Leveling without killing

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17 comments, last by pothb 15 years, 9 months ago
One way of implementing "accomplishments" could be to only reward XP and progress for killing bosses, and only reward items for opening chests. That way, it doesn't matter if you kill the less important monsters. You can scare them away, sneak past them, or use brute force as you please.
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Why not let people sneak past, or persuade, bosses too?
“If you try and please everyone, you won’t please anyone.”
If you have never played Fallout, Fallout 2, or Planescape: Torment, I highly recommend you do so. These games have numerous methods to solve goals, all of them providing experience. But it's hard to explain it without oversimplifying, but basically you get most of your experience for solving problems, much less for mindlessly running around killing. Usually it winds up being either talking your way out of a problem or using force, but there were a few instances where you could use a disguise, bluff them, sneak around, etc. The only problem I see with this is that you have to be careful not to let them do one path for the points, then go back and do a different path for more, etc.
Consider the EVE style? xp per time?

Or Discworld MUD uses a system of xp per time, that is then distributed into skills by choice - or you learn skills by using them.

Not sure how this would work in the context of your game, but they are both interesting concepts of "rewarding" non-killing.
// Jens
Look at how it's done in Pen & Paper RPG.

In scenarios such as "Key is in Boss ABC's pocket", you would be rewarded on the end result AND on how you did it

Somthing like :
warrior/soldier : got the key = XP, Boss ABC dead = more XP
thief : got the key = XP, Boss ABC alive = more XP
mage : got the key = XP, doesnt matter of boss is dead or alive, more XP - chances are he was killed with magic anyway...
priest : got the key = XP, use of cleric spells = more XP.
etc.

So, if you accomplish your mission you get XP, if you do it according to your character type you get more XP.
Another system you might look at is the Elder Scrolls system where you level individual skills such as certain weapon expertise, acrobatics, stealth, security, etc. When a character is created they have certain skills that will contribute to an overall character level that raises HP and attribute points. People have created and completed a lot of the games with mostly non-combat characters.
-----------------------Or, as I put it, MMORPG's are currently about attaining two primary things: strength and a shovel. The rest is you just shoveling sh** endlessly trying to get stronger to shovel more sh** so you can look for the next new shovel to shovel more sh** with. Once you are done, you can stand on top of a large pile of sh**, raise your golden sh** shoveler up high into the air and boast how proud you are to be the best sh** shoveler of them all. -Griffin_Kemp
Upon mention of XP based on exploration one can look towards the Metroid series for inspiration in that area. One did not gain XP based upon exploration, but one had to explore to get stronger. I've played through all three Prime games, and exploration played a HUGE role in getting anything done. Powers-ups both optional and needed were littered throughout the entire game. The more one explored and solved puzzles, the stronger one got. So consider those games, and maybe take a few ideas from them.
One option for giving XP awards based on stealth:

- Each enemy is worth X amount of Experience Points.
- If you shoot that enemy, you get those as Combat XP.
- If you make it to the end of the room/level that the enemy is in without that enemy ever knowing you exist you get those as Stealth XP.
- If you used a tranquilizer dart, you get a percentage of those as Combat XP and a percentage of those as Stealth XP.

Check out my new game Smash and Dash at:

http://www.smashanddashgame.com/

Play Vampire the Masquerade: Bloodlines.

In Bloodlines, you get exp by completing quests, how many enemies/friends/etc you kill during, after or before the quest does not matter at all. You also get extra experience for killing specific bosses, persuading a character to help you or do something, sneaking, etc.

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