Well, I didn't put all the stuff I am thinking about on the list... what about
Gong scourer/farmer
For those of you who are from far humbler stock than the nobles but still have a yearning to work in the human sewage business, we can offer you the position of gong scourer, or gong farmer.
This high-risk business – digging out solid blockages of compacted excrement in sewers and emptying stodgy cesspits – can offer significant financial rewards. However, you are required to work unsociable hours when no one else is likely to be up. And your horse will probably be your best and only friend, bearing in mind the overwhelming stench that will continually surround you.
Some suggestions to make regarding the woodcrafting professions.
Guldorand should be the place to find the instructor NPCs as it's a logging town.
LUMBERJACK L1: Can chop type 1 trees, Cooldown time 300 secs. L2: Can chop type 1,2 trees, Cooldown time 200 secs. L3: Can shop type 1,2,3 trees, Cooldown time 100 secs.
I'm not an expert about wood quality and hardness but we could pick out a few from here. http://en.wikipedia.org/wiki/List_of_woods Perhaps Birch and Pines as those are in the toolset.
SAWYER L1: Can create planks from type 1 lumber. L2: Can create planks from type 1,2 lumber. L3: Can create planks from type 1,2,3 lumber. A Roll of 100 creates Epic quality planks.
CARPENTER L1: Can create furniture(Placables) from type 1 planks. Stools, Tables, Chairs, Box L2: Can create furniture from type 1,2 planks. Signboards, Wheelbarrow, Empty Wagon, Archery Target, Lecturn L3: Can create furniture from type 1,2,3 and Epic planks. Armoire, Cabinet, Treasure Chest, Wood Throne(Epic)
Perhaps also the STONEMASON profession to work with the miners who can either mine for stone or metal.
A suggestion for the fishing system:
Anyone can fish at fishing points all over Amia, but you'll need to buy fishing rods and bait from fishermen. There should be at least 3 slots for 3 PCs to fish at any given spot, unless it is a hole in the ice or a well. Fishing has a cooldown time of 300 secs for the unskilled.
FISHERMAN L1: Craft simple rod using type 1 planks, Dig bait type 1, Cooldown 200. L2: Craft fine rod using type 2 planks, Dig bait type 2, Cooldown 150. L3 Craft quality rod using type 3 planks, Craft epic rod using epic quality planks, Dig type 3 bait, Cooldown 100.
Rods will have a lifespan=number of times you can fish Simple rod: 10 charges Fine rod: 30 charges Quality rod: 50 charges Epic rod: Infinite charges
Type of fish you can catch will depend on bait and location of fishing spot. Here's an example of a fishing spot at Bendir Dale. Ignore fresh and saltwater species for this example. Type 1: Roll 1 Old Boot(1gp) 2-25 whitebait(15gp) 26-50 Minnow(30gp) 51-75 Sardine(50gp) 76-99 Carp (100gp) 100 Golden Carp (5000gp)
You may also fish using special bait, eg. gems crafted by gemcutters, at special locations. Fishing at Alambar sea using a gemcutter diamond and epic rod will pull up an epic boss, Sahuagin Prince, on a roll of 100, and the diamond is expanded. A roll of 1-99 will yield nothing, but the bait is not expanded.
He forgot hooker to. Which is almost unforgiveable.
IronAngel wrote:
4. Roleplaying restrictions Roleplay that's clearly sex-driven or promoting cybering, such as prostitution, is not permitted.
That being said, Xavi'd take rank-3 in that, too.
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No offense, Dramatic, but your suggestions are way too specific and too elaborate. It takes a few days to make a template on which I can base a couple of jobs and making each job unique and involving many steps will not lead to a working system in the near future.
Lumberjack simply looks for the type of tree he wants to collect logs from, and chops it. The timer is on the tree, so basing the cooldown on rank is not an option (it doesn't make sense that you got a certain cooldown time because the person in front of you had a certain rank, does it?). The chance that he gets a log (or two) depends on your rank.
Fisherman would work like that as well. You go to a fishing spot, click it, and see if you catch anything. We have no fishing rods available, but I guess I'll use a net to emulate the procedure.
Carpenters accept planks of various types of wood (logs go to the sawyer to make planks). The can turn those into furniture widgets, success is again dependent on ranks. The type of wood will determine the name and material of the widget and the name of the resulting PLC.
It's all not as fancy as your suggestions (which are quite good, don't worry about that) but I have to limit the scope of the system or it will never be completed.
As a rule of the thumb: all cooldown times are the same, the success roll is the same (it will result in no success, success, double success), and groups of jobs follow the same routines if possible.
Crafting jobs all have a tool PLC in which you put base materials. Close the PLC and you can process the base material into a refined version, or an end product. A small list of what's in teh making can be found here.
http://www.amiaworld.net/about/ds_j_mat ... p?filter=0
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The timer is on the tree, so basing the cooldown on rank is not an option (it doesn't make sense that you got a certain cooldown time because the person in front of you had a certain rank, does it?).
I was thinking that the more skill you have means more speed and precision, which leads to less waiting time. But yeah the 2 piece roll works as well.
Dev Disco wrote:
I have to limit the scope of the system or it will never be completed.
I can see your point of view, considering there are going to be a large number of jobs. Making them all have unique scripts would be like creating a whole new module altogether.
Maybe in the future we can have a separate fishing system where everyone can play like it's a mini-game.
Perhaps a Level 4: Master (3+6+9+12 job points) means you can be an instructor of that job type. 90% success, 40% bonus chance - that's a little more work though eh? :>
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No, I don't think it's good to keep two kinds of very similar systems. That said: the dwarves will get a monopoly on at least one type of metal.
fair enough.
also, i like mags idea, being able to sell out all your points for a top top level. although then everyone might do that, and we would have half as much diversification / proliferation of jobs. it might be hard to ever find someone who could do what you needed or wanted.
_________________ "Earnest Hemingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the second part."
Service and Care: Has a lot of flavor but not sure the str/dex/etc bonuses is the way to go? May go the way of bonus gold and just xp?
Requirements: Some of these jobs seem like they need some OOC requirements. Take for example Necromancer. Shouldn't it require some casting ability? Perhaps even an alignment requirement of evil for example?
Spy, Theif, and Assasssin: This seems like it should something the players do, not something the NPCs handle. The system seems to take all the danger out of being these things because the people just "run away." Also it doesn't make tooo much sense that a level 30 has the same chance of killing the mark as a level 15.
Military Jobs: Some seem a little redundant. Each one has the flavor but the crunch seems exactly the same. Maybe there can be a little mixing up? Prob bally too much extra code and work for little return though.
Necromancer/Mage: This is a really weird job. I mean aren't you an arcane spell caster or not an arcane spell caster? Can Joe the Barbarian be a mage?
Resource Gatherers: Will the resources be useful for anything beyond RP value? Will say butchering a pig make a sausage you can get from the sausage vendor? It would be cool if you use eat the items and such.
Final World
Good suggestion with some cool flavor. I really like the Preacher and the Trapper, good design and opens LOTS of RP. I also like the wood cutter versus druid stuff that can come out. Druids never had to worry about the basics like someone chopping their trees, well no longer may that fear lie fallow.
EDIT: I just realized Magnum Man posted in this topic. This is now an Epic Thread.
Last edited by Phantom-D on Thu, Feb 12 2009, 17:45 PM, edited 1 time in total.
I am planning to keep the money virtual (as far as it isn't virtual already). The items themselves aren't worth much if you sell them to a regular merchant. Specialised NPC traders will buy your goods for a set fee, and change their prices depending on offer and demand. I am planning to make a job that basically works like that as well. Good thing with thsi is that I can monitor and adjust sell/buy rates on the fly.
I think this is a mistake. OK, so the items to be made are going to be simple. But wouldn't it be better to allow the system to benefit further rp. Example low level pc's new in Cordor can have the option of buying their basic equipment from a pc blacksmith in Cordor market, if there's one on line at the time. It'd be less about pointing and clicking some place, possibly/probably alone, and more about generating rp in the community. I can't see how this could be seen as an exploit or powergaming as the prices of the goods involved are so low. ANd I don't see why this shold be limited to blacksmiths...there are already npc healers and bakers in Cordor....what's wrong with having pc ones.
There are already a fair number of beer brewers/traders wandering the land (OK, I know of two..). Right now they rp the brewing etc before they step out loaded up with supplies. Join the two systems together.
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There is nothing stopping you from selling items to other people for a price you think to be fair.
My limitation is that I can't adapt prices by scripting, and I don't want to make a different item for each resource (check the list above and you'll see why). Ore has one template item, for instance, which I give a name and tag when you mine an ore deposit. That means they are all the same price and weight, which would be a nasty surprise when you try to sell your 15 lb of raw Platinum.
It's not ideal, but with things this big you need to make life easy now and then, and it has nothing to do with powergaming at all.
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
It'll give people a good idea of how hard it should be to acquire rarer metals so if they need em' for a specific task quest or the like, weeeeelllllll...
I looked at smiths and tailors for the last few days, and that department seems to come together quite well. I'll take the tailor as an example.
In the list you can see he can make clothing from wool, cotton and silk. He has a list of item types he can make as well, for example gloves, dresses, and masked cloaks. I integrated this with the hooded cloaks that we have on sale now and split them in hooded and masked versions.
The items you make get your name in the description, the material type as a property, and a quality rating. Quality is based on your rank and if you made the bonus roll or not.
So, you can finally have that silk dress for your wedding.
disco, have you taken a look at my flora and fauna thread? I posted it so that you could get some ideas for your job system, as well as add to rp in general.
hereit is. Mind you I am trying to update this with as much information as I can gather, so It might end up getting long. so Far it has UD(underdark) FRCS(forgotten realms campign setting) and 1 article from DDGU(drizz't do'urden's guide to the Underdark))
that is fine, my next update will include stuff from the source book silver marshes (SM). It will include more trees as well as some shrubs and herbs that exist in the realms.
Well, considering my computer doesn't have a program to read PDF [I -hate- doing a system format!!], I've done all I can to read whats posted in the forum to learn.
What I'm seeing I like the sounds of!
And if it means another way for income, it'll be fun for those of us who are skilled at spending or don't always chase around for hunting and loot snatch'n.
I'm looking forward to this with what scraps I have.
EDIT For Below Commnet [2posts]
I'll survive without an HTML Thanks for the thought though. There is a lot just to read up on in the posts already here.
_________________ Weston Carter ~Salandran~ : Retired Carters Leave Amia
Last edited by Torzeng on Fri, Feb 13 2009, 0:46 AM, edited 1 time in total.
Seems awesome so far and I am looking forward to seeing it in action. I just noticed one thing which isn't in there at the moment. So Inspired by Kjetta's Alternate Beginnings I would suggest something like...
Pit Fighter/Gladiator Much like the military jobs, but only working in certain areas like Cordor arena, etc etc
But keep up the good work
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Disco, are your pdfs on some god-awfully huge page, or is that just me? How about something approaching North American letter size or A4?
_________________ ~Sharess on AmiaWiki~ Priestess, politician, prostitute "[They] were moving in on me like Sharessans on a new broad in the bath house" - Tracer Bolt AmiaWiki mod (mostly inactive)
Well, I didn't put all the stuff I am thinking about on the list... what about
Gong scourer/farmer
For those of you who are from far humbler stock than the nobles but still have a yearning to work in the human sewage business, we can offer you the position of gong scourer, or gong farmer.
This high-risk business – digging out solid blockages of compacted excrement in sewers and emptying stodgy cesspits – can offer significant financial rewards. However, you are required to work unsociable hours when no one else is likely to be up. And your horse will probably be your best and only friend, bearing in mind the overwhelming stench that will continually surround you.
Woo. now my characters can literally stir shit.
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