The character advancement and available skills thread
I thought I'd create this condensed thread for us to talk about which skills should be available and how we think they could be implemented (use your wild imagination) and also how to talk about methods in which to advance our character through EXP or character points awarded to the player. I'd also like to allow people to just have fun with this thread talking about how to, as an example, implement the skills that we pretty much know are confirmed not to be in the video game, like geology. We can also talk about current and old trends in how to do skills, character progression and the like in CRPGs.
To start the conversation I'd like to ask a double question. What should grant the player character EXP and should all experience be the same? Let me expand: Should EXP be granted for killing enemies, completing quests, learning about the world through exposition granted in conversations or in-game documents, by doing other tasks like cracking safes, datafortresses, disarming traps, healing wounds...? For all of them or just some of those? And should the experience earned from all of those tasks go to the same pool so that we can use it to improve whatever we want or just be locked to the same kind of skill or stat that we are honing? In PnP RPGs, GMs are frequently encouraged to enforce a rule by which players can only advance the stats or skills that they can justify they have been using (e.g. a mage that hasn't been doing much exercise can't justify using points to improve his strength), in Fable we got three different kinds of experience: if I recall correcly there was Red strength for warrior skills, Blue one for mage skills and Yellow for rogue/archer skills.
I'm also going to give my own ideas for how to implement skills. I'm going to start with the Attractiveness skills: Personal Grooming and Wardrobe and Style, which I think wouldn't be too difficult to implement: Both of them could boost or have us benefit for the whole bonus from wearing the right clothes and style, or maximising their effect. The first one would work more for things like seduction: it's our own attractiveness, plus clothes that look sexy, plus knowing how to wear them (we benefit from the whole bonus of those clothes)... or maybe we know which ones match for a good combo when buying them (kinda how like sets of armor in hack & slash give extra bonuses when we are wearing the whole set). W&S could be like the infiltration version of the same thing: it could make our "undetected" or "undercover" gauge bigger when wearing a uniform of any given faction.
I thought I'd create this condensed thread for us to talk about which skills should be available and how we think they could be implemented (use your wild imagination) and also how to talk about methods in which to advance our character through EXP or character points awarded to the player. I'd also like to allow people to just have fun with this thread talking about how to, as an example, implement the skills that we pretty much know are confirmed not to be in the video game, like geology. We can also talk about current and old trends in how to do skills, character progression and the like in CRPGs.
To start the conversation I'd like to ask a double question. What should grant the player character EXP and should all experience be the same? Let me expand: Should EXP be granted for killing enemies, completing quests, learning about the world through exposition granted in conversations or in-game documents, by doing other tasks like cracking safes, datafortresses, disarming traps, healing wounds...? For all of them or just some of those? And should the experience earned from all of those tasks go to the same pool so that we can use it to improve whatever we want or just be locked to the same kind of skill or stat that we are honing? In PnP RPGs, GMs are frequently encouraged to enforce a rule by which players can only advance the stats or skills that they can justify they have been using (e.g. a mage that hasn't been doing much exercise can't justify using points to improve his strength), in Fable we got three different kinds of experience: if I recall correcly there was Red strength for warrior skills, Blue one for mage skills and Yellow for rogue/archer skills.
I'm also going to give my own ideas for how to implement skills. I'm going to start with the Attractiveness skills: Personal Grooming and Wardrobe and Style, which I think wouldn't be too difficult to implement: Both of them could boost or have us benefit for the whole bonus from wearing the right clothes and style, or maximising their effect. The first one would work more for things like seduction: it's our own attractiveness, plus clothes that look sexy, plus knowing how to wear them (we benefit from the whole bonus of those clothes)... or maybe we know which ones match for a good combo when buying them (kinda how like sets of armor in hack & slash give extra bonuses when we are wearing the whole set). W&S could be like the infiltration version of the same thing: it could make our "undetected" or "undercover" gauge bigger when wearing a uniform of any given faction.