Originally posted by Ethan
It would be good if you explain better what is wrong in the current system, and why is your system is a solution to correct these lacks.
As for what\'s wrong with the current system... the short answer is that there isnt anything esentially \"wrong\" with the system.
On the other hand, it could use improvement for the following reasons. It is not realistic; It is not intuitive; It tends to encourage the players to obsess over numbers and forget that they\'re actually playing a game; it does not imerse the player; it is not well/realistically balanced; it is too finite/limited in many unrealistic ways; race is almost a non-factor in character development; etc
As I understand your system is \"only\" an automatic and transparent system ie players would be able to play without knowing how the skills are really handle by the game. This is quite realistic and I like it.
Im glad you like the idea
But I wonders if your system is really a new system and if the current one could not be changed into yours with a few modification.
This is where I completely disagree. The system I described is so different that it hardly resembles the current system at all. The only similarity I see is that both systems incorporate learned and practiced skill advancements. Outside of that one similarity there have absolutely nothing in common.
I do, however, believe that the current system could evolve into this one. I would not say \"a few small modifications\" as that would be a gross underestimate of the changes that would have to be made.
About the interface, the no number concept is not related to the skills sytem it self so it will be better if people could stick to the aim of this thread.
Wrong.
The \"no numbers\" concept is directly related to the skill system because it defines how the player interacts with the skill system.
And you are always saying no levels or ranks or what-word-you-want but skills has to be implemented with a number or something like that : the difference between experience and level is a mathematical function, this is a kind of bijection, so there is not really a \"difference\".
I acknowledged the fact that all skills, levels, ranks, etc are determined by numbers, and never claimed this as a new idea.
The \"difference\" would be that those numbers would be much more complex and give a natural feel to the game. It would be much less rigid and digital(for lack of a better term) than the current system. The realism would be enhanced by the fact that you would no longer be so dependent on numbers as a player. Your \"stats\" instead of being a list of numbers would only be measured by you abilities.
i.e. \"I can run from the arena to the forest without getting tired\" compared to \"I have 85 stamina points\"
or
\"I need to be a little stronger to carry a Frosty Broadsword and practice my sword skills some more, then I think Ill be able to kill gladiators\" compared to \"I need to have 85 STR so that I can carry a level 44 longsword and if my sword level is 25 or higher, I\'ll be able to be able to kill gladiators\"
Those examples may be a little extreme, but it gets the point across.
I am totally agree that it should have not huge gaps between the levels of the skill but it is also related to the implementation... I used to play p&p rpg where skills were ratio (like 5% , 70%, 120%...), there is not really level but each 1% could represent one. The interface is nother point (see above).
I didnt understand where you were coming from or where you were going with that last part, so i\'ll let you expound on that if you\'d like to.