Character Stats

Post » Sun May 29, 2011 1:49 am

so how does the new leveling system work? has there beem any word about it? except that we no longer have major skills

how do you gain levels?

All skills make you level up but it's not a simple "10 skill upgrades = level up" anymore. It's a more complex system where the higher level you are, the more skill level ups you need but the higher is a skill the less you need to improve it to get a level up.
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Ana
 
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Post » Sat May 28, 2011 4:27 pm

There could be more choices in some of those categories (like, Classes. You have "yes, I want them" and "no, I don't want them", but no "I don't have an opinion".)


re: Attributes.

Not having them at all seems kind of strange, but one thing I definitely won't miss is having to keep a record sheet alongside my keyboard, so that I could keep track of which skills I'd gotten points in since last level, so that I could make sure not to hit the next level until I had gotten three stats to +4/+5.

And, of course, this also leads into the class thing.... I don't have a problem with the class bit, because I always made a custom class - because, to control your leveling and make sure you got good stat boosts, you had to make a class where you made sure none of your "major" skills were ones you'd actually use.


And all those gyrations people went through, in order to not end up with a "bad" Oblivion character? I'm sure they're a big reason for some of the changes in Skyrim.
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luis ortiz
 
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Post » Sat May 28, 2011 9:29 pm

All skills make you level up but it's not a simple "10 skill upgrades = level up" anymore. It's a more complex system where the higher level you are, the more skill level ups you need but the higher is a skill the less you need to improve it to get a level up.


sounds very well thought through, makes you use your 'class' skills more while lvls are still gained easily at the beginning. im very happy with that
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Luis Reyma
 
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Post » Sun May 29, 2011 1:36 am

I'm glad attributes are gone (I think so?). The were just derivative of skills anyway, if there was a difference between being a strong swordsman (Conan) and a weaker but skillful swordsman (Zorro) then maybe, but for me they were pretty useless, confusing, and unnecessary.


But don't you think there should be a difference between a strong unskillful swordsman and a weak one?
If I were strong, I should be better at smashing someone's skull with a hammer, even if I do it for the first time.
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[ becca ]
 
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Post » Sat May 28, 2011 4:27 pm

putting all combat skills under a skill named combat would be going too far


In the future, there will probably only be three skills, "combat", "magic" and "stealth", governed by a single attribute, "Xbox". All flavour provided by "perks" (= achievements).
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daniel royle
 
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Post » Sat May 28, 2011 5:52 pm

The removal of classes are great IMO. Now we can really get better at what we do without being hampered by major/minor skills.


I disagree, as it strips you from your background. Do you think Beethoven would have made a great car mechanic? No, he was pre-dispositioned for art. He he trained as a car mechanic, it would take him ages. It's part of who he is. Art on the other hand, being gifted in it, would be much easier for him to learn. "Hampered by"? Wtf man, play the game, don't be in such a [censored] rush :D

If I were strong, I should be better at smashing someone's skull with a hammer, even if I do it for the first time.

No, because you wouldn't be able to hit him in the first place. Unfortunately, they left out dice success rolls. That's what *skills* are mostly about.
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Jamie Moysey
 
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Post » Sat May 28, 2011 4:15 pm

You really need to ask if people want multiple races? Dark Elfs aren't very popular but I only play as them, that'd put a huge damper on my experience.

And basically I want everything else, classes were a decent idea. I just want them to be improved, and I would look a good amountof skills.
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saxon
 
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Post » Sat May 28, 2011 11:33 am

The more - the merrier. Let the Player choose. Let the wise and cautious think about his entire set of abilities for the situation he might encounter, and let the rushful one power up whatever makes damage - all of them are the Tao, all of them are actual people's way to solve things.

The only thing I'd change is the way you power up your skills and attributes, I'd definetely use a progressive way (so you gained 1 point in Destruction and one in Alteration = IMMEDIATE +1 in Willpower), possibly capped at the maximum reachable by the game mechanic and not a political '100' (let it be for example 100 Willpower base for highly focused mages + 1/2x(sum of all the max values of the skills which concur in that attribute).
It will allow us to have a real badass Wizard, probably with heavy flaws on defense (and it will bend him to use defensive spells, an high Willpower would be utterly indispensable).

The experience system for the general level up can be used as a way to level monsters and quests and to add successful dice rolls for every ability - after all it is the amount of general experience you gained, it's just natural that a wise man succeeds more often than an inexperienced one.
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Jah Allen
 
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Post » Sat May 28, 2011 3:30 pm

The two best RPG's in my opinion are, Planescape: Torment and Arcanium.

Why I bring them up is on topic and vital to my opinion.
PS:T has a very streamlined stat and character generation set up, heck it's a heavily butchered version of AD&D.

Arcanum takes the SPECIAL system then adds a ton of other features, it makes tech and magic oposite sides of character builds.
Increases the base amount of stats, making just basic reaction based on two stats, dialogue on even more, persuasion even more.
Combat a mix of stats, a heap of different weapons and skills relating to their use, magic based on multipule factors.
A trait system based on up bringing that gives advantages but often cripples your character twice over.
A large amount of races, different dialogues with sixes, races and traits... etc, etc, etc.

My semi rambling point with all this is, that despite holding polar extremes both games are hugely alike.
Dialogues are subtle and varied, suprises are thrown up based on stat choices and dialogue ones.
Combat is hugely varied based on which paths you take, NPC's relate well all across the board... etc, etc, etc.

So a games greatness or at least greatness in an RPG sense has nothing to do with how many stats, skills and other character developements there are.
Rather it's how well the company uses them, and how much effort they put into the developement of them.
How much thought they place in the game world itself.


I love you man! Perfect answer! :foodndrink:
Torment and Arcanum are also my favourite RPGs, followed by Fallout 1. :wub:
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[Bounty][Ben]
 
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Post » Sat May 28, 2011 11:57 am

I disagree, as it strips you from your background. Do you think Beethoven would have made a great car mechanic? No, he was pre-dispositioned for art. He he trained as a car mechanic, it would take him ages. It's part of who he is. Art on the other hand, being gifted in it, would be much easier for him to learn. "Hampered by"? Wtf man, play the game, don't be in such a [censored] rush :D


class is just a label that i presonally dont need, i know what i am . . . it takes away from the immersion part for me, feels more like a video game
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mishionary
 
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Post » Sat May 28, 2011 6:41 pm

They still have classes, they just aren't so pronounced at the beginning of the game.
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MARLON JOHNSON
 
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Post » Sat May 28, 2011 3:27 pm

Some things I'm not sure about, considering how the leveling is completely broken in Oblivion I voted that I didn't want attributes, so it would force you to "level up" as you increased in skills, and I suppose your magicka, stamina, and health would go up accordingly. That aside, I do want attributes as long as the leveling system doesn't svck M'aiq's left nut.
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Monique Cameron
 
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