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Dumb E

RPG Stats

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After thinking about it for a while, I decided that I would go for a semi-standard stats system in my RPG. It will be sorta Runescape style, but not quite: The stats will be the following: Attack Defense Magic Each Skill Gets Own Stat and General EXP Attack/Defense/Magic/Skill stats will be based upon your usage of the skill... If you are an archer, and you miss a lot then your attack stat will go down, but if you hit lots/fight lots it will go up. Same idea with the other ones. General EXP will get you skill points in which you can use to learn the lowest level of a new skill, increase a skill by one level, or forget a skill. Some skills/skill levels will cose more then one skill point. The reason you would want to forget a skill is because you can only have 5 skills at any one time. I have come here to ask you a few questions. First one is simple - do you have any opinions on this system? The second one is something I have been thinking about for a long time - how do I figure out how much EXP you need for next level, and what kind of bonus it gives you. For the bonus, I was thinking using logarithms (log()) since that gives diminishing returns, but how do I figure out the exp... maybe OLDEXP*2.25 or something simple like that? Opinion? [[edit]] This game will be multiplayer, but I have no plans for MMO... the multiplayer support would be simply you work through tasks together, battle, gather items/gold. [[edit]] This game will also be at an isometric angle (Diablo style) if anyone cares :D [[edit]] I noticed this in another post
quote:
Theorizing an eastern-style Warrior-Monk 'Religion': -If the player does not use weapons, he gains bonuses to his speed and defense. -If the player does not wear armor, he gains bonuses to his damage and attack rate. -If the player does not strike first, he gains an amount of 'natural armor' during combat. -If the player does acts honorably amongst NPCs, it decreases costs at stores and gives larger rewards for quests. Contrasted with a Berzerker Religion: -If the player does not disengage from combat once begun, he gains extra attack speed and damage. -If the player does not use healing items during combat, he gains extra health and armor bonuses. -If the player fights two-handed, he gains accuracy and attack damage. -If the player takes pride in his strength, he gains more experience and NPCs are more likely to give him extra quests.
That game me an idea for my Attack/Defense/Magic stat points, it would work exactly like that... you would pick a religion (or even just a class) and that is how it decides which stats to use. [edited by - Dumb E on May 18, 2004 8:16:30 PM] [edited by - Dumb E on May 18, 2004 8:18:26 PM]

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I dont nessecarrily(ms) like the idea of a skill going back down when you miss somthing, it should go up from all usage, because, if you were a real archer and you missed a lot, your still practicing a lot, and will eventually miss less and less, so I dont think thats a wise choice.

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quote:
Original post by Tormentlord
I dont nessecarrily(ms) like the idea of a skill going back down when you miss somthing, it should go up from all usage, because, if you were a real archer and you missed a lot, your still practicing a lot, and will eventually miss less and less, so I dont think thats a wise choice.



Meh, yeah your probably right... but did you see my edit ''bout the religions... that is more like how it will be probably.

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To go along with what Tormentlord said, lowering a skill just because you miss is kind of a bad idea. If you keep getting unlucky it would continue to drop, thus making you worse and worse which means you will miss even more! A way of dropping skills that I use in the game I''ve been working on is by not using it. If you''re proficient with the bow to continue the example used, you know your away around one. Although, if you spend weeks, even months without even a few practice shots you will begin to lose your "touch" and thus this can be represented by a point loss in the skill.

Second point I will make is towards your question regarding levels. Do you really need them? You could always make this an Open System. Other idea would be that for bonuses when you level up you gain the ability to choose more intricate skills or even gain new skill slots to have more then 5 at a time



JEWISH OPAH!

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Maybe you can "buy" a training course with some supreme monk dude to get more Skill Slots... then you could hold more skills... and you would have to pass the course, meaning doing some crazy skill based challenges or something?

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quote:

I dont nessecarrily(ms) like the idea of a skill going back down when you miss somthing, it should go up from all usage, because, if you were a real archer and you missed a lot, your still practicing a lot, and will eventually miss less and less, so I dont think thats a wise choice.



If you continualy practice the wrong way you will not get better. Worst case sinaro, you get worse the more you practice. Best case you can only reach a certin level of skill and then have to unlearn ever thing to advance any futher.

A though would be that if you are just practicing on your own with no supervistion/teacher, the above applies. If you take a few classes, you at least know how to do it correctly so all your practice causes your skill to go up.

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How are you going to factor in the religion game-effect wise?

In real life, the Sohei and other Yamabushi were monks (often only in name, but sometimes quite devout) that had no qualms about wearing armor or wielding swords or spears.

Unfortunately, game designers often try to create balance where none is necessarily needed. It sounds nice to have to balance out a class by enforcing restrictions on it, but sometimes the world isn''t always so black and white, and you can make an interesting game without the obvious delimiters.

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Depending on how realistic you want the game to be,
the player''s religion wouldn''t necessarily effect his skills.
Rather his species would effect his skills and his religion would give him a bonus and limits. Hope that gives you a design start on your class system. Choosing classes in the game can add more strategy to gameplay by having a advantage or disadvantage with other players or enemies.

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