I'm trying to design a
system where instead of having a single level for your character, you
have a level for each skill. A "skill based" system, if you
will. I know this has been done, and with some degrees of success.
So, my first thought is
you can't have hit point inflation. You can't start with 100 hit points at
level 1 and end up with... say... 200,000 hit points at level 50. You would
have much less at level 50, say 150 hit points. There needs to be SOME
increase, if for no other reason than to telegraph to a stranger what
your highest trained skill is leveled to. So let's start there. You
have no race or class, all characters start with 100 hit points and gain 1 point
per skill point in their highest skill. Just for kicks, let's cap the
skills at level 50.
When you start out, you
talk to a series of trainers that give you starter skills for free.
You have the skills to kick any level one npc's butt. Let's just
arbitrarily create some skills: For melee combat, we have main hand
dagger, dodge, and parry. For spells we have damage spell (keeping it
generic, here.) and spell resist. We'll have all skills use the same
resource pool I'll call "stamina" that starts the same as
your hit points.
Ok, so you kill the low
level mobs with your dagger, leaving the damage spell and spell
resist at level 1 because you like to stab stuff. You're now at level
3 in daggers, level 2 in dodge, and level 2 in parry. Dodge and Parry
didn't track with daggers because you don't always use them. If you
always choose the easy fights (enough to get skill in daggers, but
not enough to risk great injury to yourself.) your dagger skill will
always be higher. The other 2 won't catch up until you start doing
harder content.
So you're ready to tangle
with the npcs with level 4 dagger skills. But what would happen if
you cross the street and start something with the level 4 spell
caster npcs? If you could get into melee range, you could get a
really good hit rate because they have no defense against daggers,
but at the same time, you have no defense against their spells.
All kinds of choices open
up now. Do you tune the npc's to expect cross trained players? Some
players would just charge ahead with one skill until something stops
them, others would cross train from an early point. Of course, each
skill gets harder and harder to train as you go, and the support
skills become more and more important.
I like this simple start.
You train skills as you use them, your hit points are never more than
150% of anyone else's, forcing damages down across the board. What
keeps you from getting into a fully one sided battle is that you'll
never hit, and they always will and for maximum damage (Albeit a
maximum damage of about 50 per second.) You can learn any skill you
want, but they all use your limited stamina pool, preventing you from
from doing everything at once.
No comments:
Post a Comment