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Re: Acrobatics and combat

Posted: 30 Sep 2020 15:40
by Arman
Drazson wrote:
30 Sep 2020 13:17
Before this change, we wouldn't, for example, have cases of skill redundancy in combat too easily. Now, using Kender/Pirate as an example, one can more easily pay double combat aid for overlapping acrobatics. Is that something that is taken into consideration in some way?

Besides troubling thoughts, I love making more skills relevant :)
Skills aren't counted in combat aid cap for specials, if that is what you mean.

I think there has always been skill overlap with racial and layman guilds. For example a Rockfriend racial has x skill in club and axe, which is redundant to a Neidar.

Re: Acrobatics and combat

Posted: 20 Oct 2020 18:56
by Quantum
I like how some people in this thread are talking about how monks can move on, but monks do not currently have acrobat skill. Zero levels. So being able to move on from shields is not an option.

The monks would love to loose shields and get acrobatics though. Feel free to update us.

Or remove herbalism and give us that many levels of acrobatics. Also a great option! :D

Quantum

Re: Acrobatics and combat

Posted: 21 Oct 2020 01:58
by Arman
Ckrik is on it!

Re: Acrobatics and combat

Posted: 23 Oct 2020 01:02
by TaranGoatWalker
may i add that i believe that monk's herbalism (stemming from that of the kahedans) is a key part of them
segoy taughtto live, not to fight
of course,i'm not even a monk, just wanted to chip in