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[dq-rules] New Skills for DragonQuest



There has been a lot of theoretical what-are-we-going-to-do discussion
going on here, and not too much content, so I thought I would get a new
content discussion going.  I will be away again this coming weekend,
but this will be my last road trip for a while, barring any unseen
complications.  Hopefully this will get not only some
opinion/counteropinion going, but will lead to some further discussion
and enlightenment about the direction of the whole project.

So, my question is really fairly simple:  What skills should be in
DragonQuest?  (More specifically, which ones should be there and aren't
there now?)  Are there any skill which should be eliminated?  

A few options for consideration are already on the table:
*  Diplomat, Herbalist, and Hunter from "Poor Brendan's Almanac"
*  Weaponer and Armorer (I'll see about posting these if they aren't
around somewhere else already)
*  Constable and Detective (were in an issue of DQN a few years back)
The following can all be found at Holwinkle's site
(http://www.geocities.com/TimesSquare/Portal/7471/DQ/rmsu/index.html):
*  Acrobat, Esoteric and Scholar skills
*  Knight skill
*  Naval Skills
*  Administrator, Engineer, Miner/Prospector, Scribe, Farmer, Lore

What do you think?

  --Rodger Thorm