UO has always been a game of checks, balances and choices. Cookie's template, being reliant on those items, means he has had to make sacrifices elsewhere. As an example, my thief, who does not rely on items, has a high amount of HPR, so that I can actually heal up while staying hidden if I need to, she can also invis when the hiding timer won't allow it - there's also a timer on smoke bombs. She has weaknesses Cookie's char doesn't, but on the other hand she has strengths that he doesn't have too.
Crafters don't really have those concerns, being in the main found in towns or houses.
Do you really believe what you have posted? Or are you merely dreaming up topics for discussion?
Not really, not for a Rogue character at least for which, there are no existing Masteries that, as we know, rely on "real" skill rather then on skill on items....
As I said in that other Thread
https://forum.uo.com/discussion/7164/august-2020-newsletter-we-have-some-thoughts-on-the-thief-profession , I have noting against people using skills on items to take advantge of more skills well past beyond the 720 skillpoints CAP (I have heard of players getting 900ish skill points, overall) BUT, and this is the point I am trying to get through, I think that THEN, players who actually STICK on "real" skillpoints thus "reducing" the ability of their Template to be able to benefit from so many skills (some people make use on their Template of 12+ skills.....) should get sound and really valid benefits from their investment in "real" skill points....
I see it moreless like the "Jack of all Trades" for human characters.... they can do a bit of everything but nothing really well....
With skills, it should be the same, to my opinion.
Players who want to have 12+ skills on their Template, but not much in terms of "real" skill points for each and every of those 12+ skills should just get the plain "Jack of all Trades" advantage.... they can do a bit of everything but nothing really good.
Players, who instead, stick with the 6 x 120, all "real" skills, should be able to get the most "juice" out of those 6 skills because they actually trained all those skill points, not just put an item with skill point on and got going.... and also because, in doing that, they limited the skills that they can use with that template to only 6, rather then 12+....
The Masteries are a step in the right direction but, they are missing for example for the Rogues, and they do not prize the investment in "real" skill points well enough, to my opinion.
Usually, those who sport lots of skills, 10 or more, do have at least 1 if not 2 skills all trained to 120 so as to benefit from those Mastieries so, what is the difference ?
Those having 10, 12 or more skills on their Template STILL enjoy the benefit of the Mastery on whatever skill(s) they trained up to 120 and, ON TOP OF THAT, they also take advantage of those other 8, 9 or 10 more skills which they only have 50 or 60 real points in....
One way which could prize the investment in "real" skill points and, thus, of those players using less skills but all trained to their max, could be permitting the concurrant benefit of MORE then 1 single Mastery at the time....
Or, introduce a "Super" Mastery which would only trigger when "multiple" skills are trained up to the fullest...
For example, a Super Mastery for Dexers where it would only kick in if that Dexer had all "real" 120 skill points in a Combat skill, Tactics, Anatomy, Healing, Resisting Spells....
That would be some 5x 120 = 600 skill points REQUIRED to be invested as "real" skill points for that "Super" Mastery to kick in.... and not just "some" 600 skill points.... but 5 skills related to that particular Super Mastery be trained up "real" to their max possible CAP....
So, to enjoy the added benefit of a Super Mastery, players could not simply add 50 points here and 60 points there BUT, be mandated to have to train multiple skills related to that Super Mastery to their fullest maxed out CAP (in my example of a Super Mastery for dexers they would have to train all the way to 120 a Combat skill, Tactics, Anatomy, Healing, Resisting Spells for a total of 600 real skill points trained up).
Now, THAT would then really benefit those players who invest in REAL skill points thus reducing the number of skills which they can take advantage of as compared to some other player who, instead, thanking to skill items, can take advantage of some 12+ skills....
Of course, that would also depend on how usefull and really advantageous that Super Mastery would be...
That is how I see it.
Do not take anything away as what they have now from players who want to use 12+ skills or so on their template BUT, give some NEW, really usefull advantage to those players who, instead, train their skills all the way up, 6 x 120, reducing the number of skills which they can use with their Template BUT using them at their fullest potential.
Crafters don't really have those concerns, being in the main found in towns or houses.
I disagree.
There is Bulk Order Deeds for at least 8 skills of which, Blacksmithying and Tailoring can go all the way to 120.
https://uo.com/wiki/ultima-online-wiki/gameplay/crafting/bulk-orders/A player who wanted to have them all on 1 single Template, for example to collect BODs more easily, and wanted to have them all trained to the CAP, now cannot.
Because, 6 x 100 + 120 + 120 = 840 skill points.
Now, if there were skill points available on items for those skills, a player COULD then be able to have 1 single Template be able to carry on all 8 Crafting skills and do BODs with him/her or anything else that Crafter would be wanted to do.
They would not need to split those skills in 2 templates nor have to work Soulstones all the time.
I have NO doubt that, if such a thing was available (skill points possible on jewelry and items for those 23 skills now not having this ability), a lot of players would take advantage in many various ways of such a possibility.