Resource Gatherer Combat

Under the current system, resource gatherers who use a tool (ie, miners, lumberjacks, and so forth) can also be fighters if they add the relevant combat skills (weapons, tactics, resists, etc.). Most of the tools have "weapon" classifications, so that the tool itself can be used as weapon (ie, axes are considered swords weapons), assuming the resource gatherer has the appropriate skill. This was a good first-stab effort at allowing resource gatherers to defend themselves, but it was never optimal, and subsequent changes to the Ultima Online universe have further exposed the weaknesses in the model.

This has been the source of much difficulty throughout UO history. For example, in the bad-old-days miners were the frequent subject of PK attacks, since the PK always had 100 more points (at least) to devote to combat skills than the miner. While there is some argument to be made that this is an appropriate design, the fact is that very few people like to roleplay the victim, especially when it takes hours of work to build up some ingots only to have some idiot swoop down and take them all in two minutes. Making it so that miners were better capable of defending themselves would have alleviated much of the stress and difficulty that forced the worlds to split. Meanwhile, characters have also been forced to specialize more than should be needed, which inhibts the amount of latent roleplaying found in more communal game worlds. For example, nobody will take their miner on a dragon hunt, even though that would be perfectly reasonable and even expected behavior in a roleplay world.

To their credit, the UO team did try to address some of this when they made lumberjacking give extra damage bonus, but that solution did not actually improve the situation for resource gatherers (they still needed all of the secondary skills), and in fact introduced several new problems to the combat system (fighters with lumberjacking points were able to deal out massive damage, over all other combat styles).

I propose revamping this model so that resource gatherers have some inherent defensive capabilities, essentially by allowing resource-gathering skills and tools to be used as weakened combat substitutes. More broadly:

Following the above design, it would be viable for a resource gatherer to go into dangerous places and defend themselves with the same kind of 7x template that a warrior uses, except that they would be using a gatherer skill instead of an explicit combat skill. It would also make gatherers more viable as everyday characters, instead of forcing them into being mules. Overall it would make the game world richer.

This concept is also being developed for crafting skills (blacksmith, tailor, etc), as opposed to gatherer skills, with similar kinds of modelling being used.