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clearer wrote:Levels break games -- with levels instead of playing a desert ranger, you play a character who is leveled in a desert ranger fashion and instead of playing a field medic you just happen to have leveled your character to resemble a field medic. Essentially the problem is that levels require stopping the game to make choises which are, really, not essential to the game, the story or your character. Stats (and thus levels) only matter to players.
An alternative advancement system could be based on stat-use (skill, attribute, etc) -- when ever you use something, you get a chance to increase it (or get experience towards increasing it -- both are fine). This advancement system invites that experience is not shared, however this is not a given (if someone in the party shoots a gun, everybody can get experience towards shooting guns). This will make it difficult to gain Fallout style perks, however, this could be introduced "achievement"-style -- if you've fired a laser gun 2000 times, you've prolly found out a few tricks that you didn't know when you first picked it up. Note that some perks should be attainable through the game world ("tutors") or by studying (giving smart characters an advantage).
Hopefully getting rid of levels will make the game flow better, with less interruptions -- I certainly think that levels did more to make the Fallout game less enjoyable (especially the bethesda games -- but then those games are just annoying).
with levels instead of playing a desert ranger, you play a character who is leveled in a desert ranger fashion and instead of playing a field medic you just happen to have leveled your character to resemble a field medic
Gizmo wrote:I generally don't like an RPG without classes. Mechanics aside (for moment), a class represents their aspirations and past choices in life; their aptitudes and interests.
Aren't necessary ~in an RPG? Then what's the point?Drool wrote:Gizmo wrote:I generally don't like an RPG without classes. Mechanics aside (for moment), a class represents their aspirations and past choices in life; their aptitudes and interests.
Yes, but they aren't necessary, and I think they're more important in the fantasy genre than modern or PA genres. Wasteland had no classes, the Fallouts didn't really have classes either.

SniperHF wrote:If there is a component that is common place in an RPG, someone is going to make a thread saying DON'T HAVE IT!
Kinda getting old.
The common pieces of RPG's over the years haven't been the problem, it's been their implementation.
Woolfe wrote:Why wouldn't a wizard wield a sword. Why couldn't a Warrior be taught magic. etc etc
Drool wrote:While I agree with the first (and some games let wizards do that, like Warhammer Fantasy), the second could be explained by magic being an innate ability that only some people have. Much like how some people can sing, and others couldn't find the right pitch with a road map and signal flares.
suz wrote:IMO "classes" only serve to limit the player's ability to customize character, why can't I be a sneaky thieving wizard?
Indeed that is the point of them.Classes don't ADD anything, they detract from the possible choices.
Of course, that's by design. Each class serves a purpose and it's no different at it's core than are knights, bishops, and pawns. In a fantasy setting the wizard is effectively identical to the artillery unit in a modern war setting. You look and you see that the artillery unit is always a powerful area effect weapon at range, and very vulnerable up close; as with mages ~because they serve the same purpose. Medics serve the same mechanical job as priest/healers, and having one that carries a minigun does not serve the game rules; that's like having a pawn that also moves like knight, or a knight that can also 'en passant' or become Queen on the last rank ~this doesn't serve the game mechanics.The point of an RPG is to roleplay a character, in any ruleset classes are present - you get less choice on characters you are able to roleplay. In WL2 if I want a medic who's also a minigun specialist I should be able to do it, because my character could happen to be a medic obsessed with firepower, and I chose to roleplay that.

clearer wrote:Levels break games -- with levels instead of playing a desert ranger, you play a character who is leveled in a desert ranger fashion and instead of playing a field medic you just happen to have leveled your character to resemble a field medic. Essentially the problem is that levels require stopping the game to make choises which are, really, not essential to the game, the story or your character. Stats (and thus levels) only matter to players.
An alternative advancement system could be based on stat-use (skill, attribute, etc) -- when ever you use something, you get a chance to increase it (or get experience towards increasing it -- both are fine).
This is true, and there are pen & paper RPGs that don't use leveling for PCs...snakeoil wrote:even though i dont understand in which way a stats based system is in any way diffrent to a level system (since levelling is always based on stats), i think a RPG even a CRPG does not necessarily need a level or skill system.
But I don't understand this; I don't understand the aversion some have for numbers, or what use a purely graphical option really has, or why for some that it would be preferable.in fact estimating your role played characters development by numbers is fundamentally wrong in times with the graphical possibilities nowadays.
I fully agree with including additional animations ~they are neat; they aren't needed IMO, but the look neat and impart the extra action; there is no harm done, so long as they don't cause a headache by drawing out the time it takes to accomplish anything; and/or becoming monotonous due to over use during play. There is a real art to creating sounds and graphics that can be used very often in the game, and yet not be irritating in the long term.if you have a character that uses a skill often, the right way to display it would be having diffrent constantly advancing animations, a faster ability speed, a better execution or more choices when using the skill (everything levelling does anyway in games, just without the number)
I don't see the need ~seriously, I don't understand why it's an issue at all ~ I can see why some players might want the HUD reduced in a shooter (because it blocks parts of the screen and the health & ammo count (and little Doom facea system that uses this system would be extremely satisfying without breaking immersion by abstract data that has no reference in real live.

That's not what it means; it means that the guy that spent his time being trained to survive using the rocket launcher (and possibly hit targets with it), was not spending his days away from the firing range, taking apart locks and learning the details of manipulating their inner workings though a tiny slot in the front... and vice versa.classes imo are useless anyway since every human in a post apocalyptic world has to be a swiss army knife. as if anyone would be unable to use a rocket launcher or assault rifle just because you know how to pick a lock...
There needs to be a "clockwork" system of tightly knit rules to govern the Game aspect of the Game ~else it devolves into mindless sandboxing. Drool wrote:Woolfe wrote:Why wouldn't a wizard wield a sword. Why couldn't a Warrior be taught magic. etc etc
While I agree with the first (and some games let wizards do that, like Warhammer Fantasy), the second could be explained by magic being an innate ability that only some people have. Much like how some people can sing, and others couldn't find the right pitch with a road map and signal flares.
tuluse wrote:The only RPG I can think of that didn't use levels but still had a deep character system was VtM:B.
However, I think they were only able to do that because it was a more linear game. It was much easier to judge reward in that case as opposed to an open world like Wasteland.
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