NotaNuffian
This does spark joy.
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The relationship between class (job), skill and stats.
This is me using everyone who bothered to read and reply this post for some answers, thank you for reading if you do first and foremost. Last year I came up with a litrpg idea but dropped it after thinking that it will either be too complex and ass-shoving like Randidly or too watered and wasted...
forum.scribblehub.com
EXP and Levels
There are multiple ways of earning EXP afaik, like killing, crafting and the last is doing quests for NPCs. If there are more methods, do tell. But what if I remove the "doing quests for NPCs" method of earning EXP, will players still enjoy going speaking to the people of the land? Of course...
forum.scribblehub.com
This is abit of continuation of the threads above.
Experience Point (EXP) can be earned by any means, from doing a fetch quest to murdering masses. What I want to focus today is the effects of EXP on skills, stats and levels.
To start, I point towards the Legendary Mechanic's system of an EXP pool (where did this concept came from?) that allows players to freely allocate the EXP into the things they want, which is just two things; level up and increase skill level.
The first one is obvious, level up for job change, level up for race change and level up for more unused stats points (Ability Points). The second is not so clear for me as I think I stopped seeing Han Xiao using the EXP for skills after he is in space for a long time and joined the empire. Instead in the work, it seems like using the skill grants you mastery and if you hate making another dagger, you can go grind with monster massacre and use the EXP there to increase mastery instead. There has been little to no info on whether attacking skills' mastery will grow while you gain EXP from monster kill, thus a bonus increase should you put the EXP into mastery.
I have issues with such a leveling system though, because it feels like Dark Souls' soul system and I am always iffy about not automatically leveling up immediately as you hit the cap and instead you have to check your EXP pool and micromanage it. Of course, Dark Souls is using the EXP as a currency as well, so that is that.
The second interesting system in my head is from Stop, Friendly Fire with the horse fucker MC increasing his level by capping the stats. In his world, the only way to increase one's level is by hitting the max (hard) cap of all stats and you level up. Skill mastery improvement is done through repetitions.
This concept is fresh but since I have forgotten how they get their stats to grow, I am a bit stuck on explaining how EXP works in this case.
So my new (plagerized) idea is to have an EXP pool for the players, capped at their respective levels to incentivise them to enact fiscal policy (spend not save) and in each leveling they get unused AP. Or they can spend said EXP on mastery that has no hard cap, but soft ones like their stats.
Then I recall KR WNs' shitty treatment to grant stats points for those who grind (I blame LMS' Weed) and thought, "why not copy SFF's leveling method too?" It ended up a hotchpotch screw in the head as I thought that leveling up with stats and getting more AP (compared to the standard method of leveling) is a bit dumb, but I also don't have any idea on how to reward players who choose the harder route of leveling, because the amount spent on stats leveling is greater than conventional leveling.
I like the feeling of players gaining stats, just not so high until a low level player has more AP than a high level player (KR BS) and hence a hard cap that promotes level up. There are of course two main routes for the players to choose to try and keep balance; either pick the conventional leveling method and have mediocre stats or go the hard mode method of grinding until you have the best stat for each level.
Skill mastery is the same, either use the pool and/or grind.
Any ideas? Thanks.
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