Hmm, I've never, as of yet, reached the max char count. Since I did now, I'm going to split the post in two parts.
@ Kalika: aptitude isn't being assigned by the server, but by the player, so you could only turn out village idiot by mistake. Still, the system would lock you in with that, which is a bad thing.
@ Under the moon: I commend you for proposing a system, and thus allowig critique and thus inspiring thought and ideas. However, I don't think your system is the way PS should become.
No one would have low Aptitude in a skill unless they chose to have it low, nor is it randomized. I do not know where you read that in my post. Aptitude is not a all encompassing stat, but set for each individual skill by what type of player you are.
As to the second part of that, the skills you can chose would be linked to those related to it, somewhat like the skill polygons used in other games. Raising one skill will bring those up on both sides of it. This may limit other skills not related… but that is another system for another thread.
No, it's not another system for another thread. I think it belongs here very much, see below.
Your second point I agree with, and there is a great deal of room built into my system for that. You are thinking in simple terms again, and just seeing things how they are now. Any fool who puts all his eggs in one basket in Creation, so to say, deserves what he gets. And in my system, that would not be a good thing, as all stats and skills are linked in a way that supports each other. The system of Confidence allows a character to switch paths and start over. Look at how it works now, and tell me it is better. A player levels up in one skill, gathering money and strength, then suddenly switches to a completely different skill and uses those stats and money to launch themselves into godhood. That right there is a system tailor fit to create power levelers, and does.
Third point. Actually, it does, but again was left out to keep the reading down somewhat. It would be possible for a character to max without ever training, if they wished. But even with your phenom, it would not be as fast as with training, and might be considered a ‘rough’ skill, rather than refined.
Eve online (a commercial MMO"RP"G) has an interesting progression system: it progresses completely automatically. That is, you select which skill to progress, and it will do so, whether you are online or not, whether you use it or not. This way completely eliminates all PL, obviously. It doesn't help the fact that those who came first get a headstart. However, this is mitigated by the fact that the skill system is highly detailed, akin to needing to train a different skill not only for each type of sword, but also for each
make. Thus, a seasoned player will have maxed a vast majority of skills, but a new player will also have maxed a set of skills by some months. And since it's the skill for the weapon you are using that counts in combat, the seasoned player will be at the same effective level when going against the newer player. I think that this system is quite nice, and it would free the RPer from ever having to do the slightest bit of levelling. In a way, I think it is superior to PS's system because of that, and better suited to anything MMO. After all, almost noone
enjoys levelling. This system frees one from ever having to kill "just 100 more MOBs". It thus reduced the effects of PL to gaining items and money, which isn't all that essential.
Sure, eventually, people will be maxed out. However, that'll happen with every system. Even with your system, people will eventually be maxed out, because by aptitude, they can't advance any further in any skill. Of course, they may still be useless overall, though I don't see many players wishing to play that sort of failed character, be it RP or otherwise.
Sorry to say, but from my talks with Talad, there is going to be somewhat of a system that does not allow you to max out in all skills. That is a class system.
No, it's not. It doesn't
have to be, anyway. See below.
In my system, those ‘classes’ are very flexible, and not set. You are thinking of a system that you start out and have to chose to be a fighter, mage, or whatever. That is not the case. The diversity comes from the dynamics of an improved Creation process that I have outlined before, which would allow your characters to have a diverse base of natural skills, while preventing the good-at-everything characters. The link is here http://hydlaa.com/smf/index.php?topic=26058.msg291733#msg291733, though I called Aptitude Talent in it, but it is basically the same. *ponders how that post fit in that thread, then shrugs* And no, I do not except current game mechanics into my RP, as I find them all to be horrid in the extreme.
Well, you sure did in the Janeous RP. Janeous travelling into the DR, even the presence of the Death Guardian, and the fact that bodies go into the DR by way of inhibiting that travel by magical means, destroying one's soul.
Even if it was just for the RP at hand, it was the game mechanics.
Strip away the personalities of the characters in the game, and you will understand what the current system is producing. Look just at the stats and training. I see a game full of either high powered clones, or Roleplayers who do not bother to level at all.
I'm perfectly aware of that. The fact that there are only about 3 different groups of skills that can actually be used, this isn't much of a surprise, though.
If you start out with the ability to be good at everything, well don’t you think that a great many people are going to be good at everything? This is bad. It becomes more about getting the golden apple of the highest level than playing the role of the character you created.
If you aren't allowed to be perfect at everything, then you are going, in almost all cases, to be perfect at as many skills as possible, which all support each other. Whether or not you can max out on all or just a few skills doesn't mean people won't max every single bit they can. It is also in no way going to improve RP. It's going to increase dependency on others, but all the other MMO"RP"Gs show that this is completely decoupled from RP. You'll not get 100% uber mage-fighter-cooks, but you'll get 50% uber mages and 50% uber fighters. This is diversity alright, but not
really much of an improvement. Especially if you consider that there will
always be a very narrow set of "prestige" skills. And this set won't incorporate cooking.
You seem to be implying things I never said. If someone wants to be a cook, then they can learn to cook. After a time spent cooking, their skill and confidence in that area will go up, and they will learn faster, as at the same time, the skill they stop practicing will lose some confidence, and become harder to learn if started again. Can everyone in the game become the best cook in the world? In a lame world, yes. I do not understand this concept of having to be the best at something, or it is not RP. Roleplaying is fighting to overcome your weaknesses, not being the best at whatever you want to do.
I do not understand your desire to be mediocre. If you want to, noone is stopping you. Not even with the current game mechanics. Not even with freely assignable skills or no defined skills at all.
I also don't see where I am implying things you never said. With your system, someone who set cooking to low aptitude in favor of swords
will be unable to become a cook. Period. If 50 is average for a cook, then a max of 20 surely isn't a cook. And this is unrealistic all by itself, as with sufficient effort, even the worst cook can become at least average. Not to mention that these are the things why people play games: so they
don't have to put up with god-given limits, as Xordan said.
On training (I will keep this short, though I have a great deal to say on it), yes, there should be -many- ways to learn. From self-taught, to book-learned, to NPC -OR- player trained, to god given ‘stat’ raises through quests. I read this “Every character must be treated exactly equally by the system.” and it makes me cringe. You know what is really missing from this game? Heroes. Those who are greater than others. To hell with balance. It is what is killing RP. This freakish ideal that everyone is the same, and should be able to do the exact same skills, learned at the exact same rate. No one can achieve greatness. There is not a single person to look up to, based on this equality. If everyone can be a hero based on game mechanics, then there are no heroes. You are all just average, without the possibility to stand out. You want a world of clones. That is a horrible vision of a world, and one I want no part in.
This is what makes
me cringe. You seem to want to put restrictions on players in what they can develop their chars to become, and thus force them to RP something that they did not choose to RP, or that they find out doesn't work for them or at all. This isn't going to happen, and I doubt you would be willing to RP whatever the server decides to throw at you, or what you may have concocted for yourself because of not knowing what you were doing. Let alone being able to RP it.
Also, the entire idea of heroes is ridiculous, really. Heroes don't exist. What exists, is people who were in the right place at the right time, and did the right thing, nothing else. Average people who either worked really hard or had dumb luck. Now, luck is something that exists through the random factors in just about every action you take ingame.
However, unlike IRL, it must not come from the CC, and the chances must be absolutely equal for everyone (that is, given the exact same stats, skills and equipment, each char must have the exact same chance to get the exact same result as any other. This isn't cloning.). I seriously wonder if you are indeed longing for "people to look up to", because I have severe doubts about that. I even more doubt if you would be pleased to know that your char had been capped to never ever be able to excel in anything, while others aren't. There is a world of a difference between
choosing to RP this and
being forced to do so. And it is why balance is key. Ignoring balance is a grave mistake, and a very stupid one on top of that. Once people find out that balance is skewed, they are going to go for the most favourable part, leaving 90% of the effort spent to develop the other parts unused. Hardly a good thing.
However, I don't even see how your system would prevent the "hero on average" syndrome: you could easily select maximum aptitude in the classical "hero" skills, and go to become a "hero". There is nothing in this system that would somehow remove the ability of players to become heroes, unless you, contrary to what I understood,
do propose random factors. And if this is the case, then no, and again, no.
Heroes cannot ever exist in a MMORPG. In a PnP RPG, the entire party are the heroes by default. In fact, the system is
designed that way. In an MMORPG,
every player is the hearo. Just look at the amazing speed they progress compared to the NPCs, and at the amazing capabilities they start out with, compared to the average NPC. There's just so many heroes that it's half of the population. Heroes therefore cannot exist through excesive skill, they can only exist through outstanding deeds. This is basically an automatism in PnP, and I think it also is where the misconception about "hero" and "skills" arises from: in PnP RPGs, chars become known (=heroes) at about the same pace at which they increase in skill. However, even IRL there certainly are people with great skill who never become known. So skill is not equal to heroism (though it makes it more easy to attain).
I am also
not talking about becoming and remaining maxed in each and every skill (although Xordan's view about the infinite amount of time also appeals to me).
However, I
am talking about not restricting characters from the sart, or anywhere, to a fixed set of skills, which is essentially what you are proposing. A system that doesn't allow you to be maxed at everything doesn't have to be a class system. A class system is static, just like your system, even with your pool of leftover APs. Once they're spent, they're gone, and your char is basically frozen. Once you then maxed everything to the caps set by aptitude, it's done, no change can occur anymore at all.
A dynamical system would be adaptable if the player chooses so. For instance, one could progress normally, and also train some extra skills, or train every skill. Once you reach a certain limit, a relative one, you'll be notified that in increasing your top skills further, you'll sacrifice other skills. You could then decide to not increase, or to go with it. This way, you would not be forced to level, as you would in the "skills require maintenance" systems that have been proposed. It would also not lock you in one profession, even if you selected it yourself. It would encourage you to stick with what you chose, but you could still change your mind at any time later on. This change would be a gradual one, having a set max speed even, and thus be a lot more realistic than your system, and even RPable.
Your system is based on a preselected maximum for each and every skill, called "aptitude". My proposal is based on learning only. In order to train a new skill, you need to sacrifice training your other skills. As this training is, and in fact
has to be, implicit in order to free players from levelling just to maintain their skills (otherwise, RP will suffer significantly), this sacrifice needs to be implicit as well.
The maximum for each skill would be relative to your overall skills, and to your peak skills, whatever they may be. That is, if you don't have much of a peak skill (jack of all trades = can do everything, but nothing really well), then you can raise all "secondary" skills to a higher degree than you would if you had a set of pristine skills. If you were then to hone a few skills, you would need to select, at each increase, which secondary skill to "let slip" (=sacrifice a bit).
Yes, this system would, in theory, allow a fighter to go mage, and then to cook and then to miner, and back, which would be unrealistic and bad RP in almost all instances. However, the system would have a tendency to stabilise choices, since reducing skills that have already been trained will obviously be a penality. Therefore, I feel that most people will stick with more or less what they set out to become, while still allowing to experiment and correct even the most grave of mistakes, and to adapt the character if it developed differently than envisioned originally.
This system would be treating everyone perfectly equally, and it could even be a way to facilitate Xordan's idea of "given infinite time, being able to max out everything": if you sacrifice less skill than you gain, you'll be doing 3 steps forward but only 2 back. Also, learning speed (PP / whatever cost) could vary based on what your focus of training has been lately. It also could tie in very well with your proposal of competence, as by letting skills slip, you'll definitely lose competence. Once lost, you need to regain that competence in order to advance that skill again. Thus, by fine-tuning the system, you can make it any way from fast maxing of a few skills with no chance to max more than that (degrading faster than increasing), never maxing of all (degradation equal), to slowly maxing all skills (degrading slower than increase).