[pythian] Re: DESIGN - Experience

  • From: Bernard Osmond <Bernard.Osmond@xxxxxxxxxxxxxxxxx>
  • To: pythian@xxxxxxxxxxxxx
  • Date: Wed, 07 May 2003 01:21:53 +1000

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/ ]


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