Post by Ethan on Jun 24, 2017 19:57:09 GMT
I've been working on the monsters, base classes, skills, and overall system in order to tighten up the initial experience. Work on promoted classes has been pushed back, but I find myself often thinking about growth rates. This could possibly be a drastic change to the way character leveling works, one that may be for the better. However, there are a lot of things to consider first. You will find my list of reasons and challenges below.
How growth rates would work
Each class will be given its own base growth rate. These numbers wont be that large, with the highest being about 25. When each character is created, they will generate their personal growth rates. The highest would either be 60 or 70. The two rates will be combined. When a character levels up, they will then roll a D100. All skills with values lower than the roll would level up. From there, it would be D2 for those stats. If growth rates are decided, then I will take a deeper look to cover all bases.
What this could change
Well the first major change would be, classes. A certain person may wish to play a certain class, but their stats wouldn't really allow this. They may get screwed out of what they want to play. It could potentially force people to min-max their stats. I have conflicting opinions on this. One, it takes power away from players. It could totally ruin a character, unless we devise a way to manipulate character growth. However, this might be a good thing. Not all people are good at what they want to do. If we were, our dreams would all be true. I think it could add a layer of realism to the site, but is that layer wanted?
Second major change, is that this would bring us closer to how the games work. I've always strived to find a balance between the games mechanics and a board based RPG. This could bring us closer, while potentially balancing the field. A member once commented that: in the game, we don't always level the skills that are completely important to our class. He used it as an argument that some skills would be inherently more dangerous than others. Thinking back on it, it sounds like a pretty decent point.
Third major change, is variation. I've added branching skills and varying classes, boons and banes as well, in hopes of creating variation between characters. At start, we are all very similar. As the classes get deeper into their levels, we may all be similar. We put our highest points into our best skills and others go ignored. I think with growth rates, since they would get tied to our character, this will create another variation. Our characters would feel like OUR characters, not a copy of someone else with a different weapon. Again, unless there is a way to manipulate these rates, some characters may end up falling behind.
Fourth change is how leveling works, obviously things will change with this. However, this has the potential of getting rid of those pesky 1-1 level ups. Re-classing could also have a much greater effect. As it stands now, re-classing just changes which weapon you use and which weakness you have. With growth rates, it will help determine which stats have a greater chance of rising. It would lend greater depth to the re-classing system as a whole. However, it may also make some classes more valuable than others.
Fifth big thing is, existing characters. I don't know how I would want to handle them. I don't know if anyone would want to go back and re-level every level they had. It could be a blessing for some and a curse for others. I don't want to make people do that and would probably make that optional. However, it could lend a horrible advantage to older characters fighting against newer characters. And I want to level the playing field as much as possible. However, I don't want a possible transition to be painful.
Sixth big thing is, monsters will probably have to be redone again. This wouldn't be any time soon. I would need to give players the time to get used to the new system and see how I can fit pregen monsters into it.
Seventh thing, this could take a while. I'm a busy person and there are moments where my replies go unanswered because I have a lot to do, or I simply get burned out. These changes won't be rolled out over night and could take a while before any of them are even up. I would need to do research, attempted balancing, and come up with some mechanics in order to properly do this. I am not saying I don't want to do this, but that it may take me a bit.
So that's pretty much all I have to say about it. That's the good and bad, off the top of my head. As for myself? I think it could be a good addition to the site, though it may be a bit off putting to those used to how our system works. Growth rates wouldn't be as complicated as they may sound, I know that enough already. I would like all of your opinions on this. If you don't vote, or give me feedback, I will just assume you don't care. This is a potentially major change and I would like to hear anything you have to say about this. Hit me on discord, catch me on the Cbox, post below, PM me. Do whatever works for you to let me know what you think.
Note: Message Nvmore, not Ethan.
Tag: nvmore
How growth rates would work
Each class will be given its own base growth rate. These numbers wont be that large, with the highest being about 25. When each character is created, they will generate their personal growth rates. The highest would either be 60 or 70. The two rates will be combined. When a character levels up, they will then roll a D100. All skills with values lower than the roll would level up. From there, it would be D2 for those stats. If growth rates are decided, then I will take a deeper look to cover all bases.
What this could change
Well the first major change would be, classes. A certain person may wish to play a certain class, but their stats wouldn't really allow this. They may get screwed out of what they want to play. It could potentially force people to min-max their stats. I have conflicting opinions on this. One, it takes power away from players. It could totally ruin a character, unless we devise a way to manipulate character growth. However, this might be a good thing. Not all people are good at what they want to do. If we were, our dreams would all be true. I think it could add a layer of realism to the site, but is that layer wanted?
Second major change, is that this would bring us closer to how the games work. I've always strived to find a balance between the games mechanics and a board based RPG. This could bring us closer, while potentially balancing the field. A member once commented that: in the game, we don't always level the skills that are completely important to our class. He used it as an argument that some skills would be inherently more dangerous than others. Thinking back on it, it sounds like a pretty decent point.
Third major change, is variation. I've added branching skills and varying classes, boons and banes as well, in hopes of creating variation between characters. At start, we are all very similar. As the classes get deeper into their levels, we may all be similar. We put our highest points into our best skills and others go ignored. I think with growth rates, since they would get tied to our character, this will create another variation. Our characters would feel like OUR characters, not a copy of someone else with a different weapon. Again, unless there is a way to manipulate these rates, some characters may end up falling behind.
Fourth change is how leveling works, obviously things will change with this. However, this has the potential of getting rid of those pesky 1-1 level ups. Re-classing could also have a much greater effect. As it stands now, re-classing just changes which weapon you use and which weakness you have. With growth rates, it will help determine which stats have a greater chance of rising. It would lend greater depth to the re-classing system as a whole. However, it may also make some classes more valuable than others.
Fifth big thing is, existing characters. I don't know how I would want to handle them. I don't know if anyone would want to go back and re-level every level they had. It could be a blessing for some and a curse for others. I don't want to make people do that and would probably make that optional. However, it could lend a horrible advantage to older characters fighting against newer characters. And I want to level the playing field as much as possible. However, I don't want a possible transition to be painful.
Sixth big thing is, monsters will probably have to be redone again. This wouldn't be any time soon. I would need to give players the time to get used to the new system and see how I can fit pregen monsters into it.
Seventh thing, this could take a while. I'm a busy person and there are moments where my replies go unanswered because I have a lot to do, or I simply get burned out. These changes won't be rolled out over night and could take a while before any of them are even up. I would need to do research, attempted balancing, and come up with some mechanics in order to properly do this. I am not saying I don't want to do this, but that it may take me a bit.
So that's pretty much all I have to say about it. That's the good and bad, off the top of my head. As for myself? I think it could be a good addition to the site, though it may be a bit off putting to those used to how our system works. Growth rates wouldn't be as complicated as they may sound, I know that enough already. I would like all of your opinions on this. If you don't vote, or give me feedback, I will just assume you don't care. This is a potentially major change and I would like to hear anything you have to say about this. Hit me on discord, catch me on the Cbox, post below, PM me. Do whatever works for you to let me know what you think.
Note: Message Nvmore, not Ethan.
Tag: nvmore