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#51 | |
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Swordsman
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 491
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It's unavoidable that some skills will be better than others, but in the ideal skill system, rational but suboptimal choices should still give you a chance to win. Experimenting with your build is fun. I'd go so far as to say that ideally (in my mind), what skills you choose should not significantly impact your chances to win, but should significantly impact the way you must play the game thereafter. Each choice should be transparent, be at least somewhat worthwhile, and should have a big impact on subsequent strategy. I suppose I'm not strongly against respecs in principle, but if they're just a way for players to recover from horribly wrong choices that nobody should take, then they're just a band-aid for a design flaw. |
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#52 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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I would love a skill system where the skill tree was procedurally generated in each game. There could be hundreds of skills in the game, but only 15 or so would be available to the player to choose from in each game.
EDIT: Hey, that's almost exactly how the board game Agricola handles skills! Last edited by Mikko Lehtinen; April 3, 2012 at 09:22. |
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#53 |
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Swordsman
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 491
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I haven't played Agricola, but that does sound like Dominion, which I like a lot.
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#54 | |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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#55 |
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Rookie
Join Date: Mar 2012
Posts: 22
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+1 to procedurally-generated skills
+1 to making charisma useful +1 to some or another form of crafting |
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#56 |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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One way to do skills -- I'd rather call them specialties since Angband already has skills -- in Angband would be this. This is just brainstorming.
- They would be similar to Oangband specialties. - There specialities would be learned in-game, preferably somewhere in dungeon, for example after freeing a prisoner or studying an ancient tome. - You would need to succeed in a stat or skill roll to learn a specialty, and there would be only one chance. Not learning a specialty wouldn't matter that much because you could only learn a limited number of specialties anyway. Another possibility: All specialties would be tied to a stat. As your Charisma score gets higher, your Intimidate specialty gets stronger. This would ensure that stats and equipment choices continue to be important. Last edited by Mikko Lehtinen; April 3, 2012 at 10:32. |
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#57 |
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Swordsman
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 491
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I do like it when randomness and choice both play a role in character development. In Heroes of Might and Magic, whenever a hero levels up, you're given a choice between two randomly chosen skills. (Well... they're chosen from a pool that are appropriate for your hero's profession.) You get to make the strategic choices, but sometimes the game moves you a direction you're not familiar with. Something like that would be fun... you rescue a prisoner and he agrees to teach you your choice from among 3 specialties.
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#58 | |
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Veteran
Join Date: Sep 2010
Posts: 1,071
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Let's see... Every ten character levels or so you meet a "guru" who offers a teach you one specialty out of a list of three. Usually you need to succeed in an ability check to learn a specialty, and if you fail, you may choose another one on the list. One of the specialties on the list would always be "easy", with no ability check required. Last edited by Mikko Lehtinen; April 3, 2012 at 11:15. |
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#59 | ||
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Swordsman
Join Date: Jan 2009
Posts: 482
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#60 | |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,762
Donated: $60
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__________________
"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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