What does this has to do with Fallout you may ask?
Well it does, albeit indirectly, because it got me thinking ? about how awesome a game the Witcher is, and how fresh an approach it has on the old established RPG gameplay and how Fallout could benefit from a fresh approach?
and after I decided I did enough thinking for a day it got me posting.
So I was thinking about the skill system and I ask this: what is that people like so much about the S.P.E.C.I.A.L. system? I don't know about you, but as far as I'm concerned it's the Perks! Honestly what would S.P.E.C.I.A.L. be without the Perks? It would be just a common generic uninspired system with attributes and skills. It seems that 99% of the RPGs out there have attributes and skills and percentages etc? but not so much the Witcher: The Witcher, you see, has perks. And only perks! Sure it still has attributes like strength, intelligence etc. but the way to raise them is by using perks. Every time you level up you get a number of 'coins' that you can use to buy said perks: and you can choose to improve one of your attributes, one of your sword skills or one of your spells or even to buy a completely different ability. It's main problem is that the choices are fairly limited (for an RPG) and it kind of encourages a more 'jack of all trades character' ? but add choices and that will stop being an issue.
I'll give examples about how I was thinking it could work:
Let's say the game awards you with xp like normal. And lets forget about levels for a while and say that there are no skillpoints to distribute but there's only that xp ? which you use to buy Perks. So when you get enough xp you get to buy you very first perk (yay!) and you get choices:
1. You may choose to buy a perk that increases your perception ? which will make you better with all ranged weapons, with small increases in damage as well as your chance to hit.
2. You may instead choose to specialize and buy a perk that will better your use of small guns ? giving you a larger increase in damage and chance to hit when using small guns than the perception upgrade.
3. You may choose to specialize even more by buying a perk that will give you better damage with small guns ? thus increasing it substantially ? or similarly you could buy a perk that substantially increases only your chance to hit with small guns.
Moreover: Higher level perks could have larger requirements for balance (ex. you can't increase your chance to hit more than a certain point unless you increase your perception first)
More: Auto-exclusive perks could effectively simulate the good old Traits. For example you could need to buy a perk to use VATS ? and the game could give a choice between buying either the VATS perk, or the Finesse perk (with the bonus it gave FO1&2) but if you get one, you can never get the other.
Why I think this would work? Well it's because it seems like a simple way that can potentially offer maximum customizability. For instance: you could focus on buying all perks that increase your chance to hit, you ability to sneak, your chance to cause a critical hit and the damage of a critical hit ? effectively making a hardcoe stealthy sniper who has trouble killing enemies face to face (due to low damage bonus) but relies instead on killing with the first hit.
You may argue that you could do something like that with the present skill system anyway ? but honestly, these 100 points per skill don't work too well on FO3. Obvious examples are the science and lockpicking skills, that only make any difference when you increase them by 25 ? effectively meaning that a character with 49 lockpicking skill is no better at picking locks than a character with a skill of 25, which is pointless. Better to lose the 100 points in lockpicking and only keep 4 perks for the same result.
Thus ends the longest post I have ever made in a message board.
I hope you had as much fun reading it as I had writing it.