of our classes fill a role in the Job system. Each member of a job (e.g., Rogue and Ranger are both offensive Fighters) fulfills their primary job with the same proficiency as any other member of the same job.
However, there will also be a subset of abilities that are granted by a character’s race. While each class must perform their primary job with the same skill as any other member of their job, the secondary roles of the class can and will vary wildly, bringing their own unique factor to the group's synergistic combat dynamic. . Source: Official FAQ
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+− 37.6. |
Will there be both individual and group abilities? |
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Yes, there will standard abilities that may be executed by an individual and abilities that groups of characters may execute. . Source: Official FAQ
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+− 37.7. |
Will there be spells? |
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Yes. The spell system will be very elaborate. It uses the skills and ability system. You will be able to cast some spells repeatedly. Others will be more limited. Your spells will grow with you in both power and appearance, but it's not going to be just a rank on an existing spell. You’ll get new spells with new functions, new forms, and many times, new appearances. . Source: Official FAQ
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+− 37.8. |
Will spells require components? |
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Quite a few abilities, spells, items you can assemble, etc. require components/expendables. It's a pretty complex and cool system, though it's too early to go into details as we have a beta to test these and other mechanics going on as we speak. Source: Aradune Mithara March 2006
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+− 37.9. |
Will there be both individual and group spells? |
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Yes. . Source: Official FAQ
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+− 37.10. |
Will classes have different but equivalent spells? |
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Yes and no. Some will be equivalent, but with a different flavor. Other spells will be unique to the class and even the environment or situation. As mentioned above with skills, different classes will bring their unique factor into play. Source: Official FAQ
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+− 37.11. |
Will there be Feign Death? |
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Plus NO FD! (or at least no FD that works the way you are probably used to). Source: Aradune Mithara
Keep in mind that FD was an idea stemming way back to MUDs where it was often used by certain classes as an ability to temporarily disengage from combat, often given to classes that naturally had worse armor class, etc.
Then came EQ and where it evolved from there.
I'm all for the original idea, but if something like it does appear in Vanguard, you can be sure that we will do everything we can such that the mechanics allow it to be used as per its intent and not turn into an exploit. No, I have nothing against emergent behaivor in general in these games -- in fact, that's one of the coolest aspects of these games. I do have a problem when something turns out to be so powerful in an unplanned way that it starts affecting the balance of the game in a measurable way. Feel free to look up posts by me re: kiting for more elaboration. Source: Aradune Mithara
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