I had written out a pretty good introduction before a lightning bolt took a fancy for my local power grid. I\'ll be a bit blunt at first:
An RPG (even the standard MMORPG) doesn\'t need all of the four elements you described, and can feature many more. It might be helpful to divide something into any number of parts, but when you do that, you\'re always likely to avoid some parts or include others that don\'t really deserve it. For instance, the Molecular Blue version wouldn\'t feature any economy or coded interaction (except chatting and RPing) if you took out the economy, yet it\'s still a perfectly functional RPG. Also, a game where every character was a planet floating in a void wouldn\'t have any \"atmosphere\" beyond what the players created themselves.
Just be careful about how you use taxonomy. It sometimes does more harm than good.
There are two methods for skill levels
Actually, there are also skill systems based on intervals that change, either periodically or through player action.
Going deeper into the 0-100 scheme, you could also place several sub-skills into a single skill, so that if your axe-fighting (or woodcutting) skill was 50, you could give yourself a berzerker skill of 30, an \"axe murderer\" skill of 25 and a 5 in axe-throwing; divide the skill into several \"difficulty ranges\" that define how many of the player\'s actions were \"easy\" and how many \"difficult\" - a hardened wimp who always took on easy targets (bonus to his \"easy\" rolls) could still hold a +5 sword of doom, but he\'d have trouble going against a hardened veteran, who typically fought people of his own skill level (bonus to his \"average\" rolls). There are just so many ways to handle skill levels... Also, I disagree with you that players have to advance from 0 to 100. A blanced game might just as well use an interval from -100 to 100, and assume that a person with -100 was different from, but just as good as, one with 0 or 75.
The effects of skill level should be balanced and well laid out
By \"well laid out\", do you mean \"explained in detail\"? So that people can measure how powerful they are? I would argue that each skill should be powerful in its own way, for its own purpose. If only two aspects of the game are taken into account - how much money the player can make and how many monsters he can kill - then most people will prefer to go for that one skill that gives them the biggest bonus. When two skills service different goals, picking one of them will be a matter of personal preference
and playing style. Tropico, that wonderful island-building RPG, offers a multitude of goals, and if you don\'t choose, say \"\'Tis money that makes a man\", your presidential slush fund will be a waste of public money (but if you do choose that goal, you\'ll want to pepper the island with banks).
I don\'t really see the difference between knowing and not knowing what another skillpoint would do... You shouldn\'t invest skillpoints just to \"max out\" your abilities, even if you\'re not RPing. Rather, you should use them to enhance your playing style and explore new ones. So what if it\'s easier to go up in headbutting levels than in long-ranged combat? If you like fighting from a distance (and can reasonably do so), go for it...
Furthermore, what if some skills don\'t offer any power at all? Imagine a skill system split between \"useful\" skills and \"useless\" (fun) skills, like fireworks and other minor tricks... Supposing you went up in a \"useless\" skill whenever you went up in a \"useful\" skill (and further supposing you could choose which \"useless\" skills to increase), there wouldn\'t really be a point in having \"balanced\" skills. In fact, most players wouldn\'t even care which skill was the most \"powerful\", as they\'d probably choose a unique one to entertain themselves and their fellow players.
The difference between 40% to 20% is therefore much higher than between 100% and 80%
I don\'t follow... Where does your post suggest that? You seem to say \"therefore\" like it\'s been explained above...
Unless I\'m missing something, that\'s not necessarily the case. If the game used a function like (skill^2) to calculate the skill\'s effects, a skill of 40% would suddenly become very close to one of 20%, unlike an 80% to a 100%, which would be miles above all of the three levels combined.
I don\'t really like weapon-based skills - they group too many things, like style, handling and an understanding of the weapon, into a single concept. A person who understands how an axe is wielded, what sort of combat moves can be initiated with it and when, will always know what an enemy axeman is about to do, and will always have something to counter it. Meanwhile, a grandmaster swordsman who\'s been duelling his whole life might find himself on the wrong end of a spear, simply because he was inexperienced against that weapon.
There\'s also general fighting to take into account: how much effort the character can put into each move without growing tired along the way, how much pain he can take etc. I agree that a soldier with twice as much skill in combat as a brigand will beat the brigand easily, but just what does \"combat skill\" mean?
*. Avatar (no) restriction
It\'s not clear what you mean by that... Probably because I\'m new to MMORPG theory. Does it mean that anything the player can do, the character can do as well? That sort of system can be very good for role-playing, actually. Otherwise, I\'m assuming \"avatar\" stands for \"levelless and classless\". If so, what\'s wrong with it, and why do you think people develop the same kind of character because of it?
The \"custom class\" system sounds like something where you pre-set your skills, and are unable to replace them in normal circumstances. The fixed-class system has a clear advantage over this one, despite its lack of flexibility: new players are given skillsets that they can \"rely on\". The two systems seem to work best if used in combination. Of course, the introduction of fixed classes is just a safety net for a bad game, since all skills should be useful on their own.
Also, who says you can\'t start out with a single skill and be able to gain more (related to the skills you already have) as you progress, or use any number of other \"systems\"?
Finally, I\'m not sure if you should look at this sort of thing as a \"system\" as much as a way of managing skill adjustment. Calling it a system makes it seem immutable and draws away attention from its underlying functions.
You divide skills into combat, craft and misc... Why? Who says an RPG even needs combat or crafting? It seems you\'re not looking at it from the perspective of theory, but from the perspective of history - that is, you recall every character-building system you ever experienced, and try to find the best compromise between them. For that reason, your essay limits itself to what already is, rather than studying what can be, and generally doesn\'t go into the deeper theoretical levels.
In my point of view, magic helps making life easier
That depends largely on the magic system in use. If all a magic skill does is create a bound weapon and determine how good you are at using it, it becomes nothing more than an unarmed combat skill.
Everyone wants to be perfect, but that wouldn\'t make sense in a decent roleplaying environment.
I disagree. If I\'m role-playing a dumb brute, I\'d never ever boost my intelligence score, even if that was possible. Also, I doubt many role-players would truly want to be \"perfect\". To be honest, rather than capping stats, I\'d simply do away with them... They rarely have more than a minimum relevance in RPing, and in those hack&slash games that do use them, they\'re simply a separate pantheon of skills.
On capping skills: use any function with a horizontal asymptote. That\'s all it takes. Players can still grow and grow and grow if they wish, but it won\'t do them much good. A low, oblique asymptote would be more reasonable, although it would still give very-high-level skills an advantage over high-level ones.
You talk about \"learn-by-doing\", but hardly mention any other systems, like \"automatic skill gain over time\", \"fitness-training\" (where you have to keep paying gold to keep your skills up, making them a liability) and a dreaded \"learn-by-experimenting\", where you could only, say, improve your fighing skills by using a new weapon. While I agree with you on most of your points, I wish they\'d be less appropriate for Ultima Online, and more appropriate for RPGs in general.
I\'ve read about the \"gaps\" before... One person suggested that the number of skillpoints gained at any time could grow until it reached a cap, then \"leak\" back to nothing over the course of several days.
On attributes: whether they should change or not depends largely on what they represent. A \"magical affinity\", for instance, could increase over several months if you lived and logged off in a region sated with mana. Heat resistance, likewise, could increase for desert-dwellers. You seem to focus on the effects of player actions, while ignoring those of more subtle, long-term phenomena.
Anyway, again... You ignore a lot of things by concentrating on what\'s already been done. The concepts of \"skill\", \"perk\" and \"attribute\" aren\'t set in stone - in fact, character development can work perfectly fine without these things. Rather than wondering what could be done to make typical skill-based systems more feasible, ask yourself what could replace them (provided you started this thread to talk theory instead of focusing on Planeshift). Small adjustments to the superficial side of things, however meaningful, can\'t fix the deeper, more tenacious problems.