Crazy skill idea for future RPGs
Posted: Wed Feb 15, 2017 1:35 pm
I just finished writing the blog post that will show up early in March. The one this week will introduce Haros and Vin, the latest two characters for Amber In that one instead I'll explain a bit what I'll do in future regarding RPGs and games (in practice will slow-down a bit, wait to read the blog though).
Anyway, back to the point of this thread: you know those RPGs where you improve the skills as you use them? the first one was Dungeon Master, where you could improve the skills of any character if you kept using them.
So I was thinking about it, and about the possibility to use that system also in one of my future RPGs. But it's not all, what if you got a big increase for critical fails?
Imagine a game like Planet Stronghold with all those skills. Maybe I would still allow on level up to increase them a bit, but the main way it should be to improve the skill within the game.
If you kept using pistols, your pistol skill would go up, etc. Skill would improve with usage normally.
Then, depending on the battle system, if there could be "critical failures" (beside critical hits), what if you improved the skill by 2 points?
Or even in the non-battle events, like opening a door with lockipcking skills.
The idea is that you learn as you practice, but like in real life, you learn mainly by your mistakes.
I would either have no fixed Classes, or have skill caps based on the Class (for example a Psionic could have Psionic skill up to 500, while other classes could have lower skill cap).
Would seem too weird? I thought it was a nice way to balance a game with a hit or miss system (like XCOM). So yes, you get to miss a target and you're grumpy, but at same time, the skill involved increases by a good amount, so it means that in future it's less likely to happen
Anyway, back to the point of this thread: you know those RPGs where you improve the skills as you use them? the first one was Dungeon Master, where you could improve the skills of any character if you kept using them.
So I was thinking about it, and about the possibility to use that system also in one of my future RPGs. But it's not all, what if you got a big increase for critical fails?
Imagine a game like Planet Stronghold with all those skills. Maybe I would still allow on level up to increase them a bit, but the main way it should be to improve the skill within the game.
If you kept using pistols, your pistol skill would go up, etc. Skill would improve with usage normally.
Then, depending on the battle system, if there could be "critical failures" (beside critical hits), what if you improved the skill by 2 points?
Or even in the non-battle events, like opening a door with lockipcking skills.
The idea is that you learn as you practice, but like in real life, you learn mainly by your mistakes.
I would either have no fixed Classes, or have skill caps based on the Class (for example a Psionic could have Psionic skill up to 500, while other classes could have lower skill cap).
Would seem too weird? I thought it was a nice way to balance a game with a hit or miss system (like XCOM). So yes, you get to miss a target and you're grumpy, but at same time, the skill involved increases by a good amount, so it means that in future it's less likely to happen