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Class vs. Skill based Displaying 21-29 of 29 total.
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KilloZapit
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And Squall, and Cloud, and Cecil, and Claude, and Stahn, and Reid, and Lute, and Will Knights, and...
Posted on 2004-03-27 07:30:04
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mcgrue
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I'd greatly prefer to see more skill-based games. Classes/Levels are a weird convention that I like, but would like more options out there.
One of the main reasons I want to see the VERGE community thrive as it never has is so we get to see all sorts of wacky and/or zany game ideas that haven't yet hit the mainstream.
Posted on 2004-03-28 05:38:25
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fatdork
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The skill based system i like is in Greyhawk: temple of elemental evil. you can choose a "class" which has some pros and cons, and then choose skills from there on. some skills only available to a class, but most are open to everyone. allows wierd possiblities like a lockpick skill for a mage and two-weapons combat for a cleric, and hunting/tracking for a monk. and multi-class. i just love a level-up and go deeper into the tower kind of game.
Posted on 2004-03-28 06:08:48
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Sheng_Long_Gradilla
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Knights of the Old Republic, Neverwinter Nights, Greyhawk: temple of elemental evil and many other games use a very well established system called d20. As many already know, it combines classes system (with special abilities and stuff for each different class) with a skill system. The specification is available on the net, and you can modify, redistribute, or even implement it in your game free of charge if you wish. There are two versions:
d20 modern
d20 fantasy
d20 fantasy is the classic fantasy game style with fighters, clerics, wizards, etc.
d20 modern is more skill-based. The clases are much simpler: strong hero, dextrous hero, tough hero, smart hero, dedicated hero, and charismatic hero.
Here are the links to the specifications:
d20 fantasy
d20 modern
Posted on 2004-03-29 04:40:57
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fatdork
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hi sheng long. saw your art shrine page. gods destiny... wow that's some old school v1. i didnt know about d20. i do prefer the idea of dice rolls instead of the vague ATK 15, DEF 13. dice sounds more clear how much hit points/damage actually will be determined imho. my "awesome" game is going to lean towards skill AND class based (based on shadowrun, a cool little cyberpunk skill/class based rpg on the sega genesis) and it will use simulated dice rolls. oops, sorry for the shameless plug.
Anyway I can't wait for v3. this is going to be a good year.
Posted on 2004-03-29 05:34:38
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anonymous
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Shadowrun! That game is awesome!
The system used in KOTOR is definately very awesome. Compounded by the dark/light powers, you have a very flexible system. I beat it with a dark side consular (force storm/death field are complete awesomeness) and I got pretty far with a lightside guardian. I'm pretty sure I'll be implementing an alignment system in my own game, but details are kind of sketchy right now. However, an alignment system is really great for giving players a sense of freedom, and is something I'd like to see more of in VERGE games.
Posted on 2004-03-29 14:19:55
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locke
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In my opinion, the d20 gaming system (particularly the D&D implementation) is one of the best gaming rulesets ever. It's incredibly detailed, leaves room for flexible character growth, and contains a very strategic, outstandingly detailed combat experience.
No matter what you think of D&D's content, the "engine" is fantastic.
I have implemented d20 rulesets into MUD systems (lpmud, and a short-lived Circle project), and it's actually not that hard to implement with to a sufficient degree.
The only thing I don't like are the restrictions on magic, and I'm not terribly fond of some of the "lore" content, but who cares? "d20 Modern" is a fantastic implementation, and it's basically content-less.
Good stuff. Even simply as an exercise for the interested designer, it's worth reading and learning. There is a ton of good idea there.
http://www.wizards.com/default.asp?x=d20/welcome
Enjoy!
-lok
(moving company here... offline for a while...!)
Posted on 2004-03-29 19:24:45
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Troupe
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Awesome, thanks for the link! And that was me up there by the way...
Posted on 2004-03-29 22:27:38
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Troupe
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Muahaha, responding to my own post! But I had to, I just found this old text file I wrote a while back, and I thought you guys might find it interesting. Sort of a skill/class system of my own design. Note that I wrote it several years ago, so it may be incoherent and/or stupid.
Ability System:
-Each town has a book shop where tutorials may be purchased.
-Equip a tutorial on an applicable character and all LP aquired by the character (when they use that move) will go to learning that ability.
-While the tutorial is equiped, the ability may always be used.
-Special books can also be equiped. These books teach one to become a different class. The tutorial may be equiped once a character has learned 3 different abilities in their respective class.
-When a class tutorial is equiped, the character becomes the class connected to the tutorial, and all actions performed by the character give it LP. A character may unequip the book, in which case they revert to their normal class, and no longer gain LP towards that class.
When a character is using a class tutorial, they have only the first special that class uses, none of their other specials remain unless the tutorial is unequiped.
-When a character has gained enough LP, they will learn the ability from their tutorial or permanently become the next class.
Posted on 2004-03-29 23:35:25
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