hey, > Our previous discussions about experience, from a long time ago, > resulted in the idea what we would not have XP. aagh, mayybe i should go digging around in the mailing list archives... > Instead, you would have "attributes" for everything. Each > character has > "physical attributes", "intellectual attrbiutes", and "skill > attributes". > "Physical attributes" include strength, dexterity, etc. > > "Intellectual attributes" represent the inherent ability of your > brain, > such as memory, intuition, etc. > > Skills represent your mental and physical ability to do stuff, > such as > reading, writing, decoding, coercing, sword-swinging, blocking, > jumping, > running, etc. > > Skills derive their value partially from your physical and > intellectual > attributes, and the rest comes from use. so basically what you're saying is that your attributes are at the root level of the "experience tree" ( i couldn't think of any other way to describe it ), and then your skills are derivatives of either these attributes or other skills ( i'm thinking diablo skill tree style here -- ie you need a skill at a certain level before you can become proficient at another skill ) > In our system you start having all skills in your knowledge, but > at zero > ability. That is, if you tried to use it, you would suck so bad > as to > be functionally incompetent. But by attempting this, you learn a > little > about it, and get a little better. Of course, we would start the > player > character with some skills at "average" or even "good" so he can > fight, > run, and perform other basic skills. You can train your skills, > and you > can use them, both of which increase the skill attribute value. > > The skill system is quite complex, and as with all things pythian, > poorly documented. I can explain it another time, when we need it. > > Ok, that was the background, on to the experience part. > Typically, you > spend time collecting XP and spend that once you've accumlated enough. > > Every RPG system has some variation of this to drive character > advancement. As with most game concepts, it's an approximation of > real > life to keep the rules simple and to simulate "real" character > development without having to roleplay every last bit of your > life. For > instance, instead of having to roleplay finding a Level 7 Ranger > with > the double-weapon skill, and roleplaying training with him, etc. > I > suppose there are other reasons to collect XP, and ways to spend > it, but > you get the idea. > > For us, the use of your skills directly benefits your skills and > develops your character "naturally". Thus, we have no need of > literal XP. maybe you are making it a little too complex here. i think that the player needs to be able to 'head' his character in a certain direction ( ie -- necromancer; so they become a mage and start using/learning spells and stuff like that until they are proficent enough to specialise into the specific area they want ) currently i dont understand how you are going to make it obvious enough to the player where they are heading. with numeric experience, or a numeric based system, the player can specify a skill set that they want to enable / upgrade and work from there. maybe we could find a way to combine the two systems by letting the user choose which tree "branches" he wants to enable. i really think this needs further discussion, and from more people; since it will be an integral part of our game, we want it to be simple for our players to understand and rock-solid. - n30n [ http://n30n.amok.dk/ ]