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RPG: Skill Based Character Creation

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I have often spent some times on an idea for a sandbox open world (leaning towards procedural generated) fantasy RPG ... taking a note from the likes of Elder Scrolls rather than choosing prebuilt classes (Other than for a quick character generation option) I was thinking how to make skills in a real-time/first person environment each have more effect and usage, so its not just a matter of choosing the Best Combat Skill, the Best Armour Skill, the Best Magic Skill and kissing the others good riddance.

Each skill comes under one of your five core attributes (With a 6th set of Skills solely dedicated to different magic paths). Was wondering if you guys had ideas for (names) for some of these, additional utility they may possess and anything that seems missing, etc. I imagine each skill also has a corresponding 'talent' tree ... once your skill rank is so high you can find a trainer to unlock these talents.

MIGHT SKILLS

Martial-Arms
Skill in using medium sized one-handed weapons, long sword, spear, warhammer, etc.
- Increases damage.
- Increases attack speed.
- Reduces draw time.
- Reduces deterioration of martial weapons.

Heavy-Arms
Skill in using heavy, often two-handed weapons, claymore, battle axe, pike, halberd, etc.
- Increases damage.
- Increases attack speed.
- Reduces draw time.
- Reduces deterioration of heavy weapons.
- Reduces speed penalty when using heavy weapons.

Unarmed
Skill in using bare-hands or gauntlets, brass knuckles.
- Increases damage.
- Increases attack speed.

? Other

AGILITY SKILLS

Light-Arms
Skill in using light one-handed weapons, daggers, light maces, staffs, etc.
- Increases damage.
- Increases attack speed.
- Reduces draw time.
- Reduces deterioration of light weapons.

Ballistic-Arms
Skill in using ranged weapons, bows, crossbows, throwing daggers, javelins, etc.
- Increase in damage.
- Increase in range.
- Faster loading/draw time.
- Reduces deterioration of ballistic weapons.

Acrobatics
- Increase jump height/distance.
- Increase climb speed.
- Climb a greater variety surfaces.
- Increase strafe speed, dodging.
- Reduce fall damage.

Stealth
- Move silently.
- Remain undetected when not moving.
- Pick Pocket individuals.
- Steal items.
- Ambush attack bonus.

Other ?

ENDURANCE SKILLS

Protection
Skill in wearing armour.
- Increase benefit of armour.
- Increase benefit of shields.
- Reduces speed penalty for heavier armour.
- Reduces 'noise' penalty for heavier armour.
- Reduces deterioration of armour.
- Allows wearer to swim even with some heavier armours.

(Resilience/Fitness/Athletics/Constitution?)

- Increase physical toughness.
- Reduces stamina loss with actions.
- Increase swimming speed/breath.
- Reduces effects of poison/disease.
- Reduces effects of natural elements.

Ferocity
- Provides intimidation-based dialogue options.
- Grants ferocity meter that increases with each successful melee attack.
- Allows for berserker/warcry based abilities.

(Armourer, Smithing, Toolcraft, Labour?)

Skill in maintaining all equipment and usage of tools, hammers, picks, wood axe, etc.
- Reduces deterioration of all equipment.
- Allows successful repair of equipment.
- Increase chance of identifying weapons, armour, tools.
- Allows for physical crafting abilities.

Other?

MIND SKILLS

Lore
Skill in the deeper knowledge of the world.
- Identify nearly all items.
- Decipher ancient writings/symbols/tomes.
- Use runes to create new spells.
- Allows for scholarly crafting abilities.

Pharmacopeia
Skill in medicine, herbs and alchemy.
- Identify reagents and their properties.
- Identify potions.
- Increased benefit from using raw reagents.
- Reduces risk from using raw reagents.
- Allows for potion crafting abilities.

Focus
Skill of ones willpower and meditative abilities.
- Increase resistance to magic and mental attacks.
- Increase mana recovery rate.
- Increase spell casting speed.
- Reduce chance of spell casting interruption.
- Allows Mystic/Mental abilities.

Mechanisms
Skill in complex devices and mechanisms.
- Ability to pick locks.
- Ability to disarm traps.
- Ability to use machinery.
- Allows mechanical crafting abilities.

Other?

CHARISMA SKILLS


(Diplomacy, Empathy, Etiquette?)

- Provides diplomatic-based dialogue options.
- Increases positive reaction of civilian/upperclass NPCs
- Greater chance of attracting NPC followers.
- Leadership/Political benefits?

Guile
- Provides deceptive-based dialogue options (lie, bluff, con, blackmail).
- Increases positive reaction of criminal NPCs.
- Greater chance of attracting NPC followers.
- Unlocks 'underground/black market' connections.

Mercantile
- Better appraise item values.
- Get better prices from merchants.
- Allows commercial ventures?
- Allows luxury crafting abilities.

(Perform, Bardic?)
- Allows playing of instruments, storytelling, singing abilities.
- Make money with performances.
- Increase positive reaction of groups of NPCs.
- Spell like musical abilities.

Others?

MAGIC SKILLS

Arcane Magic
Dark Magic
Divine Magic

Elemental Magic
Natural Magic
Spiritual Magic

UNATTRIBUTED SKILL IDEAS

(Intuition, Perception?)
- Detect hidden doors, buttons, etc.
- Detect traps, hazards.
- Increased hearing range (eavesdropping on conversations).
- Detect creatures/NPCs.

Survival
- Rest safely in the wilderness.
- Forage for supplies.
- Increase food drop chance from hunting/fishing/gathering.
- Decrease detection from animals.
- Create traps.
- Tame certain creatures.
- Tracking abilities.

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MIGHT SKILLS

[color="#0000FF"]Single-Arms
Skill in using medium sized one-handed weapons, long sword, spear, warhammer, etc.
- Increases damage.
- Increases attack speed.
- Reduces draw time.
- Reduces deterioration of martial weapons.

Heavy-Arms
Skill in using heavy, often two-handed weapons, claymore, battle axe, pike, halberd, etc.
- Increases damage.
- Increases attack speed.
- Reduces deterioration of heavy weapons.
- [color="#0000FF"]Slightly Reduces speed penalty when using heavy weapons.

Unarmed
Skill in using bare-hands or gauntlets, brass knuckles.
- [color="#0000FF"]Greatly Increases damage.
- [color="#0000FF"]Greatly Increases attack speed.

[color="#0000FF"]Looks like youve thought of everything.

AGILITY SKILLS

Light-Arms
Skill in using light one-handed weapons, daggers, light maces, staffs, etc.
- Increases damage.
- Increases attack speed.
- Reduces draw time.
- Reduces deterioration of light weapons.

Ballistic-Arms
Skill in using ranged weapons, bows, crossbows, throwing daggers, javelins, etc.
- Increase in damage.
- Increase in range.
- Faster loading/draw time.
- Reduces deterioration of ballistic weapons.

Acrobatics
- Increase jump height/distance.
- Increase climb speed.
- Climb a greater variety surfaces.
- Increase strafe speed, dodging.
- Reduce fall damage.

Stealth
- Move silently.
- Remain undetected when not moving.
- Pick Pocket individuals.
- Steal items.
- Ambush attack bonus.

[color="#0000FF"]Looks like youve thought of everything.

ENDURANCE SKILLS

Protection
Skill in wearing armour.
- Increase benefit of armour.
- Increase benefit of shields.
- Reduces speed penalty for heavier armour.
- Reduces 'noise' penalty for heavier armour.
- Reduces deterioration of armour.
- Allows wearer to swim even with some heavier armours.

[color="#0000FF"]Resilient

- Increase physical toughness.
- Reduces stamina loss with actions.
- Increase swimming speed/breath.
- Reduces effects of poison/disease.
- Reduces effects of natural elements.

Ferocity
- Provides intimidation-based dialogue options.
- Grants ferocity meter that increases with each successful melee attack.
- Allows for berserker/warcry based abilities.

[color="#0000FF"]Smithcraft

Skill in maintaining all equipment and usage of tools, hammers, picks, wood axe, etc.
- Reduces deterioration of all equipment.
- Allows successful repair of equipment.
- Increase chance of identifying weapons, armour, tools.
- Allows for physical crafting abilities.


MIND SKILLS

Lore
Skill in the deeper knowledge of the world.
- Identify nearly all items.
- Decipher ancient writings/symbols/tomes.
- Use runes to create new spells.
- Allows for scholarly crafting abilities.

Pharmacopeia
Skill in medicine, herbs and alchemy.
- Identify reagents and their properties.
- Identify potions.
- Increased benefit from using raw reagents.
- Reduces risk from using raw reagents.
- Allows for potion crafting abilities.

Focus
Skill of ones willpower and meditative abilities.
- Increase resistance to magic and mental attacks.
- Increase mana recovery rate.
- Increase spell casting speed.
- Reduce chance of spell casting interruption.
- Allows Mystic/Mental abilities.

Mechanisms
Skill in complex devices and mechanisms.
- Ability to pick locks.
- Ability to disarm traps.
- Ability to use machinery.
- Allows mechanical crafting abilities.

[color="#0000FF"]Zoology?
-Knowledge of enemy types.
-Knowledge of enemy attacks.
-Knowledge of enemy weaknesses.

CHARISMA SKILLS


[color="#0000FF"]Diplomatics

- Provides diplomatic-based dialogue options.
- Increases positive reaction of civilian/upperclass NPCs
- Greater chance of attracting NPC followers.
- Leadership/Political benefits?

Guile
- Provides deceptive-based dialogue options (lie, bluff, con, blackmail).
- Increases positive reaction of criminal NPCs.
- Greater chance of attracting NPC followers.
- Unlocks 'underground/black market' connections.

Mercantile
- Better appraise item values.
- Get better prices from merchants.
- Allows commercial ventures?
- Allows luxury crafting abilities.

[color="#0000FF"]Performer
- Allows playing of instruments, storytelling, singing abilities.
- Make money with performances.
- Increase positive reaction of groups of NPCs.
- Spell like musical abilities.

[color="#0000FF"]Scout
-Finds worthy rivals to challenge
-Finds capable combatants
-Finds new party members

MAGIC SKILLS

Arcane Magic
Dark Magic(?)
Divine Magic

Elemental Magic
Natural Magic
Spiritual Magic
[color="#0000FF"]Tech Magic
Chem Magic

UNATTRIBUTED SKILL IDEAS

[color="#0000FF"]Intuception
- Detect hidden doors, buttons, etc.
- Detect traps, hazards.
- Increased hearing range (eavesdropping on conversations).
- Detect creatures/NPCs.

Survival
- Rest safely in the wilderness.
- Forage for supplies.
- Increase food drop chance from hunting/fishing/gathering.
- Decrease detection from animals.
- Create traps.
- Tame certain creatures.
- Tracking abilities.

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[color="#0000FF"]Single-Arms


That might be a better alternative ... considering changing 'arms' to 'weapons'


[color="#0000FF"]Looks like youve thought of everything.
[/quote]

Well was hoping to fill out Might with one or two more skills ... like to keep them even, but that might just be being pedantic.


[color="#0000FF"]Zoology?
-Knowledge of enemy types.
-Knowledge of enemy attacks.
-Knowledge of enemy weaknesses.
[/quote]

Interesting idea, I think it would need more to it to make it worthwhile.


[color="#0000FF"]Scout
-Finds worthy rivals to challenge
-Finds capable combatants
-Finds new party members
[/quote]

Ditto with above.


[color="#0000FF"]Tech Magic
Chem Magic
[/quote]

What was the idea behind these?


UNATTRIBUTED SKILL IDEAS
[/quote]

Also those I was kind of hoping to find a home for under one of the core attributes if anyone has any ideas.

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Dude I'm really likeing your skill tree idea if you get the chance play the new elder scrolls skyrim they have a perfect example of what you are doing, personaly i have alway liked the big sand box games that are modeled by what skills you choose to advance. I have been playing with an idea like yours for a while but you have it pritty much covered

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Dude I'm really likeing your skill tree idea if you get the chance play the new elder scrolls skyrim they have a perfect example of what you are doing, personaly i have alway liked the big sand box games that are modeled by what skills you choose to advance. I have been playing with an idea like yours for a while but you have it pritty much covered


Yeah, currently investing in a new computer so hopefully I'll be able to get ahold of Skyrim after that (I imagine it was because I took alot of inspiration from the TES community of what they would like in such game as well).

I've retooled my skill list abit ... trying to get 5 skills per core attribute.

Edit: Another Revision

Might
- Single Arms
- Heavy Arms
- Unarmed
- Defense (Skill dedicated to shield/parry use)
- Repairing (Equipment maintenance, repair and tool use)

Agility
- Light Arms
- Ballistic Arms
- Acrobatics
- Stealth
- ?

Endurance
- Athletics (Running, swimming, stamina regeneration)
- Ferocity
- Protection
- Resilience (Max health, damage resistance)
- Survival (Incorporates a lot of the Zoology suggestions now)

Knowledge
- Lore
- Pharmacopeia
- Mechanics
- Channeling (Effects mana regen, plus ability to channel spells into items 'enchanting')
- ?

Charisma
- Diplomacy
- Intuition
- Performing
- Mercantile
- Subtlety (Con-artistry, bluffing, etc)

Magical Schools
- Arcane (Teleport, time effects, complex magic)
- Elemental (Fire, ice and lightning)
- Nether (Necromancy, life drains, curses, demon summoning)
- Spiritual (Healing, blessings, holy-spells)
- Nature (Shape-shifting, plant control, earth magics)
- Mental (Charm, sleep, illusions, psychic-style)

My other conundrum is how advancement should work ... TES style skill practice? gaining Levels and distributing a set number of skill points? A collective experience pool you directly buy up skill points with?

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My other conundrum is how advancement should work ... TES style skill practice? gaining Levels and distributing a set number of skill points? A collective experience pool you directly buy up skill points with?[/quote]

Maybe have it progress via practice with a mixture of other elements. Have the player choose either an entire section of two or three sets of skills that will progress faster than the rest (like a specialty) but won't stop the rest from progressing if the player decides to use them. You could also provide the player with some way (maybe using the experience pool idea) to directly increase their competency in a skill if they wish to.

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