What class are you looking forward to playing first?


Pathfinder Online

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Dark Archive Goblin Squad Member

Something melee

Goblin Squad Member

I will likely create an Elven Rogue who is more or less a dedicated treasure hunter and avid thrill seeker who will more then likely squander whatever fortunes large or small he acquires on frivolous revelry.

Goblin Squad Member

That's a tough call. Ideally, I'd like to make a Necromancer/Antipaladin with a Graveknight template, seeing as the Death Mage won't be in the game. Highly doubtful, I know. With that said, Druid also has me interested. I'm hoping they'll try to be as accurate to the tabletop as possible, considering it would be really interesting to see a Druid shifting to animal form and flooding the field with summoned natures allies. Particularly cyclopes and ettins.

Dark Archive Goblin Squad Member

Either a fighter since my first PF character was one, or cleric, that would be interesting!


Where can I even find info about my options?

Goblin Squad Member

MicMan wrote:
Apart from the fact that there will be no classes (huzzah!)

Where does everyone keep getting this??? Classes will be less restrictive than in other games. You can train more than one class, but there WILL be classes.

Blog confirming classes

I mean call them archetypes or classes but they are still the same thing.

Goblin Squad Member

Something Thiefy.

Or maybe Rangery.

Maybe.

Goblin Squad Member

Andius wrote:
MicMan wrote:
Apart from the fact that there will be no classes (huzzah!)

Where does everyone keep getting this??? Classes will be less restrictive than in other games. You can train more than one class, but there WILL be classes.

Blog confirming classes

I mean call them archetypes or classes but they are still the same thing.

From my current understanding, if you are a "fighter" and train a sword, you get "fighter-sword" skills, but if you are a "rogue" and train the same sword, you get "rogue-sword" skills. So my question is: How do you apply to one or the other in the first place and perhaps skill-train both atst??

I always meant to try eve about 1.5yrs ago, but due to travel circumstances since then, have not found it realistic to do so, but I'm assuming the skill-training will work in a similar way to that game (trust my q's actually make sense!)?


If there are some deity options I like, I'll go with Cleric.

Otherwise, I'll probably try out a Druid or a Monk for my first character.

This is all assuming that I have the time and patience to play when the game is released, given I need to study and work too.

Goblin Squad Member

AvenaOats wrote:


From my current understanding, if you are a "fighter" and train a sword, you get "fighter-sword" skills, but if you are a "rogue" and train the same sword, you get "rogue-sword" skills. So my question is: How do you apply to one or the other in the first place and perhaps skill-train both atst??

I always meant to try eve about 1.5yrs ago, but due to travel circumstances since then, have not found it realistic to do so, but I'm assuming the skill-training will work in a similar way to that game (trust my q's actually make sense!)?

Not quite. If its the Eve system there are no classes at all, just skills that are useful to different purposes. All skills are available to all players. If its the same in PFO you would be able to pick any skill you like.

It may be easier to think of a 'class' as a 'predetermined skill build' as a result. One that you get a bonus for (in the form of a Capstone power) if you stick to it.

Goblin Squad Member

^That's cleared things up, thanks Southraven.

But how does a player choose fighter-sword skills vs choosing their rogue-sword skill when they equip the same weapon; if they're trained up in both sets of skills and the standard sword is used differently by both "classes"? Or could a player tailor skills on the hotbar #1 = fighter sword swipe #2 rogue sword swipe etc?

Goblin Squad Member

A great question, and one I have no idea on what the answer is. It really depends on how many skills and weapon types there are.

Those concepts are being discussed pretty extensively in the 3 Headed Hydra thread, but I don't think we have a complete picture of it all yet.

Goblin Squad Member

Andius wrote:
Where does everyone keep getting this??? Classes will be less restrictive than in other games. You can train more than one class, but there WILL be classes.

From Respeccing:

Ryan Dancey wrote:
There are no class levels in Pathfinder Online. Because there are no classes.

From my post later:

Nihimon wrote:
Ryan Dancey wrote:
There are no class levels in Pathfinder Online. Because there are no classes.
Ryan, just curious, but why spend so much effort trying to change this terminology?

Same thread, Ryan's Response:

Ryan Dancey wrote:

Because there are a lot of folks out there who viscerally react to classes and can't work past the use of that term to see whatever the game offers beyond.

It's a videogame thing I've never really seen in the tabletop community.

So, Ryan is trying to get the message out that "there are no classes". I think we'd be well served to work with him in that effort, rather than contradicting him.


But contradicting him is so much fun~!! :3

Dark Archive Goblin Squad Member

I'm interested in seeing how all the different builds work

Goblinworks Executive Founder

I want to pick flowers and mix potions. My second priority is raising people from the dead. The archetype I guess would most closely resemble this should be druid.

Silver Crusade Goblin Squad Member

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arerix wrote:
I want to pick flowers and mix potions. My second priority is raising people from the dead. The archetype I guess would most closely resemble this should be druid.

Cleric of Shelyn (Godess of Beauty, Love, Art) also covers that for you. Just to toss that out there :)

Goblin Squad Member

Nihimon wrote:
Ryan Dancey wrote:

Because there are a lot of folks out there who viscerally react to classes and can't work past the use of that term to see whatever the game offers beyond.

It's a videogame thing I've never really seen in the tabletop community.

So, Ryan is trying to get the message out that "there are no classes". I think we'd be well served to work with him in that effort, rather than contradicting him.

I guess to me my reaction to classes is not so negative/maybe even slightly negative the other direction after my experience with the truly classless system of the original Darkfall.

Classes may describe the very limited things found in most Theme Parks but they also are the term used to describe them in Pathfinder Tabletop. A format I where I think most of us can agree that classes are not very limiting. WoW or even EQ did not invent classes. D&D predates them both and I don't really feel like surrendering a good term to themepark spoilage.

To me, classes seem the natural word for what PFO is offering and one I find hard not to use because... it feels right. I would like to back Ryan on this one but... It's kind of like asking me to call the toilet the john. It is a toilet, I like the word toilet, and I really don't want someone saying "IT'S A JOHN NOT A TOILET!!!" every time I use it.

I think it's better to just let people know how it is. PFO has very non-restrictive and fairly customizable classes that you can mix together to your heart's content. All your skills aren't all lumped together like they are in a lot of other sandboxes. And I at least think that is a fairly good thing because it will allow us to mix skills while helping avoid a dreaded "hybrid" takeover. Something a lot of sandbox enthusiasts may viscerally react to.

Goblin Squad Member

@Andius, I had hoped Ryan would go into greater detail on why he didn't want to call them classes in PFO - maybe explain some of the baggage that comes with the term that he'd like to avoid, etc.

Goblin Squad Member

Nihimon wrote:
@Andius, I had hoped Ryan would go into greater detail on why he didn't want to call them classes in PFO - maybe explain some of the baggage that comes with the term that he'd like to avoid, etc.

I don't know, but I think it's going to be difficult to have paths to go down like fighter, cleric, barbarian, paladin, rogue, druid, etc. and have people not call them classes. Regardless of the justification.

Lantern Lodge

Most likely because we don't pick classes. I get the immpression that at no point will we have menu show up where we pick wizard or fighter, that we instead train skills and pick badges the fall under groups (martial group, magic group, etc) and that if you stick with related badges that are similar to what abilities a fighter gets, all the way up to max, then you get a capstone.

In this way there is no class, but following a certain archtype ideology leads to gaining a capstone.
Thus badges would be tagged as to what archtypes they qualify for getting a capstone but also many would be crossover, such as martial weapons proficiency would be tagged as fighter, barbarian, paladin, and ranger.

Which doesn't really do much except let you know if you are giving up your capstone by selecting it and unlocking whether you can use certain abilities with certain weapons (Might need X number of paladin tagged badges to use smite twice per day, etc)

That's my immpression anyway, no classes except in the same way reality has nerds, there is no set boundary or selection of class but sticking to the stereotype will make you that stereotype and grant the capstone.

PS, I might alternately make "Senor Vorpal Kickass'o" but only if I get to make him as a goblin. "Eat my 1/11th of a sleep spell!" :)

Goblin Squad Member

DarkLightHitomi wrote:

Most likely because we don't pick classes. I get the immpression that at no point will we have menu show up where we pick wizard or fighter, that we instead train skills and pick badges the fall under groups (martial group, magic group, etc) and that if you stick with related badges that are similar to what abilities a fighter gets, all the way up to max, then you get a capstone.

In this way there is no class, but following a certain archtype ideology leads to gaining a capstone.
Thus badges would be tagged as to what archtypes they qualify for getting a capstone but also many would be crossover, such as martial weapons proficiency would be tagged as fighter, barbarian, paladin, and ranger.

My guess, and this is a guess, Role style badges will be along the lines of class skills. Things that are crossovers may be pre-reqs for the Role merit badges, but not be the core abilities. (Reminder for those who had missed it, I believe archtypes have been renamed to roles to differentiate them from the definition of archtype in the TTRPG).

I also highly doubt weapon training is going to be in large subsets as it is in P&P. Say the first fighter merit badge, may have a pre-req for any martial weapon proficiency, but I doubt martial weapon training will be intended to be 1 skill. I find it far more plausible to imagine, greatsword, greataxe, longsword, etc... as separate skills.

At least per my imagination of the game, I think the archtype badges will very likely line up with class skills. IE rangers ones will be things like favored enemies/terrain, hide in plain sight, etc...

Rogues as things like sneak attack, rogue tricks etc...

Some pre-reqs may multipurpose, say I'd at least envision longbow training on a fighter qualifying for the pre-req on the ranger. Though the actual merit badges being seperate things to train with no crossover.

Fighter is going to be complicated, Goblinworks would likely have to come up with new unique skills of some kind to make them unique, as well a large part of P&P fighters benefit were feats that any class could get, the fighter just getting a whole bunch more, with no cap, getting more makes no sense, accelerated training speed or anything like that would make it OP as a first class to move to another class.

Goblin Squad Member

I suspect that when we create a character we will choose an initial archtype. As long as we only train in the skills of that archtype and other non-restrictive skills (i.e. crafting and such) we will get the capstone ability at 'level' 20. If we start training in skills that are restricted to another archtype then we will get a warning message. If we choose to continue with that skill we will effectively be multi-archtyping (multi-classing).

What I find interesting in the skill system, is that training in a skill doesn't provide any mechanical benefits. I.e. training in stealth doesn't make you any stealthier. Rather they are pre-req's to getting a merit badge, which provides the actual mechanical benefit (aka ability).

I suspect most of the archtypes will be straight forward in regards to their skills. While others like the rogue and ranger have quite a few shared skills. I also hope that if I choose to play a rogue archtype that I'm not forced to learn skills that aren't relatvent to my play-style. For instance if I want to play a rogue focussed on social skills I don't want to spend time learning stealth to qualify for the merit badges.

Lantern Lodge

First: There should be some differentiation between the skills like perception and the skills for abilities like sneak attack.

Second: There is no reason to have the same multiple times just so they can be for different roles.

Third: Weapons I imagine would best be done as weapon groups (like the groups the fighter can select for Weapon Training) as groups, it's not too large per ability, but it's not singular either which is too small and would hate to need to go gain the ability to use a longsword when I can already use a short sword. There is enough problems with the current proficiency sytem, no need to make them worse, and weapon groups would do what you are asking while taking a step in the right direction.

Fourth: Many core abilities are shared (I.E. Evasion) and it would be idiotic to seperate them out into seperate identical abilities just to split them by role. Role style badges shouldn't be role style badges but rather ability badges tagged as belonging to certain roles. This method has no immediately apparent disadvantages and plenty of advantages, from the gameplay, programming, and game design perspectives.

Lantern Lodge

Ninja'd

This is why we shouldn't be selecting archtype/role ever, it should be implicit based on our choices rather then an explicit choice.

Learn the skills you need for the badges that you want. The roles being tied to what badges you get rather then the skills themselves. Stick to gaining badges with the fighter type to get the fighter capstone when you have finally collected all the the fighter badges.

Goblin Squad Member

My guess would be this;

Archtype is just a label for a specific set of skills. It doesn't limit a character in anyway in what skills that are available to the character.

Skills will be tagged with the archtypes that they fit. Perception will be tagged with Bard Rogue etc.

You earn badges and train skills, as long as they are labeled with a same specific archtype, and without one not tagged for that archtype in the middle, the capstone will be available.

Lantern Lodge

Exactly! Except I don't think little skills like perception are a part of this as the traditional skills have little bearing on many abilities such as bab, AC, saves, formarly-of-a-class abilities, etc.

Likely those will be covered by new skills such as armed offense (bab), unarmored defense (evasion, AC), armor defense (AC, DR), dextrous (reflex save), hardy (fort save, HP), etc

Goblinworks Executive Founder

I think that weapon skills should start out general and become very specific at higher specializations. 'melee weapons' might be the first tier, and 'metal-shod quarterstaff, florentine style' the final tier. 'melee weapons 1' might unlock the 'combat maneuver' merit badge, allowing use of the 'trip' ability, while 'MSQx2 3' might be a prerequisite for the 'eye of the storm' merit badge, which opens the 'whirlwind trip' ability.

As far as capstone abilities go, the metal-shod staff skill might be out of role for Druids (being metal), wizards, and sorcerers, (because metal shod staves are not useful as magic foci, but are more effective melee weapons than other types of staff).

Goblin Squad Member

Ryan,
Are you thinking of having 'archtypes', a grouping of like skills to raise, that a player can select to aid them in picking the right skills (kind of like training wheels for a casual or new gamer), and a free open skill selection?

Goblin Squad Member

I was looking over this in the GW Blog:

Character Development:
Quote:

Character Development in Pathfinder Online

Now that you've got the background you need, let's take a look at what we're currently planning for our game. Your Pathfinder Online character will be described by four primary types of information.

Attributes: These correspond to the classic six abilities of the tabletop game (although we may rename one or two just for the sake of clarity given the way they'll work in the online game). In Pathfinder Online, these attributes have two aspects: The first is that they determine how long it takes to train a skill that uses that attribute as a base. The higher the attribute score, the faster your character can train those kinds of skills. The second is that they determine how effective the character is at resisting certain types of effects. Instead of the tabletop game's three saving throws, in Pathfinder Online there's a resistance bonus or penalty associated with each of the six attributes.

Skills: As in EVE Online, your character can train in a wide variety of skills. However, unlike EVE, skills in Pathfinder Online have no direct effects. Each is simply a prerequisite for another area of character development. Skills qualify your character to access all sorts of things from the kind of equipment the character can use to the types of items that can be crafted to how the character can access special powers and magical spells... but simply training the skill does not award those benefits directly.

Merit Badges: Merit badges are a combination of measuring the progression of your character (as in first-person shooters like Battlefield 3) and recognizing the character has done something notable (like the achievements in World of Warcraft). Most merit badges require that you first finish training a specific skill or skills. Some also require that you do something in-game, such as harvest a certain amount of resources, or slay a certain number of monsters, or explore a portion of the map. When you have completed the requirements, the merit badge is awarded, and you will likely also get a new ability associated with that merit badge.

Abilities: Abilities represent the class features and feats from the tabletop game, as well as a wider variety of development opportunities to support the wide range of character types for the MMO. As a character gains abilities, that character will become more competent and capable. Abilities give characters more variety in the types of armor they can wear, weapons they can use, items they can make, mounts they can ride, and spells they can cast. They also link to things like being sneaky, healing, finding traps, detecting tracks, finding resources that can be harvested, and buying and selling items at the in-game markets.
Taken together, these four types of information describe your character's development. Add in the character's race, alignment, wealth, gear, and social connections, and you have a very complex matrix of potential character types.

The way it seems to work:

Race [Attribute modifiers] -> Attribute Setting -> Speed of skill training (real-time) -> Merit Badges (eg go off and kill something) -> Access to Ability [a new skill on your sword hot bar for fighter "Lvl6" or new spell for your Wizard Lvl1 in a Spell book]

So that discussion re: Classes: They're not so much classes as in other mmorpgs, more like categories that influence the type of item you use which is where the Ability things seem to live? No wonder Ryan wants to avoid using Classes, as these could be one piece in the jigsaw of character development?

There's also "Feats" which I'm assuming are sub-categories of Skill-Training also??? So this is what I'm visualising the "char development loop" to look like? Maybe I'm wrong! Help...

Goblinworks Executive Founder

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Where did you see "feats" discussed?

Goblin Squad Member

Sorry I was thinking Feats are akin to GW2 "Traits" ie providing boosts to different abilities? I was hoping someone would pick up on that and maybe comment what the equivalent "bonus +2 etc" might be?

Lantern Lodge

Abilities were referenced as being like feats.

Still doesn't answer my question, how do we determine who is better at breaking down doors? Or who can carry more?

Ninjad

Goblinworks Executive Founder

Getting better at things is handled by abilities. I see no reason why 'door breaking' and 'carry capacity' can't be handled as abilities just like 'lock picking'. No need to introduce new mechanics to duplicate the ones already announced.

Lantern Lodge

Possibly, except those things are generally a pleasent side effect of strength rather then something specifically trained for, generally resulting from a high strength regardless of whether it was trained for or inherent.

I guess they could have other strength based skills add bonuses to such but either way it seems like much more work, and complexity, then is really needed, particularly since very few would spend time on the ability to break doors. They might for carry capacity, but then also it wouldn't be interconnected with, or a reflection of, anything else if it's just it's own skill.

Goblin Squad Member

DarkLightHitomi wrote:

Possibly, except those things are generally a pleasent side effect of strength rather then something specifically trained for, generally resulting from a high strength regardless of whether it was trained for or inherent.

I guess they could have other strength based skills add bonuses to such but either way it seems like much more work, and complexity, then is really needed, particularly since very few would spend time on the ability to break doors. They might for carry capacity, but then also it wouldn't be interconnected with, or a reflection of, anything else if it's just it's own skill.

I believe the key issue is, you are picturing the attributes as your current capacity within them. Which is what the TTRPG does, but isn't what the MMO intends to do. For that to make sense in the MMO, they would have to be trainable and improvable, as obviously they are in the real world. In the MMO they don't seem to be attempting for that to represent your actual physical stregnth, more your aptitude towards gaining stregnth. The way it is clear that for the purposes of PFO, str is aptitude and not direct ability is pretty direct. It can't be raised via natural means. Thus it is talking about the genetic tendency, not the result of the persons work. Things that have training, are the result of the characters work.

Goblinworks Executive Founder

DarkLightHitomi wrote:

Possibly, except those things are generally a pleasent side effect of strength rather then something specifically trained for, generally resulting from a high strength regardless of whether it was trained for or inherent.

I guess they could have other strength based skills add bonuses to such but either way it seems like much more work, and complexity, then is really needed, particularly since very few would spend time on the ability to break doors. They might for carry capacity, but then also it wouldn't be interconnected with, or a reflection of, anything else if it's just it's own skill.

If you're not willing to practice breaking doors down, why should you ever be better at it? If few people ever want to do something, why implement it at all?

Note that there are many ways to carry more: brute force, combined with a bigger bag, is one way. Superior packing techniques are another. Both weightlifting and packing (a mercantile skill) might have identical effects (increasing personal inventory).

Lantern Lodge

Brute force is measured by the strength ability score.

A bigger bag can never raise your carry ability higher then your strength and endurance allows.

Weightlifting does nothing without a strength score to increase, since all weightlifting does is to make one stronger.

Onishi, I know what the ability score is doing, but that then leaves the hole of what they used to do. They used to affect a lot more then just skills. AC, To hit, Carry cap, damage, ability checks, HP, boosting some abilities and how often they could be used, just to name a few.

So the question is if they plan to include some other element to replace those effects and how we are not suppossed to feel an odd sameness when a low strength character shoves the giant stone block aside with the same ease as the giant weightlifter.

It makes no sense that my scrawny weaking can go "I can't move, therefore no one else can either".

Then spells are a consideration.

And lastly, if all the stats do is training time and saves, then why do anything other then even them all out? What is the point behind raising strength higher then dex? I might start with strength skills, but starting out is going to be shorter then later on anyway I really don't want to gimp myself when I start expanding my skills later. Or if I plan on mixing things from the beginning it is even more so desirable to have the stats level.

Goblin Squad Member

DarkLightHitomi wrote:
Brute force is measured by the strength ability score.

Not in PFO.

If you're arguing that Ryan change that design, I don't think you're going to make much headway.

Goblin Squad Member

DarkLightHitomi wrote:

Onishi, I know what the ability score is doing, but that then leaves the hole of what they used to do. They used to affect a lot more then just skills. AC, To hit, Carry cap, damage, ability checks, HP, boosting some abilities and how often they could be used, just to name a few.

All of those are things that could be very easily put into a skills system. Now I highly doubt and don't expect one trick pony skills (IE a single skill that grants hit, carrying, etc...) If there is to be a way for HP to increase, it only makes sense to me that it will be it's own universal skill (IE a way to make it possible to increase it, but also not to have 20/20/20 have 3x the HP of a 20.

Goblin Squad Member

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DarkLightHitomi wrote:

So the question is if they plan to include some other element to replace those effects and how we are not suppossed to feel an odd sameness when a low strength character shoves the giant stone block aside with the same ease as the giant weightlifter.

Yes, the plan is called "skills."

No matter how many times you say "In tabletop, this is how the mechanism worked," the answer will still be "This isn't tabletop, and so there is a different mechanism." I think most of us have played and are familiar with D20 conventions. We all get that in tabletop attributes are a measure of ability. We also get that in the MMO attributes will be a measure of aptitude.

You can choose to stop saying "But, in tabletop it was like this...," and start saying "Oh, I see, because an MMO is not like tabletop, it is like this..."

Goblinworks Executive Founder

DarkLightHitomi wrote:


A bigger bag can never raise your carry ability higher then your strength and endurance allows.

Weightlifting does nothing without a strength score to increase, since all weightlifting does is to make one stronger.

A larger bag certainly can increase the amount of stuff you can carry. I can carry several days worth of clothing as a light load- but only if I have a backpack to put it in. The same amount of stuff carried in my hands would be a cumbersome load, or a heavy load in PnP rules.

Weightlifting (or other strength-skill-based) merit badges might grant higher carrying capacity abilities. Low-strength characters would train the relevant skills slower than high-strength characters, meaning that they would tend to have lower carrying capacity.

The system as described does not have the characteristics you attribute to it.

Goblin Squad Member

Ranger type or druid type, now. Survivability at large will be required.

Goblin Squad Member

I'm leaning toward Sorceror.


Fighter/Druid hybrid. The mix will result in my own envisioned brand of ranger from the days before the beastmaster line became the norm.

Lantern Lodge

Nihimon wrote:
DarkLightHitomi wrote:
Brute force is measured by the strength ability score.

Not in PFO.

If you're arguing that Ryan change that design, I don't think you're going to make much headway.

Not really arguing for that, just saying that a few those things don't make sense as pure skills.

@DeciudBrutus
I would love to see you carry around 1.5 tons of stuff. Make it lead shot and I'm sure it'll be a managable size, but if you're not the kind of person in a strongman competition then I dought you'll get it off the ground.

Backpacks dictate how much you can carry up to the max set by your strength.

A weightlifting badge is probably what they'll do, that doesn't mean it makes sense. Being stronger helps many things, not just carry capacity.

@Mbando
Point being that skills don't make sense for everything, and that some aspects of people in real life affect for more then what represented by a single skill.

If they make breaking down doors a skill, then it doesn't effect anything else like it should, if they don't make the ability to break down doors modified by something, then everyone is the same, which is non-sensical.

This particular point is less about matching tabletop and more about considering the very reason why tabletop did certain things, like the fact that merely being a stronger person makes you better at many things without even trying.

I did try to make a second point, but didn't worry about it too much. Which was they should either be really close to the tabletop rules or they should stay as far away as possible not even using similar names. Trying to go halfway is difficult to pull off, and successful or not it plays with the head of anyone who tries to play both games. So many overlapping ideas, abilities, and concepts, that work differently makes a chore out of trying to keep them straight when you sit down to play one of them.

Goblin Squad Member

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I hope carrying capacity has two elements. Volume and weight. So for instance gold bars would have a low volume and high weight. Clothing, tents, and blankets would have high volume, low weight.

The amount of weight you could carry would be increased by strength based skills like "Weight lifting". The amount of volume you could carry would be increased by intelligence based skills like "Packing" and by having larger or more bags/packs.

The idea is this. One is like having a very strong guy lifting a very heavy pack. The other is like having to carry a ton of low weight gear you don't have room for, so you get larger bags, and pack things in there tighter. The better you know how to fold things down to maximize your space, the more you can pack.

So every item has a weight and a volume. Carrying too much weight slows you down until you can no longer move. Too much volume means there is simply no place to put everything, so you can't carry anything beyond the maximum volume you are able to carry.

This could really spice things up for traders. Imagine you are moving a wagon convoy from one town to another. Two profitable cargo types are gold and grain. If you load all gold, you will have a lot of unused volume after you are filled to weight capacity. If you load all grain, you will have a lot of unused weight after you fill to volume capacity. If you mix the load properly, you can move at max volume and weight capacity, plus you won't flood the market with either one product so badly.


I like your ideas about carrying capacity Andius.

Lantern Lodge

+1

Goblin Squad Member

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Sounds interesting but would overly complicate things maybe. Imagine if you had to worry about volume and not just weight in Skyrim. You would drown in books and ammunition.

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