Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Skill training system
We are aware that victory dancing is something that needs to be addressed, but when you suggest changes to the skill training system, keep it mind that the system needs to meet the following goals:
- Natural training: Fiddling in the skill screen shouldn't be mandatory. If left alone, skills used should be trained automatically. This is a feature of the current system that we want to keep, even if it isn't perfect (some skills are much easier to train than others).
- Simple interface: We want to keep the interface as simple as possible. There won't be knobs on the skill menu to control exactly how many percents of XP is going to each skill. We don't want to turn the game into Dungeon Crawl Simulator (tm).
I've designed a system that remove the XP pool and the victory dancing, give the player more control over his skills while also meeting the above goals. But this is a long term goal. It will need a lot of coding, and even more work for tuning and balancing the system. But maybe we can start by implementing the "studied skill" feature in the current system. Here is how it would work :
- In the skill screen, the studied skill is marked with an *. You can study only one skill at any time.
- Whenever a skill is exercised, the study skill is also exercised by the same amount, even if the first one isn't trained due to being disabled.
- The effect of studying fighting and spellcasting diminish as the skills raise.
Terminology: Exercise means using a skill. Training means gaining skill points. In the current system, skills are trained when they are exercised while there is XP in the pool.
In practice, it means that setting a skills as "studied" ensure that about half your XP will go to it. If you also disable the skills you use, almost all your XP will go to the studied skill.