» Fri May 27, 2011 10:54 am
Tropes' Leveling System Suggestion
Now, currently you raise your major skills to level up, but raising any skill gets you a multiplier on its governing attribute. Okay. we can start from there. So as it stands, you level Long Blade and Alchemy from your major skills, but also raise athletics and speechcraft from your minor skills. Therefore, you skip out on a multiplier. So here's a way to improve it.
You first remove a magic bar. The three bars would become Health, Short-term fatigue and long-term fatigue. Short-term fatigue functions like Morrowind fatigue. Long-term fatigue goes down at a very slow rate, so that if you do nothing to slow the decrease it will empty out in 24 game hours at low levels. When it gets low, short-term fatigue lowers faster, you do less damage/ take more damage, etc. eating, sleeping, potions, waiting, sitting and standing still increase short-term fatigue, like Morrowind, but only sleeping, potions and eating restore long-term fatigue. Also, magic takes out of short-term fatigue, then if that empties long-term fatigue, and if that empties, health. This is intrinsically linked to my new magic system which will be stated later.
You next go back to Daggerfall, three primary, five major and ten minor skills, with the rest miscellaneous. As you level any of those skills, the attributes get a little closer to leveling up, each going up more or less based on the ranking of the skill, generally like so:
Primary: 1/3rd Attribute increase
Major: 1/5th '' increase
Minor: 1/10th '' increase
Miscellaneous: '' 0 increase
(I'm not sure how the numbers actually add up, but you get the idea)
Then, upon leveling up you pick a bonus to health, short-term fatigue or long-term fatigue. This also helps to prevent and/or balance jack-of-all-trades-ing because unless you specialize in, say, combat skills almost exclusively you will not max out the governing attributes. Of course, some quests may help to increase skills and attributes, as well as, part 3, perks.
Perks will work very differently from Oblivion, but still recognizable. each perk tree has five types, and each type has five levels. Again going with long blade, instead of maxing it out and getting every perk, you can max it out and have four basic perks, up to level four of a single perk, or some combination. Of course, some quest rewards for certain characters will be skill perks. So, if you specialize in a paralyzing stab (the forward power attack perk in Oblivion for blades), the level 1 perk would be maybe a 10% chance of paralyzing, then 25, then 50, then 75. If you tank that perk and then do a quest with a bonus of a long blade perk reward, then you can get the max level of that perk, giving you a 90% chance of paralyzing an opponent when you successfully land the attack. This adds replayability and further customizability to the characters.
Tropes' Magic System Suggestion
As above, the removal of a magic bar and replacement with a dual fatigue system is a major factor in my magic system idea. It may seem odd at first, but is a lot more organic and intuitive, as well as balanced.
Now, let's use the basic destruction spell "fireball." as a template. You tap the spell button, whether on a keyboard or controller, and you use a weaker version of the spell. In this case, just a few sparks. More a distraction or irritant than an attack unless surrounded by very easily flammable objects. Press the button firmly for a second, and you have the basic, listed spell effect. In this case, a weak fireball good for lighting up rats and small dogs but little else. Both of these eat a small chunk out of your fatigue bar. Hold the button, and you begin to charge the spell. While charging, you are completely vulnerable, and the longer you charge, the more fatigue is used. if the final casting of the spell would empty your fatigue bar, it will begin to take from your long-term fatigue. If that is used up, your health. If you decide the cost is too high, there would be a cancellation button.
I know what you're all thinking, "Tropes, if you can charge any spell without a maximum cap, why not tank your endurance and health and only use low-level spells?" Well, first, like I said you are vulnerable while charging. Leveling the magic skill and attribute that governs it, in this case Destruction and Willpower (?) also makes it charge to higher levels at a lower fatigue cost, and faster. Then there are more advanced spells, spells that, if cast by a novice, would almost certainly kill the caster. At higher levels of Destruction, the cost becomes less so you do the same system. For a minimal fatigue cost, you tap the button to get an equivalent of the average-charged fireball, press for a large flame burst, and hold for destruction on a mythic scale. This way, we have a good scale for all three play styles. Combat has the easiest time starting, but the least rewards in the end. Stealth is somewhat harder, but has a mid-level payoff when you've leveled, and low-level mages are all but useless, while higher-leveled ones, the players and characters tenacious enough to survive being a level-1 mage, are quite simply equal to the gods.