2010-04-13

On Skills and Experience

Combat and Non-combat skills should either have different knowledge/experience point pools, or the skills should have some overlap between them; especially in game where you can't respec your points.

It's often too easy to buy lots of non-combat skills for the neat things they give you, but as a result it often ends up making the combat portion of the game difficult to near impossible; resulting in having to roll a new character.

If you have a high strength/bashing skill you should be able to break open lower-level doors or chests.

If you have a high smiting you should be able to make a better balanced, or lighter class weapons that require lower strength/dexterity to use, as well as being able to make better damaged weapons of the same type (pick one or the other when you make them, or something).

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