» Tue May 03, 2011 10:42 am
I wanted to weigh in on this, because this is something I've thought about for awhile, and then http://www.rockpapershotgun.com/2011/04/18/skyrim-skills/#more-57393 "What we found was those attributes actually did something else. e.g. intelligence affected magicka. They all trickled down to some other stat." I understand the thinking here. If the reason for increasing A is to increase B, then get rid of A and go straight to B. But I've always thought that the skills and attributes should have been governed by more than one thing. For example, your "persuasion" would be a mixture of "personality" and "willpower" (I'm using Morrowind skills and attributes here because there are more of them). That way, if you had a personality of 50 and a willpower of 75, the median would be 62.5. That would be the top level for training that skill. Then, suppose you used persuasion enough times to generate a level-up. The persuasion skill itself has raised to 50, let's say. Then, maybe, you can dump all 5 points into "Personality," or "Willpower," or you could split them. But if you chose some other attribute, you only get 1 point for that increase. To get the bonus, you have to dump it into one of the governing skills. That way, it's not just A to B. There's a C involved too, and maybe even a D! Because, if you think about it, something like "acrobatics" isn't just strength, but speed and endurance, too. And that way, just jumping around all day doesn't do a whole lot. The underlying gameplay mechanic--the die roll that governs success or failure--is based on several factors, not just the skill itself. A skill of 100 in acrobatics doesn't do you much good if your strength, speed, and endurance are low (as an example that wouldn't happen under true gameplay). Every single skill should have at least two governing attributes. This would satisfy the issue Todd has with the A to B mechanic, but also give us players something we would like to have--namely, the ability to generate completely different characters with different strengths and weaknesses, while at the same time, eliminating the easy grind for bumping your character to levels of incredible power. The whole Morrowind training thing would be thrown out of whack. The only real downside to this system is that it would be complex for the console players. But, frankly, I think the game should be designed as a PC game first, then ported to consoles (if possible). Because frankly, the consoles were designed to play JRPGS and the yearly re-issues of Madden , not complex western RPGs like this.