Character Advancement 2.0
Posted: Tue Dec 10, 2013 9:40 pm
Technically we already have a thread about this, but it's dangerously outdated by now.
At this point we're fairly set on a level based advancement system. Which of course leaves the question what should happen on a level up.
The current proposal is a combination of several different ones from the last thread. Three to be exact.
Starting with the simplest, gaining a level will automatically increase some attributes. We are already used to gains in HP and PP trough level, but this goes a bit further. All attributes the class needs to function will automatically increase on a level up. So there won't be any skill tax. As you probably guessed already, which attributes and by how much will depend on the class.
Of course, a level up without choices is kinda boring. Since we don't want to become Baldurs Gate (Actually that would be pretty great, just not the levelling system...) the next part is to increase the characters skills. There are separate pools for increasing combat and non combat skills. At the moment we are thinking about either having a shared skill list or a class specific list, leaning to the class specific one. The specific list would have around 3-5 skills. Combat skills will directly increase one or several attributes, so you can directly see what every skill will increase. Having class specific skills will help us with balancing the skills, making sure that there are meaningful choices for every class and help make the game more accessible. On the downside it reduces customization. The main purpose of skills is to broadly specialise the character inside her class.
Last but not least the most complex part. The perk system. Every(other)/all n levels the characters can gain a perk. (Name will change, anyone with a nice idea how to theme it military is more then welcome.) Perks can range from gaining access to equipment group, new action and powers to specialised attribute boni. For example a damage bonus against robotic enemies, which is too specific to include in a skill. The (class specific) perks will be available in a graph structure (most likely a tree) (optionally with skill and level requirements). So you need to get the preceding perk to be able to buy the next one.
How many perks are available and how often you can get on will of course depend on the level range. Which is (Surprise!) still unknown. Of course, we are also limited by our own creativity, since we have to come up with the perks in the first place. We'll probably also use the perk system to allow a bit of multiclassing. Again we might have two pools, one to buy actions/powers and the other to buy the rest. Since gaining new actions and gaining passive boni is difficult to equate.
To summarize, on a level up you gain the passive level bonus that covers the basics, skill points to distribute on your class skills that cover your specialisation and a perk to personalize the character.
As usual, this is the current build and feedback is more then welcome. The real work on the class and advancement design won't commence before next year, so this is a great time to change the broad concept.
At this point we're fairly set on a level based advancement system. Which of course leaves the question what should happen on a level up.
The current proposal is a combination of several different ones from the last thread. Three to be exact.
Starting with the simplest, gaining a level will automatically increase some attributes. We are already used to gains in HP and PP trough level, but this goes a bit further. All attributes the class needs to function will automatically increase on a level up. So there won't be any skill tax. As you probably guessed already, which attributes and by how much will depend on the class.
Of course, a level up without choices is kinda boring. Since we don't want to become Baldurs Gate (Actually that would be pretty great, just not the levelling system...) the next part is to increase the characters skills. There are separate pools for increasing combat and non combat skills. At the moment we are thinking about either having a shared skill list or a class specific list, leaning to the class specific one. The specific list would have around 3-5 skills. Combat skills will directly increase one or several attributes, so you can directly see what every skill will increase. Having class specific skills will help us with balancing the skills, making sure that there are meaningful choices for every class and help make the game more accessible. On the downside it reduces customization. The main purpose of skills is to broadly specialise the character inside her class.
Last but not least the most complex part. The perk system. Every(other)/all n levels the characters can gain a perk. (Name will change, anyone with a nice idea how to theme it military is more then welcome.) Perks can range from gaining access to equipment group, new action and powers to specialised attribute boni. For example a damage bonus against robotic enemies, which is too specific to include in a skill. The (class specific) perks will be available in a graph structure (most likely a tree) (optionally with skill and level requirements). So you need to get the preceding perk to be able to buy the next one.
How many perks are available and how often you can get on will of course depend on the level range. Which is (Surprise!) still unknown. Of course, we are also limited by our own creativity, since we have to come up with the perks in the first place. We'll probably also use the perk system to allow a bit of multiclassing. Again we might have two pools, one to buy actions/powers and the other to buy the rest. Since gaining new actions and gaining passive boni is difficult to equate.
To summarize, on a level up you gain the passive level bonus that covers the basics, skill points to distribute on your class skills that cover your specialisation and a perk to personalize the character.
As usual, this is the current build and feedback is more then welcome. The real work on the class and advancement design won't commence before next year, so this is a great time to change the broad concept.