Amnesiac wrote:and into wrote:I don't think it makes sense that one has to be wearing it for the shield skill to be trainable.
I think it makes at least some sense
Well, from a game play point of view it makes sense. But alright, let's go down the rabbit hole a bit here.
From a "realism" point of view, determining whether the current training system makes sense or not would first require us to ask, "What real-world analogues are 'experience points' and 'skill levels' intended to represent?"
If one is going to worry about this "realism" angle, why not simply view experience points as an accounting system, rather than taking it literally?
Is it "realistic" that a long sword deals 10 damage, for instance? Well, no, it isn't like long swords in the real world have a unified "damage stat" or anything. It *is* realistic that a long blade kills stuff when you jab it with the pointy end, and it also makes sense (given a fantasy setting in which ogres exist!) that an ogre is harder to slay than a jackal. Damage and HP points, then, are an accounting system that provides mechanisms and laws governing how these sensible things happen. But damage and HP are, in themselves, not all that sensible, and no more or less "realistic" than experience points. Yet I never hear anyone complain about the lack of realism in having a health bar or having base damage stats on weapons.
Same with experience. Rather than take it literally, why not say that the skill menu is where you set what you want your character to train in his or her "down time" (what, you really think your character is doing *nothing* during all those turns you rest?) and the experience one gains simply gives the game an accounting system, a mechanism for determining how much meaningful "training" you've had the time to do. Sure you don't actually gain the level while you are resting, but so what, the game plays with temporality a little bit for convenience. Just pretend that "victory dancing" has been automated and is no longer portrayed in the game display. Your character really *does* pick up that shield and goes off to find a bat to spar with for an hour.... I swear. So maybe you kill everything with a dagger, but the majority of the time your character spends in the dungeon is spent furiously training shields. The game just doesn't display this because it is not very interesting. (What, you trust the screen? You think it is a perfect, unmediated look into the game world? Haven't you ever heard of an unreliable narrator?)
"But I don't see it happen!" Well, sure, but you also don't get displays about chewing your food after you've entered the command to eat, nor do you... well, presumably your character has to go to the bathroom from time to time. If we are worried about immersion, I think it is safe to assume that these sorts of events occur without fanfare during those turns you are "resting," in some discreet corner of the dungeon, and the game mercifully spares us a description and the force prompt, "Wipe butt? (Y/N)"
Amnesiac wrote:and into wrote:Some very good players would perhaps be able to use a "train anything right off the bat" system to a *very* slight advantage
there can't be any advantage in training for what you don't currently have access to
In general that's completely true and it is why prioritizing for skills based on what is useful now, is so important. The extremely good, savant-like Crawlers, however, may perhaps understand the extremely specific, minor exceptions to this rule so well that they could exploit a "train whatever, whenever" system to a slight advantage compared to the current one. But, as I said, it probably wouldn't change even their game play very much, I imagine. Decent players (like myself) would continue doing exactly as we are now, outside of perhaps a few strange edge cases that don't really matter. However, less experienced players would likely find it a lot more frustrating. And in any case it is this last point that makes the "free training" system a bad idea, anyway. That's all I'm saying. A completely free training system would be aggravating for new players and (essentially) no different for everyone else, so it would be a step in the wrong direction.