Commoners: 9 Quick Suggestions

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The common coldblood
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Joined: Sat Nov 02, 2019 7:55 pm

Commoners: 9 Quick Suggestions

Post by The common coldblood » Sat Nov 09, 2019 1:31 pm

Playing a commoner to get an idea of things. The class feels like a niche idea for a very specific style of play, but it also feels that it wasn't entirely fleshed-out on release. Commoners have tradeskill advantage, but what is a specialist besides a worse skill monkey? Why aren't specialists useful towards their settlement outside of cranking out adventurer-only equipment? Why don't specialists actually specialize in anything?

1.) Allow commoners to take Pick Pocket. At this time, the common thief is unable to access the thieving skill pre-21 (specialist level) outside of cross-classing.

2.) Allow commoners to choose a "background" on creation (or a vocation at level 10). This would bring back backgrounds, but be specified for commoners only. Create backgrounds/vocations that give bonuses to a set of crafts or skills. (examples: Animal Handler gains +2 Animal Empathy, +2 Ride. Watchman receives +1 Listen, Search and Spot. Artist gains +1 Concentration, +1 Spot, +1 Art Crafting. Balance bonuses according to usefulness and variety.)

3.) Allow commoners to gain direct experience through their craft. A commoner may earn up to 100(level) direct experience every 19 (24?) hours. Experience is gained at 10xCP spent. A level 5 commoner can gain up to 500 direct XP. A level 10 commoner can gain up to 1000. So on. Example setbacks: leveling does not refresh the timer; only works with a chosen tradeskill. This will cut down the current requirement of ~544 active hours of uninterrupted ticks to max level by small increments.

4.) Commoners gain CP back at twice the rate as adventurers.

5.) Commoners can do delivery writs to earn XP, bonus XP and gold. These writs are intended for travelers in the first place. As a commoner will struggle in PVE and PVP situations, it also opens avenues of RP by way of traders paying adventurers for protection or letting good guys offer escort services.

6.) Allow specialists to supply x2 resources to their settlement when donating/selling resource items. Does not affect warehouse: 1 large hide does not become 2 large hides; if warehouse is full, 1 large hide equates to x2 resource gain in cloth. This would tie into specialists picking a trade specialty OR having a set # of trade points invested to show their capability in supplying the "best" of a material; metal=forging, food=herbalism, cloth=tailoring, wood=carpentry, stone=art.

7.) Specialty alchemists can create x2 skleens and potions for the same material cost.

8.) Allow SF: Craft Mastery and ESF: Craft Mastery to count towards additional CP/day to spend.

9.) Allow commoners to make bard-only harps. Allow neutral and evil commoners to brew assassin-only poisons. (alternatively tie these in to suggestion 2 and specialties: luthiers can make all instruments and poisoners can make all poisons.)

These are just quick ideas to help brainstorm more. I have another, longer one posted here.

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Irongron
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Re: Commoners: 9 Quick Suggestions

Post by Irongron » Wed Dec 18, 2019 11:04 am

1. Approved

2. Approved

3. Rejected

4. Rejected

5. Approved

6. Rejected

7. Rejected

8. Approved for all classes.

9. Approved

In future please try to keep suggestions separate, as often I have to outright reject a suggestion even when it positive aspects.

Moving this to approved for those which I have greenlit.

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