ffordesoon wrote:I doubt they'll have anything less than a comprehensive save-anywhere system with quicksaving and quickloading.
Correct. Permadeath will work in a similar way to X-Com. If one of your PC's die in combat, they're gone. We are keeping the same UNC -> Death status effects. It's such a cool system that I haven't seen used as much as I think it should be. At death, they're gone though.
I'm sort of seeing two mutually exclusive things here: 1) You will be able to Save nearly anywhere. And therefore is things go awry and someone dies, you _should_ be able to Load a Save from prior to that character's demise, now you've got him back. 2) If a character dies, it's permanent. He's gone, you can NEVER have that character back. That suggests that Death overrides any Saves you may have.
This makes me wonder, given the way things have been stated. When you say, "You can Save nearly anywhere, does that mean that the player can have multiple
Saves, or that every time you Save it overwrites the last Save? If it's the latter case, I am going to be _pissed_. If I get into the mid-game only to discover that at some point I should have gone left instead of going right, but the only way to correct that mistake is to go all the way back and start a completely fresh game
, I will have to worry about the effect of blazing epithets on my monitor screen. [I remember a time or two in WL where the party got hammered and barely survived. Save. _Then_ I discover that the battered survivors had been surrounded and could not avoid being slaughtered by the _next_ set of monsters. I really HATED that aspect of WL.]
My thoughts on HOW Skill Points and their in-game effects should work:
Creating Skills -- Use whatever formulas you want to calculate the pool of initial Skill Points. I suggest NOT making them INT = Skill Points. Intelligence affects mental Skills, but AGL and DEX have a _lot_ more influence on gross body movement and manipulation. Also there are END and LCK influences for certain Skills, and so it should NOT be just INT that determines how many Skill Points are available. Soooo, after initial creation, with every promotion comes some addition "Adventure Points" (I believe they were called). Skill the step of putting them into INT and then
into a Skill. Just use the APs directly, either into Attributes, or into Skill improvement. Keep the Skill level costs as the 1, 2, 4, 8, 16 progression. And just to keep everyone from becoming Superman with 30+ Attributes, make those cost 1,2,3,4,5,etc. for Attribute increases. And the Attribute increase costs start at whatever value the character started at. That is, if PC 1 has a STR of 18 at creation, and PC 2 has only 12, for either of them to add 2 points to STR will cost 3 APs (1 + 2). This, I believe, will reflect the "I was a wimpy kid, but with a LOT of work I raised my STR to 19!" Whereas, "I was always pretty buff, but I started to do a few more reps while exercising and I nudged my STR up to 19." If you start out weak in an Attribute, it takes more effort (APs) to get to higher numbers than it does for someone that already started out pretty high.
Task Modification -- It's all about Die Roll Modifiers. Skill level translates to a percentage; roll that number or less to succeed. For every Skill level in the pertinent Skill, subtract X from the die roll. If there is some complicating factor such as lock complexity, there will be some appropriate number added
to the die roll. THE BASE SUCCESS CHANCE NUMBER NEVER CHANGES. For example: Base chance for anyone to pick any lock is say 25%. The lock is crude, not particularly difficult, so no complication factor. The PC picking the lock has Picklock 1, which gives him a %5 better chance. Die is rolled = 35, -5 for the Picklock Skill = 30 = failure. PC tries again with a set of Simple lockpicks (-10%). Die is rolled = 39, -5 (Skill), -10 (tool) = 24 = success.