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allow smith class to gm tinkering?
yes  71%  [ 12 ]
no  6%  [ 1 ]
I don't care  24%  [ 4 ]
Total votes : 17
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 Post subject: Tinkering on a smith
PostPosted: Sun Jun 13, 2010 7:51 am 
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currently can gm all but:
lockpicking 50
magery 50
meditation 50
remove trap 50
tinkering 50
cartography 50
inscription 50

my proposal is to drop:
archery 0
fencing 0
mace fighting 0
parrying 0
swordsmanship 0
tactics 0
wrestling 0
anatomy 0
healing 0

so everything that would allow me to fight back or defend myself at all, i would even be willing to give up magery as well but i know that many people use it for traveling, all in exchange for having tinkering back on my smith.

when i gm'd tinkering people thought i was stupid/nuts because it was essentially a worthless skill, no point in having past the point of making shovels and pickaxes. well it only takes 40 tinkering to make shovels and pickaxes so having it capped at 50 is only hindering the few of us who took the time, effort and resources to actually gm tinkering, to my knowledge the only ones that did were ambient and I. please correct me if im wrong. :D

one could even argue that having tinkering capped at 50 is helping many smiths who only want to be able to make shovels/pickaxes since now they don't have to buy tinkering fish to keep the skill down. so it would be beneficial to the economy to have tinkering set to 100 :wink:

my secondary(ish) proposal is to create a class that is a crafting class. where all fighting / healing skills including magery are capped at 0, and that they cannot wield a weapon, as it is now, so there is no characters abusing the cap to get to 100 strength. the benefit of 100 extra skill points would be balanced against being able to defend, heal yourself and travel. with possibly making wood elf traveling a little less restricted.

do you agree with these restrictions or have a better idea?

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 Post subject: Re: Tinkering on a smith
PostPosted: Sun Jun 13, 2010 12:07 pm 
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EDIT: I redid these numbers and removed any staff characters.
Total characters who have more than 70.0 blacksmithing: 146
Total characters who have more than 70.0 blacksmithing and more tha 60.0 in any combat skill(except magery): 8
Total characters who have more than 70.0 blacksmithing and more tha 60.0 in any combat skill(with magery): 14
Total characters who have more than 70.0 blacksmithing and more tha 60.0 in any combat skill(with magery > 40): 27

At most this will affect maybe 20% of blacksmiths...
and most of those i can see going "Hey cool, 100 extra skillpoints when i'm gonna die when a pk comes, plus the fighting skills of any race to help me escape".

I only know of one crafter who has ever fought back vs a pk and won, and they were good at what they do. I know of some crafters who have combat skills to hunt/etc, but unless i put monsters in mines, rabid squirrels in the trees, and sea monsters in the water, i dont' see how a lack of combat skills really hurts a crafting character, especially if they don't gather their own materials and just craft safely in towns/houses.


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 Post subject: Re: Tinkering on a smith
PostPosted: Sun Jun 13, 2010 12:14 pm 
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Cant you be a artifier dedo?
Thats what I made my smith into so i could keep my gm tinkering.
Her skills are GM blacksmith, Mining, Tinkering, Taming, Scribe, then 90+ magery and afew other skills not gm like item id,tracking, animal lore.


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 Post subject: Re: Tinkering on a smith
PostPosted: Sun Jun 13, 2010 9:26 pm 
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thought about it but i would have lost more skills that way(if i remember correctly), i weighed the options carefully until the last day i was made to change and at that time i could only move one skill and i picked tinkering :(

thank you for the numbers bob :) im just spoiled rotten and like getting my way :P

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 Post subject: Re: Tinkering on a smith
PostPosted: Sun Jun 13, 2010 9:30 pm 

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Quote:
I only know of one crafter who has ever fought back vs a pk and won, and they were good at what they do. I know of some crafters who have combat skills to hunt/etc, but unless i put monsters in mines, rabid squirrels in the trees, and sea monsters in the water, i dont' see how a lack of combat skills really hurts a crafting character, especially if they don't gather their own materials and just craft safely in towns/houses.
I better be that crafter, or you're a dirty fibber.

I was able to FS people (with about a 33% chance) on Tyrael, as well as harmed many-a-people to death on him. Ask Emerald about it, her Tank Mage ate my crafters fire.

Though .. that was my old Tyrael, not this current guy.

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 Post subject: Re: Tinkering on a smith
PostPosted: Mon Jun 21, 2010 3:30 pm 
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Last call on any other suggestions on this topic for alterations.


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 Post subject: Re: Tinkering on a smith
PostPosted: Wed Jun 23, 2010 12:24 pm 
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I think the poll speaks for itself as far as a change goes.

I would like SOME ability to defend myself (even if it's just GM pick-axe or hammer-pick swinging heh-heh) though and still say lets just swap tailoring with tinkering. GM tinker, 50 tailor. Just my opinion.

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 Post subject: Re: Tinkering on a smith
PostPosted: Wed Jun 23, 2010 2:10 pm 
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It has been suggested before but how about just a crafter class where you can gm any crafting skills and have limits on fighting skills etc?


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 Post subject: Re: Tinkering on a smith
PostPosted: Wed Jun 23, 2010 3:39 pm 
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I like belgarion idea! ALOT


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 Post subject: Re: Tinkering on a smith
PostPosted: Wed Jun 23, 2010 5:22 pm 
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magery is a must for me on crafter so i dont mind at all having a human crafter.

i believe you should have to be human if you want magery or combat skills on your crafter. the one place where the extra 100 points is actually a plus is on crafters so human crafters should at least get the same advantage as human mages and warriors do in that they are able to do things other races/classes cant.

so i guess im saying take away magery and combat skills etc on crafter class but give them tinkering skill to 100 for smiths or whatever has it capped atm. just my op.

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 Post subject: Re: Tinkering on a smith
PostPosted: Wed Jun 23, 2010 5:34 pm 
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When i first made my wood elf crafter there was a magery cap of 30, there was absolutely nothing wrong with that. It is not like you are going to make a wood elf fighter char anyway because the race abilities are really weak.


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 Post subject: Re: Tinkering on a smith
PostPosted: Thu Jun 24, 2010 2:33 am 
I have a gm Miner blacksmith tamer tailor item id arms lore animal lore
as long as it dont mess him up im cool :)


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 Post subject: Re: Tinkering on a smith
PostPosted: Thu Jun 24, 2010 2:50 am 
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I change my last comment!! I need to keep my magery!!!!!! LOL I can run everywhere, id get lost.


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 Post subject: Re: Tinkering on a smith
PostPosted: Thu Jun 24, 2010 3:19 am 
now thats just lazy :P a real miner/blacksmith etc would be all musclely and stuff adn run everywhere with his/her ingots etc :P


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 Post subject: Re: Tinkering on a smith
PostPosted: Thu Jun 24, 2010 3:20 am 
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I want to poly mine on Pinky!!!!!! nearly there!!! in the 90's magery :D


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