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Dinner

Player Constructed Skills

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I was thinking of a skills system, that was easily expandable You have the base, and you can equip various pieces of equipment, that gives you bonus skills/stats, you can set if you want to learn a new skill (get bonuses if you aren't trying to learn a skill, while using it) When you 'level up' then your taken to a skill creation window, that display a list of skills, and gives a certain number of points based of how much experience you put into it. You can then spend the points on putting skills (maybe building a diagram of the skill from the pieces), and giving it your own independent name (whatever you felt like) the cost to use would based of the cost of the skills, and the power/accuracy for the skill would be based of your stats. You would have to be wearing the equipment to use the skill, so if you changed your equipment, if its not compatible you can't use that skill. If you change your equipment, then the points you have gained are lost, and you have to restart. (to represent that while you had that equipment on you was getting use to it) Type of game I was thinking would be a simple turn based battle system, perhaps even as simple as the pokemon battle graphics. So does it sound like a good idea? Does anyone have any suggestions/questions? and anyone played a game with a similar system?

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Guest Anonymous Poster
I sounds very discouraging because you lose skills when you lose equipment and I'd have a feeling that you would spend the whole game changing equipment. Did you do this so people wouldn't have a 100 skills they could use? There should be better ways to stop that. However, the idea itself is fine. I allow the same thing in my game.

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With the skills I hadn't considered them disappearing permanently
just while the person didn't meet the requirements.

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