I'm making this little text-based RPG where you make a character who fights another character in an arena and so on. There's also this little side feature which lets you choose your background and stuff.
The game divides experience into combat and non-combat. You get combat experience from fighting and non-combat experience from quests.
Now the problem is... I need some proficiencies for the non-combat experience. Oh, sure I could just let them put it into the ability scores, but I want something to make it so that the background isn't just a "stat changer". You know, I want a 'farming' thing for the farmers, instead of just making it so that farmers have more constitution and gold.
I could grab perks and proficiencies from AD&D and Lionheart, but I'd rather put something in that other people would find useful. So... what would you guys like me to put in as a perk or proficiency?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Lock-picking is always nice. I love to play as a thief in any game. Here's a fun one: flirt. You could tie that one into health and stamina, but I won't go there right now.
Ah.. right. Should've thought about flirt. Maybe I'll add in seduction as well. I'm not sure what there is to lockpick, but I'll add that in for later use in the game. It fits in just perfect with the game's style. I'll probably add in a small icon thing which let's you know when your character is flirting. If you've played Lionheart, you'll know what I mean.
So as it is... current list:
Lockpick (used in the rare existence of a locked object)
Flirt (a high enough skill lets you flirt with a character when the oppurtunity arises, a more effective method on certain people)
Seduce (a more... aggressive version of flirt, done outside conversation mode. Has little affect on gameplay outside the tavern, unless the skill is extremely high )
Barter (used in all matters concerning money)
Speech (used in debates and talks)
Pick pockets (usable for extra money)
Spellcraft (lets the character recognize spells being cast)
Meditation (lets the character use 'thought mode' longer)
Anything else I forgot? Don't worry about it not being practical, I plan on just putting a bulk list there to confuse players and maybe refer to later when the skills get useful.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Show me the power child,
I'd like to say,
That I'm down on my knees today,
Gives me the butterflies,
Gives me away,
'Til I'm up on my feet again,
I'm feeling outshined.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I'm not sure I mentioned it before, but it's just a simple game where you're limited to only travelling in the city. Makes navigator and survival practically useless, but I guess Pickpocket would be useful and I could change Translator to Reading/Writing.
Masturbation would be amusing, but doesn't bring any gameplay benefit so I'll not bother.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I don't know if this would really fit in with your game, but alchemy would be cool. You could have a few types of herbs and flowers that when mixed together can create helpfull items or magical potions. Just a thought.
Alchemy would be cool once I put some potions in there, but the problem would be finding ingredients. It's hell enough coding an inventory system as it is... much more adding extra ingredients. Any other ideas?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.