phauli
08-01-2009, 03:51 AM
While i'm not sure if i've understood the whole character advancement system correctly, i assume there were to be no experience levels or the like (correct me if i misunderstood:)).
This led me to think about a skill based character advancement. I do not know if this is what TB meant to do but i think i'll post it here anyway :p
So in ADOM we have skills, talents and class powers. What if these could all be merged in a sensible way. In ADOM we can increase skills on level ups and by using them. If there were to be no level ups that would leave only using skills. Now what if your skills would level up after reaching certain proficiency and net you class power like abilities related to the skill.
Take melee fighting related skills (find weakness, tactics, two weapon combat...), talents (affinities, melee master, basher line...) and class powers (tremendous blow, chances of stunning, all round attack...) and the weapon skill levels. Now if you want to play a character focused on melee combat you would get related skills upon starting the game and the more you use these skills there more proficient you get them (ie. using two weapons trains the respective skill more). At start you could use two small weapons (like daggers) with relative ease. As you continue to use them you increase in skill and after you reached certain amount of skill you can dual wield more heavier weapons easier. Add to this that upon reaching new skill levels you are more likely to hit enemies, you inrcease your damage output and you can defend yourself (ADOM weapon skills). Now on top of all this you would gain less frequently classpower-like skill related abilities.
Another example. Movement related skill. At the very basic level you can move around in hilly areas with increased energy consumption, climb out of holes and such. With more skill you learn how to swim, decrease movement energy cost, even move silently (stealth), maybe even burrow through stone.
While healing related skill would first allow you to do very basic first aid, then at higher levels grant poison/illness resistances and at the very high skill level even grant regeneration.
With this kind of system even spells could work differently. At low skill levels on spellcraft your arcane spellcaster could only learn very basic spells from his school of magic. Increase in skill and you get to learn better spells and your earlier spells increase somewhat in power (not so much tho that some simple spells can out-damage better spells). More skill and the arcane wizard is able to learn clerical spells. As with increased skill level you would again see the classpower-type reduction to spellcost and talent-type increased PP-regen, book casting and what now abilities.
Then if you start the game with a melee focused PC you can get some skill in melee fighting and defensive arts and then find a master/teacher to become their apprentice/student to learn the basics of a HUGE skill like spellcraft or a bit smaller skill like alchemy (containing ADOM skills alchemy[duh], herbalism).
This led me to think about a skill based character advancement. I do not know if this is what TB meant to do but i think i'll post it here anyway :p
So in ADOM we have skills, talents and class powers. What if these could all be merged in a sensible way. In ADOM we can increase skills on level ups and by using them. If there were to be no level ups that would leave only using skills. Now what if your skills would level up after reaching certain proficiency and net you class power like abilities related to the skill.
Take melee fighting related skills (find weakness, tactics, two weapon combat...), talents (affinities, melee master, basher line...) and class powers (tremendous blow, chances of stunning, all round attack...) and the weapon skill levels. Now if you want to play a character focused on melee combat you would get related skills upon starting the game and the more you use these skills there more proficient you get them (ie. using two weapons trains the respective skill more). At start you could use two small weapons (like daggers) with relative ease. As you continue to use them you increase in skill and after you reached certain amount of skill you can dual wield more heavier weapons easier. Add to this that upon reaching new skill levels you are more likely to hit enemies, you inrcease your damage output and you can defend yourself (ADOM weapon skills). Now on top of all this you would gain less frequently classpower-like skill related abilities.
Another example. Movement related skill. At the very basic level you can move around in hilly areas with increased energy consumption, climb out of holes and such. With more skill you learn how to swim, decrease movement energy cost, even move silently (stealth), maybe even burrow through stone.
While healing related skill would first allow you to do very basic first aid, then at higher levels grant poison/illness resistances and at the very high skill level even grant regeneration.
With this kind of system even spells could work differently. At low skill levels on spellcraft your arcane spellcaster could only learn very basic spells from his school of magic. Increase in skill and you get to learn better spells and your earlier spells increase somewhat in power (not so much tho that some simple spells can out-damage better spells). More skill and the arcane wizard is able to learn clerical spells. As with increased skill level you would again see the classpower-type reduction to spellcost and talent-type increased PP-regen, book casting and what now abilities.
Then if you start the game with a melee focused PC you can get some skill in melee fighting and defensive arts and then find a master/teacher to become their apprentice/student to learn the basics of a HUGE skill like spellcraft or a bit smaller skill like alchemy (containing ADOM skills alchemy[duh], herbalism).